'name_thing': {
'short': 'name thing',
'intro': '',
- 'long': 'Give name to/change name of thing here.'
+ 'long': 'Give name to/change name of carried thing.'
},
'command_thing': {
- 'short': 'command thing',
+ 'short': 'command',
'intro': '',
'long': 'Enter a command to the thing you carry. Enter nothing to return to play mode.'
},
'take_thing': {
- 'short': 'take thing',
+ 'short': 'take',
'intro': 'Pick up a thing in reach by entering its index number. Enter nothing to abort.',
'long': 'You see a list of things which you could pick up. Enter the target thing\'s index, or, to leave, nothing.'
},
'drop_thing': {
- 'short': 'drop thing',
+ 'short': 'drop',
'intro': 'Enter number of direction to which you want to drop thing.',
'long': 'Drop currently carried thing by entering the target direction index. Enter nothing to return to play mode..'
},
'admin_thing_protect': {
'short': 'change thing protection',
'intro': '@ enter thing protection character:',
- 'long': 'Change protection character for thing here.'
+ 'long': 'Change protection character for carried thing.'
},
'enter_face': {
- 'short': 'enter your face',
- 'intro': '@ enter face line (enter nothing to abort):',
+ 'short': 'edit face',
+ 'intro': '@ enter face line:',
'long': 'Draw your face as ASCII art. The string you enter must be 18 characters long, and will be divided on display into 3 lines of 6 characters each, from top to bottom..'
},
- 'enter_hat': {
- 'short': 'enter your hat',
- 'intro': '@ enter hat line (enter nothing to abort):',
- 'long': 'Draw your hat as ASCII art. The string you enter must be 18 characters long, and will be divided on display into 3 lines of 6 characters each, from top to bottom..'
+ 'enter_design': {
+ 'short': 'edit design',
+ 'intro': '@ enter design:',
+ 'long': 'Enter design for carried thing as ASCII art.'
},
'write': {
- 'short': 'change terrain',
+ 'short': 'edit tile',
'intro': '',
'long': 'This mode allows you to change the map tile you currently stand on (if your world editing password authorizes you so). Just enter any printable ASCII character to imprint it on the ground below you.'
},
pass # we assume socket will be known as dead by now
def cmd_TURN(game, n):
- game.turn = n
game.turn_complete = False
cmd_TURN.argtypes = 'int:nonneg'
-def cmd_PSEUDO_FOV_WIPE(game):
+def cmd_OTHER_WIPE(game):
game.portals_new = {}
game.annotations_new = {}
game.things_new = []
-cmd_PSEUDO_FOV_WIPE.argtypes = ''
+cmd_OTHER_WIPE.argtypes = ''
def cmd_LOGIN_OK(game):
game.tui.switch_mode('post_login_wait')
game.tui.send('GET_GAMESTATE')
- game.tui.log_msg('@ welcome')
+ game.tui.log_msg('@ welcome!')
+ game.tui.log_msg('@ hint: see top of terminal for how to get help.')
+ game.tui.log_msg('@ hint: enter study mode to understand your environment.')
cmd_LOGIN_OK.argtypes = ''
def cmd_ADMIN_OK(game):
t.hat = hat
cmd_THING_HAT.argtypes = 'int:pos string'
+def cmd_THING_DESIGN(game, thing_id, size, design):
+ t = game.get_thing_temp(thing_id)
+ t.design = [size, design]
+cmd_THING_DESIGN.argtypes = 'int:pos yx_tuple string'
+
def cmd_THING_CHAR(game, thing_id, c):
t = game.get_thing_temp(thing_id)
t.thing_char = c
map_geometry_class = globals()['MapGeometry' + geometry]
game.map_geometry_new = map_geometry_class(size)
game.map_content_new = content
- if type(game.map_geometry) == MapGeometrySquare:
+ if type(game.map_geometry_new) == MapGeometrySquare:
game.tui.movement_keys = {
game.tui.keys['square_move_up']: 'UP',
game.tui.keys['square_move_left']: 'LEFT',
game.tui.keys['square_move_down']: 'DOWN',
game.tui.keys['square_move_right']: 'RIGHT',
}
- elif type(game.map_geometry) == MapGeometryHex:
+ elif type(game.map_geometry_new) == MapGeometryHex:
game.tui.movement_keys = {
game.tui.keys['hex_move_upleft']: 'UPLEFT',
game.tui.keys['hex_move_upright']: 'UPRIGHT',
game.map_control_content = game.map_control_content_new
game.player = game.get_thing(game.player_id)
game.players_hat_chars = game.players_hat_chars_new
+ game.bladder_pressure = game.bladder_pressure_new
+ game.energy = game.energy_new
game.turn_complete = True
if game.tui.mode.name == 'post_login_wait':
game.tui.switch_mode('play')
cmd_THING_INSTALLED.argtypes = 'int:pos'
def cmd_THING_CARRYING(game, thing_id, carried_id):
- game.get_thing_temp(thing_id).carrying = game.get_thing(carried_id)
+ game.get_thing_temp(thing_id).carrying = game.get_thing_temp(carried_id)
cmd_THING_CARRYING.argtypes = 'int:pos int:pos'
def cmd_TERRAIN(game, terrain_char, terrain_desc):
game.tui.set_random_colors()
cmd_RANDOM_COLORS.argtypes = ''
+def cmd_STATS(game, bladder_pressure, energy):
+ game.bladder_pressure_new = bladder_pressure
+ game.energy_new = energy
+cmd_STATS.argtypes = 'int:nonneg int'
+
class Game(GameBase):
turn_complete = False
tasks = {}
self.register_command(cmd_REPLY)
self.register_command(cmd_PLAYER_ID)
self.register_command(cmd_TURN)
- self.register_command(cmd_PSEUDO_FOV_WIPE)
+ self.register_command(cmd_OTHER_WIPE)
self.register_command(cmd_THING)
self.register_command(cmd_THING_TYPE)
self.register_command(cmd_THING_NAME)
self.register_command(cmd_THING_CHAR)
self.register_command(cmd_THING_FACE)
self.register_command(cmd_THING_HAT)
+ self.register_command(cmd_THING_DESIGN)
self.register_command(cmd_THING_CARRYING)
self.register_command(cmd_THING_INSTALLED)
self.register_command(cmd_TERRAIN)
self.register_command(cmd_FOV)
self.register_command(cmd_DEFAULT_COLORS)
self.register_command(cmd_RANDOM_COLORS)
+ self.register_command(cmd_STATS)
self.map_content = ''
self.players_hat_chars = ''
self.player_id = -1
mode_take_thing = Mode('take_thing', has_input_prompt=True)
mode_drop_thing = Mode('drop_thing', has_input_prompt=True)
mode_enter_face = Mode('enter_face', has_input_prompt=True)
- mode_enter_hat = Mode('enter_hat', has_input_prompt=True)
+ mode_enter_design = Mode('enter_design', has_input_prompt=True)
is_admin = False
tile_draw = False
"command_thing", "take_thing",
"drop_thing"]
self.mode_play.available_actions = ["move", "teleport", "door", "consume",
- "install", "wear", "spin"]
+ "install", "wear", "spin", "dance"]
self.mode_study.available_modes = ["chat", "play", "admin_enter", "edit"]
self.mode_study.available_actions = ["toggle_map_mode", "move_explorer"]
self.mode_admin.available_modes = ["admin_thing_protect", "control_pw_type",
"control_tile_type", "chat",
"study", "play", "edit"]
- self.mode_admin.available_actions = ["move"]
+ self.mode_admin.available_actions = ["move", "toggle_map_mode"]
self.mode_control_tile_draw.available_modes = ["admin_enter"]
self.mode_control_tile_draw.available_actions = ["move_explorer",
"toggle_tile_draw"]
self.mode_edit.available_modes = ["write", "annotate", "portal",
- "name_thing", "enter_face", "enter_hat", "password",
+ "name_thing", "enter_face", "enter_design",
+ "password",
"chat", "study", "play", "admin_enter"]
self.mode_edit.available_actions = ["move", "flatten", "install",
"toggle_map_mode"]
'switch_to_admin_thing_protect': 'T',
'flatten': 'F',
'switch_to_enter_face': 'f',
- 'switch_to_enter_hat': 'H',
+ 'switch_to_enter_design': 'D',
'switch_to_take_thing': 'z',
'switch_to_drop_thing': 'u',
'teleport': 'p',
'install': 'I',
'wear': 'W',
'spin': 'S',
+ 'dance': 'T',
'help': 'h',
'toggle_map_mode': 'L',
'toggle_tile_draw': 'm',
self.fov = ''
self.flash = False
self.map_lines = []
+ self.ascii_draw_stage = 0
+ self.full_ascii_draw = ''
self.offset = YX(0,0)
curses.wrapper(self.loop)
elif self.mode.name == 'password':
self.input_ = self.password
elif self.mode.name == 'name_thing':
- if hasattr(self.thing_selected, 'name'):
- self.input_ = self.thing_selected.name
+ if hasattr(self.game.player.carrying, 'name'):
+ self.input_ = self.game.player.carrying.name
elif self.mode.name == 'admin_thing_protect':
- if hasattr(self.thing_selected, 'protection'):
- self.input_ = self.thing_selected.protection
+ if hasattr(self.game.player.carrying, 'protection'):
+ self.input_ = self.game.player.carrying.protection
+ elif self.mode.name == 'enter_face':
+ start = self.ascii_draw_stage * 6
+ end = (self.ascii_draw_stage + 1) * 6
+ self.input_ = self.game.player.face[start:end]
+ elif self.mode.name == 'enter_design':
+ width = self.game.player.carrying.design[0].x
+ start = self.ascii_draw_stage * width
+ end = (self.ascii_draw_stage + 1) * width
+ self.input_ = self.game.player.carrying.design[1][start:end]
def send_tile_control_command(self):
self.send('SET_TILE_CONTROL %s %s' %
(not self.game.player.carrying or
not self.game.player.carrying.commandable):
return fail('not carrying anything commandable')
+ if mode_name == 'name_thing' and not self.game.player.carrying:
+ return fail('not carrying anything to re-name', 'edit')
+ if mode_name == 'admin_thing_protect' and not self.game.player.carrying:
+ return fail('not carrying anything to protect')
if mode_name == 'take_thing' and self.game.player.carrying:
return fail('already carrying something')
if mode_name == 'drop_thing' and not self.game.player.carrying:
return fail('not carrying anything droppable')
+ if mode_name == 'enter_design' and\
+ (not self.game.player.carrying or
+ not hasattr(self.game.player.carrying, 'design')):
+ return fail('not carrying designable to edit', 'edit')
if mode_name == 'admin_enter' and self.is_admin:
mode_name = 'admin'
- elif mode_name in {'name_thing', 'admin_thing_protect'}:
- thing = None
- for t in [t for t in self.game.things
- if t.position == self.game.player.position
- and t.id_ != self.game.player.id_]:
- thing = t
- break
- if not thing:
- return fail('not standing over thing', 'edit')
- else:
- self.thing_selected = thing
self.mode = getattr(self, 'mode_' + mode_name)
if self.mode.name in {'control_tile_draw', 'control_tile_type',
'control_pw_type'}:
self.log_msg('@ enter username')
elif self.mode.name == 'take_thing':
self.log_msg('Portable things in reach for pick-up:')
- select_range = [self.game.player.position,
- self.game.player.position + YX(0,-1),
- self.game.player.position + YX(0, 1),
- self.game.player.position + YX(-1, 0),
- self.game.player.position + YX(1, 0)]
- if type(self.game.map_geometry) == MapGeometryHex:
+ directed_moves = {
+ 'HERE': YX(0, 0), 'LEFT': YX(0, -1), 'RIGHT': YX(0, 1)
+ }
+ if type(self.game.map_geometry) == MapGeometrySquare:
+ directed_moves['UP'] = YX(-1, 0)
+ directed_moves['DOWN'] = YX(1, 0)
+ elif type(self.game.map_geometry) == MapGeometryHex:
if self.game.player.position.y % 2:
- select_range += [self.game.player.position + YX(-1, 1),
- self.game.player.position + YX(1, 1)]
+ directed_moves['UPLEFT'] = YX(-1, 0)
+ directed_moves['UPRIGHT'] = YX(-1, 1)
+ directed_moves['DOWNLEFT'] = YX(1, 0)
+ directed_moves['DOWNRIGHT'] = YX(1, 1)
else:
- select_range += [self.game.player.position + YX(-1, -1),
- self.game.player.position + YX(1, -1)]
- self.selectables = [t.id_ for t in self.game.things
- if t.portable and t.position in select_range]
+ directed_moves['UPLEFT'] = YX(-1, -1)
+ directed_moves['UPRIGHT'] = YX(-1, 0)
+ directed_moves['DOWNLEFT'] = YX(1, -1)
+ directed_moves['DOWNRIGHT'] = YX(1, 0)
+ select_range = {}
+ for direction in directed_moves:
+ move = directed_moves[direction]
+ select_range[direction] = self.game.player.position + move
+ self.selectables = []
+ directions = []
+ for direction in select_range:
+ for t in [t for t in self.game.things
+ if t.portable and t.position == select_range[direction]]:
+ self.selectables += [t.id_]
+ directions += [direction]
if len(self.selectables) == 0:
return fail('nothing to pick-up')
else:
for i in range(len(self.selectables)):
t = self.game.get_thing(self.selectables[i])
- self.log_msg(str(i) + ': ' + self.get_thing_info(t))
+ self.log_msg('%s %s: %s' % (i, directions[i],
+ self.get_thing_info(t)))
elif self.mode.name == 'drop_thing':
self.log_msg('Direction to drop thing to:')
self.selectables =\
['HERE'] + list(self.game.tui.movement_keys.values())
for i in range(len(self.selectables)):
self.log_msg(str(i) + ': ' + self.selectables[i])
- elif self.mode.name == 'enter_hat':
- self.log_msg('legal characters: ' + self.game.players_hat_chars)
+ elif self.mode.name == 'enter_design':
+ self.log_msg('@ The design you enter must be %s lines of max %s '
+ 'characters width each'
+ % (self.game.player.carrying.design[0].y,
+ self.game.player.carrying.design[0].x))
+ if self.game.player.carrying.type_ == 'Hat':
+ self.log_msg('@ Legal characters: ' + self.game.players_hat_chars)
+ self.log_msg('@ (Eat cookies to extend the ASCII characters available for drawing.)')
elif self.mode.name == 'command_thing':
self.send('TASK:COMMAND ' + quote('HELP'))
elif self.mode.name == 'control_pw_pw':
else:
for t in self.game.things:
if t.position == self.explorer:
- info_to_cache += 'THING: %s' % self.get_thing_info(t)
- protection = t.protection
- if protection == '.':
- protection = 'none'
- info_to_cache += ' / protection: %s\n' % protection
- if hasattr(t, 'hat'):
- info_to_cache += t.hat[0:6] + '\n'
- info_to_cache += t.hat[6:12] + '\n'
- info_to_cache += t.hat[12:18] + '\n'
- if hasattr(t, 'face'):
- info_to_cache += t.face[0:6] + '\n'
- info_to_cache += t.face[6:12] + '\n'
- info_to_cache += t.face[12:18] + '\n'
+ info_to_cache += '%s' % self.get_thing_info(t, True)
terrain_char = self.game.map_content[pos_i]
terrain_desc = '?'
if terrain_char in self.game.terrains:
terrain_desc = self.game.terrains[terrain_char]
- info_to_cache += 'TERRAIN: "%s" / %s\n' % (terrain_char,
+ info_to_cache += 'TERRAIN: %s (%s' % (terrain_char,
terrain_desc)
protection = self.game.map_control_content[pos_i]
- if protection == '.':
- protection = 'unprotected'
- info_to_cache += 'PROTECTION: %s\n' % protection
+ if protection != '.':
+ info_to_cache += '/protection:%s' % protection
+ info_to_cache += ')\n'
if self.explorer in self.game.portals:
info_to_cache += 'PORTAL: ' +\
self.game.portals[self.explorer] + '\n'
- else:
- info_to_cache += 'PORTAL: (none)\n'
if self.explorer in self.game.annotations:
info_to_cache += 'ANNOTATION: ' +\
self.game.annotations[self.explorer]
self.info_cached = info_to_cache
return self.info_cached
- def get_thing_info(self, t):
- info = '%s / %s' %\
- (t.type_, self.game.thing_types[t.type_])
+ def get_thing_info(self, t, detailed=False):
+ info = ''
+ if detailed:
+ info += '- '
+ info += self.game.thing_types[t.type_]
if hasattr(t, 'thing_char'):
info += t.thing_char
if hasattr(t, 'name'):
- info += ' (%s)' % t.name
+ info += ': %s' % t.name
+ info += ' (%s' % t.type_
if hasattr(t, 'installed'):
- info += ' / installed'
+ info += '/installed'
+ if t.type_ == 'Bottle':
+ if t.thing_char == '_':
+ info += '/empty'
+ elif t.thing_char == '~':
+ info += '/full'
+ if detailed:
+ protection = t.protection
+ if protection != '.':
+ info += '/protection:%s' % protection
+ info += ')\n'
+ if hasattr(t, 'hat') or hasattr(t, 'face'):
+ info += '----------\n'
+ if hasattr(t, 'hat'):
+ info += '| %s |\n' % t.hat[0:6]
+ info += '| %s |\n' % t.hat[6:12]
+ info += '| %s |\n' % t.hat[12:18]
+ if hasattr(t, 'face'):
+ info += '| %s |\n' % t.face[0:6]
+ info += '| %s |\n' % t.face[6:12]
+ info += '| %s |\n' % t.face[12:18]
+ info += '----------\n'
+ if hasattr(t, 'design'):
+ line_length = t.design[0].x
+ lines = []
+ for i in range(t.design[0].y):
+ start = i * line_length
+ end = (i + 1) * line_length
+ lines += [t.design[1][start:end]]
+ info += '-' * (line_length + 4) + '\n'
+ for line in lines:
+ info += '| %s |\n' % line
+ info += '-' * (line_length + 4) + '\n'
+ else:
+ info += ')'
return info
def loop(self, stdscr):
if not self.mode.has_input_prompt:
self.input_lines = []
else:
- self.input_lines = msg_into_lines_of_width(input_prompt + self.input_,
+ self.input_lines = msg_into_lines_of_width(input_prompt
+ + self.input_ + '█',
self.window_width)
def move_explorer(direction):
safe_addstr(y, self.window_width, self.input_lines[i])
y += 1
- def draw_turn():
- if not self.game.turn_complete:
- return
- safe_addstr(0, self.window_width, 'TURN: ' + str(self.game.turn))
+ def draw_stats():
+ stats = 'ENERGY: %s BLADDER: %s' % (self.game.energy,
+ self.game.bladder_pressure)
+ safe_addstr(0, self.window_width, stats)
def draw_mode():
help = "hit [%s] for help" % self.keys['help']
return
start_x = self.window_width - 10
- t_char = ' '
- if hasattr(t, 'thing_char'):
- t_char = t.thing_char
def draw_body_part(body_part, end_y):
- safe_addstr(end_y - 4, start_x, ' _[ @' + t_char + ' ]_ ')
- safe_addstr(end_y - 3, start_x, '| |')
+ safe_addstr(end_y - 3, start_x, '----------')
safe_addstr(end_y - 2, start_x, '| ' + body_part[0:6] + ' |')
safe_addstr(end_y - 1, start_x, '| ' + body_part[6:12] + ' |')
safe_addstr(end_y, start_x, '| ' + body_part[12:18] + ' |')
if hasattr(t, 'face'):
- draw_body_part(t.face, self.size.y - 2)
+ draw_body_part(t.face, self.size.y - 3)
if hasattr(t, 'hat'):
- draw_body_part(t.hat, self.size.y - 5)
- safe_addstr(self.size.y - 1, start_x, '| |')
+ draw_body_part(t.hat, self.size.y - 6)
+ safe_addstr(self.size.y - 2, start_x, '----------')
+ name = t.name[:]
+ if len(name) > 6:
+ name = name[:6] + '…'
+ safe_addstr(self.size.y - 1, start_x,
+ '@%s:%s' % (t.thing_char, name))
def draw_help():
content = "%s help\n\n%s\n\n" % (self.mode.short_desc,
draw_history()
draw_mode()
if not self.mode.is_intro:
- draw_turn()
+ draw_stats()
draw_map()
if self.show_help:
draw_help()
self.input_ = ''
self.switch_mode('play')
+ def enter_ascii_art(command, height, width, with_pw=False):
+ if len(self.input_) > width:
+ self.log_msg('? wrong input length, '
+ 'must be max %s; try again' % width)
+ return
+ if len(self.input_) < width:
+ self.input_ += ' ' * (width - len(self.input_))
+ self.log_msg(' ' + self.input_)
+ self.full_ascii_draw += self.input_
+ self.ascii_draw_stage += 1
+ if self.ascii_draw_stage < height:
+ self.restore_input_values()
+ else:
+ if with_pw:
+ self.send('%s %s %s' % (command, quote(self.full_ascii_draw),
+ quote(self.password)))
+ else:
+ self.send('%s %s' % (command, quote(self.full_ascii_draw)))
+ self.full_ascii_draw = ""
+ self.ascii_draw_stage = 0
+ self.input_ = ""
+ self.switch_mode('edit')
+
action_descriptions = {
'move': 'move',
'flatten': 'flatten surroundings',
'door': 'open/close',
'consume': 'consume',
'spin': 'spin',
+ 'dance': 'dance',
}
action_tasks = {
'command': 'COMMAND',
'consume': 'INTOXICATE',
'spin': 'SPIN',
+ 'dance': 'DANCE',
}
curses.curs_set(False) # hide cursor
reset_screen_size()
self.explorer = YX(0, 0)
self.input_ = ''
+ store_widechar = False
input_prompt = '> '
interval = datetime.timedelta(seconds=5)
last_ping = datetime.datetime.now() - interval
keycode = None
if len(key) == 1:
keycode = ord(key)
+ # workaround for <https://stackoverflow.com/a/56390915>
+ if store_widechar:
+ store_widechar = False
+ key = bytes([195, keycode]).decode()
+ if keycode == 195:
+ store_widechar = True
+ continue
self.show_help = False
self.draw_face = False
if key == 'KEY_RESIZE':
self.send('LOGIN ' + quote(self.input_))
self.input_ = ""
elif self.mode.name == 'enter_face' and key == '\n':
- if len(self.input_) != 18:
- self.log_msg('? wrong input length, aborting')
- else:
- self.send('PLAYER_FACE %s' % quote(self.input_))
- self.input_ = ""
- self.switch_mode('edit')
- elif self.mode.name == 'enter_hat' and key == '\n':
- if len(self.input_) != 18:
- self.log_msg('? wrong input length, aborting')
- else:
- self.send('PLAYER_HAT %s' % quote(self.input_))
- self.input_ = ""
- self.switch_mode('edit')
+ enter_ascii_art('PLAYER_FACE', 3, 6)
+ elif self.mode.name == 'enter_design' and key == '\n':
+ enter_ascii_art('THING_DESIGN',
+ self.game.player.carrying.design[0].y,
+ self.game.player.carrying.design[0].x, True)
elif self.mode.name == 'take_thing' and key == '\n':
pick_selectable('PICK_UP')
elif self.mode.name == 'drop_thing' and key == '\n':
if len(self.input_) != 1:
self.log_msg('@ entered non-single-char, therefore aborted')
else:
- self.send('THING_PROTECTION %s %s' % (self.thing_selected.id_,
- quote(self.input_)))
+ self.send('THING_PROTECTION %s' % (quote(self.input_)))
self.log_msg('@ sent new protection character for thing')
self.switch_mode('admin')
elif self.mode.name == 'control_tile_type' and key == '\n':
elif self.mode.name == 'name_thing' and key == '\n':
if self.input_ == '':
self.input_ = ' '
- self.send('THING_NAME %s %s %s' % (self.thing_selected.id_,
- quote(self.input_),
- quote(self.password)))
+ self.send('THING_NAME %s %s' % (quote(self.input_),
+ quote(self.password)))
self.switch_mode('edit')
elif self.mode.name == 'annotate' and key == '\n':
if self.input_ == '':
self.send('TASK:WEAR')
elif key == self.keys['spin'] and task_action_on('spin'):
self.send('TASK:SPIN')
+ elif key == self.keys['dance'] and task_action_on('dance'):
+ self.send('TASK:DANCE')
elif key == self.keys['teleport']:
if self.game.player.position in self.game.portals:
self.host = self.game.portals[self.game.player.position]
elif self.mode.name == 'admin':
if self.mode.mode_switch_on_key(self, key):
continue
+ elif key == self.keys['toggle_map_mode']:
+ self.toggle_map_mode()
elif key in self.movement_keys and task_action_on('move'):
self.send('TASK:MOVE ' + self.movement_keys[key])
elif self.mode.name == 'edit':