def new_thing_id(self):
if len(self.things) == 0:
return 0
+ # DANGEROUS – if anywhere we append a thing to the list of lower
+ # ID than the highest-value ID, this might lead to re-using an
+ # already active ID. This should not happen anywhere in the
+ # code, but a break here might be more visible.
return self.things[-1].id_ + 1
def get_map(self, map_pos):
# inside are disappeared.
elif m.awake > 0:
m.awake -= 1
- for t in self.things:
+ # We iterate over a list comprehension of self.things,
+ # since we might delete elements of self.things.
+ for t in [t for t in self.things]:
if t.position[0] == map_pos:
if not t.type_ in m.stats:
m.stats[t.type_] = {'population': 0,
if isinstance(t, ThingAnimate):
m.stats[t.type_]['health'] += t.health
if not m.awake:
+ # TODO: Handle inventory.
del self.things[self.things.index(t)]
#if not m.awake:
# print('DEBUG sleep stats', map_pos, m.stats)
if self is self.game.player:
self.game.player_is_alive = False
else:
+ # TODO: Handle inventory.
del self.game.things[self.game.things.index(self)]
return
try: