def save_world():
# Dummy for saving all commands to reconstruct current world state.
# Misses same optimizations as record() from the original record().
+ ta_string = ""
+ for id in world_db["ThingActions"]:
+ ta = world_db["ThingActions"][id]
+ ta_string = ta_string + "TA_ID " + str(id) + "\n" + \
+ "TA_EFFORT " + str(ta["TA_EFFORT"]) + "\n" + \
+ "TA_NAME " + ta["TA_NAME"] + "\n"
atomic_write(io_db["path_save"],
"WORLD_ACTIVE " + str(world_db["WORLD_ACTIVE"]) + "\n" +
"MAP_LENGTH " + str(world_db["MAP_LENGTH"]) + "\n" +
"PLAYER_TYPE " + str(world_db["PLAYER_TYPE"]) + "\n" +
"TURN " + str(world_db["TURN"]) + "\n" +
"SEED_RANDOMNESS " + str(world_db["SEED_RANDOMNESS"]) + "\n" +
- "SEED_MAP " + str(world_db["SEED_MAP"]) + "\n")
+ "SEED_MAP " + str(world_db["SEED_MAP"]) + "\n" +
+ ta_string)
# TODO: If all this ever does is just writing down what's in world_db, some
# loop over its entries should be all that's needed.
def command_taid(id_string):
- # DUMMY
- def new(id):
- """Add new ThingAction to world_db["thing_actions"]."""
- if 0 == id:
- while 1:
- id = id + 1
- if id not in world_db["thing actions"]:
- break
- if id > 255:
- print("Ignoring: No unused ID available to add to ID list.")
- return
- world_db["thing actions"][id] = { "TA_EFFORT": 1, "TA_NAME": "wait" }
- val = integer_test(id_string, 0, 255)
- if val:
- if id in world_db["thing actions"]:
- pass # TODO: Assign ID to work on in other TA_ commands …
+ """Set ID of ThingAction to manipulate. ID unused? Create new ThingAction.
+
+ The ID of the ThingAction to manipulate is stored as command_taid.id. If
+ the integer of the input value is valid (>= 0 and <= 255), but 0, a new ID
+ is calculated: The lowest unused ID >0 and <= 255. A new ThingAction's
+ "TA_EFFORT" defaults to 1, its "TA_NAME" to "wait".
+ """
+ id = integer_test(id_string, 0, 255)
+ if id:
+ if id in world_db["ThingActions"]:
+ command_taid.id = id
else:
- new(id)
+ if 0 == id:
+ while 1:
+ id = id + 1
+ if id not in world_db["ThingActions"]:
+ break
+ if id > 255:
+ print("Ignoring: "
+ "No unused ID available to add to ID list.")
+ return
+ world_db["ThingActions"][id] = {
+ "TA_EFFORT": 1,
+ "TA_NAME": "wait"
+ }
+ command_taid.id = id
+
+
+def command_taeffort(str_int):
+ """Set to int(str_int) effort value of ThingAction of command_taid.id."""
+ if hasattr(command_taid, "id"):
+ val = integer_test(str_int, 0, 255)
+ if val:
+ world_db["ThingActions"][command_taid.id]["TA_EFFORT"] = val
+ else:
+ print("Ignoring: No thing action defined to manipulate yet.")
+
+
+def command_taname(name):
+ """Set to name name value of ThingAction of command_taid.id.
+
+ The name must match a valid thing action function. If after the name
+ setting no ThingAction with name "wait" remains, call set_world_inactive().
+ """
+ if hasattr(command_taid, "id"):
+ if name == "wait" or name == "move" or name == "use" \
+ or name == "drop" or name == "pick_up":
+ world_db["ThingActions"][command_taid.id]["TA_NAME"] = name
+ if 1 == world_db["WORLD_ACTIVE"]:
+ wait_defined = False
+ for id in world_db["ThingActions"]:
+ if "wait" == world_db["ThingActions"][id]["TA_NAME"]:
+ wait_defined = True
+ break
+ if not wait_defined:
+ set_world_inactive()
+ else:
+ print("Ignoring: Invalid action name.")
+ else:
+ print("No thing action defined to manipulate yet.")
+ # In contrast to the original,naming won't map a function to a ThingAction.
"""Commands database.
"PLAYER_TYPE": (1, False, worlddb_value_setter("PLAYER_TYPE", 0, 255)),
"MAP_LENGTH": (1, False, command_maplength),
"WORLD_ACTIVE": (1, False, command_worldactive),
- "TA_ID": (1, False, command_taid)
+ "TA_ID": (1, False, command_taid),
+ "TA_EFFORT": (1, False, command_taeffort),
+ "TA_NAME": (1, False, command_taname)
}
"PLAYER_TYPE": 0,
"MAP_LENGTH": 64,
"WORLD_ACTIVE": 0,
- "thing actions": {},
- "thing types": {},
- "things": {}
+ "ThingActions": {},
+ "ThingTypes": {},
+ "Things": {}
}