if self.thing.blocks_light:
self.thing.game.record_change(self.thing.position, 'fov')
self.thing.position = self._get_move_target()
+ for t in [t for t in self.thing.game.things
+ if t.type_ == 'Player' and not t == self.thing
+ and t.position == self.thing.position]:
+ self.thing.send_msg('CHAT %s' %
+ quote('You get awkwardly close to %s.' % t.name))
+ for c_id in self.thing.game.sessions:
+ if self.thing.game.sessions[c_id]['thing_id'] == t.id_:
+ t.send_msg('CHAT %s' %
+ quote('%s gets awkwardly close to you.' %
+ self.thing.name))
+ break
self.thing.game.record_change(self.thing.position, 'other')
terrain = \
self.thing.game.maps[self.thing.position[0]][self.thing.position[1]]
terrain_type = self.thing.game.terrains[terrain]
if 'sittable' in terrain_type.tags:
self.thing.standing = False
- self.thing.send_msg('CHAT "You sink into the %s."'
+ self.thing.send_msg('CHAT "You sink into the %s.'
+ 'Staying here will reduce your weariness."'
% terrain_type.description)
self.thing.invalidate('fov')
if self.thing.blocks_light:
class Task_DOOR(Task):
+ def check(self):
+ action_radius = list(self.thing.game.map_geometry.
+ get_neighbors_yxyx(self.thing.position).values())
+ reachable_doors = [t for t in self.thing.game.things if
+ t.type_ == 'Door' and t.position in action_radius]
+ if len(reachable_doors) == 0:
+ raise PlayError('not standing next to a door to open/close')
+ for door in reachable_doors:
+ if not door.blocks_movement:
+ return
+ if not door.locked:
+ return
+ if self.thing.carrying and self.thing.carrying.type_ == 'DoorKey'\
+ and self.thing.carrying.door == door:
+ return
+ raise PlayError('cannot open locked door without its key')
+
def do(self):
action_radius = list(self.thing.game.map_geometry.
get_neighbors_yxyx(self.thing.position).values())
t.open()
else:
t.close()
+ if self.thing.carrying and\
+ self.thing.carrying.type_ == 'DoorKey' and\
+ self.thing.carrying.door == t:
+ self.thing.send_msg('CHAT "You lock the door."')
+ t.lock()
self.thing.game.record_change(t.position, 'other')
self.thing.game.record_change(t.position, 'fov')