class ThingBase:
type_ = '?'
- def __init__(self, game, id_=None, position=(YX(0,0))):
+ def __init__(self, game, id_=0, position=(YX(0,0))):
self.game = game
- if id_ is None:
+ if id_ == 0:
self.id_ = self.game.new_thing_id()
else:
self.id_ = id_
class Thing(ThingBase):
+ blocking = False
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
def proceed(self):
pass
+ @property
+ def type_(self):
+ return self.__class__.get_type()
+
+ @classmethod
+ def get_type(cls):
+ return cls.__name__[len('Thing_'):]
+
+
+
+class Thing_Item(Thing):
+ symbol_hint = 'i'
+
+
+
+class Thing_Furniture(Thing):
+ symbol_hint = 'h'
+
class ThingAnimate(Thing):
+ blocking = True
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
self._fov = fov_map_class(self.game.map, self.position)
return self._fov
+ def fov_test(self, yx):
+ test_position = yx - self.fov_stencil.offset
+ if self.fov_stencil.inside(test_position):
+ if self.fov_stencil[test_position] == '.':
+ return True
+ return False
+
def fov_stencil_map(self, map):
visible_terrain = ''
- for i in range(self.fov_stencil.size_i):
- if self.fov_stencil.terrain[i] == '.':
- visible_terrain += map.terrain[i]
+ for yx in self.fov_stencil:
+ if self.fov_stencil[yx] == '.':
+ corrected_yx = yx + self.fov_stencil.offset
+ visible_terrain += map[corrected_yx]
else:
visible_terrain += ' '
return visible_terrain
-class ThingPlayer(ThingAnimate):
- type_ = 'player'
+class Thing_Player(ThingAnimate):
+ symbol_hint = '@'
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
- self.nickname = 'undefined'
+ self.carrying = None