class ThingBase:
type_ = '?'
- def __init__(self, game, id_=0, position=(YX(0,0))):
+ def __init__(self, game, id_=0, position=(YX(0, 0), YX(0, 0))):
self.game = game
if id_ == 0:
self.id_ = self.game.new_thing_id()
class Thing(ThingBase):
blocking = False
+ protection = '.'
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
-class Thing_Stone(Thing):
- symbol_hint = 'o'
+class Thing_Item(Thing):
+ symbol_hint = 'i'
+
class ThingAnimate(Thing):
self.task.check()
except GameError as e:
self.task = None
- raise GameError
- return
+ raise e
self.task.todo -= 1
if self.task.todo <= 0:
self._last_task_result = self.task.do()
if self._fov:
return self._fov
fov_map_class = self.game.map_geometry.fov_map_class
- self._fov = fov_map_class(self.game.map, self.position)
+ self._fov = fov_map_class(self.game.maps, self.position, 12,
+ self.game.get_map)
return self._fov
- def fov_stencil_map(self, map):
+ def fov_test(self, big_yx, little_yx):
+ test_position = self.fov_stencil.target_yx(big_yx, little_yx)
+ if self.fov_stencil.inside(test_position):
+ if self.fov_stencil[test_position] == '.':
+ return True
+ return False
+
+ def fov_stencil_map(self, map_type='normal'):
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] == '.':
+ big_yx, little_yx = self.fov_stencil.source_yxyx(yx)
+ map_ = self.game.get_map(big_yx, map_type)
+ visible_terrain += map_[little_yx]
else:
visible_terrain += ' '
return visible_terrain
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
- self.nickname = 'undefined'
+ self.carrying = None