'name_thing': {
'short': 'name thing',
'intro': '',
- 'long': 'Give name to/change name of thing here.'
+ 'long': 'Give name to/change name of carried thing.'
},
'command_thing': {
- 'short': 'command thing',
+ 'short': 'command',
'intro': '',
'long': 'Enter a command to the thing you carry. Enter nothing to return to play mode.'
},
'take_thing': {
- 'short': 'take thing',
+ 'short': 'take',
'intro': 'Pick up a thing in reach by entering its index number. Enter nothing to abort.',
'long': 'You see a list of things which you could pick up. Enter the target thing\'s index, or, to leave, nothing.'
},
'drop_thing': {
- 'short': 'drop thing',
+ 'short': 'drop',
'intro': 'Enter number of direction to which you want to drop thing.',
'long': 'Drop currently carried thing by entering the target direction index. Enter nothing to return to play mode..'
},
'admin_thing_protect': {
'short': 'change thing protection',
'intro': '@ enter thing protection character:',
- 'long': 'Change protection character for thing here.'
+ 'long': 'Change protection character for carried thing.'
},
'enter_face': {
- 'short': 'enter your face',
- 'intro': '@ enter face line (enter nothing to abort):',
+ 'short': 'edit face',
+ 'intro': '@ enter face line:',
'long': 'Draw your face as ASCII art. The string you enter must be 18 characters long, and will be divided on display into 3 lines of 6 characters each, from top to bottom..'
},
- 'enter_hat': {
- 'short': 'enter your hat',
- 'intro': '@ enter hat line (enter nothing to abort):',
- 'long': 'Draw your hat as ASCII art. The string you enter must be 18 characters long, and will be divided on display into 3 lines of 6 characters each, from top to bottom..'
+ 'enter_design': {
+ 'short': 'edit design',
+ 'intro': '@ enter design:',
+ 'long': 'Enter design for carried thing as ASCII art.'
},
'write': {
- 'short': 'change terrain',
+ 'short': 'edit tile',
'intro': '',
'long': 'This mode allows you to change the map tile you currently stand on (if your world editing password authorizes you so). Just enter any printable ASCII character to imprint it on the ground below you.'
},
pass # we assume socket will be known as dead by now
def cmd_TURN(game, n):
- game.turn = n
game.turn_complete = False
cmd_TURN.argtypes = 'int:nonneg'
-def cmd_PSEUDO_FOV_WIPE(game):
+def cmd_OTHER_WIPE(game):
game.portals_new = {}
game.annotations_new = {}
game.things_new = []
-cmd_PSEUDO_FOV_WIPE.argtypes = ''
+cmd_OTHER_WIPE.argtypes = ''
def cmd_LOGIN_OK(game):
game.tui.switch_mode('post_login_wait')
game.tui.send('GET_GAMESTATE')
- game.tui.log_msg('@ welcome')
+ game.tui.log_msg('@ welcome!')
+ game.tui.log_msg('@ hint: see top of terminal for how to get help.')
+ game.tui.log_msg('@ hint: enter study mode to understand your environment.')
cmd_LOGIN_OK.argtypes = ''
def cmd_ADMIN_OK(game):
t.hat = hat
cmd_THING_HAT.argtypes = 'int:pos string'
+def cmd_THING_DESIGN(game, thing_id, size, design):
+ t = game.get_thing_temp(thing_id)
+ t.design = [size, design]
+cmd_THING_DESIGN.argtypes = 'int:pos yx_tuple string'
+
def cmd_THING_CHAR(game, thing_id, c):
t = game.get_thing_temp(thing_id)
t.thing_char = c
map_geometry_class = globals()['MapGeometry' + geometry]
game.map_geometry_new = map_geometry_class(size)
game.map_content_new = content
- if type(game.map_geometry) == MapGeometrySquare:
+ if type(game.map_geometry_new) == MapGeometrySquare:
game.tui.movement_keys = {
game.tui.keys['square_move_up']: 'UP',
game.tui.keys['square_move_left']: 'LEFT',
game.tui.keys['square_move_down']: 'DOWN',
game.tui.keys['square_move_right']: 'RIGHT',
}
- elif type(game.map_geometry) == MapGeometryHex:
+ elif type(game.map_geometry_new) == MapGeometryHex:
game.tui.movement_keys = {
game.tui.keys['hex_move_upleft']: 'UPLEFT',
game.tui.keys['hex_move_upright']: 'UPRIGHT',
game.map_control_content = game.map_control_content_new
game.player = game.get_thing(game.player_id)
game.players_hat_chars = game.players_hat_chars_new
+ game.bladder_pressure = game.bladder_pressure_new
+ game.energy = game.energy_new
game.turn_complete = True
if game.tui.mode.name == 'post_login_wait':
game.tui.switch_mode('play')
cmd_THING_INSTALLED.argtypes = 'int:pos'
def cmd_THING_CARRYING(game, thing_id, carried_id):
- game.get_thing_temp(thing_id).carrying = game.get_thing(carried_id)
+ game.get_thing_temp(thing_id).carrying = game.get_thing_temp(carried_id)
cmd_THING_CARRYING.argtypes = 'int:pos int:pos'
def cmd_TERRAIN(game, terrain_char, terrain_desc):
game.tui.set_random_colors()
cmd_RANDOM_COLORS.argtypes = ''
+def cmd_STATS(game, bladder_pressure, energy):
+ game.bladder_pressure_new = bladder_pressure
+ game.energy_new = energy
+cmd_STATS.argtypes = 'int:nonneg int'
+
class Game(GameBase):
turn_complete = False
tasks = {}
self.register_command(cmd_REPLY)
self.register_command(cmd_PLAYER_ID)
self.register_command(cmd_TURN)
- self.register_command(cmd_PSEUDO_FOV_WIPE)
+ self.register_command(cmd_OTHER_WIPE)
self.register_command(cmd_THING)
self.register_command(cmd_THING_TYPE)
self.register_command(cmd_THING_NAME)
self.register_command(cmd_THING_CHAR)
self.register_command(cmd_THING_FACE)
self.register_command(cmd_THING_HAT)
+ self.register_command(cmd_THING_DESIGN)
self.register_command(cmd_THING_CARRYING)
self.register_command(cmd_THING_INSTALLED)
self.register_command(cmd_TERRAIN)
self.register_command(cmd_FOV)
self.register_command(cmd_DEFAULT_COLORS)
self.register_command(cmd_RANDOM_COLORS)
+ self.register_command(cmd_STATS)
self.map_content = ''
self.players_hat_chars = ''
self.player_id = -1
mode_take_thing = Mode('take_thing', has_input_prompt=True)
mode_drop_thing = Mode('drop_thing', has_input_prompt=True)
mode_enter_face = Mode('enter_face', has_input_prompt=True)
- mode_enter_hat = Mode('enter_hat', has_input_prompt=True)
+ mode_enter_design = Mode('enter_design', has_input_prompt=True)
is_admin = False
tile_draw = False
"command_thing", "take_thing",
"drop_thing"]
self.mode_play.available_actions = ["move", "teleport", "door", "consume",
- "install", "wear", "spin"]
+ "install", "wear", "spin", "dance"]
self.mode_study.available_modes = ["chat", "play", "admin_enter", "edit"]
self.mode_study.available_actions = ["toggle_map_mode", "move_explorer"]
self.mode_admin.available_modes = ["admin_thing_protect", "control_pw_type",
"control_tile_type", "chat",
"study", "play", "edit"]
- self.mode_admin.available_actions = ["move"]
+ self.mode_admin.available_actions = ["move", "toggle_map_mode"]
self.mode_control_tile_draw.available_modes = ["admin_enter"]
self.mode_control_tile_draw.available_actions = ["move_explorer",
"toggle_tile_draw"]
self.mode_edit.available_modes = ["write", "annotate", "portal",
- "name_thing", "enter_face", "enter_hat", "password",
+ "name_thing", "enter_face", "enter_design",
+ "password",
"chat", "study", "play", "admin_enter"]
self.mode_edit.available_actions = ["move", "flatten", "install",
"toggle_map_mode"]
'switch_to_admin_thing_protect': 'T',
'flatten': 'F',
'switch_to_enter_face': 'f',
- 'switch_to_enter_hat': 'H',
+ 'switch_to_enter_design': 'D',
'switch_to_take_thing': 'z',
'switch_to_drop_thing': 'u',
'teleport': 'p',
'install': 'I',
'wear': 'W',
'spin': 'S',
+ 'dance': 'T',
'help': 'h',
'toggle_map_mode': 'L',
'toggle_tile_draw': 'm',
self.fov = ''
self.flash = False
self.map_lines = []
+ self.ascii_draw_stage = 0
+ self.full_ascii_draw = ''
self.offset = YX(0,0)
curses.wrapper(self.loop)
self.disconnected = False
self.game.thing_types = {}
self.game.terrains = {}
+ self.is_admin = False
time.sleep(0.1) # give potential SSL negotation some time …
self.socket.send('TASKS')
self.socket.send('TERRAINS')
elif self.mode.name == 'password':
self.input_ = self.password
elif self.mode.name == 'name_thing':
- if hasattr(self.thing_selected, 'name'):
- self.input_ = self.thing_selected.name
+ if hasattr(self.game.player.carrying, 'name'):
+ self.input_ = self.game.player.carrying.name
elif self.mode.name == 'admin_thing_protect':
- if hasattr(self.thing_selected, 'protection'):
- self.input_ = self.thing_selected.protection
+ if hasattr(self.game.player.carrying, 'protection'):
+ self.input_ = self.game.player.carrying.protection
+ elif self.mode.name == 'enter_face':
+ start = self.ascii_draw_stage * 6
+ end = (self.ascii_draw_stage + 1) * 6
+ self.input_ = self.game.player.face[start:end]
+ elif self.mode.name == 'enter_design':
+ width = self.game.player.carrying.design[0].x
+ start = self.ascii_draw_stage * width
+ end = (self.ascii_draw_stage + 1) * width
+ self.input_ = self.game.player.carrying.design[1][start:end]
def send_tile_control_command(self):
self.send('SET_TILE_CONTROL %s %s' %
self.log_msg('@ finished tile protection drawing.')
self.draw_face = False
self.tile_draw = False
+ self.ascii_draw_stage = 0
+ self.full_ascii_draw = ''
if mode_name == 'command_thing' and\
(not self.game.player.carrying or
not self.game.player.carrying.commandable):
return fail('not carrying anything commandable')
+ if mode_name == 'name_thing' and not self.game.player.carrying:
+ return fail('not carrying anything to re-name', 'edit')
+ if mode_name == 'admin_thing_protect' and not self.game.player.carrying:
+ return fail('not carrying anything to protect')
if mode_name == 'take_thing' and self.game.player.carrying:
return fail('already carrying something')
if mode_name == 'drop_thing' and not self.game.player.carrying:
return fail('not carrying anything droppable')
+ if mode_name == 'enter_design' and\
+ (not self.game.player.carrying or
+ not hasattr(self.game.player.carrying, 'design')):
+ return fail('not carrying designable to edit', 'edit')
if mode_name == 'admin_enter' and self.is_admin:
mode_name = 'admin'
- elif mode_name in {'name_thing', 'admin_thing_protect'}:
- thing = None
- for t in [t for t in self.game.things
- if t.position == self.game.player.position
- and t.id_ != self.game.player.id_]:
- thing = t
- break
- if not thing:
- return fail('not standing over thing', 'edit')
- else:
- self.thing_selected = thing
self.mode = getattr(self, 'mode_' + mode_name)
if self.mode.name in {'control_tile_draw', 'control_tile_type',
'control_pw_type'}:
self.log_msg('@ enter username')
elif self.mode.name == 'take_thing':
self.log_msg('Portable things in reach for pick-up:')
- select_range = [self.game.player.position,
- self.game.player.position + YX(0,-1),
- self.game.player.position + YX(0, 1),
- self.game.player.position + YX(-1, 0),
- self.game.player.position + YX(1, 0)]
- if type(self.game.map_geometry) == MapGeometryHex:
+ directed_moves = {
+ 'HERE': YX(0, 0), 'LEFT': YX(0, -1), 'RIGHT': YX(0, 1)
+ }
+ if type(self.game.map_geometry) == MapGeometrySquare:
+ directed_moves['UP'] = YX(-1, 0)
+ directed_moves['DOWN'] = YX(1, 0)
+ elif type(self.game.map_geometry) == MapGeometryHex:
if self.game.player.position.y % 2:
- select_range += [self.game.player.position + YX(-1, 1),
- self.game.player.position + YX(1, 1)]
+ directed_moves['UPLEFT'] = YX(-1, 0)
+ directed_moves['UPRIGHT'] = YX(-1, 1)
+ directed_moves['DOWNLEFT'] = YX(1, 0)
+ directed_moves['DOWNRIGHT'] = YX(1, 1)
else:
- select_range += [self.game.player.position + YX(-1, -1),
- self.game.player.position + YX(1, -1)]
- self.selectables = [t.id_ for t in self.game.things
- if t.portable and t.position in select_range]
+ directed_moves['UPLEFT'] = YX(-1, -1)
+ directed_moves['UPRIGHT'] = YX(-1, 0)
+ directed_moves['DOWNLEFT'] = YX(1, -1)
+ directed_moves['DOWNRIGHT'] = YX(1, 0)
+ select_range = {}
+ for direction in directed_moves:
+ move = directed_moves[direction]
+ select_range[direction] = self.game.player.position + move
+ self.selectables = []
+ directions = []
+ for direction in select_range:
+ for t in [t for t in self.game.things
+ if t.portable and t.position == select_range[direction]]:
+ self.selectables += [t.id_]
+ directions += [direction]
if len(self.selectables) == 0:
return fail('nothing to pick-up')
else:
for i in range(len(self.selectables)):
t = self.game.get_thing(self.selectables[i])
- self.log_msg(str(i) + ': ' + self.get_thing_info(t))
+ self.log_msg('%s %s: %s' % (i, directions[i],
+ self.get_thing_info(t)))
elif self.mode.name == 'drop_thing':
self.log_msg('Direction to drop thing to:')
self.selectables =\
['HERE'] + list(self.game.tui.movement_keys.values())
for i in range(len(self.selectables)):
self.log_msg(str(i) + ': ' + self.selectables[i])
- elif self.mode.name == 'enter_hat':
- self.log_msg('legal characters: ' + self.game.players_hat_chars)
+ elif self.mode.name == 'enter_design':
+ if self.game.player.carrying.type_ == 'Hat':
+ self.log_msg('@ The design you enter must be %s lines of max %s '
+ 'characters width each'
+ % (self.game.player.carrying.design[0].y,
+ self.game.player.carrying.design[0].x))
+ self.log_msg('@ Legal characters: ' + self.game.players_hat_chars)
+ self.log_msg('@ (Eat cookies to extend the ASCII characters available for drawing.)')
+ else:
+ self.log_msg('@ Width of first line determines maximum width for remaining design')
+ self.log_msg('@ Finish design by entering an empty line (multiple space characters do not count as empty)')
elif self.mode.name == 'command_thing':
self.send('TASK:COMMAND ' + quote('HELP'))
elif self.mode.name == 'control_pw_pw':
self.restore_input_values()
def set_default_colors(self):
- curses.init_color(1, 1000, 1000, 1000)
- curses.init_color(2, 0, 0, 0)
+ if curses.can_change_color():
+ curses.init_color(7, 1000, 1000, 1000)
+ curses.init_color(0, 0, 0, 0)
self.do_refresh = True
def set_random_colors(self):
import random
return int(offset + random.random()*375)
- curses.init_color(1, rand(625), rand(625), rand(625))
- curses.init_color(2, rand(0), rand(0), rand(0))
+ if curses.can_change_color():
+ curses.init_color(7, rand(625), rand(625), rand(625))
+ curses.init_color(0, rand(0), rand(0), rand(0))
self.do_refresh = True
def get_info(self):
else:
for t in self.game.things:
if t.position == self.explorer:
- info_to_cache += 'THING: %s' % self.get_thing_info(t)
- protection = t.protection
- if protection == '.':
- protection = 'none'
- info_to_cache += ' / protection: %s\n' % protection
- if hasattr(t, 'hat'):
- info_to_cache += t.hat[0:6] + '\n'
- info_to_cache += t.hat[6:12] + '\n'
- info_to_cache += t.hat[12:18] + '\n'
- if hasattr(t, 'face'):
- info_to_cache += t.face[0:6] + '\n'
- info_to_cache += t.face[6:12] + '\n'
- info_to_cache += t.face[12:18] + '\n'
+ info_to_cache += '%s' % self.get_thing_info(t, True)
terrain_char = self.game.map_content[pos_i]
terrain_desc = '?'
if terrain_char in self.game.terrains:
terrain_desc = self.game.terrains[terrain_char]
- info_to_cache += 'TERRAIN: "%s" / %s\n' % (terrain_char,
+ info_to_cache += 'TERRAIN: %s (%s' % (terrain_char,
terrain_desc)
protection = self.game.map_control_content[pos_i]
- if protection == '.':
- protection = 'unprotected'
- info_to_cache += 'PROTECTION: %s\n' % protection
+ if protection != '.':
+ info_to_cache += '/protection:%s' % protection
+ info_to_cache += ')\n'
if self.explorer in self.game.portals:
info_to_cache += 'PORTAL: ' +\
self.game.portals[self.explorer] + '\n'
- else:
- info_to_cache += 'PORTAL: (none)\n'
if self.explorer in self.game.annotations:
info_to_cache += 'ANNOTATION: ' +\
self.game.annotations[self.explorer]
self.info_cached = info_to_cache
return self.info_cached
- def get_thing_info(self, t):
- info = '%s / %s' %\
- (t.type_, self.game.thing_types[t.type_])
+ def get_thing_info(self, t, detailed=False):
+ info = ''
+ if detailed:
+ info += '- '
+ info += self.game.thing_types[t.type_]
if hasattr(t, 'thing_char'):
info += t.thing_char
if hasattr(t, 'name'):
- info += ' (%s)' % t.name
+ info += ': %s' % t.name
+ info += ' (%s' % t.type_
if hasattr(t, 'installed'):
- info += ' / installed'
+ info += '/installed'
+ if t.type_ == 'Bottle':
+ if t.thing_char == '_':
+ info += '/empty'
+ elif t.thing_char == '~':
+ info += '/full'
+ if detailed:
+ protection = t.protection
+ if protection != '.':
+ info += '/protection:%s' % protection
+ info += ')\n'
+ if hasattr(t, 'hat') or hasattr(t, 'face'):
+ info += '----------\n'
+ if hasattr(t, 'hat'):
+ info += '| %s |\n' % t.hat[0:6]
+ info += '| %s |\n' % t.hat[6:12]
+ info += '| %s |\n' % t.hat[12:18]
+ if hasattr(t, 'face'):
+ info += '| %s |\n' % t.face[0:6]
+ info += '| %s |\n' % t.face[6:12]
+ info += '| %s |\n' % t.face[12:18]
+ info += '----------\n'
+ if hasattr(t, 'design'):
+ line_length = t.design[0].x
+ lines = []
+ for i in range(t.design[0].y):
+ start = i * line_length
+ end = (i + 1) * line_length
+ lines += [t.design[1][start:end]]
+ info += '-' * (line_length + 4) + '\n'
+ for line in lines:
+ info += '| %s |\n' % line
+ info += '-' * (line_length + 4) + '\n'
+ else:
+ info += ')'
return info
def loop(self, stdscr):
self.size = YX(*stdscr.getmaxyx())
self.size = self.size - YX(self.size.y % 4, 0)
self.size = self.size - YX(0, self.size.x % 4)
- self.window_width = int(self.size.x / 2)
+ self.left_window_width = min(52, int(self.size.x / 2))
+ self.right_window_width = self.size.x - self.left_window_width
def recalc_input_lines():
if not self.mode.has_input_prompt:
self.input_lines = []
else:
- self.input_lines = msg_into_lines_of_width(input_prompt + self.input_,
- self.window_width)
+ self.input_lines = msg_into_lines_of_width(input_prompt
+ + self.input_ + '█',
+ self.right_window_width)
def move_explorer(direction):
target = self.game.map_geometry.move_yx(self.explorer, direction)
def draw_history():
lines = []
for line in self.log:
- lines += msg_into_lines_of_width(line, self.window_width)
+ lines += msg_into_lines_of_width(line, self.right_window_width)
lines.reverse()
height_header = 2
max_y = self.size.y - len(self.input_lines)
for i in range(len(lines)):
if (i >= max_y - height_header):
break
- safe_addstr(max_y - i - 1, self.window_width, lines[i])
+ safe_addstr(max_y - i - 1, self.left_window_width, lines[i])
def draw_info():
info = 'MAP VIEW: %s\n%s' % (self.map_mode, self.get_info())
- lines = msg_into_lines_of_width(info, self.window_width)
+ lines = msg_into_lines_of_width(info, self.right_window_width)
height_header = 2
for i in range(len(lines)):
y = height_header + i
if y >= self.size.y - len(self.input_lines):
break
- safe_addstr(y, self.window_width, lines[i])
+ safe_addstr(y, self.left_window_width, lines[i])
def draw_input():
y = self.size.y - len(self.input_lines)
for i in range(len(self.input_lines)):
- safe_addstr(y, self.window_width, self.input_lines[i])
+ safe_addstr(y, self.left_window_width, self.input_lines[i])
y += 1
- def draw_turn():
- if not self.game.turn_complete:
- return
- safe_addstr(0, self.window_width, 'TURN: ' + str(self.game.turn))
+ def draw_stats():
+ stats = 'ENERGY: %s BLADDER: %s' % (self.game.energy,
+ self.game.bladder_pressure)
+ safe_addstr(0, self.left_window_width, stats)
def draw_mode():
help = "hit [%s] for help" % self.keys['help']
if self.mode.has_input_prompt:
help = "enter /help for help"
- safe_addstr(1, self.window_width,
+ safe_addstr(1, self.left_window_width,
'MODE: %s – %s' % (self.mode.short_desc, help))
def draw_map():
for line in map_lines_split:
self.map_lines += [''.join(line)]
window_center = YX(int(self.size.y / 2),
- int(self.window_width / 2))
+ int(self.left_window_width / 2))
center = self.game.player.position
if self.mode.shows_info or self.mode.name == 'control_tile_draw':
center = self.explorer
map_y = max(0, self.offset.y)
map_x = max(0, self.offset.x)
while term_y < self.size.y and map_y < len(self.map_lines):
- to_draw = self.map_lines[map_y][map_x:self.window_width + self.offset.x]
+ to_draw = self.map_lines[map_y][map_x:self.left_window_width + self.offset.x]
safe_addstr(term_y, term_x, to_draw)
term_y += 1
map_y += 1
self.draw_face = False
return
- start_x = self.window_width - 10
- t_char = ' '
- if hasattr(t, 'thing_char'):
- t_char = t.thing_char
+ start_x = self.left_window_width - 10
def draw_body_part(body_part, end_y):
- safe_addstr(end_y - 4, start_x, ' _[ @' + t_char + ' ]_ ')
- safe_addstr(end_y - 3, start_x, '| |')
+ safe_addstr(end_y - 3, start_x, '----------')
safe_addstr(end_y - 2, start_x, '| ' + body_part[0:6] + ' |')
safe_addstr(end_y - 1, start_x, '| ' + body_part[6:12] + ' |')
safe_addstr(end_y, start_x, '| ' + body_part[12:18] + ' |')
if hasattr(t, 'face'):
- draw_body_part(t.face, self.size.y - 2)
+ draw_body_part(t.face, self.size.y - 3)
if hasattr(t, 'hat'):
- draw_body_part(t.hat, self.size.y - 5)
- safe_addstr(self.size.y - 1, start_x, '| |')
+ draw_body_part(t.hat, self.size.y - 6)
+ safe_addstr(self.size.y - 2, start_x, '----------')
+ name = t.name[:]
+ if len(name) > 6:
+ name = name[:6] + '…'
+ safe_addstr(self.size.y - 1, start_x,
+ '@%s:%s' % (t.thing_char, name))
def draw_help():
content = "%s help\n\n%s\n\n" % (self.mode.short_desc,
content += self.mode.list_available_modes(self)
for i in range(self.size.y):
safe_addstr(i,
- self.window_width * (not self.mode.has_input_prompt),
- ' ' * self.window_width)
+ self.left_window_width * (not self.mode.has_input_prompt),
+ ' ' * self.left_window_width)
lines = []
for line in content.split('\n'):
- lines += msg_into_lines_of_width(line, self.window_width)
+ lines += msg_into_lines_of_width(line, self.right_window_width)
for i in range(len(lines)):
if i >= self.size.y:
break
safe_addstr(i,
- self.window_width * (not self.mode.has_input_prompt),
+ self.left_window_width * (not self.mode.has_input_prompt),
lines[i])
def draw_screen():
draw_history()
draw_mode()
if not self.mode.is_intro:
- draw_turn()
+ draw_stats()
draw_map()
if self.show_help:
draw_help()
self.input_ = ''
self.switch_mode('play')
+ def enter_ascii_art(command, height, width,
+ with_pw=False, with_size=False):
+ if with_size and self.ascii_draw_stage == 0:
+ width = len(self.input_)
+ if width > 36:
+ self.log_msg('? input too long, must be max 36; try again')
+ # TODO: move max width mechanism server-side
+ return
+ old_size = self.game.player.carrying.design[0]
+ if width != old_size.x:
+ # TODO: save remaining design?
+ self.game.player.carrying.design[1] = ''
+ self.game.player.carrying.design[0] = YX(old_size.y, width)
+ elif len(self.input_) > width:
+ self.log_msg('? input too long, '
+ 'must be max %s; try again' % width)
+ return
+ self.log_msg(' ' + self.input_)
+ if with_size and self.input_ in {'', ' '}\
+ and self.ascii_draw_stage > 0:
+ height = self.ascii_draw_stage
+ else:
+ if with_size:
+ height = self.ascii_draw_stage + 2
+ if len(self.input_) < width:
+ self.input_ += ' ' * (width - len(self.input_))
+ self.full_ascii_draw += self.input_
+ if with_size:
+ old_size = self.game.player.carrying.design[0]
+ self.game.player.carrying.design[0] = YX(height, old_size.x)
+ self.ascii_draw_stage += 1
+ if self.ascii_draw_stage < height:
+ self.restore_input_values()
+ else:
+ if with_pw and with_size:
+ self.send('%s_SIZE %s %s' % (command, YX(height, width),
+ quote(self.password)))
+ if with_pw:
+ self.send('%s %s %s' % (command, quote(self.full_ascii_draw),
+ quote(self.password)))
+ else:
+ self.send('%s %s' % (command, quote(self.full_ascii_draw)))
+ self.full_ascii_draw = ""
+ self.ascii_draw_stage = 0
+ self.input_ = ""
+ self.switch_mode('edit')
+
action_descriptions = {
'move': 'move',
'flatten': 'flatten surroundings',
'door': 'open/close',
'consume': 'consume',
'spin': 'spin',
+ 'dance': 'dance',
}
action_tasks = {
'command': 'COMMAND',
'consume': 'INTOXICATE',
'spin': 'SPIN',
+ 'dance': 'DANCE',
}
- curses.curs_set(False) # hide cursor
+ curses.curs_set(0) # hide cursor
curses.start_color()
self.set_default_colors()
- curses.init_pair(1, 1, 2)
+ curses.init_pair(1, 7, 0)
+ if not curses.can_change_color():
+ self.log_msg('@ unfortunately, your terminal does not seem to '
+ 'support re-definition of colors; you might miss out '
+ 'on some color effects')
stdscr.timeout(10)
reset_screen_size()
self.explorer = YX(0, 0)
self.input_ = ''
+ store_widechar = False
input_prompt = '> '
interval = datetime.timedelta(seconds=5)
last_ping = datetime.datetime.now() - interval
keycode = None
if len(key) == 1:
keycode = ord(key)
+ # workaround for <https://stackoverflow.com/a/56390915>
+ if store_widechar:
+ store_widechar = False
+ key = bytes([195, keycode]).decode()
+ if keycode == 195:
+ store_widechar = True
+ continue
self.show_help = False
self.draw_face = False
if key == 'KEY_RESIZE':
self.restore_input_values()
elif self.mode.has_input_prompt and key != '\n': # Return key
self.input_ += key
- max_length = self.window_width * self.size.y - len(input_prompt) - 1
+ max_length = self.right_window_width * self.size.y - len(input_prompt) - 1
if len(self.input_) > max_length:
self.input_ = self.input_[:max_length]
elif key == self.keys['help'] and not self.mode.is_single_char_entry:
self.send('LOGIN ' + quote(self.input_))
self.input_ = ""
elif self.mode.name == 'enter_face' and key == '\n':
- if len(self.input_) != 18:
- self.log_msg('? wrong input length, aborting')
+ enter_ascii_art('PLAYER_FACE', 3, 6)
+ elif self.mode.name == 'enter_design' and key == '\n':
+ if self.game.player.carrying.type_ == 'Hat':
+ enter_ascii_art('THING_DESIGN',
+ self.game.player.carrying.design[0].y,
+ self.game.player.carrying.design[0].x, True)
else:
- self.send('PLAYER_FACE %s' % quote(self.input_))
- self.input_ = ""
- self.switch_mode('edit')
- elif self.mode.name == 'enter_hat' and key == '\n':
- if len(self.input_) != 18:
- self.log_msg('? wrong input length, aborting')
- else:
- self.send('PLAYER_HAT %s' % quote(self.input_))
- self.input_ = ""
- self.switch_mode('edit')
+ enter_ascii_art('THING_DESIGN',
+ self.game.player.carrying.design[0].y,
+ self.game.player.carrying.design[0].x,
+ True, True)
elif self.mode.name == 'take_thing' and key == '\n':
pick_selectable('PICK_UP')
elif self.mode.name == 'drop_thing' and key == '\n':
if len(self.input_) != 1:
self.log_msg('@ entered non-single-char, therefore aborted')
else:
- self.send('THING_PROTECTION %s %s' % (self.thing_selected.id_,
- quote(self.input_)))
+ self.send('THING_PROTECTION %s' % (quote(self.input_)))
self.log_msg('@ sent new protection character for thing')
self.switch_mode('admin')
elif self.mode.name == 'control_tile_type' and key == '\n':
elif self.mode.name == 'name_thing' and key == '\n':
if self.input_ == '':
self.input_ = ' '
- self.send('THING_NAME %s %s %s' % (self.thing_selected.id_,
- quote(self.input_),
- quote(self.password)))
+ self.send('THING_NAME %s %s' % (quote(self.input_),
+ quote(self.password)))
self.switch_mode('edit')
elif self.mode.name == 'annotate' and key == '\n':
if self.input_ == '':
self.send('TASK:WEAR')
elif key == self.keys['spin'] and task_action_on('spin'):
self.send('TASK:SPIN')
+ elif key == self.keys['dance'] and task_action_on('dance'):
+ self.send('TASK:DANCE')
elif key == self.keys['teleport']:
if self.game.player.position in self.game.portals:
self.host = self.game.portals[self.game.player.position]
elif self.mode.name == 'admin':
if self.mode.mode_switch_on_key(self, key):
continue
+ elif key == self.keys['toggle_map_mode']:
+ self.toggle_map_mode()
elif key in self.movement_keys and task_action_on('move'):
self.send('TASK:MOVE ' + self.movement_keys[key])
elif self.mode.name == 'edit':