return ''.join(map_view_chars).split('\n')
map_lines = map_cells_to_lines(map_cells)
- self.y_cut(map_lines, center[0], size[0])
+ if len(map_lines) % 2 == 0:
+ map_lines = map_lines[1:]
+ else:
+ for i in range(len(map_lines)):
+ map_lines[i] = '0' + map_lines[i]
+ self.y_cut(map_lines, center[1][0], size[0])
map_width = self.size[1] * 2 + 1
- self.x_cut(map_lines, center[1] * 2, size[1], map_width)
+ self.x_cut(map_lines, center[1][1] * 2, size[1], map_width)
return map_lines
on any update, even before we actually receive map data.
"""
super().__init__(*args, **kwargs)
- self.map_ = ClientMap()
+ self.maps = {(0,0): ClientMap()}
self.player_inventory = []
self.player_id = 0
self.pickable_items = []
- def new_map(self, yx):
- self.map_ = ClientMap(yx)
+ def new_map(self, map_pos, size):
+ self.maps[map_pos] = ClientMap(size)
@property
def player(self):
def cmd_VISIBLE_MAP_LINE(game, y, terrain_line):
- game.world.map_.set_line(y, terrain_line)
+ game.world.maps[(0,0)].set_line(y, terrain_line)
cmd_VISIBLE_MAP_LINE.argtypes = 'int:nonneg string'
def get_text_lines(self):
lines = []
- pos_i = self.tui.game.world.map_.\
- get_position_index(self.tui.examiner_position)
- terrain = self.tui.game.world.map_.terrain[pos_i]
+ pos_i = self.tui.game.world.maps[(0,0)].\
+ get_position_index(self.tui.examiner_position[1])
+ terrain = self.tui.game.world.maps[(0,0)].terrain[pos_i]
lines = [terrain]
for t in self.tui.game.world.things_at_pos(self.tui.examiner_position):
lines += [t.type_]
def draw(self):
def annotated_terrain():
- terrain_as_list = list(self.tui.game.world.map_.terrain[:])
+ terrain_as_list = list(self.tui.game.world.maps[(0,0)].terrain[:])
for t in self.tui.game.world.things:
- pos_i = self.tui.game.world.map_.get_position_index(t.position)
+ if t.id_ in self.tui.game.world.player_inventory:
+ continue
+ pos_i = self.tui.game.world.maps[(0,0)].\
+ get_position_index(t.position[1])
symbol = self.tui.game.symbol_for_type(t.type_)
if terrain_as_list[pos_i][0] in {'f', '@', 'm'}:
old_symbol = terrain_as_list[pos_i][0]
else:
terrain_as_list[pos_i] = symbol
if self.tui.examiner_mode:
- pos_i = self.tui.game.world.map_.\
- get_position_index(self.tui.examiner_position)
+ pos_i = self.tui.game.world.maps[(0,0)].\
+ get_position_index(self.tui.examiner_position[1])
terrain_as_list[pos_i] = (terrain_as_list[pos_i][0], '?')
return terrain_as_list
chars_with_attrs += [c]
return chars_with_attrs
- if self.tui.game.world.map_.terrain == '':
+ if self.tui.game.world.maps[(0,0)].terrain == '':
lines = []
pad_y(lines)
self.safe_write(''.join(lines))
center = self.tui.game.world.player.position
if self.tui.examiner_mode:
center = self.tui.examiner_position
- lines = self.tui.game.world.map_.format_to_view(annotated_terrain,
- center, self.size)
+ lines = self.tui.game.world.maps[(0,0)].\
+ format_to_view(annotated_terrain, center, self.size)
pad_or_cut_x(lines)
pad_y(lines)
self.safe_write(lines_to_colored_chars(lines))
self.parser = Parser(self.game)
self.to_update = {}
self.item_pointer = 0
- self.examiner_position = (0, 0)
+ self.examiner_position = ((0,0), (0, 0))
self.examiner_mode = False
self.popup_text = 'Hi bob'
self.to_send = []
def move_examiner(direction):
start_pos = self.examiner_position
- new_examine_pos = self.game.world.map_.move(start_pos, direction)
+ new_examine_pos = self.game.world.maps[(0,0)].\
+ move(start_pos[0], direction)
if new_examine_pos:
- self.examiner_position = new_examine_pos
+ self.examiner_position[1] = new_examine_pos
self.to_update['map'] = True
def switch_to_pick_or_drop(target_widget):