def proceed(self):
for t in [t for t in self.game.things
if t != self and t.position == self.position]:
- return
- self.game.add_thing(self.child_type, self.position)
+ return None
+ return self.game.add_thing(self.child_type, self.position)
class Thing_DoorSpawner(ThingSpawner):
child_type = 'Door'
+ def proceed(self):
+ door = super().proceed()
+ if door:
+ key = self.game.add_thing('DoorKey', self.position)
+ key.door = door
+
+
+
+class Thing_DoorKey(Thing):
+ portable = True
+ symbol_hint = 'k'
+
+
class Thing_Door(ThingInstallable):
symbol_hint = 'D'
blocks_movement = False
+ locked = False
def open(self):
self.blocks_movement = False
self.blocks_light = False
self.blocks_sound = False
+ self.locked = False
del self.thing_char
def close(self):
self.blocks_sound = True
self.thing_char = '#'
+ def lock(self):
+ self.locked = True
+ self.thing_char = 'L'
+
class Thing_Psychedelic(Thing):
class ThingAnimate(Thing):
+ weariness = 0
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
task = self.next_task[0]
self.next_task = [None]
task.check()
+ task.todo += self.weariness * 10
return task
def proceed(self):
elif self.tripping > 0 and self.tripping % 250 == 0:
self.send_msg('RANDOM_COLORS')
self.game.changed = True
+ if random.random() > 0.9999:
+ if self.standing:
+ self.weariness += 1
+ elif self.weariness > 0:
+ self.weariness -= 1
def send_msg(self, msg):
for c_id in self.game.sessions: