self.map_mode = 'terrain only'
def switch_mode(self, mode_name):
+
+ def fail(msg):
+ self.log_msg('? ' + msg)
+ self.flash = True
+ self.switch_mode('play')
+
if self.mode and self.mode.name == 'control_tile_draw':
self.log_msg('@ finished tile protection drawing.')
self.tile_draw = False
if mode_name == 'command_thing' and\
(not self.game.player.carrying or
not self.game.player.carrying.commandable):
- self.log_msg('? not carrying anything commandable')
- self.flash = True
- self.switch_mode('play')
- return
+ return fail('not carrying anything commandable')
+ 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:
- self.log_msg('? not carrying anything droppable')
- self.flash = True
- self.switch_mode('play')
- return
+ return fail('not carrying anything droppable')
if mode_name == 'admin_enter' and self.is_admin:
mode_name = 'admin'
elif mode_name in {'name_thing', 'admin_thing_protect'}:
thing = t
break
if not thing:
- self.flash = True
- self.log_msg('? not standing over thing')
- return
+ return fail('not standing over thing')
else:
self.thing_selected = thing
self.mode = getattr(self, 'mode_' + mode_name)
self.selectables = [t.id_ for t in self.game.things
if t.portable and t.position in select_range]
if len(self.selectables) == 0:
- self.log_msg('none')
- self.flash = True
- self.switch_mode('play')
- return
+ return fail('nothing to pick-up')
else:
for i in range(len(self.selectables)):
t = self.game.get_thing(self.selectables[i])