class ThingBase:
type_ = '?'
- def __init__(self, game, id_=0, position=(YX(0,0),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
+ portable = False
+ protection = '.'
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
class Thing_Item(Thing):
symbol_hint = 'i'
+ portable = True
-class Thing_Furniture(Thing):
- symbol_hint = 'h'
+class ThingSpawner(Thing):
+ symbol_hint = 'S'
+
+ def proceed(self):
+ for t in [t for t in self.game.things
+ if t != self and t.position == self.position]:
+ return
+ t = self.game.thing_types[self.child_type](self.game,
+ position=self.position)
+ self.game.things += [t]
+ self.game.changed = True
+
+
+
+class Thing_ItemSpawner(ThingSpawner):
+ child_type = 'Item'
+
+
+
+class Thing_SpawnPointSpawner(ThingSpawner):
+ child_type = 'SpawnPoint'
+
+
+
+class Thing_SpawnPoint(Thing):
+ symbol_hint = 's'
+ portable = True
+ name = 'username'
+
+
+
+class Thing_DoorSpawner(ThingSpawner):
+ child_type = 'Door'
+
+
+
+class Thing_Door(Thing):
+ symbol_hint = 'D'
+ blocking = False
+ portable = True
+
+ def open(self):
+ self.blocking = False
+ self.portable = True
+ del self.thing_char
+
+ def close(self):
+ self.blocking = True
+ self.portable = False
+ self.thing_char = '#'
if self._fov:
return self._fov
fov_map_class = self.game.map_geometry.fov_map_class
- self._fov = fov_map_class(self.game.maps, self.position, 12,
- self.game.get_map)
+ self._fov = fov_map_class(self.game.things, self.game.maps, self.position,
+ 12, self.game.get_map)
return self._fov
def fov_test(self, big_yx, little_yx):