t.inventory = ids # TODO: test whether valid IDs
cmd_THING_INVENTORY.argtypes = 'int:nonneg seq:int:nonneg'
+def cmd_THING_HEALTH(game, id_, health):
+ t = game.world.get_thing(id_)
+ t.health = health
+cmd_THING_HEALTH.argtypes = 'int:nonneg int:nonneg'
+
+def cmd_GET_PICKABLE_ITEMS(game, connection_id):
+ pickable_ids = game.world.player.get_pickable_items()
+ if len(pickable_ids) > 0:
+ game.io.send('PICKABLE_ITEMS %s' %
+ ','.join([str(id_) for id_ in pickable_ids]))
+ else:
+ game.io.send('PICKABLE_ITEMS ,')
+
def cmd_TERRAIN_LINE(game, y, terrain_line):
game.world.map_.set_line(y, terrain_line)
cmd_TERRAIN_LINE.argtypes = 'int:nonneg string'
write(f, 'THING_TYPE %s %s' % (thing.id_, thing.type_))
write(f, 'THING_POS %s %s' % (thing.id_,
stringify_yx(thing.position)))
+ if hasattr(thing, 'health'):
+ write(f, 'THING_HEALTH %s %s' % (thing.id_, thing.health))
if len(thing.inventory) > 0:
write(f, 'THING_INVENTORY %s %s' %
(thing.id_,','.join([str(i) for i in thing.inventory])))