'=': Terrain('=', 'glass', blocks_sound=True, blocks_movement=True),
'T': Terrain('T', 'table', blocks_movement=True),
}
+ self.draw_control_presets = True
if os.path.exists(self.io.save_file):
if not os.path.isfile(self.io.save_file):
raise GameError('save file path refers to non-file')
with open(self.io.save_file, 'w') as f:
write(f, 'TURN %s' % self.turn)
map_geometry_shape = self.get_map_geometry_shape()
+ # must come before MAP, otherwise first get_map uses the default
+ # TODO: refactor into MAP
+ write(f, 'MAP_CONTROL_PRESETS %s' % int(self.draw_control_presets))
write(f, 'MAP %s %s' % (map_geometry_shape, self.map_geometry.size,))
for terrain in self.terrains.values():
write(f, 'TERRAIN %s %s %s %s %s' % (quote(terrain.character),
maps = self.map_controls
if big_yx not in maps:
maps[big_yx] = SaveableMap(self.map_geometry)
- if type_ == 'control':
+ if self.draw_control_presets and type_ == 'control':
maps[big_yx].draw_presets(big_yx.y % 2)
return maps[big_yx]