def cmd_GEN_WORLD(game, yx, seed):
game.world.make_new(yx, seed)
-cmd_GEN_WORLD.argtypes = 'yx_tuple:pos string'
+cmd_GEN_WORLD.argtypes = 'yx_tuple:pos int:nonneg'
def cmd_GET_GAMESTATE(game, connection_id):
"""Send game state to caller."""
game.send_gamestate(connection_id)
-def cmd_MAP(game, yx):
- """Create new map of size yx and only '?' cells."""
- game.world.new_map(yx)
-cmd_MAP.argtypes = 'yx_tuple:pos'
+def cmd_SEED(game, seed):
+ game.world.rand.prngod_seed = seed
+cmd_SEED.argtypes = 'int:nonneg'
+
+def cmd_MAP_SIZE(game, size):
+ game.world.map_size = size
+cmd_MAP_SIZE.argtypes = 'yx_tuple:pos'
+
+def cmd_MAP(game, map_pos):
+ """Create new map at position map_pos and only of '?' cells."""
+ game.world.new_map(map_pos)
+cmd_MAP.argtypes = 'yx_tuple'
def cmd_THING_TYPE(game, i, type_):
t_old = game.world.get_thing(i)
# continue
# setattr(t_new, attr_name, attr_old)
t_new.position = t_old.position
+ t_new.in_inventory = t_old.in_inventory
t_old_index = game.world.things.index(t_old)
game.world.things[t_old_index] = t_new
cmd_THING_TYPE.argtypes = 'int:nonneg string:thingtype'
-def cmd_THING_POS(game, i, yx):
+def cmd_THING_POS(game, i, big_yx, small_yx):
t = game.world.get_thing(i)
- t.position = tuple(yx)
-cmd_THING_POS.argtypes = 'int:nonneg yx_tuple:nonneg'
+ t.position = (big_yx, small_yx)
+cmd_THING_POS.argtypes = 'int:nonneg yx_tuple yx_tuple:nonneg'
def cmd_THING_INVENTORY(game, id_, ids):
- t = game.world.get_thing(id_)
- t.inventory = ids # TODO: test whether valid IDs
+ carrier = game.world.get_thing(id_)
+ carrier.inventory = ids
+ for id_ in ids:
+ t = game.world.get_thing(id_)
+ t.in_inventory = True
+ t.position = carrier.position
cmd_THING_INVENTORY.argtypes = 'int:nonneg seq:int:nonneg'
-def cmd_TERRAIN_LINE(game, y, terrain_line):
- game.world.map_.set_line(y, terrain_line)
-cmd_TERRAIN_LINE.argtypes = 'int:nonneg string'
+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, big_yx, y, terrain_line):
+ game.world.maps[big_yx].set_line(y, terrain_line)
+cmd_TERRAIN_LINE.argtypes = 'yx_tuple int:nonneg string'
def cmd_PLAYER_ID(game, id_):
# TODO: test whether valid thing ID
save_file_name = game.io.game_file_name + '.save'
with open(save_file_name, 'w') as f:
write(f, 'TURN %s' % game.world.turn)
- write(f, 'MAP ' + stringify_yx(game.world.map_.size))
- for y, line in game.world.map_.lines():
- write(f, 'TERRAIN_LINE %5s %s' % (y, quote(line)))
+ write(f, 'SEED %s' % game.world.rand.prngod_seed)
+ write(f, 'MAP_SIZE ' + stringify_yx(game.world.map_size))
+ for map_pos in game.world.maps:
+ write(f, 'MAP ' + stringify_yx(map_pos))
+ for map_pos in game.world.maps:
+ for y, line in game.world.maps[map_pos].lines():
+ write(f, 'TERRAIN_LINE %s %5s %s' % (stringify_yx(map_pos),
+ y, quote(line)))
for thing in game.world.things:
write(f, 'THING_TYPE %s %s' % (thing.id_, thing.type_))
- write(f, 'THING_POS %s %s' % (thing.id_,
- stringify_yx(thing.position)))
+ write(f, 'THING_POS %s %s %s' % (thing.id_,
+ stringify_yx(thing.position[0]),
+ stringify_yx(thing.position[1])))
+ 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])))