portable = False
protection = '.'
commandable = False
+ carried = False
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
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.add_thing(self.child_type, self.position)
self.game.changed = True
new_design += random.choice(list(legal_chars))
hat.design = new_design
self.sound('HAT REMIXER', 'remixing a hat …')
+ self.game.changed = True
self.playlist_index -= 1
if self.playlist_index < -1:
self.playlist_index = -1
+ self.game.changed = True
return ['removed song']
elif command == 'REWIND':
self.playlist_index = -1
if self.bottle_counter >= 3:
self.bottle_counter = 0
choice = random.choice(['MusicPlayer', 'Hat'])
- t = self.game.thing_types[choice](self.game, position=self.position)
- self.game.things += [t]
+ self.game.add_thing(choice, self.position)
msg = 'here is a gift as a reward for ecological consciousness –'
if choice == 'MusicPlayer':
msg += 'pick it up and then use "command thing" on it!'
super().__init__(*args, **kwargs)
self.next_task = [None]
self.task = None
+ self.invalidate_map_view()
+
+ def invalidate_map_view(self):
self._fov = None
+ self._visible_terrain = None
+ self._visible_control = None
def set_next_task(self, task_name, args=()):
task_class = self.game.tasks[task_name]
if self.drunk == 0:
for c_id in self.game.sessions:
if self.game.sessions[c_id]['thing_id'] == self.id_:
+ # TODO: refactor with self.send_msg
self.game.io.send('DEFAULT_COLORS', c_id)
self.game.io.send('CHAT "You sober up."', c_id)
+ self.invalidate_map_view()
break
self.game.changed = True
- self._fov = None
if self.task is None:
self.task = self.get_next_task()
return
return True
return False
- def fov_stencil_map(self, map_type='normal'):
+ def fov_stencil_map(self, map_type):
visible_terrain = ''
for yx in self.fov_stencil:
if self.fov_stencil[yx] == '.':
visible_terrain += ' '
return visible_terrain
+ @property
+ def visible_terrain(self):
+ if self._visible_terrain:
+ return self._visible_terrain
+ self._visible_terrain = self.fov_stencil_map('normal')
+ return self._visible_terrain
+
+ @property
+ def visible_control(self):
+ if self._visible_control:
+ return self._visible_control
+ self._visible_control = self.fov_stencil_map('control')
+ return self._visible_control
+
class Thing_Player(ThingAnimate):
if self.game.sessions[c_id]['thing_id'] == self.id_:
self.game.io.send(msg, c_id)
break
+
+ def uncarry(self):
+ t = self.carrying
+ t.carried = False
+ self.carrying = None
+ return t