# 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'
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
cmd_THING_INVENTORY.argtypes = 'int:nonneg seq:int:nonneg'
def cmd_THING_HEALTH(game, id_, health):
small_pos = thing.position[1]
pos_y = calc_pos_in_fov(big_pos[0], small_pos[0], offset[0], size[0])
pos_x = calc_pos_in_fov(big_pos[1], small_pos[1], offset[1], size[1])
- if pos_y < 0 or pos_x < 0 or pos_y >= fov_size[0] or pos_x >= fov_size[1]:
+ if pos_y < 0 or pos_x < 0 or\
+ pos_y >= fov_size[0] or pos_x >= fov_size[1]:
continue
if (not thing.in_inventory) and stencil[(pos_y, pos_x)] == '.':
visible_things += [thing]