cut_end = cut_start + view_width
map_lines[:] = [line[cut_start:cut_end] for line in map_lines]
- def format_to_view(self, map_cells, center, size, indent_first_line):
+ def format_to_view(self, map_cells, center, size):
def map_cells_to_lines(map_cells):
map_view_chars = []
- if indent_first_line:
+ if self.start_indented:
map_view_chars += ['0']
x = 0
y = 0
map_view_chars += ['\n']
x = 0
y += 1
- if y % 2 == int(not indent_first_line):
+ if y % 2 == int(not self.start_indented):
map_view_chars += ['0']
- if y % 2 == int(not indent_first_line):
+ if y % 2 == int(not self.start_indented):
map_view_chars = map_view_chars[:-1]
map_view_chars = map_view_chars[:-1]
return ''.join(map_view_chars).split('\n')
cmd_TURN.argtypes = 'int:nonneg'
-def cmd_VISIBLE_MAP(game, offset, size):
- game.new_map(offset, size)
-cmd_VISIBLE_MAP.argtypes = 'yx_tuple yx_tuple:pos'
+def cmd_VISIBLE_MAP(game, size, indent_first_line):
+ game.new_map(size, indent_first_line)
+cmd_VISIBLE_MAP.argtypes = 'yx_tuple:pos bool'
def cmd_VISIBLE_MAP_LINE(game, y, terrain_line):
self.do_quit = False
self.tui = None
- def new_map(self, offset, size):
- self.map_ = ClientMap(size)
- self.offset = offset
+ def new_map(self, size, indent_first_line):
+ self.map_ = ClientMap(size, start_indented=indent_first_line)
@property
def player(self):
center = self.tui.game.player.position
if self.tui.examiner_mode:
center = self.tui.examiner_position
- indent_first_line = not bool(self.tui.game.offset.y % 2)
lines = self.tui.game.map_.\
- format_to_view(annotated_terrain, center, self.size,
- indent_first_line)
+ format_to_view(annotated_terrain, center, self.size)
pad_or_cut_x(lines)
pad_y(lines)
self.safe_write(lines_to_colored_chars(lines))
self.io.send('TURN ' + str(self.turn))
visible_map = self.player.get_visible_map()
- self.io.send('VISIBLE_MAP %s %s' % (self.player.view_offset,
- visible_map.size))
+ self.io.send('VISIBLE_MAP %s %s' % (visible_map.size,
+ visible_map.start_indented))
for y, line in visible_map.lines():
self.io.send('VISIBLE_MAP_LINE %5s %s' % (y, quote(line)))
visible_things = self.player.get_visible_things()
def argsparse(self, signature, args_tokens):
"""Parse into / return args_tokens as args defined by signature.
- Expects signature to be a ' '-delimited sequence of any of the strings
- 'int:nonneg', 'yx_tuple', 'yx_tuple:nonneg', 'yx_tuple:pos', 'string',
- 'seq:int:nonneg', 'string:' + an option type string accepted by
- self.game.get_string_options, defining the respective argument types.
+ Expects signature to be a ' '-delimited sequence of any of the
+ strings 'bool', 'int:nonneg', 'yx_tuple', 'yx_tuple:nonneg',
+ 'yx_tuple:pos', 'string', 'seq:int:nonneg', 'string:' + an
+ option type string accepted by self.game.get_string_options,
+ defining the respective argument types.
+
"""
tmpl_tokens = signature.split()
if len(tmpl_tokens) != len(args_tokens):
for i in range(len(tmpl_tokens)):
tmpl = tmpl_tokens[i]
arg = args_tokens[i]
- if tmpl == 'int:nonneg':
+ if tmpl == 'bool':
+ if arg not in {'True', 'False'}:
+ raise ArgError('Argument must be "True" or "False".')
+ args += [True if arg == 'True' else False]
+ elif tmpl == 'int:nonneg':
if not arg.isdigit():
raise ArgError('Argument must be non-negative integer.')
args += [int(arg)]
raise ArgError(msg)
args += [arg]
else:
- raise ArgError('Unknown argument type.')
+ raise ArgError('Unknown argument type: %s' % tmpl)
return args
def get_visible_map(self):
stencil = self.get_stencil()
- m = Map(self.surroundings.size, ' ')
+ m = Map(self.surroundings.size, ' ', self.surroundings.start_indented)
for pos in m:
if stencil[pos] == '.':
m[pos] = self.surroundings[pos]