import socket
import threading
from plomrogue.parser import ArgError, Parser
-from plomrogue.commands import cmd_MAP, cmd_THING_POS
+from plomrogue.commands import cmd_MAP, cmd_THING_POS, cmd_PLAYER_ID
from plomrogue.game import Game, WorldBase
from plomrogue.mapping import MapBase
from plomrogue.io import PlomSocket
"""
super().__init__(*args, **kwargs)
self.map_ = Map()
- self.player_position = (0, 0)
self.player_inventory = []
+ self.player_id = 0
def new_map(self, yx):
self.map_ = Map(yx)
+ @property
+ def player(self):
+ return self.get_thing(self.player_id)
+
def cmd_LAST_PLAYER_TASK_RESULT(game, msg):
if msg != "success":
game.world.map_.set_line(y, terrain_line)
cmd_VISIBLE_MAP_LINE.argtypes = 'int:nonneg string'
-def cmd_PLAYER_POS(game, yx):
- game.world.player_position = yx
-cmd_PLAYER_POS.argtypes = 'yx_tuple:pos'
-
def cmd_GAME_STATE_COMPLETE(game):
game.to_update['turn'] = True
game.to_update['map'] = True
cmd_THING_TYPE.argtypes = 'int:nonneg string'
def cmd_PLAYER_INVENTORY(game, ids):
- game.world.player_inventory = [ids] # TODO: test whether valid IDs
+ game.world.player_inventory = ids # TODO: test whether valid IDs
cmd_PLAYER_INVENTORY.argtypes = 'seq:int:nonneg'
'TURN_FINISHED': cmd_TURN_FINISHED,
'TURN': cmd_TURN,
'VISIBLE_MAP_LINE': cmd_VISIBLE_MAP_LINE,
- 'PLAYER_POS': cmd_PLAYER_POS,
+ 'PLAYER_ID': cmd_PLAYER_ID,
+ 'PLAYER_INVENTORY': cmd_PLAYER_INVENTORY,
'GAME_STATE_COMPLETE': cmd_GAME_STATE_COMPLETE,
'MAP': cmd_MAP,
'THING_TYPE': cmd_THING_TYPE,
class MapWidget(Widget):
def draw(self):
+ if self.tui.view == 'map':
+ self.draw_map()
+ elif self.tui.view == 'inventory':
+ self.draw_inventory()
+
+ def draw_inventory(self):
+ lines = ['INVENTORY:']
+ counter = 0
+ for id_ in self.tui.game.world.player_inventory:
+ pointer = '*' if counter == self.tui.inventory_pointer else ' '
+ t = self.tui.game.world.get_thing(id_)
+ lines += ['%s %s' % (pointer, t.type_)]
+ counter += 1
+ line_width = self.size[1]
+ to_join = []
+ for line in lines:
+ to_pad = line_width - (len(line) % line_width)
+ if to_pad == line_width:
+ to_pad = 0
+ to_join += [line + ' '*to_pad]
+ self.safe_write((''.join(to_join), curses.color_pair(3)))
+
+ def draw_map(self):
def terrain_with_objects():
terrain_as_list = list(self.tui.game.world.map_.terrain[:])
return
terrain_with_objects = terrain_with_objects()
- center = self.tui.game.world.player_position
+ center = self.tui.game.world.player.position
lines = self.tui.game.world.map_.format_to_view(terrain_with_objects,
center, self.size)
pad_or_cut_x(lines)
self.game = game
self.parser = Parser(self.game)
self.to_update = {'edit': False}
+ self.inventory_pointer = 0
curses.wrapper(self.loop)
def draw_screen(self):
self.popup.visible = False
self.popup_text = 'Hi bob'
widgets = (self.edit, self.turn, self.log, self.map_, self.popup)
- map_mode = False
+ write_mode = True
+ self.view = 'map'
while True:
for w in widgets:
w.ensure_freshness()
w.size = w.size_def
w.ensure_freshness(True)
elif key == '\t': # Tabulator key.
- map_mode = False if map_mode else True
- elif map_mode:
+ write_mode = False if write_mode else True
+ elif write_mode:
+ if len(key) == 1 and key in ASCII_printable and \
+ len(self.to_send) < len(self.edit):
+ self.to_send += [key]
+ self.to_update['edit'] = True
+ elif key == 'KEY_BACKSPACE':
+ self.to_send[:] = self.to_send[:-1]
+ self.to_update['edit'] = True
+ elif key == '\n': # Return key
+ self.socket.send(''.join(self.to_send))
+ self.to_send[:] = []
+ self.to_update['edit'] = True
+ elif self.view == 'map':
if key == 'w':
self.socket.send('TASK:MOVE UPLEFT')
elif key == 'e':
self.draw_screen()
for w in widgets:
w.ensure_freshness(True)
- else:
- if len(key) == 1 and key in ASCII_printable and \
- len(self.to_send) < len(self.edit):
- self.to_send += [key]
- self.to_update['edit'] = True
- elif key == 'KEY_BACKSPACE':
- self.to_send[:] = self.to_send[:-1]
- self.to_update['edit'] = True
- elif key == '\n': # Return key
- self.socket.send(''.join(self.to_send))
- self.to_send[:] = []
- self.to_update['edit'] = True
+ elif key == 'p':
+ for t in self.game.world.things:
+ if t == self.game.world.player or \
+ t.id_ in self.game.world.player_inventory:
+ continue
+ if t.position == self.game.world.player.position:
+ self.socket.send('TASK:PICKUP %s' % t.id_)
+ break
+ elif key == 'i':
+ self.view = 'inventory'
+ self.game.to_update['map'] = True
+ elif self.view == 'inventory':
+ if key == 'i':
+ self.view = 'map'
+ elif key == 'j' and \
+ len(self.game.world.player_inventory) > \
+ self.inventory_pointer + 1:
+ self.inventory_pointer += 1
+ elif key == 'k' and self.inventory_pointer > 0:
+ self.inventory_pointer -= 1
+ elif key == 'd' and \
+ len(self.game.world.player_inventory) > 0:
+ id_ = self.game.world.player_inventory[self.inventory_pointer]
+ self.socket.send('TASK:DROP %s' % id_)
+ if self.inventory_pointer > 0:
+ self.inventory_pointer -= 1
+ else:
+ continue
+ self.game.to_update['map'] = True
except curses.error:
pass
if self.game.do_quit: