obey(read_command(), "in file", do_record=True)
-def remake_map():
+def make_map():
"""(Re-)make island map.
Let "~" represent water, "." land, "X" trees: Build island shape randomly,
Seed rand with seed. Do more only with a "wait" ThingAction and
world["PLAYER_TYPE"] matching ThingType of TT_START_NUMBER > 0. Then,
- world_db["Things"] emptied, call remake_map() and set
+ world_db["Things"] emptied, call make_map() and set
world_db["WORLD_ACTIVE"], world_db["TURN"] to 1. Build new Things
according to ThingTypes' TT_START_NUMBERS, with Thing of ID 0 to ThingType
of ID = world["PLAYER_TYPE"]. Place Things randomly, and actors not on each
"No thing action with name 'wait' defined.")
return
world_db["Things"] = {}
- remake_map()
+ make_map()
world_db["WORLD_ACTIVE"] = 1
world_db["TURN"] = 1
for i in range(world_db["ThingTypes"][playertype]["TT_START_NUMBER"]):
val = integer_test(maplength_string, 1, 256)
if None != val:
world_db["MAP_LENGTH"] = val
+ world_db["MAP"] = False
set_world_inactive()
world_db["Things"] = {}
libpr.set_maplength(val)
if 0 == Thing:
player_exists = True
break
- if wait_exists and player_exists and "MAP" in world_db:
+ if wait_exists and player_exists and world_db["MAP"]:
for id in world_db["Things"]:
if world_db["Things"][id]["T_LIFEPOINTS"]:
build_fov_map(world_db["Things"][id])
val = valid_map_line(str_int, mapline)
if None != val:
length = world_db["MAP_LENGTH"]
- if not "MAP" in world_db:
+ if not world_db["MAP"]:
map = bytearray(b' ' * (length ** 2))
else:
map = world_db["MAP"]
map[val * length:(val * length) + length] = mapline.encode()
- if not "MAP" in world_db:
+ if not world_db["MAP"]:
world_db["MAP"] = map
@test_Thing_id
"MAP_LENGTH": 64,
"PLAYER_TYPE": 0,
"WORLD_ACTIVE": 0,
+ "MAP": False,
"ThingActions": {},
"ThingTypes": {},
"Things": {}