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Server, plugin: Refactor actor_move plugin hooking.
[plomrogue]
/
server
/
commands.py
diff --git
a/server/commands.py
b/server/commands.py
index d002ab3210b35100c2b63cb2784251f2abefc2ca..fc384528704cf88e8cfec3b975a857d1433594f2 100644
(file)
--- a/
server/commands.py
+++ b/
server/commands.py
@@
-87,8
+87,8
@@
def command_makeworld(seed_string):
"""Call make_world()."""
val = integer_test(seed_string, 0, 4294967295)
if None != val:
"""Call make_world()."""
val = integer_test(seed_string, 0, 4294967295)
if None != val:
- from server.
config.misc import make_world_func
- make_world
_func
(val)
+ from server.
make_world import make_world
+ make_world(val)
def command_maplength(maplength_string):
def command_maplength(maplength_string):
@@
-118,17
+118,19
@@
def command_worldactive(worldactive_string):
else:
print("World already active.")
elif 0 == world_db["WORLD_ACTIVE"]:
else:
print("World already active.")
elif 0 == world_db["WORLD_ACTIVE"]:
- wait_exists = False
for ThingAction in world_db["ThingActions"]:
if "wait" == world_db["ThingActions"][ThingAction]["TA_NAME"]:
for ThingAction in world_db["ThingActions"]:
if "wait" == world_db["ThingActions"][ThingAction]["TA_NAME"]:
- wait_exists = True
break
break
- player_exists = False
+ else:
+ print("Ignored: No wait action defined for world to activate.")
+ return
for Thing in world_db["Things"]:
if 0 == Thing:
for Thing in world_db["Things"]:
if 0 == Thing:
- player_exists = True
break
break
- if wait_exists and player_exists and world_db["MAP"]:
+ else:
+ print("Ignored: No player defined for world to activate.")
+ return
+ if world_db["MAP"]:
for id in world_db["Things"]:
if world_db["Things"][id]["T_LIFEPOINTS"]:
build_fov_map(world_db["Things"][id])
for id in world_db["Things"]:
if world_db["Things"][id]["T_LIFEPOINTS"]:
build_fov_map(world_db["Things"][id])
@@
-139,7
+141,7
@@
def command_worldactive(worldactive_string):
world_db["Things"][0]["fovmap"] = empty_fovmap
world_db["WORLD_ACTIVE"] = 1
else:
world_db["Things"][0]["fovmap"] = empty_fovmap
world_db["WORLD_ACTIVE"] = 1
else:
- print("Ignoring: No
t all conditions for world activation met
.")
+ print("Ignoring: No
map defined for world to activate
.")
def command_tid(id_string):
def command_tid(id_string):
@@
-313,16
+315,13
@@
def command_taname(name):
or name == "pickup":
world_db["ThingActions"][command_taid.id]["TA_NAME"] = name
if 1 == world_db["WORLD_ACTIVE"]:
or name == "pickup":
world_db["ThingActions"][command_taid.id]["TA_NAME"] = name
if 1 == world_db["WORLD_ACTIVE"]:
- wait_defined = False
for id in world_db["ThingActions"]:
if "wait" == world_db["ThingActions"][id]["TA_NAME"]:
for id in world_db["ThingActions"]:
if "wait" == world_db["ThingActions"][id]["TA_NAME"]:
- wait_defined = True
break
break
-
if not wait_defined
:
+
else
:
set_world_inactive()
else:
print("Ignoring: Invalid action name.")
set_world_inactive()
else:
print("Ignoring: Invalid action name.")
- # In contrast to the original,naming won't map a function to a ThingAction.
def setter(category, key, min, max=None):
def setter(category, key, min, max=None):
@@
-514,6
+513,6
@@
def play_move(str_arg):
def command_ai():
"""Call ai() on player Thing, then turn_over()."""
def command_ai():
"""Call ai() on player Thing, then turn_over()."""
- from server.
config.actions import ai_func
- ai
_func
(world_db["Things"][0])
+ from server.
ai import ai
+ ai(world_db["Things"][0])
turn_over()
turn_over()