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Fix bug that created multiple objects of same ID.
authorChristian Heller <c.heller@plomlompom.de>
Thu, 9 Jul 2020 00:52:35 +0000 (02:52 +0200)
committerChristian Heller <c.heller@plomlompom.de>
Thu, 9 Jul 2020 00:52:35 +0000 (02:52 +0200)
new/plomrogue/game.py
new/plomrogue/things.py

index d20713cd61fa219d387808ef3c2e9bdbd8ac4fff..74502cac48bfd8997b019aa7daf30372111d2548 100755 (executable)
@@ -204,6 +204,10 @@ class Game(GameBase):
     def new_thing_id(self):
         if len(self.things) == 0:
             return 0
+        # DANGEROUS – if anywhere we append a thing to the list of lower
+        # ID than the highest-value ID, this might lead to re-using an
+        # already active ID.  This should not happen anywhere in the
+        # code, but a break here might be more visible.
         return self.things[-1].id_ + 1
 
     def get_map(self, map_pos):
@@ -292,7 +296,9 @@ class Game(GameBase):
                 # inside are disappeared.
                 elif m.awake > 0:
                     m.awake -= 1
-                    for t in self.things:
+                    # We iterate over a list comprehension of self.things,
+                    # since we might delete elements of self.things.
+                    for t in [t for t in self.things]:
                         if t.position[0] == map_pos:
                             if not t.type_ in m.stats:
                                 m.stats[t.type_] = {'population': 0,
@@ -301,6 +307,7 @@ class Game(GameBase):
                             if isinstance(t, ThingAnimate):
                                 m.stats[t.type_]['health'] += t.health
                             if not m.awake:
+                                # TODO: Handle inventory.
                                 del self.things[self.things.index(t)]
                     #if not m.awake:
                     #    print('DEBUG sleep stats', map_pos, m.stats)
index 797fd6bce2ea347e13502670d5ab0bcad654bcfd..7789223b9c9e63abbb24874692ad63cbfc0c0a2c 100644 (file)
@@ -246,6 +246,7 @@ class ThingAnimate(Thing):
             if self is self.game.player:
                 self.game.player_is_alive = False
             else:
+                # TODO: Handle inventory.
                 del self.game.things[self.game.things.index(self)]
             return
         try: