def cmd_GEN_WORLD(game, yx, seed):
- game.world.make_new(yx, seed)
+ game.make_new_world(yx, seed)
cmd_GEN_WORLD.argtypes = 'yx_tuple:pos int:nonneg'
def cmd_GET_GAMESTATE(game, connection_id):
game.send_gamestate(connection_id)
def cmd_SEED(game, seed):
- game.world.rand.prngod_seed = seed
+ game.rand.prngod_seed = seed
cmd_SEED.argtypes = 'int:nonneg'
def cmd_MAP_SIZE(game, size):
- game.world.map_size = size
+ game.map_size = size
cmd_MAP_SIZE.argtypes = 'yx_tuple:pos'
def cmd_MAP(game, map_pos):
"""Ensure (possibly empty/'?'-filled) map at position map_pos."""
- game.world.ensure_map(map_pos)
+ game.get_map(map_pos)
cmd_MAP.argtypes = 'yx_tuple'
def cmd_THING_TYPE(game, i, type_):
- t_old = game.world.get_thing(i)
- t_new = game.thing_types[type_](game.world, i)
+ t_old = game.get_thing(i)
+ t_new = game.thing_types[type_](game, i)
#attr_names_of_old = [name for name in dir(t_old) where name[:2] != '__']
#attr_names_of_new = [name for name in dir(t_new) where name[:2] != '__']
#class_new = type(t_new)
# setattr(t_new, attr_name, attr_old)
t_new.position = t_old.position
t_new.in_inventory = t_old.in_inventory
- t_old_index = game.world.things.index(t_old)
- game.world.things[t_old_index] = t_new
+ t_old_index = game.things.index(t_old)
+ game.things[t_old_index] = t_new
cmd_THING_TYPE.argtypes = 'int:nonneg string:thingtype'
def cmd_THING_POS(game, i, big_yx, small_yx):
- t = game.world.get_thing(i)
+ t = game.get_thing(i)
t.position = (big_yx, small_yx)
cmd_THING_POS.argtypes = 'int:nonneg yx_tuple yx_tuple:nonneg'
def cmd_THING_INVENTORY(game, id_, ids):
- carrier = game.world.get_thing(id_)
+ carrier = game.get_thing(id_)
carrier.inventory = ids
for id_ in ids:
- t = game.world.get_thing(id_)
+ t = game.get_thing(id_)
t.in_inventory = True
t.position = carrier.position
cmd_THING_INVENTORY.argtypes = 'int:nonneg seq:int:nonneg'
def cmd_THING_HEALTH(game, id_, health):
- t = game.world.get_thing(id_)
+ t = game.get_thing(id_)
t.health = health
cmd_THING_HEALTH.argtypes = 'int:nonneg int:nonneg'
def cmd_GET_PICKABLE_ITEMS(game, connection_id):
- pickable_ids = game.world.player.get_pickable_items()
+ pickable_ids = game.player.get_pickable_items()
if len(pickable_ids) > 0:
game.io.send('PICKABLE_ITEMS %s' %
','.join([str(id_) for id_ in pickable_ids]))
game.io.send('PICKABLE_ITEMS ,')
def cmd_TERRAIN_LINE(game, big_yx, y, terrain_line):
- game.world.maps[big_yx].set_line(y, terrain_line)
+ game.maps[big_yx].set_line(y, terrain_line)
cmd_TERRAIN_LINE.argtypes = 'yx_tuple int:nonneg string'
def cmd_PLAYER_ID(game, id_):
# TODO: test whether valid thing ID
- game.world.player_id = id_
+ game.player_id = id_
cmd_PLAYER_ID.argtypes = 'int:nonneg'
def cmd_TURN(game, n):
- game.world.turn = n
+ game.turn = n
cmd_TURN.argtypes = 'int:nonneg'
def cmd_SWITCH_PLAYER(game):
- game.world.player.set_task('WAIT')
- thing_ids = [t.id_ for t in game.world.things]
- player_index = thing_ids.index(game.world.player.id_)
+ game.player.set_task('WAIT')
+ thing_ids = [t.id_ for t in game.things]
+ player_index = thing_ids.index(game.player.id_)
if player_index == len(thing_ids) - 1:
- game.world.player_id = thing_ids[0]
+ game.player_id = thing_ids[0]
else:
- game.world.player_id = thing_ids[player_index + 1]
+ game.player_id = thing_ids[player_index + 1]
game.proceed()
def cmd_SAVE(game):
save_file_name = game.io.game_file_name + '.save'
with open(save_file_name, 'w') as f:
- write(f, 'TURN %s' % game.world.turn)
- write(f, 'SEED %s' % game.world.rand.prngod_seed)
- write(f, 'MAP_SIZE %s' % (game.world.map_size,))
- for map_pos in game.world.maps:
+ write(f, 'TURN %s' % game.turn)
+ write(f, 'SEED %s' % game.rand.prngod_seed)
+ write(f, 'MAP_SIZE %s' % (game.map_size,))
+ for map_pos in game.maps:
write(f, 'MAP %s' % (map_pos,))
- for map_pos in game.world.maps:
- for y, line in game.world.maps[map_pos].lines():
+ for map_pos in game.maps:
+ for y, line in game.maps[map_pos].lines():
write(f, 'TERRAIN_LINE %s %5s %s' % (map_pos, y, quote(line)))
- for thing in game.world.things:
+ for thing in game.things:
write(f, 'THING_TYPE %s %s' % (thing.id_, thing.type_))
write(f, 'THING_POS %s %s %s' % (thing.id_, thing.position[0],
thing.position[1]))
if game.tasks[k] == task.__class__][0]
write(f, 'SET_TASK:%s %s %s %s' % (task_name, thing.id_,
task.todo, task_args))
- write(f, 'PLAYER_ID %s' % game.world.player_id)
+ write(f, 'PLAYER_ID %s' % game.player_id)
cmd_SAVE.dont_save = True