home · contact · privacy
Refactor client curses code.
[plomrogue2] / rogue_chat_curses.py
index 01e6dc3627140f72b93d4d67762af7e8b750e275..11fe94868c72ee8891877eec4a487c123ac41368 100755 (executable)
 #!/usr/bin/env python3
 import curses
-import queue
-import threading
+import sys
 from plomrogue.game import GameBase
 from plomrogue.parser import Parser
 from plomrogue.mapping import YX, MapGeometrySquare, MapGeometryHex
 from plomrogue.things import ThingBase
 from plomrogue.misc import quote
-from plomrogue.errors import BrokenSocketConnection
+from plomrogue.errors import ArgError
+from plomrogue_client.socket import ClientSocket
+from plomrogue_client.tui import msg_into_lines_of_width, CursesScreen
 
-from ws4py.client import WebSocketBaseClient
-class WebSocketClient(WebSocketBaseClient):
 
-    def __init__(self, recv_handler, *args, **kwargs):
-        super().__init__(*args, **kwargs)
-        self.recv_handler = recv_handler
-        self.connect()
-
-    def received_message(self, message):
-        if message.is_text:
-            message = str(message)
-            self.recv_handler(message)
-
-    @property
-    def plom_closed(self):
-        return self.client_terminated
-
-from plomrogue.io_tcp import PlomSocket
-class PlomSocketClient(PlomSocket):
-
-    def __init__(self, recv_handler, url):
-        import socket
-        self.recv_handler = recv_handler
-        host, port = url.split(':')
-        super().__init__(socket.create_connection((host, port)))
-
-    def close(self):
-        self.socket.close()
-
-    def run(self):
-        import ssl
-        try:
-            for msg in self.recv():
-                if msg == 'NEED_SSL':
-                    self.socket = ssl.wrap_socket(self.socket)
-                    continue
-                self.recv_handler(msg)
-        except BrokenSocketConnection:
-            pass  # we assume socket will be known as dead by now
+
+mode_helps = {
+    'play': {
+        'short': 'play',
+        'intro': '',
+        'long': 'This mode allows you to interact with the map in various ways.'
+    },
+    'study': {
+        'short': 'study',
+        'intro': '',
+        'long': 'This mode allows you to study the map and its tiles in detail.  Move the question mark over a tile, and the right half of the screen will show detailed information on it.  Toggle the map view to show or hide different information layers.'},
+    'edit': {
+        'short': 'world edit',
+        'intro': '',
+        'long': 'This mode allows you to change the game world in various ways.  Individual map tiles can be protected by "protection characters", which you can see by toggling into the protections map view.  You can edit a tile if you set the world edit password that matches its protection character.  The character "." marks the absence of protection:  Such tiles can always be edited.'
+    },
+    'name_thing': {
+        'short': 'name thing',
+        'intro': '',
+        'long': 'Give name to/change name of carried thing.'
+    },
+    'command_thing': {
+        'short': 'command',
+        'intro': '',
+        'long': 'Enter a command to the thing you carry.  Enter nothing to return to play mode.'
+    },
+    'take_thing': {
+        'short': 'take',
+        'intro': 'Pick up a thing in reach by entering its index number.  Enter nothing to abort.',
+        'long': 'You see a list of things which you could pick up.  Enter the target thing\'s index, or, to leave, nothing.'
+    },
+    'drop_thing': {
+        'short': 'drop',
+        'intro': 'Enter number of direction to which you want to drop thing.',
+        'long': 'Drop currently carried thing by entering the target direction index.  Enter nothing to return to play mode..'
+    },
+    'admin_thing_protect': {
+        'short': 'change thing protection',
+        'intro': '@ enter thing protection character:',
+        'long': 'Change protection character for carried thing.'
+    },
+    'enter_face': {
+        'short': 'edit face',
+        'intro': '@ enter face line:',
+        'long': 'Draw your face as ASCII art.  The string you enter must be 18 characters long, and will be divided on display into 3 lines of 6 characters each, from top to bottom..'
+    },
+    'enter_design': {
+        'short': 'edit design',
+        'intro': '@ enter design:',
+        'long': 'Enter design for carried thing as ASCII art.'
+    },
+    'write': {
+        'short': 'edit tile',
+        'intro': '',
+        'long': 'This mode allows you to change the map tile you currently stand on (if your world editing password authorizes you so).  Just enter any printable ASCII character to imprint it on the ground below you.'
+    },
+    'control_pw_type': {
+        'short': 'change protection character password',
+        'intro': '@ enter protection character for which you want to change the password:',
+        'long': 'This mode is the first of two steps to change the password for a protection character.  First enter the protection character for which you want to change the password.'
+    },
+    'control_pw_pw': {
+        'short': 'change protection character password',
+        'intro': '',
+        'long': 'This mode is the second of two steps to change the password for a protection character.  Enter the new password for the protection character you chose.'
+    },
+    'control_tile_type': {
+        'short': 'change tiles protection',
+        'intro': '@ enter protection character which you want to draw:',
+        'long': 'This mode is the first of two steps to change tile protection areas on the map.  First enter the tile protection character you want to write.'
+    },
+    'control_tile_draw': {
+        'short': 'change tiles protection',
+        'intro': '',
+        'long': 'This mode is the second of two steps to change tile protection areas on the map.  Toggle tile protection drawing on/off and move the ?? cursor around the map to draw the selected protection character.'
+    },
+    'annotate': {
+        'short': 'annotate tile',
+        'intro': '',
+        'long': 'This mode allows you to add/edit a comment on the tile you are currently standing on (provided your world editing password authorizes you so).  Hit Return to leave.'
+    },
+    'portal': {
+        'short': 'edit portal',
+        'intro': '',
+        'long': 'This mode allows you to imprint/edit/remove a teleportation target on the ground you are currently standing on (provided your world editing password authorizes you so).  Enter or edit a URL to imprint a teleportation target; enter emptiness to remove a pre-existing teleportation target.  Hit Return to leave.'
+    },
+    'chat': {
+        'short': 'chat',
+        'intro': '',
+        'long': 'This mode allows you to engage in chit-chat with other users.  Any line you enter into the input prompt that does not start with a "/" will be sent out to nearby players – but barriers and distance will reduce what they can read, so stand close to them to ensure they get your message.  Lines that start with a "/" are used for commands like:\n\n/nick NAME – re-name yourself to NAME'
+    },
+    'login': {
+        'short': 'login',
+        'intro': '',
+        'long': 'Enter your player name.'
+    },
+    'waiting_for_server': {
+        'short': 'waiting for server response',
+        'intro': '@ waiting for server …',
+        'long': 'Waiting for a server response.'
+    },
+    'post_login_wait': {
+        'short': 'waiting for server response',
+        'intro': '',
+        'long': 'Waiting for a server response.'
+    },
+    'password': {
+        'short': 'set world edit password',
+        'intro': '',
+        'long': 'This mode allows you to change the password that you send to authorize yourself for editing password-protected elements of the world.  Hit return to confirm and leave.'
+    },
+    'admin_enter': {
+        'short': 'become admin',
+        'intro': '@ enter admin password:',
+        'long': 'This mode allows you to become admin if you know an admin password.'
+    },
+    'admin': {
+        'short': 'admin',
+        'intro': '',
+        'long': 'This mode allows you access to actions limited to administrators.'
+    }
+}
 
 def cmd_TURN(game, n):
-    game.turn = n
-    game.things = []
-    game.portals = {}
     game.turn_complete = False
 cmd_TURN.argtypes = 'int:nonneg'
 
+def cmd_OTHER_WIPE(game):
+    game.portals_new = {}
+    game.annotations_new = {}
+    game.things_new = []
+cmd_OTHER_WIPE.argtypes = ''
+
 def cmd_LOGIN_OK(game):
     game.tui.switch_mode('post_login_wait')
     game.tui.send('GET_GAMESTATE')
-    game.tui.log_msg('@ welcome')
+    game.tui.log_msg('@ welcome!')
 cmd_LOGIN_OK.argtypes = ''
 
+def cmd_ADMIN_OK(game):
+    game.tui.is_admin = True
+    game.tui.log_msg('@ you now have admin rights')
+    game.tui.switch_mode('admin')
+    game.tui.do_refresh = True
+cmd_ADMIN_OK.argtypes = ''
+
+def cmd_REPLY(game, msg):
+    game.tui.log_msg('#MUSICPLAYER: ' + msg)
+    game.tui.do_refresh = True
+cmd_REPLY.argtypes = 'string'
+
 def cmd_CHAT(game, msg):
     game.tui.log_msg('# ' + msg)
     game.tui.do_refresh = True
 cmd_CHAT.argtypes = 'string'
 
+def cmd_CHATFACE(game, thing_id):
+    game.tui.draw_face = thing_id
+    game.tui.do_refresh = True
+cmd_CHATFACE.argtypes = 'int:pos'
+
 def cmd_PLAYER_ID(game, player_id):
     game.player_id = player_id
 cmd_PLAYER_ID.argtypes = 'int:nonneg'
 
-def cmd_THING_POS(game, thing_id, position):
-    t = game.get_thing(thing_id, True)
-    t.position = position
-cmd_THING_POS.argtypes = 'int:nonneg yx_tuple:nonneg'
+def cmd_PLAYERS_HAT_CHARS(game, hat_chars):
+    game.players_hat_chars_new = hat_chars
+cmd_PLAYERS_HAT_CHARS.argtypes = 'string'
+
+def cmd_THING(game, yx, thing_type, protection, thing_id, portable, commandable):
+    t = game.get_thing_temp(thing_id)
+    if not t:
+        t = ThingBase(game, thing_id)
+        game.things_new += [t]
+    t.position = yx
+    t.type_ = thing_type
+    t.protection = protection
+    t.portable = portable
+    t.commandable = commandable
+cmd_THING.argtypes = 'yx_tuple:nonneg string:thing_type char int:nonneg bool bool'
 
 def cmd_THING_NAME(game, thing_id, name):
-    t = game.get_thing(thing_id, True)
+    t = game.get_thing_temp(thing_id)
     t.name = name
-cmd_THING_NAME.argtypes = 'int:nonneg string'
+cmd_THING_NAME.argtypes = 'int:pos string'
+
+def cmd_THING_FACE(game, thing_id, face):
+    t = game.get_thing_temp(thing_id)
+    t.face = face
+cmd_THING_FACE.argtypes = 'int:pos string'
+
+def cmd_THING_HAT(game, thing_id, hat):
+    t = game.get_thing_temp(thing_id)
+    t.hat = hat
+cmd_THING_HAT.argtypes = 'int:pos string'
+
+def cmd_THING_DESIGN(game, thing_id, size, design):
+    t = game.get_thing_temp(thing_id)
+    t.design = [size, design]
+cmd_THING_DESIGN.argtypes = 'int:pos yx_tuple string'
+
+def cmd_THING_CHAR(game, thing_id, c):
+    t = game.get_thing_temp(thing_id)
+    t.thing_char = c
+cmd_THING_CHAR.argtypes = 'int:pos char'
 
 def cmd_MAP(game, geometry, size, content):
     map_geometry_class = globals()['MapGeometry' + geometry]
-    game.map_geometry = map_geometry_class(size)
-    game.map_content = content
-    if type(game.map_geometry) == MapGeometrySquare:
+    game.map_geometry_new = map_geometry_class(size)
+    game.map_content_new = content
+    if type(game.map_geometry_new) == MapGeometrySquare:
         game.tui.movement_keys = {
             game.tui.keys['square_move_up']: 'UP',
             game.tui.keys['square_move_left']: 'LEFT',
             game.tui.keys['square_move_down']: 'DOWN',
             game.tui.keys['square_move_right']: 'RIGHT',
         }
-    elif type(game.map_geometry) == MapGeometryHex:
+    elif type(game.map_geometry_new) == MapGeometryHex:
         game.tui.movement_keys = {
             game.tui.keys['hex_move_upleft']: 'UPLEFT',
             game.tui.keys['hex_move_upright']: 'UPRIGHT',
@@ -103,27 +239,40 @@ def cmd_MAP(game, geometry, size, content):
         }
 cmd_MAP.argtypes = 'string:map_geometry yx_tuple:pos string'
 
+def cmd_FOV(game, content):
+    game.fov_new = content
+cmd_FOV.argtypes = 'string'
+
+def cmd_MAP_CONTROL(game, content):
+    game.map_control_content_new = content
+cmd_MAP_CONTROL.argtypes = 'string'
+
 def cmd_GAME_STATE_COMPLETE(game):
-    game.info_db = {}
+    game.tui.do_refresh = True
+    game.tui.info_cached = None
+    game.things = game.things_new
+    game.portals = game.portals_new
+    game.annotations = game.annotations_new
+    game.fov = game.fov_new
+    game.map_geometry = game.map_geometry_new
+    game.map_content = game.map_content_new
+    game.map_control_content = game.map_control_content_new
+    game.player = game.get_thing(game.player_id)
+    game.players_hat_chars = game.players_hat_chars_new
+    game.bladder_pressure = game.bladder_pressure_new
+    game.energy = game.energy_new
+    game.turn_complete = True
     if game.tui.mode.name == 'post_login_wait':
         game.tui.switch_mode('play')
-        game.tui.help()
-    if game.tui.mode.shows_info:
-        game.tui.query_info()
-    player = game.get_thing(game.player_id, False)
-    if player.position in game.portals:
-        game.tui.teleport_target_host = game.portals[player.position]
-        game.tui.switch_mode('teleport')
-    game.turn_complete = True
-    game.tui.do_refresh = True
 cmd_GAME_STATE_COMPLETE.argtypes = ''
 
 def cmd_PORTAL(game, position, msg):
-    game.portals[position] = msg
+    game.portals_new[position] = msg
 cmd_PORTAL.argtypes = 'yx_tuple:nonneg string'
 
 def cmd_PLAY_ERROR(game, msg):
-    game.tui.flash()
+    game.tui.log_msg('? ' + msg)
+    game.tui.flash = True
     game.tui.do_refresh = True
 cmd_PLAY_ERROR.argtypes = 'string'
 
@@ -138,43 +287,108 @@ def cmd_ARGUMENT_ERROR(game, msg):
 cmd_ARGUMENT_ERROR.argtypes = 'string'
 
 def cmd_ANNOTATION(game, position, msg):
-    game.info_db[position] = msg
+    game.annotations_new[position] = msg
     if game.tui.mode.shows_info:
         game.tui.do_refresh = True
 cmd_ANNOTATION.argtypes = 'yx_tuple:nonneg string'
 
+def cmd_TASKS(game, tasks_comma_separated):
+    game.tasks = tasks_comma_separated.split(',')
+    game.tui.mode_write.legal = 'WRITE' in game.tasks
+    game.tui.mode_command_thing.legal = 'COMMAND' in game.tasks
+    game.tui.mode_take_thing.legal = 'PICK_UP' in game.tasks
+    game.tui.mode_drop_thing.legal = 'DROP' in game.tasks
+cmd_TASKS.argtypes = 'string'
+
+def cmd_THING_TYPE(game, thing_type, symbol_hint):
+    game.thing_types[thing_type] = symbol_hint
+cmd_THING_TYPE.argtypes = 'string char'
+
+def cmd_THING_INSTALLED(game, thing_id):
+    game.get_thing_temp(thing_id).installed = True
+cmd_THING_INSTALLED.argtypes = 'int:pos'
+
+def cmd_THING_CARRYING(game, thing_id, carried_id):
+    game.get_thing_temp(thing_id).carrying = game.get_thing_temp(carried_id)
+cmd_THING_CARRYING.argtypes = 'int:pos int:pos'
+
+def cmd_TERRAIN(game, terrain_char, terrain_desc):
+    game.terrains[terrain_char] = terrain_desc
+cmd_TERRAIN.argtypes = 'char string'
+
 def cmd_PONG(game):
     pass
 cmd_PONG.argtypes = ''
 
+def cmd_DEFAULT_COLORS(game):
+    game.tui.set_default_colors()
+cmd_DEFAULT_COLORS.argtypes = ''
+
+def cmd_RANDOM_COLORS(game):
+    game.tui.set_random_colors()
+cmd_RANDOM_COLORS.argtypes = ''
+
+def cmd_STATS(game, bladder_pressure, energy):
+    game.bladder_pressure_new = bladder_pressure
+    game.energy_new = energy
+cmd_STATS.argtypes = 'int:nonneg int'
+
 class Game(GameBase):
-    thing_type = ThingBase
     turn_complete = False
+    tasks = {}
+    thing_types = {}
+    things_new = []
 
     def __init__(self, *args, **kwargs):
         super().__init__(*args, **kwargs)
         self.register_command(cmd_LOGIN_OK)
+        self.register_command(cmd_ADMIN_OK)
         self.register_command(cmd_PONG)
         self.register_command(cmd_CHAT)
+        self.register_command(cmd_CHATFACE)
+        self.register_command(cmd_REPLY)
         self.register_command(cmd_PLAYER_ID)
         self.register_command(cmd_TURN)
-        self.register_command(cmd_THING_POS)
+        self.register_command(cmd_OTHER_WIPE)
+        self.register_command(cmd_THING)
+        self.register_command(cmd_THING_TYPE)
         self.register_command(cmd_THING_NAME)
+        self.register_command(cmd_THING_CHAR)
+        self.register_command(cmd_THING_FACE)
+        self.register_command(cmd_THING_HAT)
+        self.register_command(cmd_THING_DESIGN)
+        self.register_command(cmd_THING_CARRYING)
+        self.register_command(cmd_THING_INSTALLED)
+        self.register_command(cmd_TERRAIN)
         self.register_command(cmd_MAP)
+        self.register_command(cmd_MAP_CONTROL)
         self.register_command(cmd_PORTAL)
         self.register_command(cmd_ANNOTATION)
         self.register_command(cmd_GAME_STATE_COMPLETE)
+        self.register_command(cmd_PLAYERS_HAT_CHARS)
         self.register_command(cmd_ARGUMENT_ERROR)
         self.register_command(cmd_GAME_ERROR)
         self.register_command(cmd_PLAY_ERROR)
+        self.register_command(cmd_TASKS)
+        self.register_command(cmd_FOV)
+        self.register_command(cmd_DEFAULT_COLORS)
+        self.register_command(cmd_RANDOM_COLORS)
+        self.register_command(cmd_STATS)
         self.map_content = ''
+        self.players_hat_chars = ''
         self.player_id = -1
-        self.info_db = {}
+        self.annotations = {}
+        self.annotations_new = {}
         self.portals = {}
+        self.portals_new = {}
+        self.terrains = {}
+        self.player = None
 
     def get_string_options(self, string_option_type):
         if string_option_type == 'map_geometry':
             return ['Hex', 'Square']
+        elif string_option_type == 'thing_type':
+            return self.thing_types.keys()
         return None
 
     def get_command(self, command_name):
@@ -183,47 +397,143 @@ class Game(GameBase):
         f.argtypes = self.commands[command_name].argtypes
         return f
 
-class TUI:
+    def get_thing_temp(self, id_):
+        for thing in self.things_new:
+            if id_ == thing.id_:
+                return thing
+        return None
+
+class Mode:
+
+    def __init__(self, name, has_input_prompt=False, shows_info=False,
+                 is_intro=False, is_single_char_entry=False):
+        self.name = name
+        self.short_desc = mode_helps[name]['short']
+        self.available_modes = []
+        self.available_actions = []
+        self.has_input_prompt = has_input_prompt
+        self.shows_info = shows_info
+        self.is_intro = is_intro
+        self.help_intro = mode_helps[name]['long']
+        self.intro_msg = mode_helps[name]['intro']
+        self.is_single_char_entry = is_single_char_entry
+        self.legal = True
+
+    def iter_available_modes(self, tui):
+        for mode_name in self.available_modes:
+            mode = getattr(tui, 'mode_' + mode_name)
+            if not mode.legal:
+                continue
+            key = tui.keys['switch_to_' + mode.name]
+            yield mode, key
 
-    class Mode:
+    def list_available_modes(self, tui):
+        msg = ''
+        if len(self.available_modes) > 0:
+            msg = 'Other modes available from here:\n'
+            for mode, key in self.iter_available_modes(tui):
+                msg += '[%s] – %s\n' % (key, mode.short_desc)
+        return msg
 
-        def __init__(self, name, has_input_prompt=False, shows_info=False,
-                     is_intro = False):
-            self.name = name
-            self.has_input_prompt = has_input_prompt
-            self.shows_info = shows_info
-            self.is_intro = is_intro
+    def mode_switch_on_key(self, tui, key_pressed):
+        for mode, key in self.iter_available_modes(tui):
+            if key_pressed == key:
+                tui.switch_mode(mode.name)
+                return True
+        return False
+
+class TUI:
+    mode_admin_enter = Mode('admin_enter', has_input_prompt=True)
+    mode_admin = Mode('admin')
+    mode_play = Mode('play')
+    mode_study = Mode('study', shows_info=True)
+    mode_write = Mode('write', is_single_char_entry=True)
+    mode_edit = Mode('edit')
+    mode_control_pw_type = Mode('control_pw_type', has_input_prompt=True)
+    mode_control_pw_pw = Mode('control_pw_pw', has_input_prompt=True)
+    mode_control_tile_type = Mode('control_tile_type', has_input_prompt=True)
+    mode_control_tile_draw = Mode('control_tile_draw')
+    mode_admin_thing_protect = Mode('admin_thing_protect', has_input_prompt=True)
+    mode_annotate = Mode('annotate', has_input_prompt=True, shows_info=True)
+    mode_portal = Mode('portal', has_input_prompt=True, shows_info=True)
+    mode_chat = Mode('chat', has_input_prompt=True)
+    mode_waiting_for_server = Mode('waiting_for_server', is_intro=True)
+    mode_login = Mode('login', has_input_prompt=True, is_intro=True)
+    mode_post_login_wait = Mode('post_login_wait', is_intro=True)
+    mode_password = Mode('password', has_input_prompt=True)
+    mode_name_thing = Mode('name_thing', has_input_prompt=True, shows_info=True)
+    mode_command_thing = Mode('command_thing', has_input_prompt=True)
+    mode_take_thing = Mode('take_thing', has_input_prompt=True)
+    mode_drop_thing = Mode('drop_thing', has_input_prompt=True)
+    mode_enter_face = Mode('enter_face', has_input_prompt=True)
+    mode_enter_design = Mode('enter_design', has_input_prompt=True)
+    is_admin = False
+    tile_draw = False
 
     def __init__(self, host):
         import os
         import json
-        self.host = host
-        self.mode_play = self.Mode('play')
-        self.mode_study = self.Mode('study', shows_info=True)
-        self.mode_edit = self.Mode('edit')
-        self.mode_annotate = self.Mode('annotate', has_input_prompt=True, shows_info=True)
-        self.mode_portal = self.Mode('portal', has_input_prompt=True, shows_info=True)
-        self.mode_chat = self.Mode('chat', has_input_prompt=True)
-        self.mode_waiting_for_server = self.Mode('waiting_for_server', is_intro=True)
-        self.mode_login = self.Mode('login', has_input_prompt=True, is_intro=True)
-        self.mode_post_login_wait = self.Mode('post_login_wait', is_intro=True)
-        self.mode_teleport = self.Mode('teleport', has_input_prompt=True)
+        self.mode_play.available_modes = ["chat", "study", "edit", "admin_enter",
+                                          "command_thing", "take_thing",
+                                          "drop_thing"]
+        self.mode_play.available_actions = ["move", "teleport", "door", "consume",
+                                            "install", "wear", "spin", "dance"]
+        self.mode_study.available_modes = ["chat", "play", "admin_enter", "edit"]
+        self.mode_study.available_actions = ["toggle_map_mode", "move_explorer"]
+        self.mode_admin.available_modes = ["admin_thing_protect", "control_pw_type",
+                                           "control_tile_type", "chat",
+                                           "study", "play", "edit"]
+        self.mode_admin.available_actions = ["move", "toggle_map_mode"]
+        self.mode_control_tile_draw.available_modes = ["admin_enter"]
+        self.mode_control_tile_draw.available_actions = ["move_explorer",
+                                                         "toggle_tile_draw"]
+        self.mode_edit.available_modes = ["write", "annotate", "portal",
+                                          "name_thing", "enter_face", "enter_design",
+                                          "password",
+                                          "chat", "study", "play", "admin_enter"]
+        self.mode_edit.available_actions = ["move", "flatten", "install",
+                                            "toggle_map_mode"]
+        self.mode = None
+        self.socket = ClientSocket(host, self.socket_log)
         self.game = Game()
         self.game.tui = self
         self.parser = Parser(self.game)
         self.log = []
         self.do_refresh = True
-        self.queue = queue.Queue()
         self.login_name = None
+        self.map_mode = 'terrain + things'
+        self.password = 'foo'
         self.switch_mode('waiting_for_server')
         self.keys = {
             'switch_to_chat': 't',
             'switch_to_play': 'p',
-            'switch_to_annotate': 'm',
-            'switch_to_portal': 'P',
+            'switch_to_password': 'P',
+            'switch_to_annotate': 'M',
+            'switch_to_portal': 'T',
             'switch_to_study': '?',
-            'switch_to_edit': 'm',
+            'switch_to_edit': 'E',
+            'switch_to_write': 'm',
+            'switch_to_name_thing': 'N',
+            'switch_to_command_thing': 'O',
+            'switch_to_admin_enter': 'A',
+            'switch_to_control_pw_type': 'C',
+            'switch_to_control_tile_type': 'Q',
+            'switch_to_admin_thing_protect': 'T',
             'flatten': 'F',
+            'switch_to_enter_face': 'f',
+            'switch_to_enter_design': 'D',
+            'switch_to_take_thing': 'z',
+            'switch_to_drop_thing': 'u',
+            'teleport': 'p',
+            'consume': 'C',
+            'door': 'D',
+            'install': 'I',
+            'wear': 'W',
+            'spin': 'S',
+            'dance': 'T',
+            'help': 'h',
+            'toggle_map_mode': 'L',
+            'toggle_tile_draw': 'm',
             'hex_move_upleft': 'w',
             'hex_move_upright': 'e',
             'hex_move_right': 'd',
@@ -240,248 +550,513 @@ class TUI:
                 keys_conf = json.loads(f.read())
             for k in keys_conf:
                 self.keys[k] = keys_conf[k]
-        curses.wrapper(self.loop)
+        self.show_help = False
+        self.input_lines = []
+        self.fov = ''
+        self.flash = False
+        self.map_lines = []
+        self.ascii_draw_stage = 0
+        self.full_ascii_draw = ''
+        self.offset = YX(0,0)
+        self.screen = CursesScreen()
+        self.screen.wrap_loop(self.loop)
+
+    def update_on_connect(self):
+        self.socket.send('TASKS')
+        self.socket.send('TERRAINS')
+        self.socket.send('THING_TYPES')
+        self.switch_mode('login')
 
-    def flash(self):
-        curses.flash()
+    def reconnect(self):
+        import time
+        self.log_msg('@ attempting reconnect')
+        self.socket.send('QUIT')
+        # necessitated by some strange SSL race conditions with ws4py
+        time.sleep(0.1)  # FIXME find out why exactly necessary
+        self.switch_mode('waiting_for_server')
+        self.socket.connect()
+        self.update_on_connect()
 
     def send(self, msg):
-        try:
-            if hasattr(self.socket, 'plom_closed') and self.socket.plom_closed:
-                raise BrokenSocketConnection
-            self.socket.send(msg)
-        except (BrokenPipeError, BrokenSocketConnection):
-            self.log_msg('@ server disconnected :(')
+        self.socket.send(msg)
+        if self.socket.disconnected:
             self.do_refresh = True
 
+    def socket_log(self, msg):
+        self.log_msg('@ ' + msg)
+
     def log_msg(self, msg):
         self.log += [msg]
         if len(self.log) > 100:
             self.log = self.log[-100:]
 
-    def query_info(self):
-        self.send('GET_ANNOTATION ' + str(self.explorer))
+    def restore_input_values(self):
+        if self.mode.name == 'annotate' and self.explorer in self.game.annotations:
+            self.input_ = self.game.annotations[self.explorer]
+        elif self.mode.name == 'portal' and self.explorer in self.game.portals:
+            self.input_ = self.game.portals[self.explorer]
+        elif self.mode.name == 'password':
+            self.input_ = self.password
+        elif self.mode.name == 'name_thing':
+            if hasattr(self.game.player.carrying, 'name'):
+                self.input_ = self.game.player.carrying.name
+        elif self.mode.name == 'admin_thing_protect':
+            if hasattr(self.game.player.carrying, 'protection'):
+                self.input_ = self.game.player.carrying.protection
+        elif self.mode.name == 'enter_face':
+            start = self.ascii_draw_stage * 6
+            end = (self.ascii_draw_stage + 1) * 6
+            self.input_ = self.game.player.face[start:end]
+        elif self.mode.name == 'enter_design':
+            width = self.game.player.carrying.design[0].x
+            start = self.ascii_draw_stage * width
+            end = (self.ascii_draw_stage + 1) * width
+            self.input_ = self.game.player.carrying.design[1][start:end]
+
+    def send_tile_control_command(self):
+        self.send('SET_TILE_CONTROL %s %s' %
+                  (self.explorer, quote(self.tile_control_char)))
 
-    def switch_mode(self, mode_name, keep_position = False):
+    def toggle_map_mode(self):
+        if self.map_mode == 'terrain only':
+            self.map_mode = 'terrain + annotations'
+        elif self.map_mode == 'terrain + annotations':
+            self.map_mode = 'terrain + things'
+        elif self.map_mode == 'terrain + things':
+            self.map_mode = 'protections'
+        elif self.map_mode == 'protections':
+            self.map_mode = 'terrain only'
+
+    def switch_mode(self, mode_name):
+
+        def fail(msg, return_mode='play'):
+            self.log_msg('? ' + msg)
+            self.flash = True
+            self.switch_mode(return_mode)
+
+        if self.mode and self.mode.name == 'control_tile_draw':
+            self.log_msg('@ finished tile protection drawing.')
+        self.draw_face = False
+        self.tile_draw = False
+        self.ascii_draw_stage = 0
+        self.full_ascii_draw = ''
+        if mode_name == 'command_thing' and\
+           (not self.game.player.carrying or
+            not self.game.player.carrying.commandable):
+            return fail('not carrying anything commandable')
+        if mode_name == 'name_thing' and not self.game.player.carrying:
+            return fail('not carrying anything to re-name', 'edit')
+        if mode_name == 'admin_thing_protect' and not self.game.player.carrying:
+            return fail('not carrying anything to protect')
+        if mode_name == 'take_thing' and self.game.player.carrying:
+            return fail('already carrying something')
+        if mode_name == 'drop_thing' and not self.game.player.carrying:
+            return fail('not carrying anything droppable')
+        if mode_name == 'enter_design' and\
+           (not self.game.player.carrying or
+            not hasattr(self.game.player.carrying, 'design')):
+            return fail('not carrying designable to edit', 'edit')
+        if mode_name == 'admin_enter' and self.is_admin:
+            mode_name = 'admin'
         self.mode = getattr(self, 'mode_' + mode_name)
-        if self.mode.shows_info and not keep_position:
-            player = self.game.get_thing(self.game.player_id, False)
-            self.explorer = YX(player.position.y, player.position.x)
-        if self.mode.name == 'waiting_for_server':
-            self.log_msg('@ waiting for server …')
-        elif self.mode.name == 'login':
+        if self.mode.name in {'control_tile_draw', 'control_tile_type',
+                              'control_pw_type'}:
+            self.map_mode = 'protections'
+        elif self.mode.name != 'edit':
+            self.map_mode = 'terrain + things'
+        if self.mode.shows_info or self.mode.name == 'control_tile_draw':
+            self.explorer = YX(self.game.player.position.y,
+                               self.game.player.position.x)
+        if self.mode.is_single_char_entry:
+            self.show_help = True
+        if len(self.mode.intro_msg) > 0:
+            self.log_msg(self.mode.intro_msg)
+        if self.mode.name == 'login':
             if self.login_name:
                 self.send('LOGIN ' + quote(self.login_name))
             else:
                 self.log_msg('@ enter username')
-        elif self.mode.name == 'teleport':
-            self.log_msg("@ May teleport to %s" % (self.teleport_target_host)),
-            self.log_msg("@ Enter 'YES!' to enthusiastically affirm.");
-        elif self.mode.name == 'annotate' and self.explorer in self.game.info_db:
-            info = self.game.info_db[self.explorer]
-            if info != '(none)':
-                self.input_ = info
-        elif self.mode.name == 'portal' and self.explorer in self.game.portals:
-            self.input_ = self.game.portals[self.explorer]
+        elif self.mode.name == 'take_thing':
+            self.log_msg('Portable things in reach for pick-up:')
+            directed_moves = {
+                'HERE': YX(0, 0), 'LEFT': YX(0, -1), 'RIGHT': YX(0, 1)
+            }
+            if type(self.game.map_geometry) == MapGeometrySquare:
+                directed_moves['UP'] = YX(-1, 0)
+                directed_moves['DOWN'] = YX(1, 0)
+            elif type(self.game.map_geometry) == MapGeometryHex:
+                if self.game.player.position.y % 2:
+                    directed_moves['UPLEFT'] = YX(-1, 0)
+                    directed_moves['UPRIGHT'] = YX(-1, 1)
+                    directed_moves['DOWNLEFT'] = YX(1, 0)
+                    directed_moves['DOWNRIGHT'] = YX(1, 1)
+                else:
+                    directed_moves['UPLEFT'] = YX(-1, -1)
+                    directed_moves['UPRIGHT'] = YX(-1, 0)
+                    directed_moves['DOWNLEFT'] = YX(1, -1)
+                    directed_moves['DOWNRIGHT'] = YX(1, 0)
+            select_range = {}
+            for direction in directed_moves:
+                move = directed_moves[direction]
+                select_range[direction] = self.game.player.position + move
+            self.selectables = []
+            directions = []
+            for direction in select_range:
+                for t in [t for t in self.game.things
+                          if t.portable and t.position == select_range[direction]]:
+                    self.selectables += [t.id_]
+                    directions += [direction]
+            if len(self.selectables) == 0:
+                return fail('nothing to pick-up')
+            else:
+                for i in range(len(self.selectables)):
+                    t = self.game.get_thing(self.selectables[i])
+                    self.log_msg('%s %s: %s' % (i, directions[i],
+                                                self.get_thing_info(t)))
+        elif self.mode.name == 'drop_thing':
+            self.log_msg('Direction to drop thing to:')
+            self.selectables =\
+                ['HERE'] + list(self.game.tui.movement_keys.values())
+            for i in range(len(self.selectables)):
+                self.log_msg(str(i) + ': ' + self.selectables[i])
+        elif self.mode.name == 'enter_design':
+            if self.game.player.carrying.type_ == 'Hat':
+                self.log_msg('@ The design you enter must be %s lines of max %s '
+                             'characters width each'
+                             % (self.game.player.carrying.design[0].y,
+                                self.game.player.carrying.design[0].x))
+                self.log_msg('@ Legal characters: ' + self.game.players_hat_chars)
+                self.log_msg('@ (Eat cookies to extend the ASCII characters available for drawing.)')
+            else:
+                self.log_msg('@ Width of first line determines maximum width for remaining design')
+                self.log_msg('@ Finish design by entering an empty line (multiple space characters do not count as empty)')
+        elif self.mode.name == 'command_thing':
+            self.send('TASK:COMMAND ' + quote('HELP'))
+        elif self.mode.name == 'control_pw_pw':
+            self.log_msg('@ enter protection password for "%s":' % self.tile_control_char)
+        elif self.mode.name == 'control_tile_draw':
+            self.log_msg('@ can draw protection character "%s", turn drawing on/off with [%s], finish with [%s].' % (self.tile_control_char, self.keys['toggle_tile_draw'], self.keys['switch_to_admin_enter']))
+        self.input_ = ""
+        self.restore_input_values()
 
-    def help(self):
-        self.log_msg("HELP:");
-        self.log_msg("chat mode commands:");
-        self.log_msg("  /nick NAME - re-name yourself to NAME");
-        self.log_msg("  /msg USER TEXT - send TEXT to USER");
-        self.log_msg("  /help - show this help");
-        self.log_msg("  /%s or /play - switch to play mode" % self.keys['switch_to_play']);
-        self.log_msg("  /%s or /study - switch to study mode" % self.keys['switch_to_study']);
-        self.log_msg("commands common to study and play mode:");
-        self.log_msg("  %s - move" % ','.join(self.movement_keys));
-        self.log_msg("  %s - switch to chat mode" % self.keys['switch_to_chat']);
-        self.log_msg("commands specific to play mode:");
-        self.log_msg("  %s - write following ASCII character" % self.keys['switch_to_edit']);
-        self.log_msg("  %s - flatten surroundings" % self.keys['flatten']);
-        self.log_msg("  %s - switch to study mode" % self.keys['switch_to_study']);
-        self.log_msg("commands specific to study mode:");
-        self.log_msg("  %s - annotate terrain" % self.keys['switch_to_annotate']);
-        self.log_msg("  %s - switch to play mode" % self.keys['switch_to_play']);
-
-    def loop(self, stdscr):
-        import time
-        import datetime
+    def set_default_colors(self):
+        if curses.can_change_color():
+            curses.init_color(7, 1000, 1000, 1000)
+            curses.init_color(0, 0, 0, 0)
+        self.do_refresh = True
+
+    def set_random_colors(self):
+
+        def rand(offset):
+            import random
+            return int(offset + random.random()*375)
+
+        if curses.can_change_color():
+            curses.init_color(7, rand(625), rand(625), rand(625))
+            curses.init_color(0, rand(0), rand(0), rand(0))
+        self.do_refresh = True
+
+    def get_info(self):
+        if self.info_cached:
+            return self.info_cached
+        pos_i = self.explorer.y * self.game.map_geometry.size.x + self.explorer.x
+        info_to_cache = ''
+        if len(self.game.fov) > pos_i and self.game.fov[pos_i] != '.':
+            info_to_cache += 'outside field of view'
+        else:
+            for t in self.game.things:
+                if t.position == self.explorer:
+                    info_to_cache += '%s' % self.get_thing_info(t, True)
+            terrain_char = self.game.map_content[pos_i]
+            terrain_desc = '?'
+            if terrain_char in self.game.terrains:
+                terrain_desc = self.game.terrains[terrain_char]
+            info_to_cache += 'TERRAIN: %s (%s' % (terrain_char,
+                                                       terrain_desc)
+            protection = self.game.map_control_content[pos_i]
+            if protection != '.':
+                info_to_cache += '/protection:%s' % protection
+            info_to_cache += ')\n'
+            if self.explorer in self.game.portals:
+                info_to_cache += 'PORTAL: ' +\
+                    self.game.portals[self.explorer] + '\n'
+            if self.explorer in self.game.annotations:
+                info_to_cache += 'ANNOTATION: ' +\
+                    self.game.annotations[self.explorer]
+        self.info_cached = info_to_cache
+        return self.info_cached
+
+    def get_thing_info(self, t, detailed=False):
+        info = ''
+        if detailed:
+            info += '- '
+        info += self.game.thing_types[t.type_]
+        if hasattr(t, 'thing_char'):
+            info += t.thing_char
+        if hasattr(t, 'name'):
+            info += ': %s' % t.name
+        info += ' (%s' % t.type_
+        if hasattr(t, 'installed'):
+            info += '/installed'
+        if t.type_ == 'Bottle':
+            if t.thing_char == '_':
+                info += '/empty'
+            elif t.thing_char == '~':
+                info += '/full'
+        if detailed:
+            protection = t.protection
+            if protection != '.':
+                info += '/protection:%s' % protection
+            info += ')\n'
+            if hasattr(t, 'hat') or hasattr(t, 'face'):
+                info += '----------\n'
+            if hasattr(t, 'hat'):
+                info += '| %s |\n' % t.hat[0:6]
+                info += '| %s |\n' % t.hat[6:12]
+                info += '| %s |\n' % t.hat[12:18]
+            if hasattr(t, 'face'):
+                info += '| %s |\n' % t.face[0:6]
+                info += '| %s |\n' % t.face[6:12]
+                info += '| %s |\n' % t.face[12:18]
+                info += '----------\n'
+            if hasattr(t, 'design'):
+                line_length = t.design[0].x
+                lines = []
+                for i in range(t.design[0].y):
+                    start = i * line_length
+                    end = (i + 1) * line_length
+                    lines += [t.design[1][start:end]]
+                info += '-' * (line_length + 4) + '\n'
+                for line in lines:
+                    info += '| %s |\n' % line
+                info += '-' * (line_length + 4) + '\n'
+        else:
+            info += ')'
+        return info
+
+    def loop(self):
 
         def safe_addstr(y, x, line):
-            if y < self.size.y - 1 or x + len(line) < self.size.x:
-                stdscr.addstr(y, x, line)
-            else:  # workaround to <https://stackoverflow.com/q/7063128>
-                cut_i = self.size.x - x - 1
-                cut = line[:cut_i]
-                last_char = line[cut_i]
-                stdscr.addstr(y, self.size.x - 2, last_char)
-                stdscr.insstr(y, self.size.x - 2, ' ')
-                stdscr.addstr(y, x, cut)
-
-        def connect():
-
-            def handle_recv(msg):
-                if msg == 'BYE':
-                    self.socket.close()
-                else:
-                    self.queue.put(msg)
-
-            socket_client_class = PlomSocketClient
-            if self.host.startswith('ws://') or self.host.startswith('wss://'):
-                socket_client_class = WebSocketClient
-            while True:
-                try:
-                    self.socket = socket_client_class(handle_recv, self.host)
-                    self.socket_thread = threading.Thread(target=self.socket.run)
-                    self.socket_thread.start()
-                    self.switch_mode('login')
-                    return
-                except ConnectionRefusedError:
-                    self.log_msg('@ server connect failure, trying again …')
-                    draw_screen()
-                    stdscr.refresh()
-                    time.sleep(1)
-
-        def reconnect():
-            self.send('QUIT')
-            time.sleep(0.1)  # FIXME necessitated by some some strange SSL race
-                             # conditions with ws4py, find out what exactly
-            self.switch_mode('waiting_for_server')
-            connect()
+            self.screen.safe_addstr(y, x, line, curses.color_pair(1))
 
         def handle_input(msg):
             command, args = self.parser.parse(msg)
             command(*args)
 
-        def msg_into_lines_of_width(msg, width):
-            chunk = ''
-            lines = []
-            x = 0
-            for i in range(len(msg)):
-                if x >= width or msg[i] == "\n":
-                    lines += [chunk]
-                    chunk = ''
-                    x = 0
-                if msg[i] != "\n":
-                    chunk += msg[i]
-                x += 1
-            lines += [chunk]
-            return lines
+        def task_action_on(action):
+            return action_tasks[action] in self.game.tasks
 
         def reset_screen_size():
-            self.size = YX(*stdscr.getmaxyx())
-            self.size = self.size - YX(self.size.y % 4, 0)
-            self.size = self.size - YX(0, self.size.x % 4)
-            self.window_width = int(self.size.x / 2)
+            self.screen.reset_size()
+            self.left_window_width = min(52, int(self.screen.size.x / 2))
+            self.right_window_width = self.screen.size.x - self.left_window_width
 
         def recalc_input_lines():
             if not self.mode.has_input_prompt:
                 self.input_lines = []
             else:
-                self.input_lines = msg_into_lines_of_width(input_prompt + self.input_,
-                                                           self.window_width)
+                self.input_lines = msg_into_lines_of_width(input_prompt
+                                                           + self.input_ + '█',
+                                                           self.right_window_width)
 
         def move_explorer(direction):
-            target = self.game.map_geometry.move(self.explorer, direction)
+            target = self.game.map_geometry.move_yx(self.explorer, direction)
             if target:
+                self.info_cached = None
                 self.explorer = target
-                self.query_info()
+                if self.tile_draw:
+                    self.send_tile_control_command()
             else:
-                self.flash()
+                self.flash = True
 
         def draw_history():
             lines = []
             for line in self.log:
-                lines += msg_into_lines_of_width(line, self.window_width)
+                lines += msg_into_lines_of_width(line, self.right_window_width)
             lines.reverse()
             height_header = 2
-            max_y = self.size.y - len(self.input_lines)
+            max_y = self.screen.size.y - len(self.input_lines)
             for i in range(len(lines)):
                 if (i >= max_y - height_header):
                     break
-                safe_addstr(max_y - i - 1, self.window_width, lines[i])
+                safe_addstr(max_y - i - 1, self.left_window_width, lines[i])
 
         def draw_info():
-            if not self.game.turn_complete:
-                return
-            pos_i = self.explorer.y * self.game.map_geometry.size.x + self.explorer.x
-            info = 'TERRAIN: %s\n' % self.game.map_content[pos_i]
-            for t in self.game.things:
-                if t.position == self.explorer:
-                    info += 'PLAYER @: %s\n' % t.name
-            if self.explorer in self.game.portals:
-                info += 'PORTAL: ' + self.game.portals[self.explorer] + '\n'
-            else:
-                info += 'PORTAL: (none)\n'
-            if self.explorer in self.game.info_db:
-                info += 'ANNOTATION: ' + self.game.info_db[self.explorer]
-            else:
-                info += 'ANNOTATION: waiting …'
-            lines = msg_into_lines_of_width(info, self.window_width)
+            info = 'MAP VIEW: %s\n%s' % (self.map_mode, self.get_info())
+            lines = msg_into_lines_of_width(info, self.right_window_width)
             height_header = 2
             for i in range(len(lines)):
                 y = height_header + i
-                if y >= self.size.y - len(self.input_lines):
+                if y >= self.screen.size.y - len(self.input_lines):
                     break
-                safe_addstr(y, self.window_width, lines[i])
+                safe_addstr(y, self.left_window_width, lines[i])
 
         def draw_input():
-            y = self.size.y - len(self.input_lines)
+            y = self.screen.size.y - len(self.input_lines)
             for i in range(len(self.input_lines)):
-                safe_addstr(y, self.window_width, self.input_lines[i])
+                safe_addstr(y, self.left_window_width, self.input_lines[i])
                 y += 1
 
-        def draw_turn():
-            if not self.game.turn_complete:
-                return
-            safe_addstr(0, self.window_width, 'TURN: ' + str(self.game.turn))
+        def draw_stats():
+            stats = 'ENERGY: %s BLADDER: %s' % (self.game.energy,
+                                                self.game.bladder_pressure)
+            safe_addstr(0, self.left_window_width, stats)
 
         def draw_mode():
-            safe_addstr(1, self.window_width, 'MODE: ' + self.mode.name)
+            help = "hit [%s] for help" % self.keys['help']
+            if self.mode.has_input_prompt:
+                help = "enter /help for help"
+            safe_addstr(1, self.left_window_width,
+                        'MODE: %s – %s' % (self.mode.short_desc, help))
 
         def draw_map():
-            if not self.game.turn_complete:
+            if (not self.game.turn_complete) and len(self.map_lines) == 0:
                 return
-            map_lines_split = []
-            for y in range(self.game.map_geometry.size.y):
-                start = self.game.map_geometry.size.x * y
-                end = start + self.game.map_geometry.size.x
-                map_lines_split += [list(self.game.map_content[start:end])]
-            for t in self.game.things:
-                map_lines_split[t.position.y][t.position.x] = '@'
-            if self.mode.shows_info:
-                map_lines_split[self.explorer.y][self.explorer.x] = '?'
-            map_lines = []
-            if type(self.game.map_geometry) == MapGeometryHex:
-                indent = 0
-                for line in map_lines_split:
-                    map_lines += [indent*' ' + ' '.join(line)]
-                    indent = 0 if indent else 1
-            else:
-                for line in map_lines_split:
-                    map_lines += [' '.join(line)]
-            window_center = YX(int(self.size.y / 2),
-                               int(self.window_width / 2))
-            player = self.game.get_thing(self.game.player_id, False)
-            center = player.position
-            if self.mode.shows_info:
-                center = self.explorer
-            center = YX(center.y, center.x * 2)
-            offset = center - window_center
-            if type(self.game.map_geometry) == MapGeometryHex and offset.y % 2:
-                offset += YX(0, 1)
-            term_y = max(0, -offset.y)
-            term_x = max(0, -offset.x)
-            map_y = max(0, offset.y)
-            map_x = max(0, offset.x)
-            while (term_y < self.size.y and map_y < self.game.map_geometry.size.y):
-                to_draw = map_lines[map_y][map_x:self.window_width + offset.x]
+            if self.game.turn_complete:
+                map_lines_split = []
+                for y in range(self.game.map_geometry.size.y):
+                    start = self.game.map_geometry.size.x * y
+                    end = start + self.game.map_geometry.size.x
+                    if self.map_mode == 'protections':
+                        map_lines_split += [[c + ' ' for c
+                                             in self.game.map_control_content[start:end]]]
+                    else:
+                        map_lines_split += [[c + ' ' for c
+                                             in self.game.map_content[start:end]]]
+                if self.map_mode == 'terrain + annotations':
+                    for p in self.game.annotations:
+                        map_lines_split[p.y][p.x] = 'A '
+                elif self.map_mode == 'terrain + things':
+                    for p in self.game.portals.keys():
+                        original = map_lines_split[p.y][p.x]
+                        map_lines_split[p.y][p.x] = original[0] + 'P'
+                    used_positions = []
+
+                    def draw_thing(t, used_positions):
+                        symbol = self.game.thing_types[t.type_]
+                        meta_char = ' '
+                        if hasattr(t, 'thing_char'):
+                            meta_char = t.thing_char
+                        if t.position in used_positions:
+                            meta_char = '+'
+                        if hasattr(t, 'carrying') and t.carrying:
+                            meta_char = '$'
+                        map_lines_split[t.position.y][t.position.x] = symbol + meta_char
+                        used_positions += [t.position]
+
+                    for t in [t for t in self.game.things if t.type_ != 'Player']:
+                        draw_thing(t, used_positions)
+                    for t in [t for t in self.game.things if t.type_ == 'Player']:
+                        draw_thing(t, used_positions)
+                if self.mode.shows_info or self.mode.name == 'control_tile_draw':
+                    map_lines_split[self.explorer.y][self.explorer.x] = '??'
+                elif self.map_mode != 'terrain + things':
+                    map_lines_split[self.game.player.position.y]\
+                        [self.game.player.position.x] = '??'
+                self.map_lines = []
+                if type(self.game.map_geometry) == MapGeometryHex:
+                    indent = 0
+                    for line in map_lines_split:
+                        self.map_lines += [indent * ' ' + ''.join(line)]
+                        indent = 0 if indent else 1
+                else:
+                    for line in map_lines_split:
+                        self.map_lines += [''.join(line)]
+                window_center = YX(int(self.screen.size.y / 2),
+                                   int(self.left_window_width / 2))
+                center = self.game.player.position
+                if self.mode.shows_info or self.mode.name == 'control_tile_draw':
+                    center = self.explorer
+                center = YX(center.y, center.x * 2)
+                self.offset = center - window_center
+                if type(self.game.map_geometry) == MapGeometryHex and self.offset.y % 2:
+                    self.offset += YX(0, 1)
+            term_y = max(0, -self.offset.y)
+            term_x = max(0, -self.offset.x)
+            map_y = max(0, self.offset.y)
+            map_x = max(0, self.offset.x)
+            while term_y < self.screen.size.y and map_y < len(self.map_lines):
+                to_draw = self.map_lines[map_y][map_x:self.left_window_width + self.offset.x]
                 safe_addstr(term_y, term_x, to_draw)
                 term_y += 1
                 map_y += 1
 
+        def draw_names():
+            players = [t for t in self.game.things if t.type_ == 'Player']
+            players.sort(key=lambda t: len(t.name))
+            players.reverse()
+            shrink_offset = max(0, (self.screen.size.y - self.left_window_width // 2) // 2)
+            y = 0
+            for t in players:
+                offset_y = y - shrink_offset
+                max_len = max(5, (self.left_window_width // 2) - (offset_y * 2) - 8)
+                name = t.name[:]
+                if len(name) > max_len:
+                    name = name[:max_len - 1] + '…'
+                safe_addstr(y, 0, '@%s:%s' % (t.thing_char, name))
+                y += 1
+                if y >= self.screen.size.y:
+                    break
+
+        def draw_face_popup():
+            t = self.game.get_thing(self.draw_face)
+            if not t or not hasattr(t, 'face'):
+                self.draw_face = False
+                return
+
+            start_x = self.left_window_width - 10
+            def draw_body_part(body_part, end_y):
+                safe_addstr(end_y - 3, start_x, '----------')
+                safe_addstr(end_y - 2, start_x, '| ' + body_part[0:6] + ' |')
+                safe_addstr(end_y - 1, start_x, '| ' + body_part[6:12] + ' |')
+                safe_addstr(end_y, start_x, '| ' + body_part[12:18] + ' |')
+
+            if hasattr(t, 'face'):
+                draw_body_part(t.face, self.screen.size.y - 3)
+            if hasattr(t, 'hat'):
+                draw_body_part(t.hat, self.screen.size.y - 6)
+            safe_addstr(self.screen.size.y - 2, start_x, '----------')
+            name = t.name[:]
+            if len(name) > 7:
+                name = name[:6 - 1] + '…'
+            safe_addstr(self.screen.size.y - 1, start_x,
+                        '@%s:%s' % (t.thing_char, name))
+
+        def draw_help():
+            content = "%s help\n\n%s\n\n" % (self.mode.short_desc,
+                                             self.mode.help_intro)
+            if len(self.mode.available_actions) > 0:
+                content += "Available actions:\n"
+                for action in self.mode.available_actions:
+                    if action in action_tasks:
+                        if action_tasks[action] not in self.game.tasks:
+                            continue
+                    if action == 'move_explorer':
+                        action = 'move'
+                    if action == 'move':
+                        key = ','.join(self.movement_keys)
+                    else:
+                        key = self.keys[action]
+                    content += '[%s] – %s\n' % (key, action_descriptions[action])
+                content += '\n'
+            content += self.mode.list_available_modes(self)
+            for i in range(self.screen.size.y):
+                safe_addstr(i,
+                            self.left_window_width * (not self.mode.has_input_prompt),
+                            ' ' * self.left_window_width)
+            lines = []
+            for line in content.split('\n'):
+                lines += msg_into_lines_of_width(line, self.right_window_width)
+            for i in range(len(lines)):
+                if i >= self.screen.size.y:
+                    break
+                safe_addstr(i,
+                            self.left_window_width * (not self.mode.has_input_prompt),
+                            lines[i])
+
         def draw_screen():
-            stdscr.clear()
+            self.screen.stdscr.clear()
+            self.screen.stdscr.bkgd(' ', curses.color_pair(1))
             recalc_input_lines()
             if self.mode.has_input_prompt:
                 draw_input()
@@ -491,123 +1066,321 @@ class TUI:
                 draw_history()
             draw_mode()
             if not self.mode.is_intro:
-                draw_turn()
+                draw_stats()
                 draw_map()
+            if self.show_help:
+                draw_help()
+            if self.mode.name in {'chat', 'play'}:
+                draw_names()
+                if self.draw_face:
+                    draw_face_popup()
+
+        def pick_selectable(task_name):
+            try:
+                i = int(self.input_)
+                if i < 0 or i >= len(self.selectables):
+                    self.log_msg('? invalid index, aborted')
+                else:
+                    self.send('TASK:%s %s' % (task_name, self.selectables[i]))
+            except ValueError:
+                self.log_msg('? invalid index, aborted')
+            self.input_ = ''
+            self.switch_mode('play')
 
-        curses.curs_set(False)  # hide cursor
-        curses.use_default_colors();
-        stdscr.timeout(10)
+        def enter_ascii_art(command, height, width,
+                            with_pw=False, with_size=False):
+            if with_size and self.ascii_draw_stage == 0:
+                width = len(self.input_)
+                if width > 36:
+                    self.log_msg('? input too long, must be max 36; try again')
+                    # TODO: move max width mechanism server-side
+                    return
+                old_size = self.game.player.carrying.design[0]
+                if width != old_size.x:
+                    # TODO: save remaining design?
+                    self.game.player.carrying.design[1] = ''
+                    self.game.player.carrying.design[0] = YX(old_size.y, width)
+            elif len(self.input_) > width:
+                self.log_msg('? input too long, '
+                             'must be max %s; try again' % width)
+                return
+            self.log_msg('  ' + self.input_)
+            if with_size and self.input_ in {'', ' '}\
+               and self.ascii_draw_stage > 0:
+                height = self.ascii_draw_stage
+            else:
+                if with_size:
+                    height = self.ascii_draw_stage + 2
+                if len(self.input_) < width:
+                    self.input_ += ' ' * (width - len(self.input_))
+                self.full_ascii_draw += self.input_
+            if with_size:
+                old_size = self.game.player.carrying.design[0]
+                self.game.player.carrying.design[0] = YX(height, old_size.x)
+            self.ascii_draw_stage += 1
+            if self.ascii_draw_stage < height:
+                self.restore_input_values()
+            else:
+                if with_pw and with_size:
+                    self.send('%s_SIZE %s %s' % (command, YX(height, width),
+                                                 quote(self.password)))
+                if with_pw:
+                    self.send('%s %s %s' % (command, quote(self.full_ascii_draw),
+                                            quote(self.password)))
+                else:
+                    self.send('%s %s' % (command, quote(self.full_ascii_draw)))
+                self.full_ascii_draw = ""
+                self.ascii_draw_stage = 0
+                self.input_ = ""
+                self.switch_mode('edit')
+
+        action_descriptions = {
+            'move': 'move',
+            'flatten': 'flatten surroundings',
+            'teleport': 'teleport',
+            'take_thing': 'pick up thing',
+            'drop_thing': 'drop thing',
+            'toggle_map_mode': 'toggle map view',
+            'toggle_tile_draw': 'toggle protection character drawing',
+            'install': '(un-)install',
+            'wear': '(un-)wear',
+            'door': 'open/close',
+            'consume': 'consume',
+            'spin': 'spin',
+            'dance': 'dance',
+        }
+
+        action_tasks = {
+            'flatten': 'FLATTEN_SURROUNDINGS',
+            'take_thing': 'PICK_UP',
+            'drop_thing': 'DROP',
+            'door': 'DOOR',
+            'install': 'INSTALL',
+            'wear': 'WEAR',
+            'move': 'MOVE',
+            'command': 'COMMAND',
+            'consume': 'INTOXICATE',
+            'spin': 'SPIN',
+            'dance': 'DANCE',
+        }
+
+        curses.start_color()
+        self.set_default_colors()
+        curses.init_pair(1, 7, 0)
+        if not curses.can_change_color():
+            self.log_msg('@ unfortunately, your terminal does not seem to '
+                         'support re-definition of colors; you might miss out '
+                         'on some color effects')
         reset_screen_size()
         self.explorer = YX(0, 0)
         self.input_ = ''
+        store_widechar = False
         input_prompt = '> '
-        connect()
-        last_ping = datetime.datetime.now()
-        interval = datetime.timedelta(seconds=30)
         while True:
-            now = datetime.datetime.now()
-            if now - last_ping > interval:
-                self.send('PING')
-                last_ping = now
+            prev_disconnected = self.socket.disconnected
+            self.socket.keep_connection_alive()
+            if prev_disconnected and not self.socket.disconnected:
+                self.update_on_connect()
+            if self.flash:
+                curses.flash()
+                self.flash = False
             if self.do_refresh:
                 draw_screen()
                 self.do_refresh = False
-            while True:
-                try:
-                    msg = self.queue.get(block=False)
-                    handle_input(msg)
-                except queue.Empty:
-                    break
+            for msg in self.socket.get_message():
+                handle_input(msg)
             try:
-                key = stdscr.getkey()
+                key = self.screen.stdscr.getkey()
                 self.do_refresh = True
             except curses.error:
                 continue
+            keycode = None
+            if len(key) == 1:
+                keycode = ord(key)
+                # workaround for <https://stackoverflow.com/a/56390915>
+                if store_widechar:
+                    store_widechar = False
+                    key = bytes([195, keycode]).decode()
+                if keycode == 195:
+                    store_widechar = True
+                    continue
+            self.show_help = False
+            self.draw_face = False
             if key == 'KEY_RESIZE':
                 reset_screen_size()
             elif self.mode.has_input_prompt and key == 'KEY_BACKSPACE':
                 self.input_ = self.input_[:-1]
+            elif (((not self.mode.is_intro) and keycode == 27)  # Escape
+                  or (self.mode.has_input_prompt and key == '\n'
+                      and self.input_ == ''\
+                      and self.mode.name in {'chat', 'command_thing',
+                                             'take_thing', 'drop_thing',
+                                             'admin_enter'})):
+                if self.mode.name not in {'chat', 'play', 'study', 'edit'}:
+                    self.log_msg('@ aborted')
+                self.switch_mode('play')
+            elif self.mode.has_input_prompt and key == '\n' and self.input_ == '/help':
+                self.show_help = True
+                self.input_ = ""
+                self.restore_input_values()
             elif self.mode.has_input_prompt and key != '\n':  # Return key
                 self.input_ += key
-                max_length = self.window_width * self.size.y - len(input_prompt) - 1
+                max_length = self.right_window_width * self.screen.size.y - len(input_prompt) - 1
                 if len(self.input_) > max_length:
                     self.input_ = self.input_[:max_length]
-            elif self.mode == self.mode_login and key == '\n':
+            elif key == self.keys['help'] and not self.mode.is_single_char_entry:
+                self.show_help = True
+            elif self.mode.name == 'login' and key == '\n':
                 self.login_name = self.input_
                 self.send('LOGIN ' + quote(self.input_))
                 self.input_ = ""
-            elif self.mode == self.mode_chat and key == '\n':
+            elif self.mode.name == 'enter_face' and key == '\n':
+                enter_ascii_art('PLAYER_FACE', 3, 6)
+            elif self.mode.name == 'enter_design' and key == '\n':
+                if self.game.player.carrying.type_ == 'Hat':
+                    enter_ascii_art('THING_DESIGN',
+                                    self.game.player.carrying.design[0].y,
+                                    self.game.player.carrying.design[0].x, True)
+                else:
+                    enter_ascii_art('THING_DESIGN',
+                                    self.game.player.carrying.design[0].y,
+                                    self.game.player.carrying.design[0].x,
+                                    True, True)
+            elif self.mode.name == 'take_thing' and key == '\n':
+                pick_selectable('PICK_UP')
+            elif self.mode.name == 'drop_thing' and key == '\n':
+                pick_selectable('DROP')
+            elif self.mode.name == 'command_thing' and key == '\n':
+                self.send('TASK:COMMAND ' + quote(self.input_))
+                self.input_ = ""
+            elif self.mode.name == 'control_pw_pw' and key == '\n':
+                if self.input_ == '':
+                    self.log_msg('@ aborted')
+                else:
+                    self.send('SET_MAP_CONTROL_PASSWORD ' + quote(self.tile_control_char) + ' ' + quote(self.input_))
+                    self.log_msg('@ sent new password for protection character "%s"' % self.tile_control_char)
+                self.switch_mode('admin')
+            elif self.mode.name == 'password' and key == '\n':
+                if self.input_ == '':
+                    self.input_ = ' '
+                self.password = self.input_
+                self.switch_mode('edit')
+            elif self.mode.name == 'admin_enter' and key == '\n':
+                self.send('BECOME_ADMIN ' + quote(self.input_))
+                self.switch_mode('play')
+            elif self.mode.name == 'control_pw_type' and key == '\n':
+                if len(self.input_) != 1:
+                    self.log_msg('@ entered non-single-char, therefore aborted')
+                    self.switch_mode('admin')
+                else:
+                    self.tile_control_char = self.input_
+                    self.switch_mode('control_pw_pw')
+            elif self.mode.name == 'admin_thing_protect' and key == '\n':
+                if len(self.input_) != 1:
+                    self.log_msg('@ entered non-single-char, therefore aborted')
+                else:
+                    self.send('THING_PROTECTION %s' % (quote(self.input_)))
+                    self.log_msg('@ sent new protection character for thing')
+                self.switch_mode('admin')
+            elif self.mode.name == 'control_tile_type' and key == '\n':
+                if len(self.input_) != 1:
+                    self.log_msg('@ entered non-single-char, therefore aborted')
+                    self.switch_mode('admin')
+                else:
+                    self.tile_control_char = self.input_
+                    self.switch_mode('control_tile_draw')
+            elif self.mode.name == 'chat' and key == '\n':
+                if self.input_ == '':
+                    continue
                 if self.input_[0] == '/':
-                    if self.input_ in {'/' + self.keys['switch_to_play'], '/play'}:
-                        self.switch_mode('play')
-                    elif self.input_ in {'/' + self.keys['switch_to_study'], '/study'}:
-                        self.switch_mode('study')
-                    elif self.input_ == '/help':
-                        self.help()
-                    elif self.input_ == '/reconnect':
-                        reconnect()
-                    elif self.input_.startswith('/nick'):
+                    if self.input_.startswith('/nick'):
                         tokens = self.input_.split(maxsplit=1)
                         if len(tokens) == 2:
                             self.send('NICK ' + quote(tokens[1]))
                         else:
                             self.log_msg('? need login name')
-                    elif self.input_.startswith('/msg'):
-                        tokens = self.input_.split(maxsplit=2)
-                        if len(tokens) == 3:
-                            self.send('QUERY %s %s' % (quote(tokens[1]),
-                                                              quote(tokens[2])))
-                        else:
-                            self.log_msg('? need message target and message')
                     else:
                         self.log_msg('? unknown command')
                 else:
                     self.send('ALL ' + quote(self.input_))
                 self.input_ = ""
-            elif self.mode == self.mode_annotate and key == '\n':
+            elif self.mode.name == 'name_thing' and key == '\n':
                 if self.input_ == '':
                     self.input_ = ' '
-                self.send('ANNOTATE %s %s' % (self.explorer, quote(self.input_)))
-                self.input_ = ""
-                self.switch_mode('study', keep_position=True)
-            elif self.mode == self.mode_portal and key == '\n':
+                self.send('THING_NAME %s %s' % (quote(self.input_),
+                                                quote(self.password)))
+                self.switch_mode('edit')
+            elif self.mode.name == 'annotate' and key == '\n':
                 if self.input_ == '':
                     self.input_ = ' '
-                self.send('PORTAL %s %s' % (self.explorer, quote(self.input_)))
-                self.input_ = ""
-                self.switch_mode('study', keep_position=True)
-            elif self.mode == self.mode_teleport and key == '\n':
-                if self.input_ == 'YES!':
-                    self.host = self.teleport_target_host
-                    reconnect()
-                else:
-                    self.log_msg('@ teleport aborted')
-                    self.switch_mode('play')
-                self.input_ = ''
-            elif self.mode == self.mode_study:
-                if key == self.keys['switch_to_chat']:
-                    self.switch_mode('chat')
-                elif key == self.keys['switch_to_play']:
-                    self.switch_mode('play')
-                elif key == self.keys['switch_to_annotate']:
-                    self.switch_mode('annotate', keep_position=True)
-                elif key == self.keys['switch_to_portal']:
-                    self.switch_mode('portal', keep_position=True)
+                self.send('ANNOTATE %s %s %s' % (self.explorer, quote(self.input_),
+                                                 quote(self.password)))
+                self.switch_mode('edit')
+            elif self.mode.name == 'portal' and key == '\n':
+                if self.input_ == '':
+                    self.input_ = ' '
+                self.send('PORTAL %s %s %s' % (self.explorer, quote(self.input_),
+                                               quote(self.password)))
+                self.switch_mode('edit')
+            elif self.mode.name == 'study':
+                if self.mode.mode_switch_on_key(self, key):
+                    continue
+                elif key == self.keys['toggle_map_mode']:
+                    self.toggle_map_mode()
                 elif key in self.movement_keys:
                     move_explorer(self.movement_keys[key])
-            elif self.mode == self.mode_play:
-                if key == self.keys['switch_to_chat']:
-                    self.switch_mode('chat')
-                elif key == self.keys['switch_to_study']:
-                    self.switch_mode('study')
-                if key == self.keys['switch_to_edit']:
-                    self.switch_mode('edit')
-                elif key == self.keys['flatten']:
-                    self.send('TASK:FLATTEN_SURROUNDINGS')
+            elif self.mode.name == 'play':
+                if self.mode.mode_switch_on_key(self, key):
+                    continue
+                elif key == self.keys['door'] and task_action_on('door'):
+                    self.send('TASK:DOOR')
+                elif key == self.keys['consume'] and task_action_on('consume'):
+                    self.send('TASK:INTOXICATE')
+                elif key == self.keys['wear'] and task_action_on('wear'):
+                    self.send('TASK:WEAR')
+                elif key == self.keys['spin'] and task_action_on('spin'):
+                    self.send('TASK:SPIN')
+                elif key == self.keys['dance'] and task_action_on('dance'):
+                    self.send('TASK:DANCE')
+                elif key == self.keys['teleport']:
+                    if self.game.player.position in self.game.portals:
+                        self.socket.host = self.game.portals[self.game.player.position]
+                        self.reconnect()
+                    else:
+                        self.flash = True
+                        self.log_msg('? not standing on portal')
+                elif key in self.movement_keys and task_action_on('move'):
+                    self.send('TASK:MOVE ' + self.movement_keys[key])
+            elif self.mode.name == 'write':
+                self.send('TASK:WRITE %s %s' % (key, quote(self.password)))
+                self.switch_mode('edit')
+            elif self.mode.name == 'control_tile_draw':
+                if self.mode.mode_switch_on_key(self, key):
+                    continue
                 elif key in self.movement_keys:
+                    move_explorer(self.movement_keys[key])
+                elif key == self.keys['toggle_tile_draw']:
+                    self.tile_draw = False if self.tile_draw else True
+            elif self.mode.name == 'admin':
+                if self.mode.mode_switch_on_key(self, key):
+                    continue
+                elif key == self.keys['toggle_map_mode']:
+                    self.toggle_map_mode()
+                elif key in self.movement_keys and task_action_on('move'):
+                    self.send('TASK:MOVE ' + self.movement_keys[key])
+            elif self.mode.name == 'edit':
+                if self.mode.mode_switch_on_key(self, key):
+                    continue
+                elif key == self.keys['flatten'] and task_action_on('flatten'):
+                    self.send('TASK:FLATTEN_SURROUNDINGS ' + quote(self.password))
+                elif key == self.keys['install'] and task_action_on('install'):
+                    self.send('TASK:INSTALL %s' % quote(self.password))
+                elif key == self.keys['toggle_map_mode']:
+                    self.toggle_map_mode()
+                elif key in self.movement_keys and task_action_on('move'):
                     self.send('TASK:MOVE ' + self.movement_keys[key])
-            elif self.mode == self.mode_edit:
-                self.send('TASK:WRITE ' + key)
-                self.switch_mode('play')
 
-TUI('localhost:5000')
+if len(sys.argv) != 2:
+    raise ArgError('wrong number of arguments, need game host')
+host = sys.argv[1]
+TUI(host)