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Add ever-decreasing health to animate things, and death.
[plomrogue2-experiments] / new / plomrogue / commands.py
index 87afd605314847da0395249704f94611e73edcfe..9d93e6cb8871b384986a8577b646492a6f04b374 100644 (file)
@@ -16,15 +16,49 @@ def cmd_MAP(game, yx):
 cmd_MAP.argtypes = 'yx_tuple:pos'
 
 def cmd_THING_TYPE(game, i, type_):
-    t = game.world.get_thing(i)
-    t.type_ = type_
-cmd_THING_TYPE.argtypes = 'int:nonneg string'
+    t_old = game.world.get_thing(i)
+    t_new = game.thing_types[type_](game.world, 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)
+    #for attr_name in [v for v in attr_names_of_old if v in attr_names_of_new]:
+    #    if hasattr(class_new, attr_name):
+    #        attr_new = getattr(class_new, attr_name)
+    #        if type(attr_new) == property and attr_new.fset is None:
+    #            continue  # ignore read-only properties on t_new
+    #    attr_old = getattr(t_old, attr_name)
+    #    attr_new = getattr(t_new, attr_name)
+    #    if type(attr_old) != type(attr_new):
+    #        continue
+    #    setattr(t_new, attr_name, attr_old)
+    t_new.position = t_old.position
+    t_old_index = game.world.things.index(t_old)
+    game.world.things[t_old_index] = t_new
+cmd_THING_TYPE.argtypes = 'int:nonneg string:thingtype'
 
 def cmd_THING_POS(game, i, yx):
     t = game.world.get_thing(i)
-    t.position = list(yx)
+    t.position = tuple(yx)
 cmd_THING_POS.argtypes = 'int:nonneg yx_tuple:nonneg'
 
+def cmd_THING_INVENTORY(game, id_, ids):
+    t = game.world.get_thing(id_)
+    t.inventory = ids  # TODO: test whether valid IDs
+cmd_THING_INVENTORY.argtypes = 'int:nonneg seq:int:nonneg'
+
+def cmd_THING_HEALTH(game, id_, health):
+    t = game.world.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()
+    if len(pickable_ids) > 0:
+        game.io.send('PICKABLE_ITEMS %s' %
+                     ','.join([str(id_) for id_ in pickable_ids]))
+    else:
+        game.io.send('PICKABLE_ITEMS ,')
+
 def cmd_TERRAIN_LINE(game, y, terrain_line):
     game.world.map_.set_line(y, terrain_line)
 cmd_TERRAIN_LINE.argtypes = 'int:nonneg string'
@@ -39,10 +73,9 @@ def cmd_TURN(game, n):
 cmd_TURN.argtypes = 'int:nonneg'
 
 def cmd_SWITCH_PLAYER(game):
-    player = game.world.get_player()
-    player.set_task('WAIT')
+    game.world.player.set_task('WAIT')
     thing_ids = [t.id_ for t in game.world.things]
-    player_index = thing_ids.index(player.id_)
+    player_index = thing_ids.index(game.world.player.id_)
     if player_index == len(thing_ids) - 1:
         game.world.player_id = thing_ids[0]
     else:
@@ -64,12 +97,20 @@ def cmd_SAVE(game):
             write(f, 'THING_TYPE %s %s' % (thing.id_, thing.type_))
             write(f, 'THING_POS %s %s' % (thing.id_,
                                           stringify_yx(thing.position)))
-            task = thing.task
-            if task is not None:
-                task_args = task.get_args_string()
-                task_name = [k for k in game.tasks.keys()
-                             if game.tasks[k] == task.__class__][0]
-                write(f, 'SET_TASK:%s %s %s %s' % (task_name, thing.id_,
-                                                   task.todo, task_args))
+            if hasattr(thing, 'health'):
+                write(f, 'THING_HEALTH %s %s' % (thing.id_, thing.health))
+            if len(thing.inventory) > 0:
+                write(f, 'THING_INVENTORY %s %s' %
+                      (thing.id_,','.join([str(i) for i in thing.inventory])))
+            else:
+                write(f, 'THING_INVENTORY %s ,' % thing.id_)
+            if hasattr(thing, 'task'):
+                task = thing.task
+                if task is not None:
+                    task_args = task.get_args_string()
+                    task_name = [k for k in game.tasks.keys()
+                                 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)
 cmd_SAVE.dont_save = True