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Add surrounding maps of new terrain type ~.
[plomrogue2-experiments] / new / plomrogue / commands.py
index 35ced5cb0314d89cea9fbf51fbd3a9db7dad2cd9..fc3a8a0d52d4fe66a7301f10812a834c2b854d1d 100644 (file)
@@ -10,10 +10,10 @@ def cmd_GET_GAMESTATE(game, connection_id):
     """Send game state to caller."""
     game.send_gamestate(connection_id)
 
-def cmd_MAP(game, yx):
-    """Create new map of size yx and only '?' cells."""
-    game.world.new_map(yx)
-cmd_MAP.argtypes = 'yx_tuple:pos'
+def cmd_MAP(game, big_yx, small_yx):
+    """Create new map of size small_yx at pos big_yx and only '?' cells."""
+    game.world.new_map(big_yx, small_yx)
+cmd_MAP.argtypes = 'yx_tuple yx_tuple:pos'
 
 def cmd_THING_TYPE(game, i, type_):
     t_old = game.world.get_thing(i)
@@ -36,19 +36,32 @@ def cmd_THING_TYPE(game, i, type_):
     game.world.things[t_old_index] = t_new
 cmd_THING_TYPE.argtypes = 'int:nonneg string:thingtype'
 
-def cmd_THING_POS(game, i, yx):
+def cmd_THING_POS(game, i, big_yx, small_yx):
     t = game.world.get_thing(i)
-    t.position = list(yx)
-cmd_THING_POS.argtypes = 'int:nonneg yx_tuple:nonneg'
+    t.position = (big_yx, small_yx)
+cmd_THING_POS.argtypes = 'int:nonneg yx_tuple yx_tuple'
 
 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'
+    t.inventory = ids  # TODO: test whether valid IDs
+cmd_THING_INVENTORY.argtypes = 'int:nonneg seq:int:nonneg'
 
-def cmd_TERRAIN_LINE(game, y, terrain_line):
-    game.world.map_.set_line(y, terrain_line)
-cmd_TERRAIN_LINE.argtypes = 'int:nonneg string'
+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, big_yx, y, terrain_line):
+    game.world.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
@@ -77,16 +90,25 @@ 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, 'MAP ' + stringify_yx(game.world.map_.size))
-        for y, line in game.world.map_.lines():
-            write(f, 'TERRAIN_LINE %5s %s' % (y, quote(line)))
+        for map_pos in game.world.maps:
+            write(f, 'MAP ' + stringify_yx(map_pos) + ' ' +
+                  stringify_yx(game.world.maps[(0,0)].size))
+        for map_pos in game.world.maps:
+            for y, line in game.world.maps[map_pos].lines():
+                 write(f, 'TERRAIN_LINE %s %5s %s' % (stringify_yx(map_pos),
+                                                      y, quote(line)))
         for thing in game.world.things:
             write(f, 'THING_TYPE %s %s' % (thing.id_, thing.type_))
-            write(f, 'THING_POS %s %s' % (thing.id_,
-                                          stringify_yx(thing.position)))
-            write(f, 'THING_INVENTORY %s %s' % (thing.id_,
-                                                ','.join([str(i) for i in
-                                                          thing.inventory])))
+            write(f, 'THING_POS %s %s %s' % (thing.id_,
+                                             stringify_yx(thing.position[0]),
+                                             stringify_yx(thing.position[1])))
+            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: