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Enforce sane create_unfound decisions.
[plomrogue2-experiments] / new / plomrogue / game.py
index 74502cac48bfd8997b019aa7daf30372111d2548..ffedbfaff14200e0af6a4f2335af5b5e0f66448b 100755 (executable)
@@ -41,7 +41,9 @@ class GameBase:
         self.turn = 0
         self.things = []
 
-    def get_thing(self, id_, create_unfound=True):
+    def get_thing(self, id_, create_unfound):
+        # No default for create_unfound because every call to get_thing
+        # should be accompanied by serious consideration whether to use it.
         for thing in self.things:
             if id_ == thing.id_:
                 return thing
@@ -133,7 +135,7 @@ class Game(GameBase):
         else:
             self.io.send('PLAYER_INVENTORY ,')
         for id_ in self.player.inventory:
-            thing = self.get_thing(id_)
+            thing = self.get_thing(id_, create_unfound=False)
             send_thing(thing)
         self.io.send('GAME_STATE_COMPLETE')
 
@@ -199,15 +201,17 @@ class Game(GameBase):
 
     @property
     def player(self):
-        return self.get_thing(self.player_id)
+        return self.get_thing(self.player_id, create_unfound=False)
 
     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.
+        # already active ID.  This condition /should/ not be fulfilled
+        # anywhere in the code, but if it does, trouble here is one of
+        # the more obvious indicators that it does – that's why there's
+        # no safeguard here against this.
         return self.things[-1].id_ + 1
 
     def get_map(self, map_pos):