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Make door closing visible.
[plomrogue2] / plomrogue / things.py
index dfb536c27f8e6f9acb49b8e5ad2d60d16c66e27e..b757157d99cef4375f344ec0038f83599503cae6 100644 (file)
@@ -6,7 +6,7 @@ from plomrogue.mapping import YX
 class ThingBase:
     type_ = '?'
 
-    def __init__(self, game, id_=0, position=(YX(0,0))):
+    def __init__(self, game, id_=0, position=(YX(0, 0), YX(0, 0))):
         self.game = game
         if id_ == 0:
             self.id_ = self.game.new_thing_id()
@@ -18,6 +18,8 @@ class ThingBase:
 
 class Thing(ThingBase):
     blocking = False
+    portable = False
+    protection = '.'
 
     def __init__(self, *args, **kwargs):
         super().__init__(*args, **kwargs)
@@ -37,11 +39,60 @@ class Thing(ThingBase):
 
 class Thing_Item(Thing):
     symbol_hint = 'i'
+    portable = True
 
 
 
-class Thing_Furniture(Thing):
-    symbol_hint = 'h'
+class ThingSpawner(Thing):
+    symbol_hint = 'S'
+
+    def proceed(self):
+        for t in [t for t in self.game.things
+                  if t != self and t.position == self.position]:
+            return
+        t = self.game.thing_types[self.child_type](self.game,
+                                                   position=self.position)
+        self.game.things += [t]
+        self.game.changed = True
+
+
+
+class Thing_ItemSpawner(ThingSpawner):
+    child_type = 'Item'
+
+
+
+class Thing_SpawnPointSpawner(ThingSpawner):
+    child_type = 'SpawnPoint'
+
+
+
+class Thing_SpawnPoint(Thing):
+    symbol_hint = 's'
+    portable = True
+    name = 'username'
+
+
+
+class Thing_DoorSpawner(ThingSpawner):
+    child_type = 'Door'
+
+
+
+class Thing_Door(Thing):
+    symbol_hint = 'D'
+    blocking = False
+    portable = True
+
+    def open(self):
+        self.blocking = False
+        self.portable = True
+        del self.thing_char
+
+    def close(self):
+        self.blocking = True
+        self.portable = False
+        self.thing_char = '#'
 
 
 
@@ -81,8 +132,7 @@ class ThingAnimate(Thing):
             self.task.check()
         except GameError as e:
             self.task = None
-            raise GameError
-            return
+            raise e
         self.task.todo -= 1
         if self.task.todo <= 0:
             self._last_task_result = self.task.do()
@@ -94,21 +144,24 @@ class ThingAnimate(Thing):
         if self._fov:
             return self._fov
         fov_map_class = self.game.map_geometry.fov_map_class
-        self._fov = fov_map_class(self.game.map, self.position, 12)
+        self._fov = fov_map_class(self.game.things, self.game.maps, self.position,
+                                  12, self.game.get_map)
         return self._fov
 
-    def fov_test(self, yx):
-        test_position = self.fov_stencil.target_yx(yx)
+    def fov_test(self, big_yx, little_yx):
+        test_position = self.fov_stencil.target_yx(big_yx, little_yx)
         if self.fov_stencil.inside(test_position):
             if self.fov_stencil[test_position] == '.':
                 return True
         return False
 
-    def fov_stencil_map(self, map):
+    def fov_stencil_map(self, map_type='normal'):
         visible_terrain = ''
         for yx in self.fov_stencil:
             if self.fov_stencil[yx] == '.':
-                visible_terrain += map[self.fov_stencil.source_yx(yx)]
+                big_yx, little_yx = self.fov_stencil.source_yxyx(yx)
+                map_ = self.game.get_map(big_yx, map_type)
+                visible_terrain += map_[little_yx]
             else:
                 visible_terrain += ' '
         return visible_terrain