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Add some safeguards against stupid map protection decisions.
[plomrogue2] / plomrogue / things.py
index 0e4af344e5cc9bcfc6af4e0e6fb88cbd07054e96..cedee68266583f9486dea676a0d67bd5bacb2378 100644 (file)
@@ -6,9 +6,9 @@ from plomrogue.mapping import YX
 class ThingBase:
     type_ = '?'
 
-    def __init__(self, game, id_=None, position=(YX(0,0))):
+    def __init__(self, game, id_=0, position=(YX(0,0),YX(0,0))):
         self.game = game
-        if id_ is None:
+        if id_ == 0:
             self.id_ = self.game.new_thing_id()
         else:
             self.id_ = id_
@@ -17,6 +17,7 @@ class ThingBase:
 
 
 class Thing(ThingBase):
+    blocking = False
 
     def __init__(self, *args, **kwargs):
         super().__init__(*args, **kwargs)
@@ -24,14 +25,34 @@ class Thing(ThingBase):
     def proceed(self):
         pass
 
+    @property
+    def type_(self):
+        return self.__class__.get_type()
+
+    @classmethod
+    def get_type(cls):
+        return cls.__name__[len('Thing_'):]
+
+
+
+class Thing_Item(Thing):
+    symbol_hint = 'i'
+
+
+
+class Thing_Furniture(Thing):
+    symbol_hint = 'h'
+
 
 
 class ThingAnimate(Thing):
+    blocking = True
 
     def __init__(self, *args, **kwargs):
         super().__init__(*args, **kwargs)
         self.next_tasks = []
         self.set_task('WAIT')
+        self._fov = None
 
     def set_task(self, task_name, args=()):
         task_class = self.game.tasks[task_name]
@@ -51,6 +72,7 @@ class ThingAnimate(Thing):
             return None
 
     def proceed(self):
+        self._fov = None
         if self.task is None:
             self.task = self.get_next_task()
             return
@@ -67,12 +89,38 @@ class ThingAnimate(Thing):
             self.game.changed = True
             self.task = self.get_next_task()
 
-
-
-class ThingPlayer(ThingAnimate):
-    type_ = 'player'
+    @property
+    def fov_stencil(self):
+        if self._fov:
+            return self._fov
+        fov_map_class = self.game.map_geometry.fov_map_class
+        self._fov = fov_map_class(self.game.maps, self.position, 12,
+                                  self.game.get_map)
+        return self._fov
+
+    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_type='normal'):
+        visible_terrain = ''
+        for yx in self.fov_stencil:
+            if self.fov_stencil[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
+
+
+
+class Thing_Player(ThingAnimate):
+    symbol_hint = '@'
 
     def __init__(self, *args, **kwargs):
         super().__init__(*args, **kwargs)
-        self.nickname = 'undefined' 
-
+        self.carrying = None