-from plomrogue.tasks import Task_WAIT, Task_MOVE, Task_PICKUP, Task_DROP
-from plomrogue.errors import ArgError
-from plomrogue.commands import (cmd_GEN_WORLD, cmd_GET_GAMESTATE, cmd_MAP,
- cmd_MAP, cmd_THING_TYPE, cmd_THING_POS,
- cmd_TERRAIN_LINE, cmd_PLAYER_ID, cmd_TURN,
- cmd_SWITCH_PLAYER, cmd_SAVE)
+from plomrogue.tasks import (Task_WAIT, Task_MOVE, Task_PICKUP,
+ Task_DROP, Task_EAT)
+from plomrogue.errors import ArgError, GameError
+from plomrogue.commands import (cmd_GEN_WORLD, cmd_GET_GAMESTATE,
+ cmd_MAP, cmd_MAP, cmd_THING_TYPE,
+ cmd_THING_POS, cmd_THING_INVENTORY,
+ cmd_THING_HEALTH,
+ cmd_GET_PICKABLE_ITEMS,
+ cmd_TERRAIN_LINE, cmd_PLAYER_ID,
+ cmd_TURN, cmd_SWITCH_PLAYER, cmd_SAVE)
from plomrogue.mapping import MapHex
from plomrogue.parser import Parser
from plomrogue.io import GameIO
from plomrogue.misc import quote, stringify_yx
-from plomrogue.things import Thing, ThingMonster, ThingHuman, ThingItem
+from plomrogue.things import Thing, ThingMonster, ThingHuman, ThingFood
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
self.player_id = 0
+ self.player_is_alive = True
@property
def player(self):
(after incrementing the world turn) all that come before the
player; then the player's .proceed() is run, and if it does
not finish his task, the loop starts at the beginning. Once
- the player's task is finished, the loop breaks.
+ the player's task is finished, or the player is dead, the loop
+ breaks.
+
"""
while True:
player_i = self.things.index(self.player)
for thing in self.things[:player_i]:
thing.proceed()
self.player.proceed(is_AI=False)
- if self.player.task is None:
+ if self.player.task is None or not self.player_is_alive:
break
def make_new(self, yx, seed):
def add_thing(type_):
t = self.game.thing_types[type_](self)
- t.position = [random.randint(0, yx[0] -1),
- random.randint(0, yx[1] - 1)]
+ t.position = (random.randint(0, yx[0] -1),
+ random.randint(0, yx[1] - 1))
self.things += [t]
return t
self.player_id = player.id_
add_thing('monster')
add_thing('monster')
- add_thing('item')
- add_thing('item')
+ add_thing('food')
+ add_thing('food')
+ add_thing('food')
+ add_thing('food')
return 'success'
self.tasks = {'WAIT': Task_WAIT,
'MOVE': Task_MOVE,
'PICKUP': Task_PICKUP,
+ 'EAT': Task_EAT,
'DROP': Task_DROP}
self.commands = {'GEN_WORLD': cmd_GEN_WORLD,
'GET_GAMESTATE': cmd_GET_GAMESTATE,
'MAP': cmd_MAP,
'THING_TYPE': cmd_THING_TYPE,
'THING_POS': cmd_THING_POS,
+ 'THING_HEALTH': cmd_THING_HEALTH,
+ 'THING_INVENTORY': cmd_THING_INVENTORY,
'TERRAIN_LINE': cmd_TERRAIN_LINE,
+ 'GET_PICKABLE_ITEMS': cmd_GET_PICKABLE_ITEMS,
'PLAYER_ID': cmd_PLAYER_ID,
'TURN': cmd_TURN,
'SWITCH_PLAYER': cmd_SWITCH_PLAYER,
self.thing_type = Thing
self.thing_types = {'human': ThingHuman,
'monster': ThingMonster,
- 'item': ThingItem}
+ 'food': ThingFood}
def get_string_options(self, string_option_type):
if string_option_type == 'direction':
self.io.send('THING_TYPE %s %s' % (thing.id_, thing.type_))
self.io.send('THING_POS %s %s' % (thing.id_,
stringify_yx(thing.position)))
+ if hasattr(thing, 'health'):
+ self.io.send('THING_HEALTH %s %s' % (thing.id_,
+ thing.health))
if len(self.world.player.inventory) > 0:
self.io.send('PLAYER_INVENTORY %s' %
','.join([str(i) for i in self.world.player.inventory]))
return p
def cmd_TASK_colon(task_name, game, *args):
+ if not game.world.player_is_alive:
+ raise GameError('You are dead.')
game.world.player.set_task(task_name, args)
game.proceed()