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Add log_help(), short usage info set to log on server start.
author
Christian Heller
<c.heller@plomlompom.de>
Tue, 1 Sep 2015 01:29:22 +0000
(
03:29
+0200)
committer
Christian Heller
<c.heller@plomlompom.de>
Tue, 1 Sep 2015 01:29:22 +0000
(
03:29
+0200)
roguelike-server
patch
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diff --git
a/roguelike-server
b/roguelike-server
index e4b23e0b7b02d39e642e6232f534044f6e3b02fd..a16c1ca17a804eb368b8e7e03afba02e826dae29 100755
(executable)
--- a/
roguelike-server
+++ b/
roguelike-server
@@
-578,6
+578,11
@@
def build_fov_map(t):
raise RuntimeError("Malloc error in build_fov_Map().")
raise RuntimeError("Malloc error in build_fov_Map().")
+def log_help():
+ """Send quick usage info to log."""
+ strong_write(io_db["file_out"], "LOG See README file for help.\n")
+
+
def decrement_lifepoints(t):
"""Decrement t's lifepoints by 1, and if to zero, corpse it.
def decrement_lifepoints(t):
"""Decrement t's lifepoints by 1, and if to zero, corpse it.
@@
-1208,6
+1213,7
@@
def command_makeworld(seed_string):
according to ThingTypes' TT_START_NUMBERS, with Thing of ID 0 to ThingType
of ID = world["PLAYER_TYPE"]. Place Things randomly, and actors not on each
other. Init player's memory map. Write "NEW_WORLD" line to out file.
according to ThingTypes' TT_START_NUMBERS, with Thing of ID 0 to ThingType
of ID = world["PLAYER_TYPE"]. Place Things randomly, and actors not on each
other. Init player's memory map. Write "NEW_WORLD" line to out file.
+ Call log_help().
"""
def free_pos():
"""
def free_pos():
@@
-1270,6
+1276,7
@@
def command_makeworld(seed_string):
id = id_setter(-1, "Things")
world_db["Things"][id] = new_Thing(type, free_pos())
strong_write(io_db["file_out"], "NEW_WORLD\n")
id = id_setter(-1, "Things")
world_db["Things"][id] = new_Thing(type, free_pos())
strong_write(io_db["file_out"], "NEW_WORLD\n")
+ log_help()
def command_maplength(maplength_string):
def command_maplength(maplength_string):
@@
-1289,6
+1296,7
@@
def command_worldactive(worldactive_string):
An active world can always be set inactive. An inactive world can only be
set active with a "wait" ThingAction, and a player Thing (of ID 0), and a
map. On activation, rebuild all Things' FOVs, and the player's map memory.
An active world can always be set inactive. An inactive world can only be
set active with a "wait" ThingAction, and a player Thing (of ID 0), and a
map. On activation, rebuild all Things' FOVs, and the player's map memory.
+ Also call log_help().
"""
val = integer_test(worldactive_string, 0, 1)
if None != val:
"""
val = integer_test(worldactive_string, 0, 1)
if None != val:
@@
-1318,6
+1326,7
@@
def command_worldactive(worldactive_string):
empty_fovmap = bytearray(b" " * world_db["MAP_LENGTH"] ** 2)
world_db["Things"][0]["fovmap"] = empty_fovmap
world_db["WORLD_ACTIVE"] = 1
empty_fovmap = bytearray(b" " * world_db["MAP_LENGTH"] ** 2)
world_db["Things"][0]["fovmap"] = empty_fovmap
world_db["WORLD_ACTIVE"] = 1
+ log_help()
else:
print("Ignoring: Not all conditions for world activation met.")
else:
print("Ignoring: Not all conditions for world activation met.")