mode_helps = {
'play': {
'short': 'play',
+ 'intro': '',
'long': 'This mode allows you to interact with the map in various ways.'
},
'study': {
'short': 'study',
+ 'intro': '',
'long': 'This mode allows you to study the map and its tiles in detail. Move the question mark over a tile, and the right half of the screen will show detailed information on it. Toggle the map view to show or hide different information layers.'},
'edit': {
'short': 'world edit',
+ 'intro': '',
'long': 'This mode allows you to change the game world in various ways. Individual map tiles can be protected by "protection characters", which you can see by toggling into the protections map view. You can edit a tile if you set the world edit password that matches its protection character. The character "." marks the absence of protection: Such tiles can always be edited.'
},
'name_thing': {
'short': 'name thing',
- 'long': 'Give name to/change name of thing here.'
+ 'intro': '',
+ 'long': 'Give name to/change name of carried thing.'
},
'command_thing': {
- 'short': 'command thing',
+ 'short': 'command',
+ 'intro': '',
'long': 'Enter a command to the thing you carry. Enter nothing to return to play mode.'
},
+ 'take_thing': {
+ 'short': 'take',
+ 'intro': 'Pick up a thing in reach by entering its index number. Enter nothing to abort.',
+ 'long': 'You see a list of things which you could pick up. Enter the target thing\'s index, or, to leave, nothing.'
+ },
+ 'drop_thing': {
+ 'short': 'drop',
+ 'intro': 'Enter number of direction to which you want to drop thing.',
+ 'long': 'Drop currently carried thing by entering the target direction index. Enter nothing to return to play mode..'
+ },
'admin_thing_protect': {
'short': 'change thing protection',
- 'long': 'Change protection character for thing here.'
+ 'intro': '@ enter thing protection character:',
+ 'long': 'Change protection character for carried thing.'
+ },
+ 'enter_face': {
+ 'short': 'edit face',
+ 'intro': '@ enter face line (enter nothing to abort):',
+ 'long': 'Draw your face as ASCII art. The string you enter must be 18 characters long, and will be divided on display into 3 lines of 6 characters each, from top to bottom..'
+ },
+ 'enter_hat': {
+ 'short': 'edit hat',
+ 'intro': '@ enter hat line (enter nothing to abort):',
+ 'long': 'Draw your face as ASCII art. The string you enter must be 18 characters long, and will be divided on display into 3 lines of 6 characters each, from top to bottom. Eat cookies to extend the ASCII characters available for drawing.'
},
'write': {
- 'short': 'change terrain',
+ 'short': 'edit tile',
+ 'intro': '',
'long': 'This mode allows you to change the map tile you currently stand on (if your world editing password authorizes you so). Just enter any printable ASCII character to imprint it on the ground below you.'
},
'control_pw_type': {
'short': 'change protection character password',
+ 'intro': '@ enter protection character for which you want to change the password:',
'long': 'This mode is the first of two steps to change the password for a protection character. First enter the protection character for which you want to change the password.'
},
'control_pw_pw': {
'short': 'change protection character password',
+ 'intro': '',
'long': 'This mode is the second of two steps to change the password for a protection character. Enter the new password for the protection character you chose.'
},
'control_tile_type': {
'short': 'change tiles protection',
+ 'intro': '@ enter protection character which you want to draw:',
'long': 'This mode is the first of two steps to change tile protection areas on the map. First enter the tile protection character you want to write.'
},
'control_tile_draw': {
'short': 'change tiles protection',
+ 'intro': '',
'long': 'This mode is the second of two steps to change tile protection areas on the map. Toggle tile protection drawing on/off and move the ?? cursor around the map to draw the selected protection character.'
},
'annotate': {
'short': 'annotate tile',
+ 'intro': '',
'long': 'This mode allows you to add/edit a comment on the tile you are currently standing on (provided your world editing password authorizes you so). Hit Return to leave.'
},
'portal': {
'short': 'edit portal',
+ 'intro': '',
'long': 'This mode allows you to imprint/edit/remove a teleportation target on the ground you are currently standing on (provided your world editing password authorizes you so). Enter or edit a URL to imprint a teleportation target; enter emptiness to remove a pre-existing teleportation target. Hit Return to leave.'
},
'chat': {
'short': 'chat',
- 'long': 'This mode allows you to engage in chit-chat with other users. Any line you enter into the input prompt that does not start with a "/" will be sent out to nearby players – but barriers and distance will reduce what they can read, so stand close to them to ensure they get your message. Lines that start with a "/" are used for commands like:'
+ 'intro': '',
+ 'long': 'This mode allows you to engage in chit-chat with other users. Any line you enter into the input prompt that does not start with a "/" will be sent out to nearby players – but barriers and distance will reduce what they can read, so stand close to them to ensure they get your message. Lines that start with a "/" are used for commands like:\n\n/nick NAME – re-name yourself to NAME'
},
'login': {
'short': 'login',
+ 'intro': '',
'long': 'Enter your player name.'
},
'waiting_for_server': {
'short': 'waiting for server response',
+ 'intro': '@ waiting for server …',
'long': 'Waiting for a server response.'
},
'post_login_wait': {
'short': 'waiting for server response',
+ 'intro': '',
'long': 'Waiting for a server response.'
},
'password': {
'short': 'set world edit password',
+ 'intro': '',
'long': 'This mode allows you to change the password that you send to authorize yourself for editing password-protected elements of the world. Hit return to confirm and leave.'
},
'admin_enter': {
'short': 'become admin',
+ 'intro': '@ enter admin password:',
'long': 'This mode allows you to become admin if you know an admin password.'
},
'admin': {
'short': 'admin',
+ 'intro': '',
'long': 'This mode allows you access to actions limited to administrators.'
}
}
pass # we assume socket will be known as dead by now
def cmd_TURN(game, n):
- game.annotations = {}
game.turn = n
- game.things = []
- game.portals = {}
game.turn_complete = False
- game.fov = ''
cmd_TURN.argtypes = 'int:nonneg'
+def cmd_OTHER_WIPE(game):
+ game.portals_new = {}
+ game.annotations_new = {}
+ game.things_new = []
+cmd_OTHER_WIPE.argtypes = ''
+
def cmd_LOGIN_OK(game):
game.tui.switch_mode('post_login_wait')
game.tui.send('GET_GAMESTATE')
game.tui.do_refresh = True
cmd_CHAT.argtypes = 'string'
+def cmd_CHATFACE(game, thing_id):
+ game.tui.draw_face = thing_id
+ game.tui.do_refresh = True
+cmd_CHATFACE.argtypes = 'int:pos'
+
def cmd_PLAYER_ID(game, player_id):
game.player_id = player_id
cmd_PLAYER_ID.argtypes = 'int:nonneg'
-def cmd_THING(game, yx, thing_type, protection, thing_id):
- t = game.get_thing(thing_id)
+def cmd_PLAYERS_HAT_CHARS(game, hat_chars):
+ game.players_hat_chars_new = hat_chars
+cmd_PLAYERS_HAT_CHARS.argtypes = 'string'
+
+def cmd_THING(game, yx, thing_type, protection, thing_id, portable, commandable):
+ t = game.get_thing_temp(thing_id)
if not t:
t = ThingBase(game, thing_id)
- game.things += [t]
+ game.things_new += [t]
t.position = yx
t.type_ = thing_type
t.protection = protection
-cmd_THING.argtypes = 'yx_tuple:nonneg string:thing_type char int:nonneg'
+ t.portable = portable
+ t.commandable = commandable
+cmd_THING.argtypes = 'yx_tuple:nonneg string:thing_type char int:nonneg bool bool'
def cmd_THING_NAME(game, thing_id, name):
- t = game.get_thing(thing_id)
- if t:
- t.name = name
-cmd_THING_NAME.argtypes = 'int:nonneg string'
+ t = game.get_thing_temp(thing_id)
+ t.name = name
+cmd_THING_NAME.argtypes = 'int:pos string'
+
+def cmd_THING_FACE(game, thing_id, face):
+ t = game.get_thing_temp(thing_id)
+ t.face = face
+cmd_THING_FACE.argtypes = 'int:pos string'
+
+def cmd_THING_HAT(game, thing_id, hat):
+ t = game.get_thing_temp(thing_id)
+ t.hat = hat
+cmd_THING_HAT.argtypes = 'int:pos string'
def cmd_THING_CHAR(game, thing_id, c):
- t = game.get_thing(thing_id)
- if t:
- t.thing_char = c
-cmd_THING_CHAR.argtypes = 'int:nonneg char'
+ t = game.get_thing_temp(thing_id)
+ t.thing_char = c
+cmd_THING_CHAR.argtypes = 'int:pos char'
def cmd_MAP(game, geometry, size, content):
map_geometry_class = globals()['MapGeometry' + geometry]
- game.map_geometry = map_geometry_class(size)
- game.map_content = content
- if type(game.map_geometry) == MapGeometrySquare:
+ game.map_geometry_new = map_geometry_class(size)
+ game.map_content_new = content
+ if type(game.map_geometry_new) == MapGeometrySquare:
game.tui.movement_keys = {
game.tui.keys['square_move_up']: 'UP',
game.tui.keys['square_move_left']: 'LEFT',
game.tui.keys['square_move_down']: 'DOWN',
game.tui.keys['square_move_right']: 'RIGHT',
}
- elif type(game.map_geometry) == MapGeometryHex:
+ elif type(game.map_geometry_new) == MapGeometryHex:
game.tui.movement_keys = {
game.tui.keys['hex_move_upleft']: 'UPLEFT',
game.tui.keys['hex_move_upright']: 'UPRIGHT',
cmd_MAP.argtypes = 'string:map_geometry yx_tuple:pos string'
def cmd_FOV(game, content):
- game.fov = content
+ game.fov_new = content
cmd_FOV.argtypes = 'string'
def cmd_MAP_CONTROL(game, content):
- game.map_control_content = content
+ game.map_control_content_new = content
cmd_MAP_CONTROL.argtypes = 'string'
def cmd_GAME_STATE_COMPLETE(game):
- if game.tui.mode.name == 'post_login_wait':
- game.tui.switch_mode('play')
- game.turn_complete = True
game.tui.do_refresh = True
game.tui.info_cached = None
+ game.things = game.things_new
+ game.portals = game.portals_new
+ game.annotations = game.annotations_new
+ game.fov = game.fov_new
+ game.map_geometry = game.map_geometry_new
+ game.map_content = game.map_content_new
+ game.map_control_content = game.map_control_content_new
+ game.player = game.get_thing(game.player_id)
+ game.players_hat_chars = game.players_hat_chars_new
+ game.turn_complete = True
+ if game.tui.mode.name == 'post_login_wait':
+ game.tui.switch_mode('play')
cmd_GAME_STATE_COMPLETE.argtypes = ''
def cmd_PORTAL(game, position, msg):
- game.portals[position] = msg
+ game.portals_new[position] = msg
cmd_PORTAL.argtypes = 'yx_tuple:nonneg string'
def cmd_PLAY_ERROR(game, msg):
cmd_ARGUMENT_ERROR.argtypes = 'string'
def cmd_ANNOTATION(game, position, msg):
- game.annotations[position] = msg
+ game.annotations_new[position] = msg
if game.tui.mode.shows_info:
game.tui.do_refresh = True
cmd_ANNOTATION.argtypes = 'yx_tuple:nonneg string'
game.tasks = tasks_comma_separated.split(',')
game.tui.mode_write.legal = 'WRITE' in game.tasks
game.tui.mode_command_thing.legal = 'COMMAND' in game.tasks
+ game.tui.mode_take_thing.legal = 'PICK_UP' in game.tasks
+ game.tui.mode_drop_thing.legal = 'DROP' in game.tasks
cmd_TASKS.argtypes = 'string'
def cmd_THING_TYPE(game, thing_type, symbol_hint):
game.thing_types[thing_type] = symbol_hint
cmd_THING_TYPE.argtypes = 'string char'
+def cmd_THING_INSTALLED(game, thing_id):
+ game.get_thing_temp(thing_id).installed = True
+cmd_THING_INSTALLED.argtypes = 'int:pos'
+
+def cmd_THING_CARRYING(game, thing_id, carried_id):
+ game.get_thing_temp(thing_id).carrying = game.get_thing_temp(carried_id)
+cmd_THING_CARRYING.argtypes = 'int:pos int:pos'
+
def cmd_TERRAIN(game, terrain_char, terrain_desc):
game.terrains[terrain_char] = terrain_desc
cmd_TERRAIN.argtypes = 'char string'
turn_complete = False
tasks = {}
thing_types = {}
+ things_new = []
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
self.register_command(cmd_ADMIN_OK)
self.register_command(cmd_PONG)
self.register_command(cmd_CHAT)
+ self.register_command(cmd_CHATFACE)
self.register_command(cmd_REPLY)
self.register_command(cmd_PLAYER_ID)
self.register_command(cmd_TURN)
+ self.register_command(cmd_OTHER_WIPE)
self.register_command(cmd_THING)
self.register_command(cmd_THING_TYPE)
self.register_command(cmd_THING_NAME)
self.register_command(cmd_THING_CHAR)
+ self.register_command(cmd_THING_FACE)
+ self.register_command(cmd_THING_HAT)
+ self.register_command(cmd_THING_CARRYING)
+ self.register_command(cmd_THING_INSTALLED)
self.register_command(cmd_TERRAIN)
self.register_command(cmd_MAP)
self.register_command(cmd_MAP_CONTROL)
self.register_command(cmd_PORTAL)
self.register_command(cmd_ANNOTATION)
self.register_command(cmd_GAME_STATE_COMPLETE)
+ self.register_command(cmd_PLAYERS_HAT_CHARS)
self.register_command(cmd_ARGUMENT_ERROR)
self.register_command(cmd_GAME_ERROR)
self.register_command(cmd_PLAY_ERROR)
self.register_command(cmd_DEFAULT_COLORS)
self.register_command(cmd_RANDOM_COLORS)
self.map_content = ''
+ self.players_hat_chars = ''
self.player_id = -1
self.annotations = {}
+ self.annotations_new = {}
self.portals = {}
+ self.portals_new = {}
self.terrains = {}
+ self.player = None
def get_string_options(self, string_option_type):
if string_option_type == 'map_geometry':
f.argtypes = self.commands[command_name].argtypes
return f
+ def get_thing_temp(self, id_):
+ for thing in self.things_new:
+ if id_ == thing.id_:
+ return thing
+ return None
+
class Mode:
def __init__(self, name, has_input_prompt=False, shows_info=False,
self.shows_info = shows_info
self.is_intro = is_intro
self.help_intro = mode_helps[name]['long']
+ self.intro_msg = mode_helps[name]['intro']
self.is_single_char_entry = is_single_char_entry
self.legal = True
mode_password = Mode('password', has_input_prompt=True)
mode_name_thing = Mode('name_thing', has_input_prompt=True, shows_info=True)
mode_command_thing = Mode('command_thing', has_input_prompt=True)
+ mode_take_thing = Mode('take_thing', has_input_prompt=True)
+ mode_drop_thing = Mode('drop_thing', has_input_prompt=True)
+ mode_enter_face = Mode('enter_face', has_input_prompt=True)
+ mode_enter_hat = Mode('enter_hat', has_input_prompt=True)
is_admin = False
tile_draw = False
import os
import json
self.mode_play.available_modes = ["chat", "study", "edit", "admin_enter",
- "command_thing"]
- self.mode_play.available_actions = ["move", "take_thing", "drop_thing",
- "teleport", "door", "consume"]
+ "command_thing", "take_thing",
+ "drop_thing"]
+ self.mode_play.available_actions = ["move", "teleport", "door", "consume",
+ "install", "wear", "spin"]
self.mode_study.available_modes = ["chat", "play", "admin_enter", "edit"]
self.mode_study.available_actions = ["toggle_map_mode", "move_explorer"]
self.mode_admin.available_modes = ["admin_thing_protect", "control_pw_type",
self.mode_control_tile_draw.available_modes = ["admin_enter"]
self.mode_control_tile_draw.available_actions = ["move_explorer",
"toggle_tile_draw"]
- self.mode_edit.available_modes = ["write", "annotate", "portal", "name_thing",
- "password", "chat", "study", "play",
- "admin_enter"]
- self.mode_edit.available_actions = ["move", "flatten", "toggle_map_mode"]
+ self.mode_edit.available_modes = ["write", "annotate", "portal",
+ "name_thing", "enter_face", "enter_hat",
+ "password",
+ "chat", "study", "play", "admin_enter"]
+ self.mode_edit.available_actions = ["move", "flatten", "install",
+ "toggle_map_mode"]
self.mode = None
self.host = host
self.game = Game()
'switch_to_control_tile_type': 'Q',
'switch_to_admin_thing_protect': 'T',
'flatten': 'F',
- 'take_thing': 'z',
- 'drop_thing': 'u',
+ 'switch_to_enter_face': 'f',
+ 'switch_to_enter_hat': 'H',
+ 'switch_to_take_thing': 'z',
+ 'switch_to_drop_thing': 'u',
'teleport': 'p',
'consume': 'C',
'door': 'D',
+ 'install': 'I',
+ 'wear': 'W',
+ 'spin': 'S',
'help': 'h',
'toggle_map_mode': 'L',
'toggle_tile_draw': 'm',
self.fov = ''
self.flash = False
self.map_lines = []
+ self.ascii_draw_stage = 0
+ self.full_ascii_draw = ''
self.offset = YX(0,0)
curses.wrapper(self.loop)
elif self.mode.name == 'password':
self.input_ = self.password
elif self.mode.name == 'name_thing':
- if hasattr(self.thing_selected, 'name'):
- self.input_ = self.thing_selected.name
+ if hasattr(self.game.player.carrying, 'name'):
+ self.input_ = self.game.player.carrying.name
elif self.mode.name == 'admin_thing_protect':
- if hasattr(self.thing_selected, 'protection'):
- self.input_ = self.thing_selected.protection
+ if hasattr(self.game.player.carrying, 'protection'):
+ self.input_ = self.game.player.carrying.protection
+ elif self.mode.name in {'enter_face', 'enter_hat'}:
+ start = self.ascii_draw_stage * 6
+ end = (self.ascii_draw_stage + 1) * 6
+ if self.mode.name == 'enter_face':
+ self.input_ = self.game.player.face[start:end]
+ elif self.mode.name == 'enter_hat':
+ self.input_ = self.game.player.hat[start:end]
def send_tile_control_command(self):
self.send('SET_TILE_CONTROL %s %s' %
self.map_mode = 'terrain only'
def switch_mode(self, mode_name):
+
+ def fail(msg, return_mode='play'):
+ self.log_msg('? ' + msg)
+ self.flash = True
+ self.switch_mode(return_mode)
+
+ if self.mode and self.mode.name == 'control_tile_draw':
+ self.log_msg('@ finished tile protection drawing.')
+ self.draw_face = False
self.tile_draw = False
+ if mode_name == 'command_thing' and\
+ (not self.game.player.carrying or
+ not self.game.player.carrying.commandable):
+ return fail('not carrying anything commandable')
+ if mode_name == 'name_thing' and not self.game.player.carrying:
+ return fail('not carrying anything to re-name')
+ if mode_name == 'admin_thing_protect' and not self.game.player.carrying:
+ return fail('not carrying anything to protect')
+ if mode_name == 'take_thing' and self.game.player.carrying:
+ return fail('already carrying something')
+ if mode_name == 'drop_thing' and not self.game.player.carrying:
+ return fail('not carrying anything droppable')
+ if mode_name == 'enter_hat' and not hasattr(self.game.player, 'hat'):
+ return fail('not wearing hat to edit', 'edit')
if mode_name == 'admin_enter' and self.is_admin:
mode_name = 'admin'
- elif mode_name in {'name_thing', 'admin_thing_protect'}:
- player = self.game.get_thing(self.game.player_id)
- thing = None
- for t in [t for t in self.game.things if t.position == player.position
- and t.id_ != player.id_]:
- thing = t
- break
- if not thing:
- self.flash = True
- self.log_msg('? not standing over thing')
- return
- else:
- self.thing_selected = thing
self.mode = getattr(self, 'mode_' + mode_name)
- if self.mode.name == 'control_tile_draw':
- self.log_msg('@ finished tile protection drawing.')
if self.mode.name in {'control_tile_draw', 'control_tile_type',
'control_pw_type'}:
self.map_mode = 'protections'
elif self.mode.name != 'edit':
self.map_mode = 'terrain + things'
if self.mode.shows_info or self.mode.name == 'control_tile_draw':
- player = self.game.get_thing(self.game.player_id)
- self.explorer = YX(player.position.y, player.position.x)
+ self.explorer = YX(self.game.player.position.y,
+ self.game.player.position.x)
if self.mode.is_single_char_entry:
self.show_help = True
- if self.mode.name == 'waiting_for_server':
- self.log_msg('@ waiting for server …')
- elif self.mode.name == 'login':
+ if len(self.mode.intro_msg) > 0:
+ self.log_msg(self.mode.intro_msg)
+ if self.mode.name == 'login':
if self.login_name:
self.send('LOGIN ' + quote(self.login_name))
else:
self.log_msg('@ enter username')
+ elif self.mode.name == 'take_thing':
+ self.log_msg('Portable things in reach for pick-up:')
+ directed_moves = {
+ 'HERE': YX(0, 0), 'LEFT': YX(0, -1), 'RIGHT': YX(0, 1)
+ }
+ if type(self.game.map_geometry) == MapGeometrySquare:
+ directed_moves['UP'] = YX(-1, 0)
+ directed_moves['DOWN'] = YX(1, 0)
+ elif type(self.game.map_geometry) == MapGeometryHex:
+ if self.game.player.position.y % 2:
+ directed_moves['UPLEFT'] = YX(-1, 0)
+ directed_moves['UPRIGHT'] = YX(-1, 1)
+ directed_moves['DOWNLEFT'] = YX(1, 0)
+ directed_moves['DOWNRIGHT'] = YX(1, 1)
+ else:
+ directed_moves['UPLEFT'] = YX(-1, -1)
+ directed_moves['UPRIGHT'] = YX(-1, 0)
+ directed_moves['DOWNLEFT'] = YX(1, -1)
+ directed_moves['DOWNRIGHT'] = YX(1, 0)
+ select_range = {}
+ for direction in directed_moves:
+ move = directed_moves[direction]
+ select_range[direction] = self.game.player.position + move
+ self.selectables = []
+ directions = []
+ for direction in select_range:
+ for t in [t for t in self.game.things
+ if t.portable and t.position == select_range[direction]]:
+ self.selectables += [t.id_]
+ directions += [direction]
+ if len(self.selectables) == 0:
+ return fail('nothing to pick-up')
+ else:
+ for i in range(len(self.selectables)):
+ t = self.game.get_thing(self.selectables[i])
+ self.log_msg('%s %s: %s' % (i, directions[i],
+ self.get_thing_info(t)))
+ elif self.mode.name == 'drop_thing':
+ self.log_msg('Direction to drop thing to:')
+ self.selectables =\
+ ['HERE'] + list(self.game.tui.movement_keys.values())
+ for i in range(len(self.selectables)):
+ self.log_msg(str(i) + ': ' + self.selectables[i])
+ elif self.mode.name == 'enter_hat':
+ self.log_msg('legal characters: ' + self.game.players_hat_chars)
elif self.mode.name == 'command_thing':
self.send('TASK:COMMAND ' + quote('HELP'))
- elif self.mode.name == 'admin_enter':
- self.log_msg('@ enter admin password:')
- elif self.mode.name == 'control_pw_type':
- self.log_msg('@ enter protection character for which you want to change the password:')
- elif self.mode.name == 'control_tile_type':
- self.log_msg('@ enter protection character which you want to draw:')
- elif self.mode.name == 'admin_thing_protect':
- self.log_msg('@ enter thing protection character:')
elif self.mode.name == 'control_pw_pw':
self.log_msg('@ enter protection password for "%s":' % self.tile_control_char)
elif self.mode.name == 'control_tile_draw':
if len(self.game.fov) > pos_i and self.game.fov[pos_i] != '.':
info_to_cache += 'outside field of view'
else:
+ for t in self.game.things:
+ if t.position == self.explorer:
+ info_to_cache += 'THING: %s' % self.get_thing_info(t)
+ protection = t.protection
+ if protection == '.':
+ protection = 'none'
+ info_to_cache += ' / protection: %s\n' % protection
+ if hasattr(t, 'hat'):
+ info_to_cache += t.hat[0:6] + '\n'
+ info_to_cache += t.hat[6:12] + '\n'
+ info_to_cache += t.hat[12:18] + '\n'
+ if hasattr(t, 'face'):
+ info_to_cache += t.face[0:6] + '\n'
+ info_to_cache += t.face[6:12] + '\n'
+ info_to_cache += t.face[12:18] + '\n'
terrain_char = self.game.map_content[pos_i]
terrain_desc = '?'
if terrain_char in self.game.terrains:
if protection == '.':
protection = 'unprotected'
info_to_cache += 'PROTECTION: %s\n' % protection
- for t in self.game.things:
- if t.position == self.explorer:
- protection = t.protection
- if protection == '.':
- protection = 'none'
- info_to_cache += 'THING: %s / %s' %\
- (t.type_, self.game.thing_types[t.type_])
- if hasattr(t, 'thing_char'):
- info_to_cache += t.thing_char
- if hasattr(t, 'name'):
- info_to_cache += ' (%s)' % t.name
- info_to_cache += ' / protection: %s\n' % protection
if self.explorer in self.game.portals:
info_to_cache += 'PORTAL: ' +\
self.game.portals[self.explorer] + '\n'
self.info_cached = info_to_cache
return self.info_cached
+ def get_thing_info(self, t):
+ info = '%s / %s' %\
+ (t.type_, self.game.thing_types[t.type_])
+ if hasattr(t, 'thing_char'):
+ info += t.thing_char
+ if hasattr(t, 'name'):
+ info += ' (%s)' % t.name
+ if hasattr(t, 'installed'):
+ info += ' / installed'
+ return info
+
def loop(self, stdscr):
import datetime
if not self.mode.has_input_prompt:
self.input_lines = []
else:
- self.input_lines = msg_into_lines_of_width(input_prompt + self.input_,
+ self.input_lines = msg_into_lines_of_width(input_prompt
+ + self.input_ + '█',
self.window_width)
def move_explorer(direction):
'MODE: %s – %s' % (self.mode.short_desc, help))
def draw_map():
- if not self.game.turn_complete and len(self.map_lines) == 0:
+ if (not self.game.turn_complete) and len(self.map_lines) == 0:
return
if self.game.turn_complete:
map_lines_split = []
meta_char = t.thing_char
if t.position in used_positions:
meta_char = '+'
+ if hasattr(t, 'carrying') and t.carrying:
+ meta_char = '$'
map_lines_split[t.position.y][t.position.x] = symbol + meta_char
used_positions += [t.position]
draw_thing(t, used_positions)
for t in [t for t in self.game.things if t.type_ == 'Player']:
draw_thing(t, used_positions)
- player = self.game.get_thing(self.game.player_id)
if self.mode.shows_info or self.mode.name == 'control_tile_draw':
map_lines_split[self.explorer.y][self.explorer.x] = '??'
elif self.map_mode != 'terrain + things':
- map_lines_split[player.position.y][player.position.x] = '??'
+ map_lines_split[self.game.player.position.y]\
+ [self.game.player.position.x] = '??'
self.map_lines = []
if type(self.game.map_geometry) == MapGeometryHex:
indent = 0
self.map_lines += [''.join(line)]
window_center = YX(int(self.size.y / 2),
int(self.window_width / 2))
- center = player.position
+ center = self.game.player.position
if self.mode.shows_info or self.mode.name == 'control_tile_draw':
center = self.explorer
center = YX(center.y, center.x * 2)
term_x = max(0, -self.offset.x)
map_y = max(0, self.offset.y)
map_x = max(0, self.offset.x)
- while (term_y < self.size.y and map_y < self.game.map_geometry.size.y):
+ while term_y < self.size.y and map_y < len(self.map_lines):
to_draw = self.map_lines[map_y][map_x:self.window_width + self.offset.x]
safe_addstr(term_y, term_x, to_draw)
term_y += 1
map_y += 1
+ def draw_face_popup():
+ t = self.game.get_thing(self.draw_face)
+ if not t or not hasattr(t, 'face'):
+ self.draw_face = False
+ return
+
+ start_x = self.window_width - 10
+ t_char = ' '
+ if hasattr(t, 'thing_char'):
+ t_char = t.thing_char
+ def draw_body_part(body_part, end_y):
+ safe_addstr(end_y - 4, start_x, ' _[ @' + t_char + ' ]_ ')
+ safe_addstr(end_y - 3, start_x, '| |')
+ safe_addstr(end_y - 2, start_x, '| ' + body_part[0:6] + ' |')
+ safe_addstr(end_y - 1, start_x, '| ' + body_part[6:12] + ' |')
+ safe_addstr(end_y, start_x, '| ' + body_part[12:18] + ' |')
+
+ if hasattr(t, 'face'):
+ draw_body_part(t.face, self.size.y - 2)
+ if hasattr(t, 'hat'):
+ draw_body_part(t.hat, self.size.y - 5)
+ safe_addstr(self.size.y - 1, start_x, '| |')
+
def draw_help():
content = "%s help\n\n%s\n\n" % (self.mode.short_desc,
self.mode.help_intro)
key = self.keys[action]
content += '[%s] – %s\n' % (key, action_descriptions[action])
content += '\n'
- if self.mode.name == 'chat':
- content += '/nick NAME – re-name yourself to NAME\n'
- content += '/%s or /play – switch to play mode\n' % self.keys['switch_to_play']
- content += '/%s or /study – switch to study mode\n' % self.keys['switch_to_study']
- content += '/%s or /edit – switch to world edit mode\n' % self.keys['switch_to_edit']
- content += '/%s or /admin – switch to admin mode\n' % self.keys['switch_to_admin_enter']
content += self.mode.list_available_modes(self)
for i in range(self.size.y):
safe_addstr(i,
draw_map()
if self.show_help:
draw_help()
+ if self.draw_face and self.mode.name in {'chat', 'play'}:
+ draw_face_popup()
+
+ def pick_selectable(task_name):
+ try:
+ i = int(self.input_)
+ if i < 0 or i >= len(self.selectables):
+ self.log_msg('? invalid index, aborted')
+ else:
+ self.send('TASK:%s %s' % (task_name, self.selectables[i]))
+ except ValueError:
+ self.log_msg('? invalid index, aborted')
+ self.input_ = ''
+ self.switch_mode('play')
+
+ def enter_ascii_art(command):
+ if len(self.input_) != 6:
+ self.log_msg('? wrong input length, must be 6; try again')
+ return
+ self.log_msg(' ' + self.input_)
+ self.full_ascii_draw += self.input_
+ self.ascii_draw_stage += 1
+ if self.ascii_draw_stage < 3:
+ self.restore_input_values()
+ else:
+ self.send('%s %s' % (command, quote(self.full_ascii_draw)))
+ self.full_ascii_draw = ""
+ self.ascii_draw_stage = 0
+ self.input_ = ""
+ self.switch_mode('edit')
action_descriptions = {
'move': 'move',
'drop_thing': 'drop thing',
'toggle_map_mode': 'toggle map view',
'toggle_tile_draw': 'toggle protection character drawing',
+ 'install': '(un-)install',
+ 'wear': '(un-)wear',
'door': 'open/close',
'consume': 'consume',
+ 'spin': 'spin',
}
action_tasks = {
'take_thing': 'PICK_UP',
'drop_thing': 'DROP',
'door': 'DOOR',
+ 'install': 'INSTALL',
+ 'wear': 'WEAR',
'move': 'MOVE',
'command': 'COMMAND',
'consume': 'INTOXICATE',
+ 'spin': 'SPIN',
}
curses.curs_set(False) # hide cursor
self.do_refresh = True
except curses.error:
continue
+ keycode = None
+ if len(key) == 1:
+ keycode = ord(key)
self.show_help = False
+ self.draw_face = False
if key == 'KEY_RESIZE':
reset_screen_size()
elif self.mode.has_input_prompt and key == 'KEY_BACKSPACE':
self.input_ = self.input_[:-1]
+ elif (((not self.mode.is_intro) and keycode == 27) # Escape
+ or (self.mode.has_input_prompt and key == '\n'
+ and self.input_ == ''\
+ and self.mode.name in {'chat', 'command_thing',
+ 'take_thing', 'drop_thing',
+ 'admin_enter'})):
+ if self.mode.name not in {'chat', 'play', 'study', 'edit'}:
+ self.log_msg('@ aborted')
+ self.switch_mode('play')
elif self.mode.has_input_prompt and key == '\n' and self.input_ == '/help':
self.show_help = True
self.input_ = ""
self.login_name = self.input_
self.send('LOGIN ' + quote(self.input_))
self.input_ = ""
+ elif self.mode.name == 'enter_face' and key == '\n':
+ enter_ascii_art('PLAYER_FACE')
+ elif self.mode.name == 'enter_hat' and key == '\n':
+ enter_ascii_art('PLAYER_HAT')
+ elif self.mode.name == 'take_thing' and key == '\n':
+ pick_selectable('PICK_UP')
+ elif self.mode.name == 'drop_thing' and key == '\n':
+ pick_selectable('DROP')
elif self.mode.name == 'command_thing' and key == '\n':
- if self.input_ == '':
- self.log_msg('@ aborted')
- self.switch_mode('play')
- elif task_action_on('command'):
- self.send('TASK:COMMAND ' + quote(self.input_))
- self.input_ = ""
+ self.send('TASK:COMMAND ' + quote(self.input_))
+ self.input_ = ""
elif self.mode.name == 'control_pw_pw' and key == '\n':
if self.input_ == '':
self.log_msg('@ aborted')
if len(self.input_) != 1:
self.log_msg('@ entered non-single-char, therefore aborted')
else:
- self.send('THING_PROTECTION %s %s' % (self.thing_selected.id_,
- quote(self.input_)))
+ self.send('THING_PROTECTION %s' % (quote(self.input_)))
self.log_msg('@ sent new protection character for thing')
self.switch_mode('admin')
elif self.mode.name == 'control_tile_type' and key == '\n':
elif self.mode.name == 'chat' and key == '\n':
if self.input_ == '':
continue
- if self.input_[0] == '/': # FIXME fails on empty input
- if self.input_ in {'/' + self.keys['switch_to_play'], '/play'}:
- self.switch_mode('play')
- elif self.input_ in {'/' + self.keys['switch_to_study'], '/study'}:
- self.switch_mode('study')
- elif self.input_ in {'/' + self.keys['switch_to_edit'], '/edit'}:
- self.switch_mode('edit')
- elif self.input_ in {'/' + self.keys['switch_to_admin_enter'], '/admin'}:
- self.switch_mode('admin_enter')
- elif self.input_.startswith('/nick'):
+ if self.input_[0] == '/':
+ if self.input_.startswith('/nick'):
tokens = self.input_.split(maxsplit=1)
if len(tokens) == 2:
self.send('NICK ' + quote(tokens[1]))
elif self.mode.name == 'name_thing' and key == '\n':
if self.input_ == '':
self.input_ = ' '
- self.send('THING_NAME %s %s %s' % (self.thing_selected.id_,
- quote(self.input_),
- quote(self.password)))
+ self.send('THING_NAME %s %s' % (quote(self.input_),
+ quote(self.password)))
self.switch_mode('edit')
elif self.mode.name == 'annotate' and key == '\n':
if self.input_ == '':
elif self.mode.name == 'play':
if self.mode.mode_switch_on_key(self, key):
continue
- elif key == self.keys['take_thing'] and task_action_on('take_thing'):
- self.send('TASK:PICK_UP')
- elif key == self.keys['drop_thing'] and task_action_on('drop_thing'):
- self.send('TASK:DROP')
elif key == self.keys['door'] and task_action_on('door'):
self.send('TASK:DOOR')
elif key == self.keys['consume'] and task_action_on('consume'):
self.send('TASK:INTOXICATE')
+ elif key == self.keys['wear'] and task_action_on('wear'):
+ self.send('TASK:WEAR')
+ elif key == self.keys['spin'] and task_action_on('spin'):
+ self.send('TASK:SPIN')
elif key == self.keys['teleport']:
- player = self.game.get_thing(self.game.player_id)
- if player.position in self.game.portals:
- self.host = self.game.portals[player.position]
+ if self.game.player.position in self.game.portals:
+ self.host = self.game.portals[self.game.player.position]
self.reconnect()
else:
self.flash = True
continue
elif key == self.keys['flatten'] and task_action_on('flatten'):
self.send('TASK:FLATTEN_SURROUNDINGS ' + quote(self.password))
+ elif key == self.keys['install'] and task_action_on('install'):
+ self.send('TASK:INSTALL %s' % quote(self.password))
elif key == self.keys['toggle_map_mode']:
self.toggle_map_mode()
elif key in self.movement_keys and task_action_on('move'):