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Fix game state change overwriting input fields.
[plomrogue2] / rogue_chat_curses.py
index 7b9d648e197936b3a756affb3c65dac6f737e7e7..2adbe3bb8c3e60cd7b08da5bca2ebbe948f78c8f 100755 (executable)
@@ -9,7 +9,7 @@ from plomrogue.parser import Parser
 from plomrogue.mapping import YX, MapGeometrySquare, MapGeometryHex
 from plomrogue.things import ThingBase
 from plomrogue.misc import quote
 from plomrogue.mapping import YX, MapGeometrySquare, MapGeometryHex
 from plomrogue.things import ThingBase
 from plomrogue.misc import quote
-from plomrogue.errors import BrokenSocketConnection
+from plomrogue.errors import BrokenSocketConnection, ArgError
 
 mode_helps = {
     'play': {
 
 mode_helps = {
     'play': {
@@ -21,7 +21,7 @@ mode_helps = {
         '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': 'map edit',
         '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': 'map edit',
-        'long': 'This mode allows you to change the map in various ways.  Individual map tiles are shown together with their "protection characters".  You can edit a tile if you set the map edit password that matches its protection character.  The character "." marks the absence of protection:  Such tiles can always be edited.'
+        'long': 'This mode allows you to change the map 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 map edit password that matches its protection character.  The character "." marks the absence of protection:  Such tiles can always be edited.'
     },
     'write': {
         'short': 'change terrain',
     },
     'write': {
         'short': 'change terrain',
@@ -238,7 +238,6 @@ cmd_ANNOTATION_HINT.argtypes = 'yx_tuple:nonneg'
 
 def cmd_ANNOTATION(game, position, msg):
     game.info_db[position] = msg
 
 def cmd_ANNOTATION(game, position, msg):
     game.info_db[position] = msg
-    game.tui.restore_input_values()
     if game.tui.mode.shows_info:
         game.tui.do_refresh = True
 cmd_ANNOTATION.argtypes = 'yx_tuple:nonneg string'
     if game.tui.mode.shows_info:
         game.tui.do_refresh = True
 cmd_ANNOTATION.argtypes = 'yx_tuple:nonneg string'
@@ -408,7 +407,7 @@ class TUI:
             'drop_thing': 'u',
             'teleport': 'p',
             'help': 'h',
             'drop_thing': 'u',
             'teleport': 'p',
             'help': 'h',
-            'toggle_map_mode': 'M',
+            'toggle_map_mode': 'L',
             'toggle_tile_draw': 'm',
             'hex_move_upleft': 'w',
             'hex_move_upright': 'e',
             'toggle_tile_draw': 'm',
             'hex_move_upleft': 'w',
             'hex_move_upright': 'e',
@@ -453,6 +452,7 @@ class TUI:
             self.disconnected = False
             self.game.thing_types = {}
             self.game.terrains = {}
             self.disconnected = False
             self.game.thing_types = {}
             self.game.terrains = {}
+            time.sleep(0.1)  # give potential SSL negotation some time …
             self.socket.send('TASKS')
             self.socket.send('TERRAINS')
             self.socket.send('THING_TYPES')
             self.socket.send('TASKS')
             self.socket.send('TERRAINS')
             self.socket.send('THING_TYPES')
@@ -466,8 +466,8 @@ class TUI:
     def reconnect(self):
         self.log_msg('@ attempting reconnect')
         self.send('QUIT')
     def reconnect(self):
         self.log_msg('@ attempting reconnect')
         self.send('QUIT')
-        time.sleep(0.1)  # FIXME necessitated by some some strange SSL race
-                         # conditions with ws4py, find out what exactly
+        # necessitated by some strange SSL race conditions with ws4py
+        time.sleep(0.1)  # FIXME find out why exactly necessary
         self.switch_mode('waiting_for_server')
         self.connect()
 
         self.switch_mode('waiting_for_server')
         self.connect()
 
@@ -504,14 +504,28 @@ class TUI:
         self.send('SET_TILE_CONTROL %s %s' %
                   (self.explorer, quote(self.tile_control_char)))
 
         self.send('SET_TILE_CONTROL %s %s' %
                   (self.explorer, quote(self.tile_control_char)))
 
+    def toggle_map_mode(self):
+        if self.map_mode == 'terrain only':
+            self.map_mode = 'terrain + annotations'
+        elif self.map_mode == 'terrain + annotations':
+            self.map_mode = 'terrain + things'
+        elif self.map_mode == 'terrain + things':
+            self.map_mode = 'protections'
+        elif self.map_mode == 'protections':
+            self.map_mode = 'terrain only'
+
     def switch_mode(self, mode_name):
     def switch_mode(self, mode_name):
-        if self.mode and self.mode.name == 'control_tile_draw':
-            self.log_msg('@ finished tile protection drawing.')
-        self.map_mode = 'terrain + things'
         self.tile_draw = False
         if mode_name == 'admin_enter' and self.is_admin:
             mode_name = 'admin'
         self.mode = getattr(self, 'mode_' + mode_name)
         self.tile_draw = False
         if mode_name == 'admin_enter' and self.is_admin:
             mode_name = 'admin'
         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)
         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)
@@ -677,13 +691,9 @@ class TUI:
             for y in range(self.game.map_geometry.size.y):
                 start = self.game.map_geometry.size.x * y
                 end = start + self.game.map_geometry.size.x
             for y in range(self.game.map_geometry.size.y):
                 start = self.game.map_geometry.size.x * y
                 end = start + self.game.map_geometry.size.x
-                if self.mode.name in {'edit', 'write', 'control_tile_draw',
-                                      'control_tile_type'}:
-                    line = []
-                    for i in range(start, end):
-                        line += [self.game.map_content[i]
-                                 + self.game.map_control_content[i]]
-                    map_lines_split += [line]
+                if self.map_mode == 'protections':
+                    map_lines_split += [[c + ' ' for c
+                                         in self.game.map_control_content[start:end]]]
                 else:
                     map_lines_split += [[c + ' ' for c
                                          in self.game.map_content[start:end]]]
                 else:
                     map_lines_split += [[c + ' ' for c
                                          in self.game.map_content[start:end]]]
@@ -704,22 +714,24 @@ class TUI:
                         meta_char = '+'
                     map_lines_split[t.position.y][t.position.x] = symbol + meta_char
                     used_positions += [t.position]
                         meta_char = '+'
                     map_lines_split[t.position.y][t.position.x] = symbol + meta_char
                     used_positions += [t.position]
+            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] = '??'
             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 = []
             if type(self.game.map_geometry) == MapGeometryHex:
                 indent = 0
                 for line in map_lines_split:
             map_lines = []
             if type(self.game.map_geometry) == MapGeometryHex:
                 indent = 0
                 for line in map_lines_split:
-                    map_lines += [indent*' ' + ''.join(line)]
+                    map_lines += [indent * ' ' + ''.join(line)]
                     indent = 0 if indent else 1
             else:
                 for line in map_lines_split:
                     map_lines += [''.join(line)]
             window_center = YX(int(self.size.y / 2),
                                int(self.window_width / 2))
                     indent = 0 if indent else 1
             else:
                 for line in map_lines_split:
                     map_lines += [''.join(line)]
             window_center = YX(int(self.size.y / 2),
                                int(self.window_width / 2))
-            player = self.game.get_thing(self.game.player_id)
             center = player.position
             center = player.position
-            if self.mode.shows_info:
+            if self.mode.shows_info or self.mode.name == 'control_tile_draw':
                 center = self.explorer
             center = YX(center.y, center.x * 2)
             offset = center - window_center
                 center = self.explorer
             center = YX(center.y, center.x * 2)
             offset = center - window_center
@@ -759,6 +771,7 @@ class TUI:
                     content += "[%s] – move player\n" % ','.join(self.movement_keys)
                 if 'FLATTEN_SURROUNDINGS' in self.game.tasks:
                     content += "[%s] – flatten surroundings\n" % self.keys['flatten']
                     content += "[%s] – move player\n" % ','.join(self.movement_keys)
                 if 'FLATTEN_SURROUNDINGS' in self.game.tasks:
                     content += "[%s] – flatten surroundings\n" % self.keys['flatten']
+                content += '[%s] – toggle map view\n' % self.keys['toggle_map_mode']
                 content += '\n'
             elif self.mode.name == 'control_tile_draw':
                 content += "Available actions:\n"
                 content += '\n'
             elif self.mode.name == 'control_tile_draw':
                 content += "Available actions:\n"
@@ -774,7 +787,7 @@ class TUI:
             for i in range(self.size.y):
                 safe_addstr(i,
                             self.window_width * (not self.mode.has_input_prompt),
             for i in range(self.size.y):
                 safe_addstr(i,
                             self.window_width * (not self.mode.has_input_prompt),
-                            ' '*self.window_width)
+                            ' ' * self.window_width)
             lines = []
             for line in content.split('\n'):
                 lines += msg_into_lines_of_width(line, self.window_width)
             lines = []
             for line in content.split('\n'):
                 lines += msg_into_lines_of_width(line, self.window_width)
@@ -802,7 +815,7 @@ class TUI:
                 draw_help()
 
         curses.curs_set(False)  # hide cursor
                 draw_help()
 
         curses.curs_set(False)  # hide cursor
-        curses.use_default_colors();
+        curses.use_default_colors()
         stdscr.timeout(10)
         reset_screen_size()
         self.explorer = YX(0, 0)
         stdscr.timeout(10)
         reset_screen_size()
         self.explorer = YX(0, 0)
@@ -926,12 +939,7 @@ class TUI:
                 if self.mode.mode_switch_on_key(self, key):
                     continue
                 elif key == self.keys['toggle_map_mode']:
                 if self.mode.mode_switch_on_key(self, key):
                     continue
                 elif key == self.keys['toggle_map_mode']:
-                    if self.map_mode == 'terrain only':
-                        self.map_mode = 'terrain + annotations'
-                    elif self.map_mode == 'terrain + annotations':
-                        self.map_mode = 'terrain + things'
-                    else:
-                        self.map_mode = 'terrain only'
+                    self.toggle_map_mode()
                 elif key in self.movement_keys:
                     move_explorer(self.movement_keys[key])
             elif self.mode.name == 'play':
                 elif key in self.movement_keys:
                     move_explorer(self.movement_keys[key])
             elif self.mode.name == 'play':
@@ -967,9 +975,11 @@ class TUI:
             elif self.mode.name == 'edit':
                 if self.mode.mode_switch_on_key(self, key):
                     continue
             elif self.mode.name == 'edit':
                 if self.mode.mode_switch_on_key(self, key):
                     continue
-                if key == self.keys['flatten'] and\
-                     'FLATTEN_SURROUNDINGS' in self.game.tasks:
+                elif key == self.keys['flatten'] and\
+                    'FLATTEN_SURROUNDINGS' in self.game.tasks:
                     self.send('TASK:FLATTEN_SURROUNDINGS ' + quote(self.password))
                     self.send('TASK:FLATTEN_SURROUNDINGS ' + quote(self.password))
+                elif key == self.keys['toggle_map_mode']:
+                    self.toggle_map_mode()
                 elif key in self.movement_keys and 'MOVE' in self.game.tasks:
                     self.send('TASK:MOVE ' + self.movement_keys[key])
 
                 elif key in self.movement_keys and 'MOVE' in self.game.tasks:
                     self.send('TASK:MOVE ' + self.movement_keys[key])