class ThingBase:
type_ = '?'
- def __init__(self, game, id_=None, position=(YX(0,0))):
+ def __init__(self, game, id_=0, position=(YX(0,0))):
self.game = game
- if id_ is None:
+ if id_ == 0:
self.id_ = self.game.new_thing_id()
else:
self.id_ = id_
class Thing(ThingBase):
+ blocking = False
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
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_Stone(Thing):
+ symbol_hint = 'o'
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]
return None
def proceed(self):
+ self._fov = None
if self.task is None:
self.task = self.get_next_task()
return
self.game.changed = True
self.task = self.get_next_task()
+ @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.map, self.position)
+ return self._fov
+ def fov_stencil_map(self, map):
+ visible_terrain = ''
+ for i in range(self.fov_stencil.size_i):
+ if self.fov_stencil.terrain[i] == '.':
+ visible_terrain += map.terrain[i]
+ else:
+ visible_terrain += ' '
+ return visible_terrain
-class ThingPlayer(ThingAnimate):
- type_ = 'player'
+
+
+class Thing_Player(ThingAnimate):
+ symbol_hint = '@'
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
- self.nickname = 'undefined'
-
+ self.nickname = 'undefined'