pass # we assume socket will be known as dead by now
def cmd_TURN(game, n):
- game.info_db = {}
- game.info_hints = []
+ game.annotations = {}
game.turn = n
game.things = []
game.portals = {}
game.turn_complete = False
+ game.fov = ''
cmd_TURN.argtypes = 'int:nonneg'
def cmd_LOGIN_OK(game):
def cmd_GAME_STATE_COMPLETE(game):
if game.tui.mode.name == 'post_login_wait':
game.tui.switch_mode('play')
- if game.tui.mode.shows_info:
- game.tui.query_info()
game.turn_complete = True
game.tui.do_refresh = True
+ game.tui.info_cached = None
cmd_GAME_STATE_COMPLETE.argtypes = ''
def cmd_PORTAL(game, position, msg):
game.tui.do_refresh = True
cmd_ARGUMENT_ERROR.argtypes = 'string'
-def cmd_ANNOTATION_HINT(game, position):
- game.info_hints += [position]
-cmd_ANNOTATION_HINT.argtypes = 'yx_tuple:nonneg'
-
def cmd_ANNOTATION(game, position, msg):
- game.info_db[position] = msg
+ game.annotations[position] = msg
if game.tui.mode.shows_info:
game.tui.do_refresh = True
cmd_ANNOTATION.argtypes = 'yx_tuple:nonneg string'
self.register_command(cmd_MAP_CONTROL)
self.register_command(cmd_PORTAL)
self.register_command(cmd_ANNOTATION)
- self.register_command(cmd_ANNOTATION_HINT)
self.register_command(cmd_GAME_STATE_COMPLETE)
self.register_command(cmd_ARGUMENT_ERROR)
self.register_command(cmd_GAME_ERROR)
self.register_command(cmd_RANDOM_COLORS)
self.map_content = ''
self.player_id = -1
- self.info_db = {}
- self.info_hints = []
+ self.annotations = {}
self.portals = {}
self.terrains = {}
if len(self.log) > 100:
self.log = self.log[-100:]
- def query_info(self):
- self.send('GET_ANNOTATION ' + str(self.explorer))
-
def restore_input_values(self):
- if self.mode.name == 'annotate' and self.explorer in self.game.info_db:
- info = self.game.info_db[self.explorer]
- if info != '(none)':
- self.input_ = info
+ if self.mode.name == 'annotate' and self.explorer in self.game.annotations:
+ self.input_ = self.game.annotations[self.explorer]
elif self.mode.name == 'portal' and self.explorer in self.game.portals:
self.input_ = self.game.portals[self.explorer]
elif self.mode.name == 'password':
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:
- self.query_info()
if self.mode.is_single_char_entry:
self.show_help = True
if self.mode.name == 'waiting_for_server':
curses.init_color(2, rand(0), rand(0), rand(0))
self.do_refresh = True
+ def get_info(self):
+ if self.info_cached:
+ return self.info_cached
+ pos_i = self.explorer.y * self.game.map_geometry.size.x + self.explorer.x
+ info_to_cache = ''
+ if len(self.game.fov) > pos_i and self.game.fov[pos_i] != '.':
+ info_to_cache += 'outside field of view'
+ else:
+ terrain_char = self.game.map_content[pos_i]
+ terrain_desc = '?'
+ if terrain_char in self.game.terrains:
+ terrain_desc = self.game.terrains[terrain_char]
+ info_to_cache += 'TERRAIN: "%s" / %s\n' % (terrain_char,
+ terrain_desc)
+ protection = self.game.map_control_content[pos_i]
+ 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'
+ else:
+ info_to_cache += 'PORTAL: (none)\n'
+ if self.explorer in self.game.annotations:
+ info_to_cache += 'ANNOTATION: ' +\
+ self.game.annotations[self.explorer]
+ self.info_cached = info_to_cache
+ return self.info_cached
+
def loop(self, stdscr):
import datetime
def move_explorer(direction):
target = self.game.map_geometry.move_yx(self.explorer, direction)
if target:
+ self.info_cached = None
self.explorer = target
- if self.mode.shows_info:
- self.query_info()
if self.tile_draw:
self.send_tile_control_command()
else:
safe_addstr(max_y - i - 1, self.window_width, lines[i])
def draw_info():
- if not self.game.turn_complete:
- return
- pos_i = self.explorer.y * self.game.map_geometry.size.x + self.explorer.x
- info = 'MAP VIEW: %s\n' % self.map_mode
- if self.game.fov[pos_i] != '.':
- info += 'outside field of view'
- else:
- terrain_char = self.game.map_content[pos_i]
- terrain_desc = '?'
- if terrain_char in self.game.terrains:
- terrain_desc = self.game.terrains[terrain_char]
- info += 'TERRAIN: "%s" / %s\n' % (terrain_char, terrain_desc)
- protection = self.game.map_control_content[pos_i]
- if protection == '.':
- protection = 'unprotected'
- info += 'PROTECTION: %s\n' % protection
- for t in self.game.things:
- if t.position == self.explorer:
- protection = t.protection
- if protection == '.':
- protection = 'none'
- info += 'THING: %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
- info += ' / protection: %s\n' % protection
- if self.explorer in self.game.portals:
- info += 'PORTAL: ' + self.game.portals[self.explorer] + '\n'
- else:
- info += 'PORTAL: (none)\n'
- if self.explorer in self.game.info_db:
- info += 'ANNOTATION: ' + self.game.info_db[self.explorer]
- else:
- info += 'ANNOTATION: waiting …'
+ info = 'MAP VIEW: %s\n%s' % (self.map_mode, self.get_info())
lines = msg_into_lines_of_width(info, self.window_width)
height_header = 2
for i in range(len(lines)):
map_lines_split += [[c + ' ' for c
in self.game.map_content[start:end]]]
if self.map_mode == 'terrain + annotations':
- for p in self.game.info_hints:
+ for p in self.game.annotations:
map_lines_split[p.y][p.x] = 'A '
elif self.map_mode == 'terrain + things':
for p in self.game.portals.keys():