-from plomrogue.errors import GameError
+from plomrogue.errors import GameError, PlayError
from plomrogue.mapping import YX
symbol_hint = 'D'
blocking = False
portable = True
+ installable = True
def open(self):
self.blocking = False
- self.portable = True
del self.thing_char
def close(self):
self.blocking = True
- self.portable = False
self.thing_char = '#'
+ def install(self):
+ self.portable = False
+
+ def uninstall(self):
+ self.portable = True
+
class Thing_Bottle(Thing):
symbol_hint = 'B'
portable = True
full = True
+ thing_char = '~'
+
+ def empty(self):
+ self.thing_char = '_'
+ self.full = False
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
- self.next_tasks = []
- self.set_task('WAIT')
+ self.next_task = [None]
+ self.task = None
self._fov = None
- def set_task(self, task_name, args=()):
- task_class = self.game.tasks[task_name]
- self.task = task_class(self, args)
- self.task.check() # will throw GameError if necessary
-
def set_next_task(self, task_name, args=()):
task_class = self.game.tasks[task_name]
- self.next_tasks += [task_class(self, args)]
+ self.next_task = [task_class(self, args)]
def get_next_task(self):
- if len(self.next_tasks) > 0:
- task = self.next_tasks.pop(0)
+ if self.next_task[0]:
+ task = self.next_task[0]
+ self.next_task = [None]
task.check()
return task
- else:
- return None
def proceed(self):
self.drunk -= 1
if self.game.sessions[c_id]['thing_id'] == self.id_:
self.game.io.send('DEFAULT_COLORS', c_id)
self.game.io.send('CHAT "You sober up."', c_id)
+ break
self.game.changed = True
self._fov = None
if self.task is None:
return
try:
self.task.check()
- except GameError as e:
+ except (PlayError, GameError) as e:
self.task = None
raise e
self.task.todo -= 1
if self.task.todo <= 0:
- self._last_task_result = self.task.do()
+ self.task.do()
self.game.changed = True
self.task = self.get_next_task()
+ def prepare_multiprocessible_fov_stencil(self):
+ fov_map_class = self.game.map_geometry.fov_map_class
+ fov_radius = 3 if self.drunk > 0 else 12
+ self._fov = fov_map_class(self.game.things, self.game.maps,
+ self.position, fov_radius, self.game.get_map)
+
+ def multiprocessible_fov_stencil(self):
+ self._fov.init_terrain()
+
@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.things, self.game.maps, self.position,
- 12, self.game.get_map)
+ # due to the pre-multiprocessing in game.send_gamestate,
+ # the following should actually never be called
+ self.prepare_multiprocessible_fov_stencil()
+ self.multiprocessible_fov_stencil()
return self._fov
+ def fov_stencil_make(self):
+ self._fov.make()
+
def fov_test(self, big_yx, little_yx):
test_position = self.fov_stencil.target_yx(big_yx, little_yx)
if self.fov_stencil.inside(test_position):