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Server/py: Undummify command_worldactive() (90%), command_maplength().
author
Christian Heller
<c.heller@plomlompom.de>
Tue, 3 Mar 2015 01:13:10 +0000
(
02:13
+0100)
committer
Christian Heller
<c.heller@plomlompom.de>
Tue, 3 Mar 2015 01:13:10 +0000
(
02:13
+0100)
plomrogue-server.py
patch
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diff --git
a/plomrogue-server.py
b/plomrogue-server.py
index a1e3a44f120530276d61fbbb3f1cc08f4438e705..b96794611a06dac718763e61b983400a199bcb97 100755
(executable)
--- a/
plomrogue-server.py
+++ b/
plomrogue-server.py
@@
-486,15
+486,20
@@
def command_makeworld(seed_string):
def command_maplength(maplength_string):
def command_maplength(maplength_string):
- # DUMMY.
+ """Redefine map length. Invalidate map, therefore lose all things on it."""
set_world_inactive()
set_world_inactive()
- # TODO: remove map (is this necessary? no memory management trouble …)
world_db["Things"] = {}
setter(None, "MAP_LENGTH", 1, 256)(maplength_string)
def command_worldactive(worldactive_string):
world_db["Things"] = {}
setter(None, "MAP_LENGTH", 1, 256)(maplength_string)
def command_worldactive(worldactive_string):
- # DUMMY.
+ """Toggle world_db["WORLD_ACTIVE"] if possible.
+
+ An active world can always be set inactive. An inactive world can only be
+ set active with a "wait" ThingAction, and a player Thing (of ID 0). On
+ activation, rebuild all Things' FOVs and map memories.
+ """
+ # In original version, map existence was also tested (unnecessarily?).
val = integer_test(worldactive_string, 0, 1)
if val:
if 0 != world_db["WORLD_ACTIVE"]:
val = integer_test(worldactive_string, 0, 1)
if val:
if 0 != world_db["WORLD_ACTIVE"]:
@@
-513,8
+518,7
@@
def command_worldactive(worldactive_string):
if 0 == Thing:
player_exists = True
break
if 0 == Thing:
player_exists = True
break
- map_exists = "MAP" in world_db
- if wait_exists and player_exists and map_exists:
+ if wait_exists and player_exists:
# TODO: rebuild all things' FOVs, map memories
world_db["WORLD_ACTIVE"] = 1
# TODO: rebuild all things' FOVs, map memories
world_db["WORLD_ACTIVE"] = 1