cmd_MAP.argtypes = 'yx_tuple:pos'
def cmd_THING_TYPE(game, i, type_):
- t = game.world.get_thing(i)
- t.type_ = type_
-cmd_THING_TYPE.argtypes = 'int:nonneg string'
+ t_old = game.world.get_thing(i)
+ t_new = game.thing_types[type_](game.world, i)
+ #attr_names_of_old = [name for name in dir(t_old) where name[:2] != '__']
+ #attr_names_of_new = [name for name in dir(t_new) where name[:2] != '__']
+ #class_new = type(t_new)
+ #for attr_name in [v for v in attr_names_of_old if v in attr_names_of_new]:
+ # if hasattr(class_new, attr_name):
+ # attr_new = getattr(class_new, attr_name)
+ # if type(attr_new) == property and attr_new.fset is None:
+ # continue # ignore read-only properties on t_new
+ # attr_old = getattr(t_old, attr_name)
+ # attr_new = getattr(t_new, attr_name)
+ # if type(attr_old) != type(attr_new):
+ # continue
+ # setattr(t_new, attr_name, attr_old)
+ t_new.position = t_old.position
+ t_old_index = game.world.things.index(t_old)
+ game.world.things[t_old_index] = t_new
+cmd_THING_TYPE.argtypes = 'int:nonneg string:thingtype'
def cmd_THING_POS(game, i, yx):
t = game.world.get_thing(i)
- t.position = list(yx)
+ t.position = tuple(yx)
cmd_THING_POS.argtypes = 'int:nonneg yx_tuple:nonneg'
+def cmd_THING_INVENTORY(game, id_, ids):
+ t = game.world.get_thing(id_)
+ t.inventory = ids # TODO: test whether valid IDs
+cmd_THING_INVENTORY.argtypes = 'int:nonneg seq:int:nonneg'
+
def cmd_TERRAIN_LINE(game, y, terrain_line):
game.world.map_.set_line(y, terrain_line)
cmd_TERRAIN_LINE.argtypes = 'int:nonneg string'
cmd_TURN.argtypes = 'int:nonneg'
def cmd_SWITCH_PLAYER(game):
- player = game.world.get_player()
- player.set_task('WAIT')
+ game.world.player.set_task('WAIT')
thing_ids = [t.id_ for t in game.world.things]
- player_index = thing_ids.index(player.id_)
+ player_index = thing_ids.index(game.world.player.id_)
if player_index == len(thing_ids) - 1:
game.world.player_id = thing_ids[0]
else:
write(f, 'THING_TYPE %s %s' % (thing.id_, thing.type_))
write(f, 'THING_POS %s %s' % (thing.id_,
stringify_yx(thing.position)))
- task = thing.task
- if task is not None:
- task_args = task.get_args_string()
- write(f, 'SET_TASK:%s %s %s %s' % (task.name, thing.id_,
- task.todo, task_args))
+ if len(thing.inventory) > 0:
+ write(f, 'THING_INVENTORY %s %s' %
+ (thing.id_,','.join([str(i) for i in thing.inventory])))
+ else:
+ write(f, 'THING_INVENTORY %s ,' % thing.id_)
+ if hasattr(thing, 'task'):
+ task = thing.task
+ if task is not None:
+ task_args = task.get_args_string()
+ task_name = [k for k in game.tasks.keys()
+ if game.tasks[k] == task.__class__][0]
+ write(f, 'SET_TASK:%s %s %s %s' % (task_name, thing.id_,
+ task.todo, task_args))
write(f, 'PLAYER_ID %s' % game.world.player_id)
cmd_SAVE.dont_save = True