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:
info += 'THING: %s / %s' % (t.type_,
terrain_desc = game.terrains[terrain_char];
};
info += 'TERRAIN: "' + terrain_char + '" / ' + terrain_desc + "\n";
+ let protection = game.map_control[position_i];
+ if (protection == '.') {
+ protection = 'unprotected';
+ };
+ info += 'PROTECTION: ' + protection + '\n';
for (let t_id in game.things) {
let t = game.things[t_id];
if (t.position[0] == this.position[0] && t.position[1] == this.position[1]) {