game.record_change(t.position, 'other')
cmd_PLAYER_FACE.argtypes = 'string'
-def cmd_PLAYER_HAT(game, hat, connection_id):
- t = game.get_player(connection_id)
- if not t:
- raise GameError('can only edit hat when already logged in')
- if not t.name in game.hats:
- raise GameError('not currently wearing an editable hat')
- if len(hat) != 18:
- raise GameError('wrong hat string length')
- legal_chars = t.get_cookie_chars()
- for c in hat:
- if c not in legal_chars:
- raise GameError('used illegal character: "%s" – '
- 'allowed characters: %s'
- % (c, legal_chars))
- game.hats[t.name] = hat
- game.changed = True
- game.record_change(t.position, 'other')
-cmd_PLAYER_HAT.argtypes = 'string'
-
def cmd_GOD_PLAYER_FACE(game, name, face):
if len(face) != 18:
raise GameError('wrong face string length')
game.players_hat_chars[name] = hat_chars
cmd_GOD_PLAYERS_HAT_CHARS.argtypes = 'string string'
-def cmd_THING_HAT_DESIGN(game, thing_id, design):
- if len(design) != 18:
- raise GameError('hat design of wrong length')
- t = game.get_thing(thing_id)
- if not t:
- raise GameError('thing of ID %s not found' % thing_id)
- if t.type_ != 'Hat':
- raise GameError('thing of ID %s not a hat' % thing_id)
- t.design = design
-cmd_THING_HAT_DESIGN.argtypes = 'int:pos string'
-
def cmd_THING_DESIGN(game, design, pw, connection_id):
player = game.get_player(connection_id)
if not player:
raise GameError('wrong password for thing')
if not hasattr(player.carrying, 'design'):
raise GameError('carried thing not designable')
+ if player.carrying.type_ == 'Hat':
+ legal_chars = player.get_cookie_chars()
+ for c in design:
+ if c not in legal_chars:
+ raise GameError('used illegal character: "%s" – '
+ 'allowed characters: %s'
+ % (c, legal_chars))
size = player.carrying.design_size
if len(design) != size.y * size.x:
raise GameError('design for carried thing of wrong length')
quote(t.thing_char)), c_id)
if hasattr(t, 'installable') and not t.portable:
self.io.send('THING_INSTALLED %s' % (t.id_), c_id)
- if t.type_ == 'Hat':
- self.io.send('THING_HAT %s %s' % (t.id_,
- quote(t.design)), c_id)
- elif hasattr(t, 'design'):
+ if hasattr(t, 'design'):
self.io.send('THING_DESIGN %s %s %s'
% (t.id_, t.design_size, quote(t.design)),
c_id)
write(f, 'GOD_THING_NAME %s %s' % (t.id_, quote(t.name)))
if hasattr(t, 'installable') and (not t.portable):
write(f, 'THING_INSTALLED %s' % t.id_)
+ if hasattr(t, 'design'):
+ write(f, 'GOD_THING_DESIGN %s %s' % (t.id_, quote(t.design)))
if t.type_ == 'Door' and t.blocks_movement:
write(f, 'THING_DOOR_CLOSED %s %s' % (t.id_, int(t.locked)))
- elif t.type_ == 'Hat':
- write(f, 'THING_HAT_DESIGN %s %s' % (t.id_,
- quote(t.design)))
- elif hasattr(t, 'design'):
- write(f, 'GOD_THING_DESIGN %s %s' % (t.id_, quote(t.design)))
elif t.type_ == 'MusicPlayer':
write(f, 'THING_MUSICPLAYER_SETTINGS %s %s %s %s' %
(t.id_, int(t.playing), t.playlist_index, int(t.repeat)))
<button id="switch_to_name_thing"></button>
<button id="switch_to_password"></button>
<button id="switch_to_enter_face"></button>
- <button id="switch_to_enter_hat"></button>
<button id="switch_to_enter_design"></button>
</td>
</tr>
<li>(un-)wear: <input id="key_wear" type="text" value="W" />
<li><input id="key_switch_to_drop_thing" type="text" value="u" />
<li><input id="key_switch_to_enter_face" type="text" value="f" />
-<li><input id="key_switch_to_enter_hat" type="text" value="H" />
<li><input id="key_switch_to_enter_design" type="text" value="D" />
<li><input id="key_switch_to_take_thing" type="text" value="z" />
<li><input id="key_switch_to_chat" type="text" value="t" />
'intro': '@ enter design:',
'long': 'Enter design for carried thing as ASCII art.'
},
- 'enter_hat': {
- 'short': 'edit hat',
- 'intro': '@ enter hat line:',
- 'long': 'Draw your hat as ASCII art. The string you enter must be 18 characters long, and will be divided on display into 3 lines of 6 characters each, from top to bottom. Eat cookies to extend the ASCII characters available for drawing.'
- },
'write': {
'short': 'edit tile',
'intro': '',
mode_take_thing: new Mode('take_thing', true),
mode_drop_thing: new Mode('drop_thing', true),
mode_enter_face: new Mode('enter_face', true),
- mode_enter_hat: new Mode('enter_hat', true),
mode_enter_design: new Mode('enter_design', true),
mode_admin_enter: new Mode('admin_enter', true),
mode_admin: new Mode('admin'),
this.mode_control_tile_draw.available_actions = ["toggle_tile_draw"];
this.mode_edit.available_modes = ["write", "annotate", "portal", "name_thing",
"enter_design", "password", "chat", "study",
- "play", "admin_enter", "enter_face",
- "enter_hat"]
+ "play", "admin_enter", "enter_face"]
this.mode_edit.available_actions = ["move", "flatten", "install",
"toggle_map_mode"]
this.inputEl = document.getElementById("input");
return fail('already carrying something');
} else if (mode_name == 'drop_thing' && !game.player.carrying) {
return fail('not carrying anything droppable');
- } else if (mode_name == 'enter_hat' && !game.player.hat) {
- return fail('not wearing hat to edit', 'edit');
} else if (mode_name == 'enter_design' && (!game.player.carrying
|| !game.player.carrying.design)) {
return fail('not carrying designable to edit', 'edit');
for (let [i, direction] of this.selectables.entries()) {
this.log_msg(i + ': ' + direction);
};
- } else if (this.mode.name == 'enter_hat') {
- this.log_msg('legal characters: ' + game.players_hat_chars);
+ } else if (this.mode.name == 'enter_design') {
+ this.log_msg('@ The design you enter must be '
+ + game.player.carrying.design[0][0] + ' lines of max '
+ + game.player.carrying.design[0][1] + ' characters width each');
+ if (game.player.carrying.type_ == 'Hat') {
+ this.log_msg('@ Legal characters: ' + game.players_hat_chars);
+ this.log_msg('@ (Eat cookies to extend the ASCII characters available for drawing.)');
+ }
} else if (this.mode.name == 'command_thing') {
server.send(['TASK:COMMAND', 'HELP']);
} else if (this.mode.name == 'control_pw_pw') {
if (game.player.carrying && game.player.carrying.protection) {
this.inputEl.value = game.player.carrying.protection;
}
- } else if (['enter_face', 'enter_hat'].includes(this.mode.name)) {
+ } else if (this.mode.name == 'enter_face') {
const start = this.ascii_draw_stage * 6;
const end = (this.ascii_draw_stage + 1) * 6;
- if (this.mode.name == 'enter_face') {
- this.inputEl.value = game.player.face.slice(start, end);
- } else if (this.mode.name == 'enter_hat') {
- this.inputEl.value = game.player.hat.slice(start, end);
- }
+ this.inputEl.value = game.player.face.slice(start, end);
} else if (this.mode.name == 'enter_design') {
const width = game.player.carrying.design[0][1];
const start = this.ascii_draw_stage * width;
tui.inputEl.value = "";
} else if (tui.mode.name == 'enter_face' && event.key == 'Enter') {
tui.enter_ascii_art('PLAYER_FACE', 3, 6);
- } else if (tui.mode.name == 'enter_hat' && event.key == 'Enter') {
- tui.enter_ascii_art('PLAYER_HAT', 3, 6);
} else if (tui.mode.name == 'enter_design' && event.key == 'Enter') {
tui.enter_ascii_art('THING_DESIGN',
game.player.carrying.design[0][0],
cmd_GOD_THING_NAME, cmd_THING_DOOR_CLOSED,
cmd_GOD_THING_PROTECTION, cmd_THING_PROTECTION,
cmd_SET_MAP_CONTROL_PASSWORD, cmd_SPAWN_POINT,
- cmd_THING_MUSICPLAYER_SETTINGS, cmd_THING_HAT_DESIGN,
+ cmd_THING_MUSICPLAYER_SETTINGS,
cmd_THING_MUSICPLAYER_PLAYLIST_ITEM, cmd_TERRAIN,
cmd_THING_BOTTLE_EMPTY, cmd_PLAYER_FACE,
cmd_GOD_PLAYER_FACE, cmd_GOD_PLAYER_HAT,
- cmd_GOD_PLAYERS_HAT_CHARS, cmd_PLAYER_HAT,
+ cmd_GOD_PLAYERS_HAT_CHARS,
cmd_TERRAIN_TAG, cmd_THING_DOOR_KEY,
cmd_THING_CRATE_ITEM, cmd_MAP_CONTROL_PRESETS,
cmd_THING_SPAWNPOINT_CREATED, cmd_GOD_THING_DESIGN,
game.register_command(cmd_GOD_PLAYER_FACE)
game.register_command(cmd_GOD_PLAYER_HAT)
game.register_command(cmd_GOD_PLAYERS_HAT_CHARS)
-game.register_command(cmd_PLAYER_HAT)
-game.register_command(cmd_THING_HAT_DESIGN)
game.register_command(cmd_THING_DOOR_KEY)
game.register_command(cmd_THING_CRATE_ITEM)
game.register_command(cmd_THING_DESIGN)
'intro': '@ enter design:',
'long': 'Enter design for carried thing as ASCII art.'
},
- 'enter_hat': {
- 'short': 'edit hat',
- 'intro': '@ enter hat line:',
- 'long': 'Draw your hat as ASCII art. The string you enter must be 18 characters long, and will be divided on display into 3 lines of 6 characters each, from top to bottom. Eat cookies to extend the ASCII characters available for drawing.'
- },
'write': {
'short': 'edit tile',
'intro': '',
mode_take_thing = Mode('take_thing', has_input_prompt=True)
mode_drop_thing = Mode('drop_thing', has_input_prompt=True)
mode_enter_face = Mode('enter_face', has_input_prompt=True)
- mode_enter_hat = Mode('enter_hat', has_input_prompt=True)
mode_enter_design = Mode('enter_design', has_input_prompt=True)
is_admin = False
tile_draw = False
self.mode_control_tile_draw.available_actions = ["move_explorer",
"toggle_tile_draw"]
self.mode_edit.available_modes = ["write", "annotate", "portal",
- "name_thing", "enter_face", "enter_hat",
- "enter_design", "password",
+ "name_thing", "enter_face", "enter_design",
+ "password",
"chat", "study", "play", "admin_enter"]
self.mode_edit.available_actions = ["move", "flatten", "install",
"toggle_map_mode"]
'switch_to_admin_thing_protect': 'T',
'flatten': 'F',
'switch_to_enter_face': 'f',
- 'switch_to_enter_hat': 'H',
'switch_to_enter_design': 'D',
'switch_to_take_thing': 'z',
'switch_to_drop_thing': 'u',
elif self.mode.name == 'admin_thing_protect':
if hasattr(self.game.player.carrying, 'protection'):
self.input_ = self.game.player.carrying.protection
- elif self.mode.name in {'enter_face', 'enter_hat'}:
+ elif self.mode.name == 'enter_face':
start = self.ascii_draw_stage * 6
end = (self.ascii_draw_stage + 1) * 6
- if self.mode.name == 'enter_face':
- self.input_ = self.game.player.face[start:end]
- elif self.mode.name == 'enter_hat':
- self.input_ = self.game.player.hat[start:end]
+ self.input_ = self.game.player.face[start:end]
elif self.mode.name == 'enter_design':
width = self.game.player.carrying.design[0].x
start = self.ascii_draw_stage * width
return fail('already carrying something')
if mode_name == 'drop_thing' and not self.game.player.carrying:
return fail('not carrying anything droppable')
- if mode_name == 'enter_hat' and not hasattr(self.game.player, 'hat'):
- return fail('not wearing hat to edit', 'edit')
if mode_name == 'enter_design' and\
(not self.game.player.carrying or
not hasattr(self.game.player.carrying, 'design')):
['HERE'] + list(self.game.tui.movement_keys.values())
for i in range(len(self.selectables)):
self.log_msg(str(i) + ': ' + self.selectables[i])
- elif self.mode.name == 'enter_hat':
- self.log_msg('legal characters: ' + self.game.players_hat_chars)
+ elif self.mode.name == 'enter_design':
+ self.log_msg('@ The design you enter must be %s lines of max %s '
+ 'characters width each'
+ % (self.game.player.carrying.design[0].y,
+ self.game.player.carrying.design[0].x))
+ if self.game.player.carrying.type_ == 'Hat':
+ self.log_msg('@ Legal characters: ' + self.game.players_hat_chars)
+ self.log_msg('@ (Eat cookies to extend the ASCII characters available for drawing.)')
elif self.mode.name == 'command_thing':
self.send('TASK:COMMAND ' + quote('HELP'))
elif self.mode.name == 'control_pw_pw':
info_to_cache += t.face[6:12] + '\n'
info_to_cache += t.face[12:18] + '\n'
if hasattr(t, 'design'):
- import textwrap
line_length = t.design[0].x
- wrapper = textwrap.TextWrapper(drop_whitespace=False,
- width=line_length)
- lines = wrapper.wrap(t.design[1])
+ lines = []
+ for i in range(t.design[0].y):
+ start = i * line_length
+ end = (i + 1) * line_length
+ lines += [t.design[1][start:end]]
if t.type_ == 'Sign':
info_to_cache += '-' * (line_length + 4) + '\n'
- for line in lines:
- info_to_cache += '| %s |\n' % line
- if t.type_ == 'Sign':
+ for line in lines:
+ info_to_cache += '| %s |\n' % line
info_to_cache += '-' * (line_length + 4) + '\n'
+ else:
+ for line in lines:
+ info_to_cache += '%s\n' % line
terrain_char = self.game.map_content[pos_i]
terrain_desc = '?'
if terrain_char in self.game.terrains:
self.input_ = ""
elif self.mode.name == 'enter_face' and key == '\n':
enter_ascii_art('PLAYER_FACE', 3, 6)
- elif self.mode.name == 'enter_hat' and key == '\n':
- enter_ascii_art('PLAYER_HAT', 3, 6)
elif self.mode.name == 'enter_design' and key == '\n':
enter_ascii_art('THING_DESIGN',
self.game.player.carrying.design[0].y,