"switch_to_study": "?",
"switch_to_edit": "m",
"flatten": "F",
+ "toggle_map_mode": "M",
"hex_move_upleft": "w",
"hex_move_upright": "e",
"hex_move_right": "d",
map_geometry_class = globals()['MapGeometry' + geometry]
game.new_world(map_geometry_class(size))
cmd_MAP.argtypes = 'string:map_geometry yx_tuple:pos'
+
+def cmd_MAP_CONTROL_LINE(game, y, line):
+ game.map_control.set_line(y, line)
+cmd_MAP_CONTROL_LINE.argtypes = 'int:nonneg string'
+
+def cmd_MAP_CONTROL_PW(game, tile_class, password):
+ game.map_control_passwords[tile_class] = password
+cmd_MAP_CONTROL_PW.argtypes = 'char string'
self.thing_types = {'player': ThingPlayer}
self.sessions = {}
self.map = Map(self.map_geometry.size)
+ self.map_control = Map(self.map_geometry.size)
+ self.map_control_passwords = {}
self.annotations = {}
self.portals = {}
if os.path.exists(self.io.save_file):
send_thing(t)
self.io.send('MAP %s %s %s' % (self.get_map_geometry_shape(),
self.map_geometry.size, quote(self.map.terrain)))
+ self.io.send('MAP_CONTROL %s' % quote(self.map_control.terrain))
for yx in self.portals:
self.io.send('PORTAL %s %s' % (yx, quote(self.portals[yx])))
self.io.send('GAME_STATE_COMPLETE')
write(f, 'ANNOTATE %s %s' % (yx, quote(self.annotations[yx])))
for yx in self.portals:
write(f, 'PORTAL %s %s' % (yx, quote(self.portals[yx])))
+ for y, line in self.map_control.lines():
+ write(f, 'MAP_CONTROL_LINE %5s %s' % (y, quote(line)))
+ for tile_class in self.map_control_passwords:
+ write(f, 'MAP_CONTROL_PW %s %s' % (tile_class,
+ self.map_control_passwords[tile_class]))
def new_world(self, map_geometry):
self.map_geometry = map_geometry
self.map = Map(self.map_geometry.size)
+ self.map_control = Map(self.map_geometry.size)
self.annotations = {}
if not arg.isdigit():
raise ArgError('Argument must be non-negative integer.')
args += [int(arg)]
+ elif tmpl == 'char':
+ try:
+ ord(arg)
+ except TypeError:
+ raise ArgError('Argument must be single character.')
+ args += [arg]
elif tmpl == 'yx_tuple:nonneg':
args += [self.parse_yx_tuple(arg, 'nonneg')]
elif tmpl == 'yx_tuple:pos':
-from plomrogue.errors import PlayError
+from plomrogue.errors import PlayError, GameError
from plomrogue.mapping import YX
class Task_WRITE(Task):
todo = 1
- argtypes = 'string:char'
+ argtypes = 'string:char string'
def check(self):
- pass
+ tile_class = self.thing.game.map_control[self.thing.position]
+ if tile_class in self.thing.game.map_control_passwords:
+ tile_pw = self.thing.game.map_control_passwords[tile_class]
+ if self.args[1] != tile_pw:
+ raise GameError('wrong password for tile')
def do(self):
self.thing.game.map[self.thing.position] = self.args[0]
from plomrogue.commands import (cmd_ALL, cmd_LOGIN, cmd_NICK, cmd_QUERY, cmd_PING,
cmd_MAP, cmd_TURN, cmd_MAP_LINE, cmd_GET_ANNOTATION,
cmd_ANNOTATE, cmd_PORTAL, cmd_GET_GAMESTATE,
- cmd_TASKS)
+ cmd_TASKS, cmd_MAP_CONTROL_LINE, cmd_MAP_CONTROL_PW)
from plomrogue.tasks import (Task_WAIT, Task_MOVE, Task_WRITE,
Task_FLATTEN_SURROUNDINGS)
import sys
game.register_command(cmd_TURN)
game.register_command(cmd_MAP)
game.register_command(cmd_MAP_LINE)
+game.register_command(cmd_MAP_CONTROL_LINE)
+game.register_command(cmd_MAP_CONTROL_PW)
game.register_command(cmd_GET_ANNOTATION)
game.register_command(cmd_ANNOTATE)
game.register_command(cmd_PORTAL)
}
cmd_MAP.argtypes = 'string:map_geometry yx_tuple:pos string'
+def cmd_MAP_CONTROL(game, content):
+ game.map_control_content = content
+cmd_MAP_CONTROL.argtypes = 'string'
+
def cmd_GAME_STATE_COMPLETE(game):
game.info_db = {}
if game.tui.mode.name == 'post_login_wait':
self.register_command(cmd_THING_POS)
self.register_command(cmd_THING_NAME)
self.register_command(cmd_MAP)
+ self.register_command(cmd_MAP_CONTROL)
self.register_command(cmd_PORTAL)
self.register_command(cmd_ANNOTATION)
self.register_command(cmd_GAME_STATE_COMPLETE)
self.mode_login = self.Mode('login', has_input_prompt=True, is_intro=True)
self.mode_post_login_wait = self.Mode('post_login_wait', is_intro=True)
self.mode_teleport = self.Mode('teleport', has_input_prompt=True)
+ self.mode_password = self.Mode('password', has_input_prompt=True)
self.game = Game()
self.game.tui = self
self.parser = Parser(self.game)
self.do_refresh = True
self.queue = queue.Queue()
self.login_name = None
+ self.map_mode = 'terrain'
+ self.password = 'foo'
self.switch_mode('waiting_for_server')
self.keys = {
'switch_to_chat': 't',
'switch_to_play': 'p',
+ 'switch_to_password': 'p',
'switch_to_annotate': 'm',
'switch_to_portal': 'P',
'switch_to_study': '?',
'switch_to_edit': 'm',
'flatten': 'F',
+ 'toggle_map_mode': 'M',
'hex_move_upleft': 'w',
'hex_move_upright': 'e',
'hex_move_right': 'd',
self.send('GET_ANNOTATION ' + str(self.explorer))
def switch_mode(self, mode_name, keep_position = False):
+ self.map_mode = 'terrain'
self.mode = getattr(self, 'mode_' + mode_name)
if self.mode.shows_info and not keep_position:
player = self.game.get_thing(self.game.player_id, False)
self.input_ = info
elif self.mode.name == 'portal' and self.explorer in self.game.portals:
self.input_ = self.game.portals[self.explorer]
+ elif self.mode.name == 'password':
+ self.input_ = self.password
def help(self):
self.log_msg("HELP:");
self.log_msg(" %s - move" % ','.join(self.movement_keys));
self.log_msg(" %s - switch to chat mode" % self.keys['switch_to_chat']);
self.log_msg("commands specific to play mode:");
+ self.log_msg(" %s - enter terrain password" % self.keys['switch_to_password']);
if 'WRITE' in self.game.tasks:
self.log_msg(" %s - write following ASCII character" % self.keys['switch_to_edit']);
if 'FLATTEN_SURROUNDINGS' in self.game.tasks:
self.log_msg(" %s - flatten surroundings" % self.keys['flatten']);
self.log_msg(" %s - switch to study mode" % self.keys['switch_to_study']);
self.log_msg("commands specific to study mode:");
+ self.log_msg(" %s - switch to play mode" % self.keys['switch_to_play']);
if 'MOVE' not in self.game.tasks:
self.log_msg(" %s - move" % ','.join(self.movement_keys));
self.log_msg(" %s - annotate terrain" % self.keys['switch_to_annotate']);
- self.log_msg(" %s - switch to play mode" % self.keys['switch_to_play']);
+ self.log_msg(" %s - toggle terrain/control view" % self.keys['toggle_map_mode']);
def loop(self, stdscr):
import time
if not self.game.turn_complete:
return
map_lines_split = []
+ map_content = self.game.map_content
+ if self.map_mode == 'control':
+ map_content = self.game.map_control_content
for y in range(self.game.map_geometry.size.y):
start = self.game.map_geometry.size.x * y
end = start + self.game.map_geometry.size.x
- map_lines_split += [list(self.game.map_content[start:end])]
- for t in self.game.things:
- map_lines_split[t.position.y][t.position.x] = '@'
+ map_lines_split += [list(map_content[start:end])]
+ if self.map_mode == 'terrain':
+ for t in self.game.things:
+ map_lines_split[t.position.y][t.position.x] = '@'
if self.mode.shows_info:
map_lines_split[self.explorer.y][self.explorer.x] = '?'
map_lines = []
self.login_name = self.input_
self.send('LOGIN ' + quote(self.input_))
self.input_ = ""
+ elif self.mode == self.mode_password and key == '\n':
+ if self.input_ == '':
+ self.input_ = ' '
+ self.password = self.input_
+ self.input_ = ""
+ self.switch_mode('play')
elif self.mode == self.mode_chat and key == '\n':
if self.input_[0] == '/':
if self.input_ in {'/' + self.keys['switch_to_play'], '/play'}:
self.switch_mode('annotate', keep_position=True)
elif key == self.keys['switch_to_portal']:
self.switch_mode('portal', keep_position=True)
+ elif key == self.keys['toggle_map_mode']:
+ if self.map_mode == 'terrain':
+ self.map_mode = 'control'
+ else:
+ self.map_mode = 'terrain'
elif key in self.movement_keys:
move_explorer(self.movement_keys[key])
elif self.mode == self.mode_play:
self.switch_mode('chat')
elif key == self.keys['switch_to_study']:
self.switch_mode('study')
+ elif key == self.keys['switch_to_password']:
+ self.switch_mode('password')
if key == self.keys['switch_to_edit'] and\
'WRITE' in self.game.tasks:
self.switch_mode('edit')
elif key in self.movement_keys and 'MOVE' in self.game.tasks:
self.send('TASK:MOVE ' + self.movement_keys[key])
elif self.mode == self.mode_edit:
- self.send('TASK:WRITE ' + key)
+ self.send('TASK:WRITE %s %s' % (key, quote(self.password)))
self.switch_mode('play')
TUI('localhost:5000')
switch to play mode: <input id="key_switch_to_play" type="text" value="p" /><br />
switch to study mode: <input id="key_switch_to_study" type="text" value="?" /><br />
edit terrain (from play mode): <input id="key_switch_to_edit" type="text" value="m" /><br />
+enter terrain password (from play mode): <input id="key_switch_to_password" type="text" value="P" /><br />
annotate terrain (from study mode): <input id="key_switch_to_annotate" type="text" value="m" /><br />
annotate portal (from study mode): <input id="key_switch_to_portal" type="text" value="P" /><br />
+toggle terrain/control view (from study mode): <input id="key_toggle_map_mode" type="text" value="M" /><br />
</div>
<script>
"use strict";
tui.init_keys();
game.map_size = parser.parse_yx(tokens[2]);
game.map = tokens[3]
+ } else if (tokens[0] === 'MAP_CONTROL') {
+ game.map_control = tokens[1]
} else if (tokens[0] === 'GAME_STATE_COMPLETE') {
game.turn_complete = true;
explorer.empty_info_db();
let mode_edit = new Mode('write ASCII char to map tile', false, false);
let mode_teleport = new Mode('teleport away?', true);
let mode_portal = new Mode('add portal to map tile', true, true);
+let mode_password = new Mode('enter terrain password', true, false, false);
let tui = {
mode: mode_waiting_for_server,
height_turn_line: 1,
height_mode_line: 1,
height_input: 1,
+ password: 'foo',
init: function() {
this.inputEl = document.getElementById("input");
this.inputEl.focus();
};
},
switch_mode: function(mode, keep_pos=false) {
+ this.map_mode = 'terrain';
if (mode == mode_study && !keep_pos && game.player_id in game.things) {
explorer.position = game.things[game.player_id].position;
}
let portal = game.portals[explorer.position]
this.inputEl.value = portal;
this.recalc_input_lines();
+ } else if (mode == mode_password) {
+ this.inputEl.value = this.password;
+ this.recalc_input_lines();
} else if (mode == mode_teleport) {
tui.log_msg("@ May teleport to: " + tui.teleport_target);
tui.log_msg("@ Enter 'YES!' to entusiastically affirm.");
}
this.log_msg(" " + this.keys.switch_to_chat + " - switch to chat mode");
this.log_msg("commands specific to play mode:");
+ this.log_msg(" " + this.keys.switch_to_password + " - enter terrain password");
if (game.tasks.includes('WRITE')) {
this.log_msg(" " + this.keys.switch_to_edit + " - write following ASCII character");
}
}
this.log_msg(" " + this.keys.switch_to_study + " - switch to study mode");
this.log_msg("commands specific to study mode:");
+ this.log_msg(" " + this.keys.switch_to_play + " - switch to play mode");
if (!game.tasks.includes('MOVE')) {
this.log_msg(" " + movement_keys_desc + " - move");
}
this.log_msg(" " + this.keys.switch_to_annotate + " - annotate terrain");
- this.log_msg(" " + this.keys.switch_to_play + " - switch to play mode");
+ this.log_msg(" " + this.keys.toggle_map_mode + " - toggle terrain/control view");
},
draw_map: function() {
let map_lines_split = [];
let line = [];
+ let map_content = game.map;
+ if (this.map_mode == 'control') {
+ map_content = game.map_control;
+ }
for (let i = 0, j = 0; i < game.map.length; i++, j++) {
if (j == game.map_size[1]) {
map_lines_split.push(line);
line = [];
j = 0;
};
- line.push(game.map[i]);
+ line.push(map_content[i]);
};
map_lines_split.push(line);
- for (const thing_id in game.things) {
- let t = game.things[thing_id];
- map_lines_split[t.position[0]][t.position[1]] = '@';
- };
+ if (this.map_mode == 'terrain') {
+ for (const thing_id in game.things) {
+ let t = game.things[thing_id];
+ map_lines_split[t.position[0]][t.position[1]] = '@';
+ };
+ }
if (tui.mode.shows_info) {
map_lines_split[explorer.position[0]][explorer.position[1]] = '?';
}
this.things = {};
this.turn = -1;
this.map = "";
+ this.map_control = "";
this.map_size = [0,0];
this.player_id = -1;
this.portals = {};
tui.recalc_input_lines();
tui.full_refresh();
} else if (tui.mode == mode_edit && tui.inputEl.value.length > 0) {
- server.send(["TASK:WRITE", tui.inputEl.value[0]]);
+ server.send(["TASK:WRITE", tui.inputEl.value[0], tui.password]);
tui.switch_mode(mode_play);
} else if (tui.mode == mode_teleport) {
if (['Y', 'y'].includes(tui.inputEl.value[0])) {
} else if (tui.mode == mode_annotate && event.key == 'Enter') {
explorer.annotate(tui.inputEl.value);
tui.switch_mode(mode_study, true);
+ } else if (tui.mode == mode_password && event.key == 'Enter') {
+ if (tui.inputEl.value.length == 0) {
+ tui.inputEl.value = " ";
+ }
+ tui.password = tui.inputEl.value
+ tui.switch_mode(mode_play);
} else if (tui.mode == mode_teleport && event.key == 'Enter') {
if (tui.inputEl.value == 'YES!') {
server.reconnect_to(tui.teleport_target);
tui.switch_mode(mode_edit);
} else if (event.key === tui.keys.switch_to_study) {
tui.switch_mode(mode_study);
+ } else if (event.key === tui.keys.switch_to_password) {
+ tui.switch_mode(mode_password);
} else if (event.key === tui.keys.flatten
&& game.tasks.includes('FLATTEN_SURROUNDINGS')) {
server.send(["TASK:FLATTEN_SURROUNDINGS"]);
tui.switch_mode(mode_portal);
} else if (event.key in tui.movement_keys) {
explorer.move(tui.movement_keys[event.key]);
+ } else if (event.key == tui.keys.toggle_map_mode) {
+ if (tui.map_mode == 'terrain') {
+ tui.map_mode = 'control';
+ } else {
+ tui.map_mode = 'terrain';
+ }
+ tui.full_refresh();
} else if (event.key === tui.keys.switch_to_annotate) {
- event.preventDefault();
- tui.switch_mode(mode_annotate);
+ event.preventDefault();
+ tui.switch_mode(mode_annotate);
};
}
}, false);