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_GET_PICKABLE_ITEMS(game, connection_id):
+ pickable_ids = game.world.player.get_pickable_items()
+ if len(pickable_ids) > 0:
+ game.io.send('PICKABLE_ITEMS %s' %
+ ','.join([str(id_) for id_ in pickable_ids]))
+ else:
+ game.io.send('PICKABLE_ITEMS ,')
+
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()
- 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))
+ 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