Hide or spawn items depending on game state of player #44
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nik/veripeditus-server#44
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Delete branch "%!s()"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
We should provide functionality for…
Implementation details:
Make isonmap (in GameObject) a property method instead of a column. Make it return True in GameObject, and override it in Item. In Item, make it…
Do not forget to add the new isonmap to include_methods of the API endpoint.
This is for the first task item; the second one needs to be drafted.
@Creeparo, can you please do the first task item, as layed out above, this week, please? (Please create a new branch from current master.)
The code is completely broken. It is trying to access some non-existing attributes of the Player object when it should be looking inside the attributes dictionary of the player, and that if branch thing that passes on most of them looks strange.
Please explain how you tested the code.
I think we forgot something…
Think of this case:
An item of type Foo can be held three times. It spawns at every tree. Once the player collects three Foos, all items of that type will be hidden.
While that's technically ok, it will look strange.
We should add support for the following variable:
If it is not set, the isonmap code should assume False.