Things are now identified by unique integer IDs rather than by name, allowing multiple things to go by the same name.
This commit is contained in:
parent
20812b362f
commit
267f0e9123
2 changed files with 133 additions and 298 deletions
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@ -27,6 +27,7 @@ class GameBase(object):
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self.eventQueue = []
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self.gameTime = 0.0
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self.skipLoop = True
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self.nextThing = 0
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# player info
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self.playerx = -1
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@ -413,9 +414,9 @@ Object can be the name of the object, or its coordinates."""
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# load the new level
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if len(args) == 2:
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self.level = _gm.GameMap.read(args[0], int(args[1]), preLoaded)
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self.level, self.nextThing = _gm.GameMap.read(args[0], int(args[1]), preLoaded, self.nextThing)
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else:
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self.level = _gm.GameMap.read(args[0], preLoaded)
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self.level, self.nextThing = _gm.GameMap.read(args[0], None, preLoaded, self.nextThing)
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# get persistent things from it
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if args[0] in self.persist:
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@ -451,7 +452,7 @@ Object can be the name of the object, or its coordinates."""
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self.persist[self.level.name][i] = self.level.getThingByName(i)
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# build data object to be saved
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data = (self.playerName, self.playerx, self.playery, self.playerInv, self.level.name, self.persist, self.eventQueue, self.gameTime)
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data = (self.playerName, self.playerx, self.playery, self.playerInv, self.level.name, self.persist, self.eventQueue, self.gameTime, self.nextThing)
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# save it!
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fileName = 'saves/' + args[0].replace(' ', '_') + '.dat'
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@ -482,7 +483,7 @@ Object can be the name of the object, or its coordinates."""
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fileName = args[0]
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x, y, levelname = 1, 1, 'testing/test1.txt'
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with open(fileName, 'rb') as f:
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self.playerName, x, y, self.playerInv, levelname, self.persist, self.eventQueue, self.gameTime = _pi.load(f)
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self.playerName, x, y, self.playerInv, levelname, self.persist, self.eventQueue, self.gameTime, self.nextThing = _pi.load(f)
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#print(levelname, x, y, file = self.outstream)
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self.loadMap((levelname, x, y))
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#_hq.heappush(self.eventQueue, (self.gameTime, _ge.NoOpEvent()))
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422
gamemap.py
422
gamemap.py
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@ -25,6 +25,7 @@ class Thing(object):
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self.takeable = bool(flags & 8)
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self.useable = bool(flags & 16)
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self.graphic = ('clear', '#7F7F7F', ' ')
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self.thingID = -1 # ID not assigned
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def __str__(self):
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"""__str__ is used for look."""
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@ -361,8 +362,9 @@ class GameMap(object):
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self.mapGraph = graph
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self.mapMatrix = matrix
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self.dimensions = dimensions
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self.thingPos = {} # int location : list of names
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self.thingNames = {} # Things can be looked up by name.
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self.things = {} # int thingID : thing
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self.thingPos = {} # int location : list of int thingIDs
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self.thingNames = {} # str name: list of int thingIDs
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self.playerStart = (1, 1)
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self.description = "The area is completely blank."
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self.floorColors = []
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@ -470,7 +472,7 @@ class GameMap(object):
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yaml.dump(ret, f)
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@staticmethod
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def read(infile = None, prevMap = None, preLoaded = False):
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def read(infile = None, prevMap = None, preLoaded = False, nextThing = 0):
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"""Read map data and return a Map object. If infile is not provided, then
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it will read from stdin. Otherwise, it should be a valid file name.
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Entering a map through stdin will be obsolete once testing is over."""
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@ -516,9 +518,9 @@ Entering a map through stdin will be obsolete once testing is over."""
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level = GameMap(infile, mapGraph, mapMatrix, dimensions)
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# Now, load other info
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GameMap.loadThings(level, info, prevMap, preLoaded)
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nextThing = GameMap.loadThings(level, info, prevMap, preLoaded, nextThing)
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return level
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return level, nextThing
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@staticmethod
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def parseMatrix(matrixStr):
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@ -581,7 +583,7 @@ list of lists of tuples."""
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return mat, graph, dim
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@staticmethod
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def loadThings(level, info, prevMap = None, preLoaded = False):
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def loadThings(level, info, prevMap = None, preLoaded = False, nextThing = 0):
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"""load the things from the xml part of the map file."""
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if 'openingText' in info:
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level.openingText = info['openingText']
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@ -604,303 +606,62 @@ list of lists of tuples."""
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if 'loadOnce' in info and not preLoaded:
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for thing in info['loadOnce']:
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#print(type(thing))
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level.addThing(thing, True)
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nextThing = level.addThing(thing, nextThing, True)
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if 'loadAlways' in info:
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for thing in info['loadAlways']:
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#print(type(thing))
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level.addThing(thing)
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nextThing = level.addThing(thing, nextThing)
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if thing.thingType == 'x' and prevMap == thing.exitid:
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level.playerStart = (thing.x, thing.y)
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@staticmethod
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def __loadExit(level, node, prevMap):
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exitid = 0
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x, y = 0, 0
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destination = ''
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name = ''
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prefix = None
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if 'name' in node.attrib:
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name = node.attrib['name']
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else:
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print("Nameless exit, ommitting.")
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return None
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if 'id' in node.attrib:
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exitid = int(node.attrib['id'])
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else:
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print("Exit '{0}' with no id, ommitting.".format(name))
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return None
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if 'location' in node.attrib:
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loc = node.attrib['location'].split(',')
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x, y = int(loc[0]), int(loc[1])
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else:
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print("Exit '{0}' without a location, ommitting.".format(name))
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return None
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if 'destination' in node.attrib:
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destination = node.attrib['destination']
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else:
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print("Exit '{0}' with no destination, ommitting.".format(name))
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return None
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if 'prefix' in node.attrib:
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prefix = node.attrib['prefix']
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graphic = GameMap.__loadGraphic(node)
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#level.addThing(MapExit(name, x, y, exitid, destination, prefix))
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if prevMap == exitid:
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level.playerStart = (x, y)
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return MapExit(name, x, y, exitid, destination, prefix, graphic)
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@staticmethod
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def __loadDoor(node):
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x, y = 0, 0
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name = ''
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locked = False
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doorOpen = False
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key = None
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if 'name' in node.attrib:
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name = node.attrib['name']
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else:
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print("Nameless door, ommitting.")
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return None
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if 'location' in node.attrib:
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pos = node.attrib['location'].split(',')
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x, y = int(pos[0]), int(pos[1])
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else:
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print("Door '{0}' without a location, ommitting.".format(name))
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return None
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if 'locked' in node.attrib:
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if node.attrib['locked'] == 'True':
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locked = True
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if 'open' in node.attrib:
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if node.attrib['open'] == 'True':
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doorOpen = True
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if 'key' in node.attrib:
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key = node.attrib['key']
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graphic = GameMap.__loadGraphic(node)
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description = GameMap.__cleanStr(node.text, ' ')
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return Door(name, x, y, locked, description, key, graphic)
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@staticmethod
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def __loadUseable(node):
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x, y = 0, 0
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playerx, playery = 0, 0
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name = ''
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useFunc = ''
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description = ''
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if 'name' in node.attrib:
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name = node.attrib['name']
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else:
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print("Nameless useable, ommitting.")
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return None
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if 'location' in node.attrib:
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pos = node.attrib['location'].split(',')
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x, y = int(pos[0]), int(pos[1])
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else:
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print("Useable '{0}' without a location, ommitting.".format(name))
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return None
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if 'useLocation' in node.attrib:
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loc = node.attrib['useLocation'].split(',')
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playerx, playery = int(loc[0]), int(loc[1])
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else:
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playerx, playery = x, y
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if 'useFunc' in node.attrib:
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useFunc = node.attrib['useFunc']
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else:
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print("Unuseable useable '{0}', ommitting.".format(name))
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return None
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graphic = GameMap.__loadGraphic(node)
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description = GameMap.__cleanStr(node.text, ' ')
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# get custom values
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customVals = {}
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for val in node:
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if val.tag == 'graphic':
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continue # skip it
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value = None
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valName = ''
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if 'name' in val.attrib:
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valName = val.attrib['name']
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else:
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print("Nameless custom value in {0}, ommitting.".format(name))
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continue
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if 'value' in val.attrib:
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if val.tag == 'int':
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value = int(val.attrib['value'])
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elif val.tag == 'float':
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value = float(val.attrib['value'])
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elif val.tag == 'str':
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value = str(val.attrib['value'])
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elif val.tag == 'item':
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value = GameMap.__loadItem(val)
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elif val.tag == 'intList':
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value = [int(i) for i in val.attrib['value'].split(',')]
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elif val.tag == 'floatList':
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value = [float(i) for i in val.attrib['value'].split(',')]
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elif val.tag == 'strList':
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value = [i.lstrip() for i in val.attrib['value'].split(',')] # depricated, use 'list' of strings instead so you can use commas.
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else:
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print("Value {0} in {1} is of unknown type {2}, ommitting.".format(valName, name, val.tag))
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continue
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elif val.tag == 'list':
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value = []
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for i in val:
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if 'value' in i.attrib:
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if i.tag == 'int':
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value.append(int(i.attrib['value']))
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elif i.tag == 'float':
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value.append(float(i.attrib['value']))
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elif i.tag == 'str':
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value.append(str(i.attrib['value']))
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elif i.tag == 'item':
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value.append(GameMap.__loadItem(i))
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else:
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print("Value {0} in {1} has an entry of unknown type {2}, ommitting.".format(valName, name, i.tag))
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continue
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else:
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print("Value {0} in {1} has an entry with no value, ommitting.".format(valName, name))
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continue
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else:
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print("Value {0} in {1} has no value, ommitting.".format(valName, name))
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continue
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customVals[valName] = value
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return Useable(name, x, y, description, useFunc, customVals, playerx, playery, graphic)
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@staticmethod
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def __loadItem(node):
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x, y = 0, 0
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playerx, playery = 0, 0
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name = ''
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useFunc = ''
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useOnFunc = ''
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description = ''
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ranged = False
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if 'name' in node.attrib:
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name = node.attrib['name']
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else:
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print("Nameless item, ommitting.")
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return None
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if 'location' in node.attrib:
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pos = node.attrib['location'].split(',')
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x, y = int(pos[0]), int(pos[1])
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else:
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print("Item '{0}' without a location, ommitting.".format(name))
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return None
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if 'useFunc' in node.attrib:
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useFunc = node.attrib['useFunc']
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if 'useOnFunc' in node.attrib:
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useOnFunc = node.attrib['useOnFunc']
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if 'ranged' in node.attrib:
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ranged = (node.attrib['ranged'].casefold() == 'true')
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graphic = GameMap.__loadGraphic(node)
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description = GameMap.__cleanStr(node.text, ' ')
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# get custom values
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customVals = {}
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for val in node:
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if val.tag == 'graphic':
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continue # skip it
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value = None
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valName = ''
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if 'name' in val.attrib:
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valName = val.attrib['name']
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else:
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print("Nameless custom value in {0}, ommitting.".format(name))
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continue
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if 'value' in val.attrib:
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if val.tag == 'int':
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value = int(val.attrib['value'])
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elif val.tag == 'float':
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value = float(val.attrib['value'])
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elif val.tag == 'str':
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value = str(val.attrib['value'])
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elif val.tag == 'item':
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value = GameMap.__loadItem(val)
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elif val.tag == 'intList':
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value = [int(i) for i in val.attrib['value'].split(',')]
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elif val.tag == 'floatList':
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value = [float(i) for i in val.attrib['value'].split(',')]
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elif val.tag == 'strList':
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value = [i.lstrip() for i in val.attrib['value'].split(',')] # depricated, use 'list' of strings instead so you can use commas.
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else:
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print("Value {0} in {1} is of unknown type {2}, ommitting.".format(valName, name, val.tag))
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continue
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elif val.tag == 'list':
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value = []
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for i in val:
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if 'value' in i.attrib:
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if i.tag == 'int':
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value.append(int(i.attrib['value']))
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elif i.tag == 'float':
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value.append(float(i.attrib['value']))
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elif i.tag == 'str':
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value.append(str(i.attrib['value']))
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elif i.tag == 'item':
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value.append(GameMap.__loadItem(i))
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else:
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print("Value {0} in {1} has an entry of unknown type {2}, ommitting.".format(valName, name, i.tag))
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continue
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else:
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print("Value {0} in {1} has an entry with no value, ommitting.".format(valName, name))
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continue
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else:
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print("Value {0} in {1} has no value, ommitting.".format(valName, name))
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continue
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customVals[valName] = value
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return Item(name, x, y, description, useFunc, useOnFunc, customVals, ranged, graphic)
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@staticmethod
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def __loadGraphic(node):
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bgc = 'clear'
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fgc = '#7F7F7F'
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shape = '#'
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graphicInDecl = False
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if 'bgc' in node.attrib:
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bgc = node.attrib['bgc']
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graphicInDecl = True
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if 'fgc' in node.attrib:
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fgc = node.attrib['fgc']
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graphicInDecl = True
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if 'shape' in node.attrib:
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shape = node.attrib['shape']
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graphicInDecl = True
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if not graphicInDecl:
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#check for graphic child node
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graphic = node.find('graphic')
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if graphic != None:
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if 'bgc' in graphic.attrib:
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bgc = graphic.attrib['bgc']
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if 'fgc' in graphic.attrib:
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fgc = graphic.attrib['fgc']
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if 'shape' in graphic.attrib:
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shape = graphic.attrib['shape']
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return (bgc, fgc, shape)
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return nextThing
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# stuff the gameshell itself might use
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def addThing(self, thing, persist = False):
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def addThing(self, thing, nextThing = 0, persist = False):
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if thing == None:
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return
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if thing.name in self.thingNames:
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raise ValueError("Cannot have two objects named {0}.".format(thing.name))
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return nextThing
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#if thing.name in self.thingNames: # resolved
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# raise ValueError("Cannot have two objects named {0}.".format(thing.name))
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if thing.thingID == -1: # This is to ensure that we don't double up IDs.
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thing.thingID = nextThing
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nextThing += 1
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pos = self.coordsToInt(thing.x, thing.y)
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if pos not in self.thingPos:
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self.thingPos[pos] = [thing.name]
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self.thingPos[pos] = [thing.thingID]
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else:
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self.thingPos[pos].append(thing.name)
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self.thingNames[thing.name] = thing
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self.thingPos[pos].append(thing.thingID)
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if thing.name not in self.thingNames:
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self.thingNames[thing.name] = [thing.thingID]
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else:
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self.thingNames[thing.name].append(thing.thingID)
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self.things[thing.thingID] = thing
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if persist:
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self.persistent.append(thing.name)
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return nextThing
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def removeThing(self, name):
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thing = self.getThingByName(name)
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if thing:
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oldPos = self.coordsToInt(thing.x, thing.y)
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if oldPos in self.thingPos:
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self.thingPos[oldPos].remove(name)
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if len(self.thingPos[oldPos]) == 0:
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del self.thingPos[oldPos]
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del self.thingNames[name]
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def getThing(self, **kwargs):
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if 'name' in kwargs:
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return self.getThingByName(kwargs['name'])
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elif 'thingID' in kwargs:
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return self.getThingByID(kwargs['thingID'])
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elif 'pos' in kwargs:
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return self.getThingAtPos(kwargs['pos'])
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elif 'coords' in kwargs:
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return self.getThingAtCoords(kwargs['coords'][0], kwargs['coords'][1])
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else:
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raise ValueError('Thing cannot be found by {}.'.format(str(kwargs)))
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def removeThing(self, **kwargs):
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if 'name' in kwargs:
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return self.removeThingByName(kwargs['name'])
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elif 'thingID' in kwargs:
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return self.removeThingByID(kwargs['thingID'])
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elif 'pos' in kwargs:
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return self.removeThingAtPos(kwargs['pos'])
|
||||
elif 'coords' in kwargs:
|
||||
return self.removeThingAtCoords(kwargs['coords'][0], kwargs['coords'][1])
|
||||
else:
|
||||
raise ValueError('Thing cannot be found by {}.'.format(str(kwargs)))
|
||||
|
||||
def path(self, x1, y1, x2, y2, closeEnough = True):
|
||||
startThing = self.getThingAtCoords(x1, y1)
|
||||
|
@ -975,7 +736,7 @@ The closeEnough parameter will create a path that lands beside the source if nec
|
|||
|
||||
def getThingAtPos(self, pos):
|
||||
if pos in self.thingPos:
|
||||
return self.thingNames[self.thingPos[pos][0]]
|
||||
return self.things[self.thingPos[pos][0]]
|
||||
else:
|
||||
return None
|
||||
|
||||
|
@ -983,24 +744,97 @@ The closeEnough parameter will create a path that lands beside the source if nec
|
|||
if pos in self.thingPos:
|
||||
ret = []
|
||||
for i in self.thingPos[pos]:
|
||||
ret.append(self.thingNames[i])
|
||||
ret.append(self.things[i])
|
||||
return ret
|
||||
else:
|
||||
return None
|
||||
|
||||
def getThingByName(self, name):
|
||||
if name in self.thingNames:
|
||||
return self.thingNames[name]
|
||||
return self.things[self.thingNames[name][0]]
|
||||
else:
|
||||
return None
|
||||
|
||||
def moveThing(self, name, x, y = -1):
|
||||
def getThingsByName(self, name):
|
||||
if name in self.thingNames:
|
||||
ret = []
|
||||
for i in self.thingNames[name]:
|
||||
ret.append(self.things[i])
|
||||
return ret
|
||||
else:
|
||||
return None
|
||||
|
||||
def getThingByID(self, thingID):
|
||||
if thingID in self.things:
|
||||
return self.things[thingID]
|
||||
else:
|
||||
return None
|
||||
|
||||
def removeThingByThing(self, thing):
|
||||
if thing != None:
|
||||
oldPos = self.coordsToInt(thing.x, thing.y)
|
||||
if oldPos in self.thingPos:
|
||||
self.thingPos[oldPos].remove(thing.thingID)
|
||||
if len(self.thingPos[oldPos]) == 0:
|
||||
del self.thingPos[oldPos]
|
||||
oldName = thing.name
|
||||
if oldName in self.thingPos:
|
||||
self.thingNames[oldName].remove(thing.thingID)
|
||||
if len(self.thingNames[oldName]) == 0:
|
||||
del self.thingNames[oldName]
|
||||
del self.things[thing.thingID]
|
||||
return thing
|
||||
else:
|
||||
return None
|
||||
|
||||
def removeThingAtCoords(self, x, y):
|
||||
return self.removeThingAtPos(self.coordsToInt(x, y))
|
||||
|
||||
def removeThingsAtCoords(self, x, y):
|
||||
return self.removeThingsAtPos(self.coordsToInt(x, y))
|
||||
|
||||
def removeThingAtPos(self, pos):
|
||||
if pos in self.thingPos:
|
||||
return self.removeThingByThing(self.getThingAtPos(pos))
|
||||
else:
|
||||
return None
|
||||
|
||||
def removeThingsAtPos(self, pos):
|
||||
if pos in self.thingPos:
|
||||
ret = []
|
||||
for i in self.thingPos[pos]:
|
||||
ret.append(self.removeThingByThing(self.things[i]))
|
||||
return ret
|
||||
else:
|
||||
return None
|
||||
|
||||
def removeThingByName(self, name):
|
||||
if name in self.thingNames:
|
||||
return self.removeThingByThing(self.getThingByName(name))
|
||||
else:
|
||||
return None
|
||||
|
||||
def removeThingsByName(self, name):
|
||||
if name in self.thingNames:
|
||||
ret = []
|
||||
for i in self.thingNames[name]:
|
||||
ret.append(self.removeThingByThing(self.things[i]))
|
||||
return ret
|
||||
else:
|
||||
return None
|
||||
|
||||
def removeThingByID(self, thingID):
|
||||
if thingID in self.things:
|
||||
return self.removeThingByThing(self.things[thingID])
|
||||
else:
|
||||
return None
|
||||
|
||||
def moveThing(self, thing, x, y = -1):
|
||||
newPos = x
|
||||
if y != -1:
|
||||
newPos = self.coordsToInt(x, y)
|
||||
else:
|
||||
x, y = self.intToCoords(x)
|
||||
thing = self.getThingByName(name)
|
||||
if thing:
|
||||
oldPos = self.coordsToInt(thing.x, thing.y)
|
||||
if oldPos in self.thingPos:
|
||||
|
@ -1013,5 +847,5 @@ The closeEnough parameter will create a path that lands beside the source if nec
|
|||
self.thingPos[newPos].append(name)
|
||||
thing.x, thing.y = x, y
|
||||
else:
|
||||
raise RuntimeError("There is nothing by the name of {0}.".format(name))
|
||||
raise RuntimeError("There is nothing to move.".format(name))
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue