YX(game.map_geometry.size.y // 2, game.map_geometry.size.x // 2))
game.things += [t] # TODO refactor into Thing.__init__?
t.player_char = game.get_next_player_char()
- game.sessions[connection_id] = {'thing_id': t.id_}
+ game.sessions[connection_id] = {
+ 'thing_id': t.id_,
+ 'status': 'player'
+ }
game.io.send('LOGIN_OK', connection_id)
t.name = nick
game.io.send('CHAT ' + quote(t.name + ' entered the map.'))
game.changed = True
cmd_LOGIN.argtypes = 'string'
+def cmd_BECOME_ADMIN(game, password, connection_id):
+ player = game.thing_types['Player'](game)
+ if not player:
+ raise GameError('need to be logged in for this')
+ if password in game.admin_passwords:
+ game.sessions[connection_id]['status'] = 'admin'
+ else:
+ raise GameError('wrong password')
+cmd_BECOME_ADMIN.argtypes = 'string'
+
+def cmd_ADMIN_PASSWORD(game, password):
+ game.admin_passwords += [password]
+cmd_ADMIN_PASSWORD.argtypes = 'string'
+
+def cmd_SET_TILE_CONTROL(game, yx, control_char, connection_id):
+ player = game.get_player(connection_id)
+ if not player:
+ raise GameError('need to be logged in for this')
+ if not game.sessions[connection_id]['status'] == 'admin':
+ raise GameError('need to be admin for this')
+ big_yx, little_yx = player.fov_stencil.source_yxyx(yx)
+ map_control = game.get_map(big_yx, 'control')
+ map_control[little_yx] = control_char
+cmd_SET_TILE_CONTROL.argtypes = 'yx:nonneg char'
+
+def cmd_SET_MAP_CONTROL_PASSWORD(game, tile_class, password, connection_id):
+ player = game.get_player(connection_id)
+ if not player:
+ raise GameError('need to be logged in for this')
+ if not game.sessions[connection_id]['status'] == 'admin':
+ raise GameError('need to be admin for this')
+ game.map_control_passwords[tile_class] = password
+ game.changed = True
+cmd_SET_MAP_CONTROL_PASSWORD.argtypes = 'char string'
+
def cmd_NICK(game, nick, connection_id):
for t in [t for t in game.things if t.type_ == 'Player' and t.name == nick]:
raise GameError('name already in use')