self.map_controls = {}
self.map_control_passwords = {}
self.annotations = {}
- self.spawn_point = YX(0, 0), YX(0, 0)
+ self.spawn_points = [(YX(0, 0), YX(0, 0))]
self.portals = {}
self.player_chars = string.digits + string.ascii_letters
self.players_hat_chars = {}
self.changed = True
def login(self, nick, connection_id):
+ import random
for t in [t for t in self.things
if t.type_ == 'Player' and t.name == nick]:
self.io.send('GAME_ERROR ' + quote('name already in use'),
connection_id)
return
- t = self.add_thing('Player', self.spawn_point)
+ t = self.add_thing('Player', random.choice(self.spawn_points))
t.name = nick
t.thing_char = self.get_next_player_char()
self.sessions[connection_id] = {
'thing_id': t.id_,
'status': 'player'
}
+ print('DEBUG LOGIN', t.name, len(self.sessions))
self.io.send('PLAYER_ID %s' % t.id_, connection_id)
self.io.send('LOGIN_OK', connection_id)
self.io.send('CHAT ' + quote(t.name + ' entered the map.'))
if s.temporary:
self.remove_thing(s)
break
+ t.try_to_sit()
def run_tick(self):
spawn_point = self.add_thing('SpawnPoint', t.position)
spawn_point.temporary = True
spawn_point.name = t.name
+ print('DEBUG LEFT MAP', t.name)
self.remove_thing(t)
to_delete += [connection_id]
for connection_id in to_delete:
if hasattr(t, 'installable') and (not t.portable):
write(f, 'THING_INSTALLED %s' % t.id_)
if hasattr(t, 'design'):
+ if t.type_ != 'Hat':
+ write(f, 'GOD_THING_DESIGN_SIZE %s %s' % (t.id_,
+ t.design_size))
write(f, 'GOD_THING_DESIGN %s %s' % (t.id_, quote(t.design)))
if t.type_ == 'Door' and t.blocks_movement:
write(f, 'THING_DOOR_CLOSED %s %s' % (t.id_, int(t.locked)))
write(f, 'THING_SPAWNPOINT_CREATED %s %s'
% (next_thing_id, int(datetime.datetime.now().timestamp())))
next_thing_id += 1
- write(f, 'SPAWN_POINT %s %s' % (self.spawn_point[0],
- self.spawn_point[1]))
+ for s in self.spawn_points:
+ write(f, 'SPAWN_POINT %s %s' % (s[0], s[1]))