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Fix bug adding new spawn points on each server relaunch.
authorChristian Heller <c.heller@plomlompom.de>
Sat, 26 Dec 2020 22:01:07 +0000 (23:01 +0100)
committerChristian Heller <c.heller@plomlompom.de>
Sat, 26 Dec 2020 22:01:07 +0000 (23:01 +0100)
plomrogue/game.py

index dc5924d4d1d43292db9f11c7bbf572a6d2f97350..793c322deb6c4f296348d7c19ac4b562b7ef794f 100755 (executable)
@@ -130,7 +130,7 @@ class Game(GameBase):
         self.map_controls = {}
         self.map_control_passwords = {}
         self.annotations = {}
         self.map_controls = {}
         self.map_control_passwords = {}
         self.annotations = {}
-        self.spawn_points = [(YX(0, 0), YX(0, 0))]
+        self.spawn_points = []
         self.portals = {}
         self.player_chars = string.digits + string.ascii_letters
         self.players_hat_chars = {}
         self.portals = {}
         self.player_chars = string.digits + string.ascii_letters
         self.players_hat_chars = {}
@@ -195,6 +195,12 @@ class Game(GameBase):
             return self.thing_types.keys()
         return None
 
             return self.thing_types.keys()
         return None
 
+    def get_default_spawn_point(self):
+        import random
+        if len(self.spawn_points) == 0:
+            return (YX(0, 0), YX(0, 0))
+        return random.choice(self.spawn_points)
+
     def get_map_geometry_shape(self):
         return self.map_geometry.__class__.__name__[len('MapGeometry'):]
 
     def get_map_geometry_shape(self):
         return self.map_geometry.__class__.__name__[len('MapGeometry'):]
 
@@ -334,13 +340,12 @@ class Game(GameBase):
         self.changed = True
 
     def login(self, nick, connection_id):
         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
         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', random.choice(self.spawn_points))
+        t = self.add_thing('Player', self.get_default_spawn_point())
         t.name = nick
         t.thing_char = self.get_next_player_char()
         self.sessions[connection_id] = {
         t.name = nick
         t.thing_char = self.get_next_player_char()
         self.sessions[connection_id] = {
@@ -595,7 +600,7 @@ class Game(GameBase):
                       % (next_thing_id, int(datetime.datetime.now().timestamp())))
                 next_thing_id += 1
             for s in self.spawn_points:
                       % (next_thing_id, int(datetime.datetime.now().timestamp())))
                 next_thing_id += 1
             for s in self.spawn_points:
-                 write(f, 'SPAWN_POINT %s %s' % (s[0], s[1]))
+                write(f, 'SPAWN_POINT %s %s' % (s[0], s[1]))
 
 
 
 
 
 
@@ -616,7 +621,6 @@ class Game(GameBase):
         self.annotations = {}
         self.portals = {}
         self.admin_passwords = []
         self.annotations = {}
         self.portals = {}
         self.admin_passwords = []
-        self.spawn_point = YX(0, 0), YX(0, 0)
         self.map_geometry = map_geometry
         self.map_control_passwords = {'X': 'secret'}
         self.get_map(YX(0, 0))
         self.map_geometry = map_geometry
         self.map_control_passwords = {'X': 'secret'}
         self.get_map(YX(0, 0))