return False
return True
- def draw_presets(self, alternate_hex=0):
+ def draw_presets(self, big_yx, type_):
+ if type_ == 1:
+ if big_yx.y < 0:
+ self.terrain = 'X' * self.size_i
+ elif type_ == 2:
+ self.draw_presets_grid(big_yx)
+
+ def draw_presets_grid(self, big_yx):
old_modified = self.modified
if type(self.geometry) == MapGeometrySquare:
self.set_line(0, 'X' * self.geometry.size.x)
if self.inside(yx):
self[yx] = 'X'
+ alternate_hex = big_yx.y % 2
if alternate_hex:
draw_snake(offset + YX(0, 0))
draw_snake(offset + YX((0 + alternate_hex) * distance,
self.map_controls = {}
self.map_control_passwords = {}
self.annotations = {}
- self.spawn_point = YX(0, 0), YX(0, 0)
+ self.spawn_points = []
self.portals = {}
+ self.intro_messages = []
self.player_chars = string.digits + string.ascii_letters
self.players_hat_chars = {}
self.player_char_i = -1
'=': Terrain('=', 'glass', blocks_sound=True, blocks_movement=True),
'T': Terrain('T', 'table', blocks_movement=True),
}
- self.draw_control_presets = True
+ self.draw_control_presets = 1
if os.path.exists(self.io.save_file):
if not os.path.isfile(self.io.save_file):
raise GameError('save file path refers to non-file')
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'):]
if hasattr(t, 'installable') and not t.portable:
self.io.send('THING_INSTALLED %s' % (t.id_), c_id)
if hasattr(t, 'design'):
- self.io.send('THING_HAT %s %s' % (t.id_,
- quote(t.design)), c_id)
+ self.io.send('THING_DESIGN %s %s %s'
+ % (t.id_, t.design_size, quote(t.design)),
+ c_id)
for t in [t for t in player.seen_things if t.carrying]:
# send this last so all carryable things are already created
self.io.send('THING_CARRYING %s %s' % (t.id_, t.carrying.id_),
self.changed = True
def login(self, nick, connection_id):
+ if len(self.sessions) > 200:
+ print('DEBUG LOGIN TOO MANY FOR', connection_id)
+ self.io.send('CHAT "sorry, too many users currenty '
+ 'logged in, try again later"')
+ 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', self.spawn_point)
+ 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] = {
'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)
+ for msg in self.intro_messages:
+ self.io.send('CHAT ' + quote(msg), connection_id)
self.io.send('CHAT ' + quote(t.name + ' entered the map.'))
for s in [s for s in self.things
if s.type_ == 'SpawnPoint' and s.name == t.name]:
t.position = s.position
- break
+ if s.temporary:
+ self.remove_thing(s)
+ break
+ t.try_to_sit()
def run_tick(self):
t = self.get_player(connection_id)
if hasattr(t, 'name'):
self.io.send('CHAT ' + quote(t.name + ' left the map.'))
+ 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:
map_geometry_shape = self.get_map_geometry_shape()
# must come before MAP, otherwise first get_map uses the default
# TODO: refactor into MAP
- write(f, 'MAP_CONTROL_PRESETS %s' % int(self.draw_control_presets))
+ write(f, 'MAP_CONTROL_PRESETS %s' % self.draw_control_presets)
write(f, 'MAP %s %s' % (map_geometry_shape, self.map_geometry.size,))
for terrain in self.terrains.values():
write(f, 'TERRAIN %s %s %s %s %s' % (quote(terrain.character),
write(f, 'GOD_THING_NAME %s %s' % (t.id_, quote(t.name)))
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)))
- elif t.type_ == 'Hat':
- write(f, 'THING_HAT_DESIGN %s %s' % (t.id_,
- quote(t.design)))
elif t.type_ == 'MusicPlayer':
write(f, 'THING_MUSICPLAYER_SETTINGS %s %s %s %s' %
(t.id_, int(t.playing), t.playlist_index, int(t.repeat)))
elif t.type_ == 'Crate':
for item in t.content:
write(f, 'THING_CRATE_ITEM %s %s' % (t.id_, item.id_))
- write(f, 'SPAWN_POINT %s %s' % (self.spawn_point[0],
- self.spawn_point[1]))
+ elif t.type_ == 'SpawnPoint':
+ timestamp = 0
+ if t.temporary:
+ timestamp = int(t.created_at.timestamp())
+ write(f, 'THING_SPAWNPOINT_CREATED %s %s' % (t.id_,
+ timestamp))
+ next_thing_id = self.new_thing_id()
+ for t in [t for t in self.things if t.type_ == 'Player']:
+ write(f, 'THING %s %s SpawnPoint %s'
+ % (t.position[0], t.position[1], next_thing_id))
+ write(f, 'GOD_THING_NAME %s %s' % (next_thing_id, t.name))
+ write(f, 'THING_SPAWNPOINT_CREATED %s %s'
+ % (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]))
+ for msg in self.intro_messages:
+ write(f, 'INTRO_MSG %s' % quote(msg))
maps = self.map_controls
if big_yx not in maps:
maps[big_yx] = SaveableMap(self.map_geometry)
- if self.draw_control_presets and type_ == 'control':
- maps[big_yx].draw_presets(big_yx.y % 2)
+ if type_ == 'control':
+ maps[big_yx].draw_presets(big_yx, self.draw_control_presets)
return maps[big_yx]
def new_world(self, map_geometry):
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))