blocks_sound, blocks_movement)
cmd_TERRAIN.argtypes = 'char string bool bool bool'
+def cmd_TERRAIN_TAG(game, character, tag):
+ if not character in game.terrains:
+ raise GameError('terrain does not exist: %s' % character)
+ game.terrains[character].tags.add(tag)
+cmd_TERRAIN_TAG.argtypes = 'char string'
+
def cmd_ALL(game, msg, connection_id):
speaker = game.get_player(connection_id)
if not speaker:
raise GameError('need to be logged in for this')
+ if speaker.drunk > 0:
+ import random
+ drunken_msg = ''
+ for c in msg:
+ if random.random() > 0.85:
+ c = random.choice(['l', 'll', 'n', 'nhg', 'w', 'wl', 'bw'])
+ drunken_msg += c
+ msg = drunken_msg
speaker.sound(speaker.name, msg)
cmd_ALL.argtypes = 'string'
nick = nick.strip()
if len(nick) == 0:
raise GameError('empty name')
- for t in [t for t in game.things if t.type_ == 'Player' and t.name == nick]:
- raise GameError('name already in use')
if game.get_player(connection_id):
raise GameError('cannot log in twice')
- t = game.add_thing('Player', game.spawn_point)
- t.name = nick
- t.thing_char = game.get_next_player_char()
- game.sessions[connection_id] = {
- 'thing_id': t.id_,
- 'status': 'player'
- }
- game.io.send('PLAYER_ID %s' % t.id_, connection_id)
- game.io.send('LOGIN_OK', connection_id)
- game.io.send('CHAT ' + quote(t.name + ' entered the map.'))
- for s in [s for s in game.things
- if s.type_ == 'SpawnPoint' and s.name == t.name]:
- t.position = s.position
- break
- # game.changed = True # handled by game.add_thing
+ game.login_requests += [(nick, connection_id)]
cmd_LOGIN.argtypes = 'string'
def cmd_BECOME_ADMIN(game, password, connection_id):
t.protection = protection_char
cmd_GOD_THING_PROTECTION.argtypes = 'int:pos char'
-def cmd_THING_DOOR_CLOSED(game, thing_id):
+def cmd_THING_DOOR_CLOSED(game, thing_id, locked):
t = game.get_thing(thing_id)
if not t:
raise GameError('thing of ID %s not found' % thing_id)
if not t.type_ == 'Door':
raise GameError('thing of ID %s not door' % thing_id)
t.close()
-cmd_THING_DOOR_CLOSED.argtypes = 'int:pos'
+ if locked:
+ t.lock()
+cmd_THING_DOOR_CLOSED.argtypes = 'int:pos bool'
def cmd_THING_MUSICPLAYER_SETTINGS(game, thing_id, playing, index, repeat):
t = game.get_thing(thing_id)
raise GameError('thing of ID %s not a hat' % thing_id)
t.design = design
cmd_THING_HAT_DESIGN.argtypes = 'int:pos string'
+
+def cmd_THING_DOOR_KEY(game, key_id, door_id):
+ key = game.get_thing(key_id)
+ if not key:
+ raise GameError('thing of ID %s not found' % key_id)
+ if key.type_ != 'DoorKey':
+ raise GameError('thing of ID %s not a door key' % key_id)
+ door = game.get_thing(door_id)
+ if not door:
+ raise GameError('thing of ID %s not found' % door_id)
+ if door.type_ != 'Door':
+ raise GameError('thing of ID %s not a door' % key_id)
+ key.door = door
+cmd_THING_DOOR_KEY.argtypes = 'int:pos int:pos'
+
+def cmd_THING_CRATE_ITEM(game, crate_id, item_id):
+ crate = game.get_thing(crate_id)
+ if not crate:
+ raise GameError('thing of ID %s not found' % crate_id)
+ if crate.type_ != 'Crate':
+ raise GameError('thing of ID %s not a crate' % crate_id)
+ item = game.get_thing(item_id)
+ if not item:
+ raise GameError('thing of ID %s not found' % item_id)
+ if item.type_ == 'Crate':
+ raise GameError('thing of ID %s is a crate' % item_id)
+ crate.accept(item)
+cmd_THING_CRATE_ITEM.argtypes = 'int:pos int:pos'