Beispiel #1
0
async def add_shape(sid: int, data: Dict[str, Any]):
    pr: PlayerRoom = game_state.get(sid)

    if "temporary" not in data:
        data["temporary"] = False

    floor = pr.active_location.floors.select().where(
        Floor.name == data["shape"]["floor"])[0]
    layer = floor.layers.where(Layer.name == data["shape"]["layer"])[0]

    if pr.role != Role.DM and not layer.player_editable:
        logger.warning(
            f"{pr.player.name} attempted to add a shape to a dm layer")
        return
    if data["temporary"]:
        game_state.add_temp(sid, data["shape"]["uuid"])
    else:
        with db.atomic():
            data["shape"]["layer"] = layer
            data["shape"]["index"] = layer.shapes.count()
            # Shape itself
            shape = Shape.create(**reduce_data_to_model(Shape, data["shape"]))
            # Subshape
            type_table = get_table(shape.type_)
            type_table.create(
                shape=shape,
                **type_table.pre_create(
                    **reduce_data_to_model(type_table, data["shape"])),
            )
            # Owners
            for owner in data["shape"]["owners"]:
                ShapeOwner.create(
                    shape=shape,
                    user=User.by_name(owner["user"]),
                    edit_access=owner["edit_access"],
                    movement_access=owner["movement_access"],
                    vision_access=owner["vision_access"],
                )
            # Trackers
            for tracker in data["shape"]["trackers"]:
                Tracker.create(**reduce_data_to_model(Tracker, tracker),
                               shape=shape)
            # Auras
            for aura in data["shape"]["auras"]:
                Aura.create(**reduce_data_to_model(Aura, aura), shape=shape)

    for room_player in pr.room.players:
        is_dm = room_player.role == Role.DM
        for psid in game_state.get_sids(player=room_player.player,
                                        active_location=pr.active_location):
            if psid == sid:
                continue
            if not is_dm and not layer.player_visible:
                continue
            if not data["temporary"]:
                data["shape"] = shape.as_dict(room_player.player, is_dm)
            await sio.emit("Shape.Add",
                           data["shape"],
                           room=psid,
                           namespace=GAME_NS)
Beispiel #2
0
async def add_shape(sid, data):
    sid_data = state.sid_map[sid]
    user = sid_data["user"]
    room = sid_data["room"]
    location = sid_data["location"]

    if "temporary" not in data:
        data["temporary"] = False

    floor = location.floors.select().where(
        Floor.name == data["shape"]["floor"])[0]
    layer = floor.layers.where(Layer.name == data["shape"]["layer"])[0]

    if room.creator != user and not layer.player_editable:
        logger.warning(f"{user.name} attempted to add a shape to a dm layer")
        return
    if data["temporary"]:
        state.add_temp(sid, data["shape"]["uuid"])
    else:
        with db.atomic():
            data["shape"]["layer"] = layer
            data["shape"]["index"] = layer.shapes.count()
            # Shape itself
            shape = Shape.create(**reduce_data_to_model(Shape, data["shape"]))
            # Subshape
            type_table = get_table(shape.type_)
            type_table.create(shape=shape,
                              **reduce_data_to_model(type_table,
                                                     data["shape"]))
            # Owners
            ShapeOwner.create(shape=shape, user=user)
            # Trackers
            for tracker in data["shape"]["trackers"]:
                Tracker.create(**reduce_data_to_model(Tracker, tracker),
                               shape=shape)
            # Auras
            for aura in data["shape"]["auras"]:
                Aura.create(**reduce_data_to_model(Aura, aura), shape=shape)

    if layer.player_visible:
        for room_player in room.players:
            for psid in state.get_sids(user=room_player.player, room=room):
                if psid == sid:
                    continue
                if not data["temporary"]:
                    data["shape"] = shape.as_dict(room_player.player, False)
                await sio.emit("Shape.Add",
                               data["shape"],
                               room=psid,
                               namespace="/planarally")

    for csid in state.get_sids(user=room.creator, room=room):
        if csid == sid:
            continue
        if not data["temporary"]:
            data["shape"] = shape.as_dict(room.creator, True)
        await sio.emit("Shape.Add",
                       data["shape"],
                       room=csid,
                       namespace="/planarally")