Beispiel #1
0
def handle_existing_pass(player, command):
    player_db = lookup_player(player.name)

    if player_db is None:
        print_to_player(player, PrintArg.UNABLE_TO_RETRIEVE_CHAR)
        player.wait_state = PlayerWaitStates.THEIR_NAME
        return 1

    pid = player_db.id
    # clear pnames if this fails, cause failures are being logged
    # again, what
    if not check_player_pass(player_db, command):
        print_to_player(player, PrintArg.INCORRECT_PASSWORD)
        player.name = ''
        player.wait_state = PlayerWaitStates.THEIR_NAME
        return 1

    roomResult = lookup_room(player.coords)

    if roomResult is None:
        assert adjust_player_location(player, 0) == 0

    player.id = pid
    print_room_to_player(player, roomResult)

    reset_player_state(player)
    player.connected = True

    print("Player name " + player.name + " connected on socket " + str(
        player.socket_num))
    return 0
Beispiel #2
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def do_info_cmd(player, info):
    if info.subtype == InfoRequest.INFO_ROOM:
        roomResult = lookup_room(player.coords)
        print_room_to_player(player, roomResult.results())

    if info.subtype == InfoRequest.INFO_COMMANDS:
        print_to_player(player, PrintArg.PLAYER_SHOW_COMMANDS)
    if info.subtype == InfoRequest.INFO_PLAYERS:
        print_to_player(player, PrintArg.LISTPLAYERS)
    if info.subtype == InfoRequest.INFO_MAP:
        print("ADD ME")
Beispiel #3
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def alter_room_name(player, command):
    if command is not None and command[0] is not 'y':
        print_to_player(player, PrintArg.PRINT_EXITING_CMD_WAIT)
        reset()

    result = adjust_room_name(player)
    if result == 0:
        print_to_player(player, PrintArg.PRINT_ADJUSTMENT_SUCCESSFUL)
    elif result == 1:
        print_to_player(player, PrintArg.PRINT_COULDNT_ADJUST_ROOM)
    elif result == 2:
        print_to_player(player, PrintArg.PRINT_INSUFFICIENT_PERMISSIONS)

    reset(player)
    roomResult = lookup_room(player.coords)
    print_room_to_player(player, roomResult)
Beispiel #4
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def alter_room_desc(player, command):
    if command is not None and command[0] is not 'y':
        print_to_player(player, PrintArg.PRINT_EXITING_CMD_WAIT)
        src.players.PlayerManagement.reset_player_state(player)

    result = adjust_room_desc(player)
    if result == 0:
        print_to_player(player, PrintArg.PRINT_ADJUSTMENT_SUCCESSFUL)
    elif result is 1:
        print_to_player(player, PrintArg.PRINT_COULDNT_ADJUST_ROOM)
    elif result is 2:
        print_to_player(player, PrintArg.PRINT_INSUFFICIENT_PERMISSIONS)

    reset(player)
    roomResult = lookup_room(player.coords)
    print_room_to_player(player, roomResult)
Beispiel #5
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def remove_players_from_room(coords, target_room, players_in_room):
    from src.io.OutputBuilder import print_to_player, print_room_to_player
    from src.players.PlayerManagement import get_player_by_id, adjust_player_location
    queryResult = players_in_room(target_room.rid)

    for i in range(0, len(queryResult.results)):
        if queryResult.results[i].id == 0:
            break

        player = get_player_by_id(queryResult.results[i].id)

        if not player.coords.x == coords.x and player.coords.y == coords.y and player.coords.z == coords.z:
            continue

        print_to_player(player, OutputBuilder.PrintArg.PRINT_REMOVED_FROM_ROOM)
        room = lookup_room(coords)
        adjust_player_location(player, room.rid)
        room = lookup_room(player.coords)
        print_room_to_player(player, room)

    return 0
Beispiel #6
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def handle_room_creation(player, command):
    if command is not None and command[0] is not 'y':
        print_to_player(player, PrintArg.PRINT_EXITING_CMD_WAIT)
        reset(player)

    dest_coords = src.players.PlayerMovement.calc_coords_from_playerloc_and_dir(
        player)
    roomResult = lookup_room(dest_coords)

    if roomResult.id > 0:
        print_to_player(player, PrintArg.PRINT_ROOM_ALREADY_EXISTS)
        reset(player)
        return

    # check here for their perms
    # print_to_player(player, PRINT_INSUFFICIENT_PERMISSIONS)

    rconfig = RoomBlueprint()
    rconfig.name = "NULL SPACE"
    rconfig.coords = dest_coords
    rconfig.desc = "It is pitch black. You are likely to be eaten by a null character."
    rconfig.owner = player.name
    rconfig.flags = "none"

    existing = lookup_room(player.coords)
    new = insert_room(rconfig)

    if new is None:
        print_to_player(player, PrintArg.PRINT_ROOM_CREATION_FAILURE)
        return

    print_to_player(player, PrintArg.PRINT_ROOM_CREATION_SUCCESS)

    info = get_command_info(player.store)
    link_rooms(info.subtype, existing, new)

    existing = lookup_room(player.coords)
    print_room_to_player(player, existing)
    reset(player)
Beispiel #7
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def handle_new_pass(player, command):
    from src.io.OutputBuilder import print_to_player, PrintArg, print_room_to_player
    if command != player.store or len(command) != len(player.store):
        print_to_player(player, PrintArg.MISMATCH_PW_SET)

        player.wait_state = PlayerWaitStates.THEIR_NAME
        player.store = ''
        return 1

    print_to_player(player, PrintArg.ATTEMPT_CREATE_USR)

    if insert_player(player, command) == -1:
        print_to_player(player, PrintArg.PLAYER_CREATION_FAILED)
        shutdown_socket(player)
        return 1

    reset_player_state(player)
    roomResult = lookup_room_by_id(0)
    print_room_to_player(player, roomResult)

    print("Player name " + player.name + " connected on socket " + str(
        player.socket_num))
    return 0
Beispiel #8
0
def do_movement_cmd(player, info):
    direction = Movement.DIR_NOT
    origin = player.coords
    destination = {0}

    if info.subtype == Movement.DIR_NORTH:
        direction = Movement.DIR_NORTH
        destination.y = origin.y + 1
    elif info.subtype == Movement.DIR_EAST:
        direction = Movement.DIR_EAST
        destination.x = origin.x + 1
    elif info.subtype == Movement.DIR_SOUTH:
        direction = Movement.DIR_SOUTH
        destination.y = origin.y - 1
    elif info.subtype == Movement.DIR_WEST:
        direction = Movement.DIR_WEST
        destination.x = origin.x - 1
    elif info.subtype == Movement.DIR_DOWN:
        direction = Movement.DIR_DOWN
        destination.z = origin.z - 1
    elif info.subtype == Movement.DIR_UP:
        direction = Movement.DIR_UP
        destination.z = origin.z + 1
    elif info.subtype == Movement.DIR_NORTHWEST:
        direction = Movement.DIR_NORTHWEST
        destination.x = origin.x - 1
        destination.y = origin.y + 1
    elif info.subtype == Movement.DIR_NORTHEAST:
        direction = Movement.DIR_NORTHEAST
        destination.x = origin.x + 1
        destination.y = origin.y + 1
    elif info.subtype == Movement.DIR_SOUTHWEST:
        direction = Movement.DIR_SOUTHWEST
        destination.x = origin.x - 1
        destination.y = origin.y - 1
    elif info.subtype == Movement.DIR_SOUTHEAST:
        direction = Movement.DIR_SOUTHEAST
        destination.x = origin.x + 1
        destination.y = origin.y - 1

    dest_room = lookup_room(destination)
    if dest_room is None:
        print("oh no")
        # do something

    rv = lookup_room_exits(origin, dest_room)

    if rv == -1:
        print_to_player(player, PrintArg.PRINT_INVAL_DIR)
        return
    elif rv == -2:
        # send them back to origin room, somewhere they shouldn't be
        destination.x = 0
        destination.y = 0
        destination.z = 0
        print_to_player(player, PrintArg.PRINT_INVAL_DIR)
        # check me
    else:
        print_to_player(player, direction)

    adjust_player_location(player, dest_room.id)
    print_room_to_player(player, dest_room)