Exemple #1
0
    # go through any newly connected players
    for id in mud.get_new_players():

        # add the new player to the dictionary, noting that they've not been
        # named yet.
        # The dictionary key is the player's id number. Start them off in the
        # 'Tavern' room.
        # Try adding more player stats - level, gold, inventory, etc
        players[id] = {
            "name": None,
            "room": "Tavern",
        }

        # send the new player a prompt for their name
        mud.send_message(id, "What is your name?")

    # go through any recently disconnected players
    for id in mud.get_disconnected_players():

        # if for any reason the player isn't in the player map, skip them and
        # move on to the next one
        if id not in players:
            continue

        # go through all the players in the game
        for pid, pl in players.items():
            # send each player a message to tell them about the diconnected
            # player
            mud.send_message(pid,
                             "{} quit the game".format(players[id]["name"]))
Exemple #2
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    # go through any newly connected players
    while mud.events_new_player:
        player_id = mud.events_new_player.popleft()

        # add the new player to the dictionary, noting that they've not been
        # named yet.
        # The dictionary key is the player's id number. We set their room to
        # None initially until they have entered a name
        # Try adding more player stats - level, gold, inventory, etc
        players[player_id] = {
            "name": None,
            "room": None,
        }

        # send the new player a prompt for their name
        mud.send_message(player_id, "What is your name?")

    # go through any recently disconnected players
    while mud.events_player_left:
        player_id = mud.events_player_left.popleft()

        # if for any reason the player isn't in the player map, skip them and
        # move on to the next one
        if player_id not in players:
            continue

        # go through all the players in the game
        for pid, pl in players.items():
            # send each player a message to tell them about the disconnected
            # player
            mud.send_message(pid, "{} quit the game".format(
Exemple #3
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        show_timing(previous_timing, "resting")

    # go through any new commands sent from players
    for id, command, params in mud.get_commands():
        # if for any reason the player isn't in the player map, skip them and
        # move on to the next one
        if id not in players:
            continue

        if command.lower() == "startover" and \
           players[id]['exAttribute0'] is not None and \
           players[id]['authenticated'] is None:
            if not os.path.isfile(".disableRegistrations"):
                players[id]['idleStart'] = int(time.time())
                mud.send_message(
                    id, "<f220>Ok, Starting character creation " +
                    "from the beginning!\n")
                players[id]['exAttribute0'] = 1000

        if command.lower() == "exit" and \
           players[id]['exAttribute0'] is not None and \
           players[id]['authenticated'] is None:
            players[id]['idleStart'] = int(time.time())
            mud.send_message(id, "<f220>Ok, leaving the character creation.\n")
            players[id]['exAttribute0'] = None
            mud.send_message(
                id, "<f15>What is your username?<r>\n<f246>Type " +
                "'<f253>new<r><f246>' to create a character.\n\n")
            id_str = str(id)
            log("Player ID " + id_str + " has aborted character creation.",
                "info")
Exemple #4
0
            continue

        # if the player hasn't given their name yet, use this first command as
        # their name and move them to the starting room.
        if players[id]["name"] is None:
            welcomeNewPlayer(id, command)

        # each of the possible commands is handled below. Try adding new
        # commands to the game!

        # 'help' command
        elif command == "help":
            printHelp(id)

        # 'say' command
        elif command == "say":
            cmdSay(id, params)

        # 'look' command
        elif command == "look" or command == "l":
            cmdLook(id)

        # 'go' command
        elif command == "go":
            cmdGo(id, params)

        # some other, unrecognised command
        else:
            # send back an 'unknown command' message
            mud.send_message(id, f"Unknown command '{command}'")
				corpses[len(corpses)] = { 'room': players[pid]['room'], 'name': str(players[pid]['name'] + '`s corpse'), 'inv': players[pid]['inv'], 'died': int(time.time()), 'TTL': players[pid]['corpseTTL'], 'owner': 1 }
				# Clear player's inventory, it stays on the corpse
				# This is bugged, causing errors when picking up things after death
				# players[pid]['inv'] = ''
				players[pid]['isInCombat'] = 0
				players[pid]['lastRoom'] = players[pid]['room']
				players[pid]['room'] = '$rid=666$'
				fightsCopy = deepcopy(fights)
				for (fight, pl) in fightsCopy.items():
					if fightsCopy[fight]['s1id'] == pid or fightsCopy[fight]['s2id'] == pid:
						del fights[fight]
				for (pid2, pl) in list(players.items()):
					if players[pid2]['authenticated'] is not None \
						and players[pid2]['room'] == players[pid]['lastRoom'] \
						and players[pid2]['name'] != players[pid]['name']:
						mud.send_message(pid2, '<u><f32>{}<r> <f124>has been killed.'.format(players[pid]['name']))
				players[pid]['lastRoom'] = None
				mud.send_message(pid, '<b88><f158>Oh dear! You have died!')

				# Add Player Death event (ID:666) to eventSchedule
				addToScheduler(666, pid, eventSchedule, scriptedEventsDB)

				players[pid]['hp'] = 4

	# Handle Fights
	for (fid, pl) in list(fights.items()):
		# PC -> PC
		if fights[fid]['s1type'] == 'pc' and fights[fid]['s2type'] == 'pc':
			if players[fights[fid]['s1id']]['room'] == players[fights[fid]['s2id']]['room']:
				if int(time.time()) >= players[fights[fid]['s1id']]['lastCombatAction'] + 10 - players[fights[fid]['s1id']]['agi']:
					if players[fights[fid]['s2id']]['isAttackable'] == 1:
while True:

    # calling update for uptodate information
    mud.update()

    # go through any newly connected players
    for id in mud.get_new_players():

        # adding  the new player to the dictionary with their name and room empty
        players[id] = {
            "name": None,
            "room": None,
        }

        # ask the new player for their name
        mud.send_message(id, "What is your name?")

    # go through any recently disconnected players
    for id in mud.get_disconnected_players():

        # if player not present continue the loop
        if id not in players:
            continue

        # go through all the players in the game
        for pid, pl in players.items():
            # send each player a message to tell them about the diconnected player
            mud.send_message(pid,
                             "{} quit the game".format(players[id]["name"]))

        # remove the player's entry
Exemple #7
0
    # go through any newly connected players
    for id in mud.get_new_players():

        # add the new player to the dictionary, noting that they've not been
        # named yet.
        # The dictionary key is the player's id number. Start them off in the
        # 'Tavern' room.
        # Try adding more player stats - level, gold, inventory, etc
        players[id] = {
            "name": None,
            "room": "Tavern",
        }

        # send the new player a prompt for their name
        mud.send_message(id, "What is your name?")

    # go through any recently disconnected players
    for id in mud.get_disconnected_players():

        # if for any reason the player isn't in the player map, skip them and
        # move on to the next one
        if id not in players: continue

        # go through all the players in the game
        for pid, pl in players.items():
            # send each player a message to tell them about the diconnected player
            mud.send_message(pid, "%s quit the game" % players[id]["name"])

        # remove the player's entry in the player dictionary
        del (players[id])
Exemple #8
0
    # go through any newly connected players
    for id in mud.get_new_players():

        # add the new player to the dictionary, noting that they've not been
        # named yet.
        # The dictionary key is the player's id number. We set their room to
        # None initially until they have entered a name
        # Try adding more player stats - level, gold, inventory, etc
        players[id] = {
            "name": None,
            "room": None,
        }

        # send the new player a prompt for their name
        mud.send_message(id, "What is your name?")

    # go through any recently disconnected players
    for id in mud.get_disconnected_players():

        # if for any reason the player isn't in the player map, skip them and
        # move on to the next one
        if id not in players:
            continue

        # go through all the players in the game
        for pid, pl in players.items():
            # send each player a message to tell them about the diconnected
            # player
            mud.send_message(pid, "{} quit the game".format(
                                                        players[id]["name"]))
Exemple #9
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class MudServerWorker(threading.Thread):
    def __init__(self, q, *args, **kwargs):
        self.keep_running = True
        imported_lib = import_files(**import_paths)
        library.store_lib(imported_lib)
        self.start_location = Location(
            "Starting Location", "This is the default starting location.")
        if "Marston Basement" in library.locations:
            self.start_location = library.locations["Marston Basement"]
        super().__init__(*args, **kwargs)

    # Cannot call mud.shutdown() here because it will try to call the sockets in run on the final go through
    def shutdown(self):
        self.keep_running = False

    def run(self):
        logging.info("Starting server.")
        self.mud = MudServer()
        library.store_server(self.mud)
        logging.info("Server started successfully.")
        # main game loop. We loop forever (i.e. until the program is terminated)
        while self.keep_running:
            try:
                server_command = self.q.get(block=False)
                if server_command is not None:
                    if server_command.command_type == ServerCommandEnum.BROADCAST_MESSAGE:
                        self.mud.send_message_to_all(server_command.params)
                    elif server_command.command_type == ServerCommandEnum.GET_PLAYERS:
                        logging.info("Players: ")
                        for player in control.Player.player_ids.values():
                            logging.info(str(player))

            except Exception:
                pass

            # 'update' must be called in the loop to keep the game running and give
            # us up-to-date information
            self.mud.update()

            # handle events on the server_queue
            while (len(self.mud.server_queue) > 0):
                event = self.mud.server_queue.popleft()
                logging.info(event)
                id = event.id
                if event.type is EventType.PLAYER_JOIN:
                    logging.info("Player %s joined." % event.id)
                    # notifying the player of their class, creating the character
                    self.mud.send_message(id, "Welcome to MuddySwamp!")
                    PlayerClass = library.random_class.get()
                    self.mud.send_message(id, "You are a(n) %s" % PlayerClass)
                    self.mud.send_message(id, "What is your name?")
                    # creating a controler (a 'Player'), then giving that Player control of a new character
                    # of whatever class the player is
                    new_player = control.Player(event.id)
                    new_character = PlayerClass()
                    new_player.assume_control(new_character)

                elif event.type is EventType.MESSAGE_RECEIVED:
                    # log the message
                    logging.debug("Event message: " + event.message)
                    control.Player.send_command(id, event.message)

                elif event.type is EventType.PLAYER_DISCONNECT:
                    # logging data of the player
                    player = control.Player.player_ids[id]
                    logging.info("%s left" % player)
                    if player.receiver is not None:
                        pass
                        #self.mud.send_message_to_all("%s quit the game" % player.receiver)
                    control.Player.remove_player(id)

            # temporary: move this to a better place later
            for id, msg in control.Player.receive_messages():
                self.mud.send_message(id, msg)

        # Shut down the mud instance after the while loop finishes
        self.mud.shutdown()
Exemple #10
0
    # go through any newly connected players
    for id in mud.get_new_players():
        # add the new player to the dictionary, noting that they've not been
        # named yet. The dictionary key is the player's id number. We set their
        # room to None initially until they have entered a name
        # Try adding more player stats - level, gold, inventory, etc
        players[id] = {
            "name": None,
            "money": data["defaults"]["money"],
            "inventory": [],
            "room": None,
        }

        # send the new player a prompt for their name
        mud.send_message(id, "What is your username?")
    # go through any recently disconnected players
    for id in mud.get_disconnected_players():
        # if for any reason the player isn't in the player map, skip them and
        # move on to the next one
        if id not in players:
            continue
        # go through all the players in the game
        for pid, pl in players.items():
            # send each player a message to tell them about the diconnected
            # player
            mud.send_message(pid,
                             "{} quit the game".format(players[id]["name"]))
        # remove the player's entry in the player dictionary
        del (players[id])
    # go through any new commands sent from players
        # add the new player to the dictionary, noting that they've not been
        # named yet.
        # The dictionary key is the player's id number. We set their room to
        # None initially until they have entered a name
        # Try adding more player stats - level, gold, inventory, etc
        players[id] = {
            "name": None,
            "room": None,
            "level": 1,
            "hp": 50,
            "inventory": [items.PlainBread()],
            "gold": 5
        }

        # send the new player a prompt for their name
        mud.send_message(id, "|-----------------|")
        mud.send_message(id, "| Zomb1e Survival |")
        mud.send_message(id, "|-----------------|\n")
        mud.send_message(id, "What is your name?")
    # go through any recently disconnected players
    for id in mud.get_disconnected_players():

        # if for any reason the player isn't in the player map, skip them and
        # move on to the next one
        if id not in players:
            continue

        # go through all the players in the game
        for pid, pl in players.items():
            # send each player a message to tell them about the diconnected
            # player
Exemple #12
0
    # 'update' must be called in the loop to keep the game running and give
    # us up-to-date information
    mud.update()

    # go through any newly connected players
    for id in mud.get_new_players():

        # add the new player to the dictionary, noting that they've not been
        # named yet.
        # The dictionary key is the player's id number. Start them off in the
        # 'Tavern' room.
        # Try adding more player stats - level, gold, inventory, etc
        active_players[id] = {"name": "temp", "room": "temp", "inventory": []}

        # send the new player a prompt for their name
        mud.send_message(id, "What is your name?")

    # go through any recently disconnected players
    for id in mud.get_disconnected_players():

        # if for any reason the player isn't in the player map, skip them and
        # move on to the next one
        if id not in active_players:
            continue

        # go through all the players in the game
        for pid in active_players:
            # send each player a message to tell them about the disconnected player
            mud.send_message(pid,
                             "%s quit the game" % active_players[id]["name"])
Exemple #13
0
 
 # go through any newly connected players
 for id in mud.get_new_players():
 
     # add the new player to the dictionary, noting that they've not been
     # named yet.
     # The dictionary key is the player's id number. Start them off in the 
     # 'Tavern' room.
     # Try adding more player stats - level, gold, inventory, etc
     players[id] = { 
         "name": None,
         "room": "Tavern",
     }
     
     # send the new player a prompt for their name
     mud.send_message(id,"What is your name?")
     
 
 # go through any recently disconnected players    
 for id in mud.get_disconnected_players():
 
     # if for any reason the player isn't in the player map, skip them and 
     # move on to the next one
     if id not in players: continue
     
     # go through all the players in the game
     for pid,pl in players.items():
         # send each player a message to tell them about the diconnected player
         mud.send_message(pid,"%s quit the game" % players[id]["name"])
         
     # remove the player's entry in the player dictionary
Exemple #14
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            "room": None,
            "credits": 100,
            "inventory": ["xp booster", "watermelon", "xp booster"],
            "npcChosen": "",
            "xp": 0,
            "level": 1,
            "maxHp": 15,
            "hp": 15,
            "atk": 3,
            "def": 1,
            "spd": 7,
            "currentAttackTime": 0,
        }

        # send the new player a prompt for their name
        mud.send_message(id, "What is your name?")

    # go through any recently disconnected players
    for id in mud.get_disconnected_players():

        # if for any reason the player isn't in the player map, skip them and
        # move on to the next one
        if id not in players:
            continue

        # go through all the players in the game
        for pid, pl in players.items():
            # send each player a message to tell them about the diconnected
            # player
            mud.send_message(pid,
                             "{} quit the game".format(players[id]["name"]))
Exemple #15
0
        # add the new player to the dictionary, noting that they've not been
        # named yet.
        # The dictionary key is the player's id number. We set their room to
        # None initially until they have entered a name
        # Try adding more player stats - level, gold, inventory, etc
        players[id] = {
            "name": None,
            "room": None,
            "health": 100,
            "sabateur": 'No',
            "temp": np.random.randint(979, 987) / 10,
        }

        # send the new player a prompt for their name
        mud.send_message(id, "What is your name?")

    # go through any recently disconnected players
    for id in mud.get_disconnected_players():

        # if for any reason the player isn't in the player map, skip them and
        # move on to the next one
        if id not in players:
            continue

        # go through all the players in the game
        for pid, pl in players.items():
            # send each player a message to tell them about the diconnected
            # player
            mud.send_message(pid,
                             "{} quit the game".format(players[id]["name"]))
Exemple #16
0
				corpses[len(corpses)] = { 'room': players[pid]['room'], 'name': str(players[pid]['name'] + '`s corpse'), 'inv': players[pid]['inv'], 'died': int(time.time()), 'TTL': players[pid]['corpseTTL'], 'owner': 1 }
				# Clear player's inventory, it stays on the corpse
				# This is bugged, causing errors when picking up things after death
				# players[pid]['inv'] = ''
				players[pid]['isInCombat'] = 0
				players[pid]['lastRoom'] = players[pid]['room']
				players[pid]['room'] = '$rid=666$'
				fightsCopy = deepcopy(fights)
				for (fight, pl) in fightsCopy.items():
					if fightsCopy[fight]['s1id'] == pid or fightsCopy[fight]['s2id'] == pid:
						del fights[fight]
				for (pid2, pl) in list(players.items()):
					if players[pid2]['authenticated'] is not None \
						and players[pid2]['room'] == players[pid]['lastRoom'] \
						and players[pid2]['name'] != players[pid]['name']:
						mud.send_message(pid2, '<u><f32>{}<r> <f124>has been killed.'.format(players[pid]['name']))
				players[pid]['lastRoom'] = None
				mud.send_message(pid, '<b88><f158>Oh dear! You have died!')

				# Add Player Death event (ID:666) to eventSchedule
				addToScheduler(666, pid, eventSchedule, scriptedEventsDB)

				players[pid]['hp'] = 4

	# Handle Fights
	for (fid, pl) in list(fights.items()):
		# PC -> PC
		if fights[fid]['s1type'] == 'pc' and fights[fid]['s2type'] == 'pc':
			if players[fights[fid]['s1id']]['room'] == players[fights[fid]['s2id']]['room']:
				if int(time.time()) >= players[fights[fid]['s1id']]['lastCombatAction'] + 10 - players[fights[fid]['s1id']]['agi']:
					if players[fights[fid]['s2id']]['isAttackable'] == 1: