def on_input_data_recieved(self, contained: loaders.InputData) -> None: if not self.hp: return world_object = self.world_object returned = self.on_walk_update(contained.up, contained.down, contained.left, contained.right) if returned is not None: up, down, left, right = returned if (up != contained.up or down != contained.down or left != contained.left or right != contained.right): (contained.up, contained.down, contained.left, contained.right) = returned # XXX unsupported # self.send_contained(contained) if not self.freeze_animation: world_object.set_walk(contained.up, contained.down, contained.left, contained.right) contained.player_id = self.player_id z_vel = world_object.velocity.z if contained.jump and not (z_vel >= 0 and z_vel < 0.017): contained.jump = False # XXX unsupported for now # returned = self.on_animation_update(contained.primary_fire, # contained.secondary_fire, contained.jump, # contained.crouch) # if returned is not None: # fire1, fire2, jump, crouch = returned # if (fire1 != contained.primary_fire or # fire2 != contained.secondary_fire or # jump != contained.jump or # crouch != contained.crouch): # (contained.primary_fire, contained.secondary_fire, # contained.jump, contained.crouch) = returned # self.send_contained(contained) returned = self.on_animation_update( contained.jump, contained.crouch, contained.sneak, contained.sprint) if returned is not None: jump, crouch, sneak, sprint = returned if (jump != contained.jump or crouch != contained.crouch or sneak != contained.sneak or sprint != contained.sprint): (contained.jump, contained.crouch, contained.sneak, contained.sprint) = returned self.send_contained(contained) if not self.freeze_animation: world_object.set_animation( contained.jump, contained.crouch, contained.sneak, contained.sprint) if self.filter_visibility_data or self.filter_animation_data: return self.protocol.send_contained(contained, sender=self)
def invisible(connection, player): """ Turn invisible /invisible [player] """ protocol = connection.protocol # TODO: move this logic to a more suitable place player.invisible = not player.invisible player.filter_visibility_data = player.invisible player.god = player.invisible player.god_build = False player.killing = not player.invisible if player.invisible: player.send_chat("You're now invisible") protocol.irc_say('* %s became invisible' % player.name) kill_action = KillAction() kill_action.kill_type = choice([GRENADE_KILL, FALL_KILL]) kill_action.player_id = kill_action.killer_id = player.player_id reactor.callLater(1.0 / NETWORK_FPS, protocol.broadcast_contained, kill_action, sender=player) else: player.send_chat("You return to visibility") protocol.irc_say('* %s became visible' % player.name) x, y, z = player.world_object.position.get() create_player = CreatePlayer() create_player.player_id = player.player_id create_player.name = player.name create_player.x = x create_player.y = y create_player.z = z create_player.weapon = player.weapon create_player.team = player.team.id world_object = player.world_object input_data = InputData() input_data.player_id = player.player_id input_data.up = world_object.up input_data.down = world_object.down input_data.left = world_object.left input_data.right = world_object.right input_data.jump = world_object.jump input_data.crouch = world_object.crouch input_data.sneak = world_object.sneak input_data.sprint = world_object.sprint set_tool = SetTool() set_tool.player_id = player.player_id set_tool.value = player.tool set_color = SetColor() set_color.player_id = player.player_id set_color.value = make_color(*player.color) weapon_input = WeaponInput() weapon_input.primary = world_object.primary_fire weapon_input.secondary = world_object.secondary_fire protocol.broadcast_contained(create_player, sender=player, save=True) protocol.broadcast_contained(set_tool, sender=player) protocol.broadcast_contained(set_color, sender=player, save=True) protocol.broadcast_contained(input_data, sender=player) protocol.broadcast_contained(weapon_input, sender=player) if connection is not player and connection in protocol.players.values(): if player.invisible: return '%s is now invisible' % player.name else: return '%s is now visible' % player.name
from random import choice from twisted.internet import reactor from pyspades.contained import KillAction, InputData, SetColor, WeaponInput from pyspades.player import create_player, set_tool from pyspades.constants import (GRENADE_KILL, FALL_KILL, NETWORK_FPS) from pyspades.common import (prettify_timespan, make_color) from piqueserver.commands import command, CommandError, get_player, join_arguments # aparently, we need to send packets in this file. For now, I give in. kill_action = KillAction() input_data = InputData() set_color = SetColor() weapon_input = WeaponInput() def get_ban_arguments(connection, arg): duration = None if len(arg): try: duration = int(arg[0]) arg = arg[1:] except (IndexError, ValueError): pass if duration is None: if len(arg) > 0 and arg[0] == "perma": arg = arg[1:] else: duration = connection.protocol.default_ban_time reason = join_arguments(arg) return duration, reason
def flush_input(self): input = self.input world_object = self.world_object z_vel = world_object.velocity.z if "jump" in input and not (z_vel >= 0.0 and z_vel < 0.017): input.discard("jump") input_changed = not (("up" in input) == world_object.up and ("down" in input) == world_object.down and ("left" in input) == world_object.left and ("right" in input) == world_object.right and ("jump" in input) == world_object.jump and ("crouch" in input) == world_object.crouch and ("sneak" in input) == world_object.sneak and ("sprint" in input) == world_object.sprint) if input_changed: if not self.freeze_animation: world_object.set_walk( "up" in input, "down" in input, "left" in input, "right" in input, ) world_object.set_animation( "jump" in input, "crouch" in input, "sneak" in input, "sprint" in input, ) if not self.filter_visibility_data and not self.filter_animation_data: input_data = InputData() input_data.player_id = self.player_id input_data.up = world_object.up input_data.down = world_object.down input_data.left = world_object.left input_data.right = world_object.right input_data.jump = world_object.jump input_data.crouch = world_object.crouch input_data.sneak = world_object.sneak input_data.sprint = world_object.sprint self.protocol.send_contained(input_data) primary = "primary_fire" in input secondary = "secondary_fire" in input shoot_changed = not (primary == world_object.primary_fire and secondary == world_object.secondary_fire) if shoot_changed: if primary != world_object.primary_fire: if self.tool == WEAPON_TOOL: self.weapon_object.set_shoot(primary) if self.tool == WEAPON_TOOL or self.tool == SPADE_TOOL: self.on_shoot_set(primary) world_object.primary_fire = primary world_object.secondary_fire = secondary if not self.filter_visibility_data: weapon_input = WeaponInput() weapon_input.player_id = self.player_id weapon_input.primary = primary weapon_input.secondary = secondary self.protocol.send_contained(weapon_input) input.clear()