Esempio n. 1
0
"""This file handles the events that happen ingame"""

import sbserver

from hyperserv.events import eventHandler, triggerServerEvent, registerPolicyEventHandler

from hypershade.cubescript import checkforCS
from hypershade.usersession import UserSessionManager

from hypershade.util import formatCaller

#process cubescript
registerPolicyEventHandler('allow_message', lambda cn, msg: checkforCS(("ingame",cn),msg)==0)

@eventHandler('player_message')
def PlayerMessage(cn,msg):
	triggerServerEvent("user_communication",[("ingame",cn),msg])

@eventHandler('echo')
def echoingame(caller,msg):
	if caller[0]=="ingame":
		sbserver.playerMessage(caller[1],msg)

@eventHandler('say')
def sayingame(msg):
	sbserver.message(msg)

@eventHandler('user_communication')
def usercommunicationingame(caller,msg):
	if caller[0]=="ingame":
		return
Esempio n. 2
0
from hypershade.config import config
from hypershade.bandatabase import bandatabase

from hypershade.util import formatCaller, ipLongToString

muted_cns=[]

def allow_message(cn,msg):
	if checkforCS(("ingame",cn),msg):
		return False
	if cn in muted_cns:
		triggerServerEvent("talk_blocked",[cn])
		return False
	return True
registerPolicyEventHandler('allow_message', allow_message)

systemCS.executestring("map %s %s" % (config["defaultmap"],config["defaultmode"]))
systemCS.executestring("mastermode %s" % config["defaultmastermode"])

@eventHandler('no_clients')
def noclients():
	serverNotice("Server is now empty.")
	systemCS.executestring("mastermode %s" % (config["defaultmastermode"]))

@eventHandler('player_message')
def PlayerMessage(cn,msg):
	triggerServerEvent("user_communication",[("ingame",cn),msg])

@eventHandler('echo')
def echoingame(caller,msg):