Esempio n. 1
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async def load_location(sid, location):
    sid_data = state.sid_map[sid]
    user = sid_data["user"]
    room = sid_data["room"]

    sid_data["location"] = location

    data = {}
    data["locations"] = [l.name for l in room.locations]
    if user == room.creator:
        data["layers"] = [
            l.as_dict(user, True) for l in location.layers.order_by(Layer.index)
        ]
    else:
        data["layers"] = [
            l.as_dict(user, False)
            for l in location.layers.order_by(Layer.index).where(Layer.player_visible)
        ]
    client_options = user.as_dict()
    client_options.update(
        **LocationUserOption.get(user=user, location=location).as_dict()
    )

    await sio.emit("Board.Set", data, room=sid, namespace="/planarally")
    await sio.emit(
        "Location.Set", location.as_dict(), room=sid, namespace="/planarally"
    )
    await sio.emit(
        "Client.Options.Set", client_options, room=sid, namespace="/planarally"
    )
    await sio.emit(
        "Notes.Set",
        [
            note.as_dict()
            for note in Note.select().where((Note.user == user) & (Note.room == room))
        ],
        room=sid,
        namespace="/planarally",
    )

    sorted_initiatives = [
        init.as_dict()
        for init in Initiative.select()
        .join(Shape, JOIN.LEFT_OUTER, on=(Initiative.uuid == Shape.uuid))
        .join(Layer)
        .where((Layer.location == location))
        .order_by(Initiative.index)
    ]
    location_data = InitiativeLocationData.get_or_none(location=location)
    if location_data:
        await send_client_initiatives(room, location, user)
        await sio.emit(
            "Initiative.Round.Update",
            location_data.round,
            room=sid,
            namespace="/planarally",
        )
        await sio.emit(
            "Initiative.Turn.Set", location_data.turn, room=sid, namespace="/planarally"
        )
Esempio n. 2
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async def focus_location(sid):
    sid_data = state.sid_map[sid]
    user = sid_data["user"]
    room = sid_data["room"]
    location = sid_data["location"]

    if room.creator != user:
        logger.warning(f"{user.name} attempted to focus everyone")
        return

    location_dm_option = LocationUserOption.get(user=user, location=location)
    for room_player in room.players:
        location_option = LocationUserOption.get(user=room_player.player, location=location)
        location_option.pan_x = location_dm_option.pan_x
        location_option.pan_y = location_dm_option.pan_y
        location_option.zoom_factor = location_dm_option.zoom_factor
        location_option.save()
        for psid in state.get_sids(user=room_player.player, room=room):
            await load_location(psid, location)
Esempio n. 3
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async def load_location(sid: int, location: Location):
    pr: PlayerRoom = game_state.get(sid)
    if pr.active_location != location:
        pr.active_location = location
        pr.save()

    data = {}
    data["locations"] = [
        {"id": l.id, "name": l.name} for l in pr.room.locations.order_by(Location.index)
    ]
    data["floors"] = [
        f.as_dict(pr.player, pr.player == pr.room.creator)
        for f in location.floors.order_by(Floor.index)
    ]
    client_options = pr.player.as_dict()
    client_options.update(
        **LocationUserOption.get(user=pr.player, location=location).as_dict()
    )

    await sio.emit("Board.Set", data, room=sid, namespace=GAME_NS)
    await sio.emit("Location.Set", location.as_dict(), room=sid, namespace=GAME_NS)
    await sio.emit("Client.Options.Set", client_options, room=sid, namespace=GAME_NS)
    await sio.emit(
        "Notes.Set",
        [
            note.as_dict()
            for note in Note.select().where(
                (Note.user == pr.player) & (Note.room == pr.room)
            )
        ],
        room=sid,
        namespace=GAME_NS,
    )
    await sio.emit(
        "Markers.Set",
        [
            marker.as_string()
            for marker in Marker.select(Marker.shape_id).where(
                (Marker.user == pr.player) & (Marker.location == location)
            )
        ],
        room=sid,
        namespace=GAME_NS,
    )

    location_data = InitiativeLocationData.get_or_none(location=location)
    if location_data:
        await send_client_initiatives(pr, pr.player)
        await sio.emit(
            "Initiative.Round.Update", location_data.round, room=sid, namespace=GAME_NS,
        )
        await sio.emit(
            "Initiative.Turn.Set", location_data.turn, room=sid, namespace=GAME_NS
        )
Esempio n. 4
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async def set_layer(sid: int, data: Dict[str, Any]):
    pr: PlayerRoom = game_state.get(sid)

    try:
        floor = pr.active_location.floors.select().where(Floor.name == data["floor"])[0]
        layer = floor.layers.select().where(Layer.name == data["layer"])[0]
    except IndexError:
        pass
    else:
        luo = LocationUserOption.get(user=pr.player, location=pr.active_location)
        luo.active_layer = layer
        luo.save()
Esempio n. 5
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async def set_layer(sid, data):
    sid_data = state.sid_map[sid]
    user = sid_data["user"]
    location = sid_data["location"]

    try:
        layer = location.layers.select().where(Layer.name == data)[0]
    except IndexError:
        pass
    else:
        luo = LocationUserOption.get(user=user, location=location)
        luo.active_layer = layer
        luo.save()
Esempio n. 6
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async def load_location(sid, location):
    sid_data = state.sid_map[sid]
    user = sid_data["user"]
    room = sid_data["room"]

    sid_data["location"] = location

    data = {}
    data["locations"] = [l.name for l in room.locations]
    data["floors"] = [
        f.as_dict(user, user == room.creator)
        for f in location.floors.order_by(Floor.index)
    ]
    client_options = user.as_dict()
    client_options.update(
        **LocationUserOption.get(user=user, location=location).as_dict())

    await sio.emit("Board.Set", data, room=sid, namespace="/planarally")
    await sio.emit("Location.Set",
                   location.as_dict(),
                   room=sid,
                   namespace="/planarally")
    await sio.emit("Client.Options.Set",
                   client_options,
                   room=sid,
                   namespace="/planarally")
    await sio.emit(
        "Notes.Set",
        [
            note.as_dict()
            for note in Note.select().where((Note.user == user)
                                            & (Note.room == room))
        ],
        room=sid,
        namespace="/planarally",
    )

    location_data = InitiativeLocationData.get_or_none(location=location)
    if location_data:
        await send_client_initiatives(room, location, user)
        await sio.emit(
            "Initiative.Round.Update",
            location_data.round,
            room=sid,
            namespace="/planarally",
        )
        await sio.emit("Initiative.Turn.Set",
                       location_data.turn,
                       room=sid,
                       namespace="/planarally")
Esempio n. 7
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async def load_location(sid: str, location: Location, *, complete=False):
    pr: PlayerRoom = game_state.get(sid)
    if pr.active_location != location:
        pr.active_location = location
        pr.save()

    # 1. Load client options

    client_options = pr.player.as_dict()
    client_options["location_user_options"] = LocationUserOption.get(
        user=pr.player, location=location).as_dict()
    client_options["default_user_options"] = pr.player.default_options.as_dict(
    )

    if pr.user_options:
        client_options["room_user_options"] = pr.user_options.as_dict()

    await sio.emit("Client.Options.Set",
                   client_options,
                   room=sid,
                   namespace=GAME_NS)

    # 2. Load room info

    if complete:
        await sio.emit(
            "Room.Info.Set",
            {
                "name":
                pr.room.name,
                "creator":
                pr.room.creator.name,
                "invitationCode":
                str(pr.room.invitation_code),
                "isLocked":
                pr.room.is_locked,
                "default_options":
                pr.room.default_options.as_dict(),
                "players": [{
                    "id": rp.player.id,
                    "name": rp.player.name,
                    "location": rp.active_location.id,
                    "role": rp.role,
                } for rp in pr.room.players],
                "publicName":
                config.get("General", "public_name", fallback=""),
            },
            room=sid,
            namespace=GAME_NS,
        )

    # 3. Load location

    await sio.emit("Location.Set",
                   location.as_dict(),
                   room=sid,
                   namespace=GAME_NS)

    # 4. Load all location settings (DM)

    if complete and pr.role == Role.DM:
        await sio.emit(
            "Locations.Settings.Set",
            {
                l.id: {} if l.options is None else l.options.as_dict()
                for l in pr.room.locations
            },
            room=sid,
            namespace=GAME_NS,
        )

    # 5. Load Board

    locations = [{
        "id": l.id,
        "name": l.name,
        "archived": l.archived
    } for l in pr.room.locations.order_by(Location.index)]
    await sio.emit("Board.Locations.Set",
                   locations,
                   room=sid,
                   namespace=GAME_NS)

    floors = [floor for floor in location.floors.order_by(Floor.index)]

    if "active_floor" in client_options["location_user_options"]:
        index = next(i for i, f in enumerate(floors) if f.name ==
                     client_options["location_user_options"]["active_floor"])
        lower_floors = floors[index - 1::-1] if index > 0 else []
        higher_floors = floors[index + 1:] if index < len(floors) else []
        floors = [floors[index], *lower_floors, *higher_floors]

    for floor in floors:
        await sio.emit(
            "Board.Floor.Set",
            floor.as_dict(pr.player, pr.role == Role.DM),
            room=sid,
            namespace=GAME_NS,
        )

    # 6. Load Initiative

    location_data = Initiative.get_or_none(location=location)
    if location_data:
        await sio.emit("Initiative.Set",
                       location_data.as_dict(),
                       room=sid,
                       namespace=GAME_NS)

    # 7. Load labels

    if complete:
        labels = Label.select().where((Label.user == pr.player)
                                      | (Label.visible == True))
        label_filters = LabelSelection.select().where(
            (LabelSelection.user == pr.player)
            & (LabelSelection.room == pr.room))

        await sio.emit(
            "Labels.Set",
            [l.as_dict() for l in labels],
            room=sid,
            namespace=GAME_NS,
        )
        await sio.emit(
            "Labels.Filters.Set",
            [l.label.uuid for l in label_filters],
            room=sid,
            namespace=GAME_NS,
        )

    # 8. Load Notes

    await sio.emit(
        "Notes.Set",
        [
            note.as_dict()
            for note in Note.select().where((Note.user == pr.player)
                                            & (Note.room == pr.room))
        ],
        room=sid,
        namespace=GAME_NS,
    )

    # 9. Load Markers

    await sio.emit(
        "Markers.Set",
        [
            marker.as_string()
            for marker in Marker.select(Marker.shape_id).where(
                (Marker.user == pr.player) & (Marker.location == location))
        ],
        room=sid,
        namespace=GAME_NS,
    )

    # 10. Load Assets

    if complete:
        await sio.emit(
            "Asset.List.Set",
            Asset.get_user_structure(pr.player),
            room=sid,
            namespace=GAME_NS,
        )