mods partially implemented
parent
bab3e94520
commit
5b95d4a90e
@ -0,0 +1,79 @@
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from queue import Queue
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class IntervalTaskMaster ():
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def __init__(self, socketio):
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self.socketio = socketio
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self.tasks_by_id = {}
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self.tasks_id = 0
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self.queue = Queue()
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def start (self):
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self.socketio.start_background_task(self.background_task)
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def background_task(self):
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st = 0
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while True:
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print (f"IntervalTaskMaster is running with {len(self.tasks_by_id)} pending tasks")
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# Add any items in the queue
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while not self.queue.empty():
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task_id, callback, time, interval = self.queue.get()
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print (f"CREATING TASK {task_id} interval:{interval}")
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self.tasks_by_id[task_id] = Task(task_id, callback, time, interval)
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remove_intervals = []
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for task_id, task in self.tasks_by_id.items():
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print (f"servicing task {task_id}")
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ran_task = task.service(st)
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if not task.interval and ran_task:
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remove_intervals.append(task_id)
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for task_id in remove_intervals:
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print (f"deleting task {task_id}")
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del self.tasks_by_id[task_id]
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st = self.calc_current_sleep_time_ms()
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print (f"taskmaster sleeping {st}")
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self.socketio.sleep(st/1000)
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def calc_current_sleep_time_ms(self):
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min_time = None
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for task in self.tasks_by_id.values():
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if min_time == None or task.time < min_time:
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min_time = task.time
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if min_time is None:
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return 1000
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else:
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return min(10000, min_time / 2)
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def setTimeout (self, callback, time, interval=False):
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task_id = self.tasks_id
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self.tasks_id += 1
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self.queue.put((task_id, callback, time, interval))
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return task_id
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def clearTimeout (self, task_id):
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try:
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del self.tasks_by_id[task_id]
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return True
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except KeyError:
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pass
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def setInterval(self, callback, time):
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return self.setTimeout(callback, time, True)
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def clearInterval(self, task_id):
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return self.clearTimeout(task_id)
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class Task ():
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def __init__(self, task_id, callback, time, interval=False):
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self.task_id = task_id
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self.callback = callback
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self.time = time
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self.interval = interval
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self.current_timer = time
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def service (self, elapsed_time):
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self.current_timer -= elapsed_time
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if self.current_timer <= 0:
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self.current_timer = 0
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self.callback()
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return True
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@ -0,0 +1,81 @@
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"""
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NPC
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exists in a room
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broadcasts the the same join, leave, move, talk, intro events
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is rendered like and avatar by the client
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is controlled by the server
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"""
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from flask_socketio import emit, send
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class NPC ():
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def __init__(self, io, o, gameState):
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print(f"Create NPC {o['id']} in room {o['room']} nickNamed {o['nickName']}")
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self.io = io
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self.gameState = gameState
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self.id = o['id']
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self.nickName = o['nickName']
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self.room = o['room']
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self.avatar = o['avatar']
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self.colors = o['colors']
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self.x = o['x'] * 2;
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self.y = o['y'] * 2;
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self.destinationX = o['x']
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self.destinationY = o['y']
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if o['labelColor']:
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self.labelColor = o['labelColor']
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else:
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self.labelColor = "#FFFFFF" # oops server doesn't know about colors
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# add to NPC list
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self.gameState['NPCs'][self.id] = self
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def sendIntroTo (self, pId):
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""" mimicks the emission from players """
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print(f"HELLO I'm {self.nickName} in {self.room}, pId: {pId}")
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# If I'm not the new player send an introduction to the new player
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# slight issue, server doesn't compute movements so if moving it appears at the destination
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# a way to solve this would be to save the time of the movement and lerp it
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self.io.emit("onIntro", {
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'id': self.id,
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'nickName': self.nickName,
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'colors': self.colors,
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'avatar': self.avatar,
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'room': self.room,
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'x': self.destinationX,
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'y': self.destinationY,
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'destinationX': self.destinationX,
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'destinationY': self.destinationY
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}, room=pId)
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def move (self, dx, dy):
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print(f"HELLO I'm {self.nickName} and I move to {dx} {dy} in room: {self.room}")
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# broadcast the movement to everybody in the room
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# it doesn't check if the position is valid
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self.io.emit("playerMoved", {
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'id': self.id,
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'x': self.x,
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'y': self.y,
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'destinationX': dx,
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'destinationY': dy
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}, room=self.room)
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# update for future intros
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self.destinationX = self.x = dx
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self.destinationY = self.y = dy
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def talk (self, message):
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self.io.emit("playerTalked", {
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'id': self.id,
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'color': self.labelColor,
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'message': message,
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'x': self.x,
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'y': self.y
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}, room=self.room)
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def delete (self):
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self.io.emit("playerLeft", { 'id': self.id, 'room': self.room, 'disconnect': true }, room=self.room)
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del self.gameState['NPCs'][self.id]
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@ -0,0 +1,572 @@
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from npc import NPC
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import random, re, json
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from flask_socketio import emit
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"""
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WARNING: THIS IS STILL EXPERIMENTAL STUFF
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I want to have the ability to assign specific behaviors to each room without messing with the main engine
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So I'm creating a module for server-side modifications (mods). There is one also for the client.
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Their naming convention is roomIdFunction.
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The functions are called by the engine at crucial points, only if they exist.
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"""
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# family room roles
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# values are id's of player
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familyRoles = {
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'wife': "",
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'husband': "",
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'child1': "",
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'child2': "",
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'child3': "",
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'uncle': "",
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'milkman': "",
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'boyfriend': ""
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}
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lastRhymes = []
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rhymingPlayers = {}
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beatPlaying = False
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paranoidTalk = [
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"Hey you",
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"There are bots in here",
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"Are you a bot?",
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"Russia is controlling the bots",
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"Are you real?",
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"Yes",
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"I don't trust you",
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"This is weird",
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"Prove you are human",
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"No",
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"Have you seen that?",
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"That person is a bot",
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"Listen",
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"Bots everywhere",
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"Hello",
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"Another bot"
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];
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with open("dictionary.json") as fin:
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dictionary = json.load(fin)
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# cycle through contraints in the consonant room
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consonant = 0
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def random_between (min, max):
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return random.random() * (max-min) + min
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VIPList = []
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def initMod (io, gameState, DATA, taskmaster):
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""" called at the beginning """
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print("MOD: Initialized");
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# EVERYTHING GLOBALLLLL
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# global.rita = require('rita');
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# global.gameState = gameState;
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# global.io = io;
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# global.DATA = DATA;
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# //global function ffs
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# global.random = function (min, max) {
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# return Math.random() * (max - min) + min;
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# }
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# Example of NPC creation and behavior
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npc = NPC(io, {
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'id': "paranoid",
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'nickName': "Anonymous",
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'room': "secondFloor",
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'x': 23,
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'y': 78,
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'avatar': 1,
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'colors': [2, 2, 1, 5],
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'labelColor': "#1e839d"
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}, gameState)
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def ramble():
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print ("ramble")
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dice = random_between(0, 100)
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if (dice < 40):
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npc.talk(random.choice(paranoidTalk))
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npc.behavior = taskmaster.setTimeout(ramble, random_between(7000, 9000))
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elif (dice < 60):
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npc.move(random_between(17, 113) * 2, random_between(76, 98) * 2)
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npc.behavior = taskmaster.setTimeout(ramble, random_between(4000, 8000))
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else:
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# just wait
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npc.behavior = taskmaster.setTimeout(ramble, random_between(1000, 3000));
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# to kill the bot
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# clearTimeout(npc.behavior)
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# npc.delete()
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npc.behavior = taskmaster.setTimeout(ramble, random_between(1000, 2000))
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def consonant_interval():
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global consonant
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print (f"consonant_interval: {consonant}")
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# aeiou-
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consonant+=1
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if (consonant > 5):
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consonant = 0
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msg = ""
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if (consonant == 0): # a
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msg = "All art appalls a fan"
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elif (consonant == 1): # e
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msg = "Greet her when she enters"
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elif (consonant == 2): # i
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msg = "I sit ildly till twilight"
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elif (consonant == 3): # o
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msg = "No stools, no books: work protocol"
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elif (consonant == 4): # u
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msg = "But truth: dull suburbs turn fun"
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elif (consonant == 5): # none
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msg = "Tsk, tsk... try my rhythms"
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# sends a message to the room
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io.emit('nonPlayerTalked', { 'id': "", 'labelColor': "#3e7eb0", 'room': "cnsnntrm", 'message': msg, 'x': 36, 'y': 56 }, room="cnsnntrm")
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taskmaster.setInterval(consonant_interval, 60*1000)
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# # custom function called on the server side when a player successfully enters or exits the room
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# # executed before it's broadcast to the other players
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# def experimentsJoin(player, roomId):
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# # print("MOD: " + player.nickName + " entered room " + roomId)
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# pass
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# def experimentsLeave(player, roomId):
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# # print("MOD: " + player.nickName + " exited room " + roomId)
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# pass
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# def experimentsTalkFilter(player, message):
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# """ wouldn't it be funny if cetain rooms modified your messages? """
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# # print("MOD: " + player.nickName + " said " + message);
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# # message = re.sub('[aeiou]', '', message, flags=re.I)
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# # make sure it returns a message
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# return message
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# # wouldn't it be funny if cetain rooms modified your messages?
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# def VIPRoomTalkFilter(player, message):
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# # print("MOD: " + player.nickName + " said " + message);
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# message = rita.getPhonemes(message)
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# message = message.replace(/-/g, "")
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# # make sure it returns a message
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# return message
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# # wouldn't it be funny if cetain rooms modified your messages?
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# def cnsnntrmTalkFilter(player, message):
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# # print("MOD: " + player.nickName + " said " + message)
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# if (global.consonant == 0) # a
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# message = message.replace(/[eiou]/ig, 'a');
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# if (global.consonant == 1) # e
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# message = message.replace(/[aiou]/ig, 'e');
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# if (global.consonant == 2) # i
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# message = message.replace(/[aeou]/ig, 'i');
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# if (global.consonant == 3) # o
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# message = message.replace(/[aeiu]/ig, 'o');
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# if (global.consonant == 4) # u
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# message = message.replace(/[aeio]/ig, 'u');
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# if (global.consonant == 5) # none
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# message = message.replace(/[aeiou]/ig, '');
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# //make sure it returns a message
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# return message;
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# }
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# //words can only be used once
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# module.exports.censorshipRoomTalkFilter = function (player, message) {
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# //create a list of censored words
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# if (global.forbiddenWords == null) {
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# global.forbiddenWords = [];
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# }
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# //strip special characters
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# message = message.replace(/[`~!@#$%^&*()_|+\-=?;:",.<>\{\}\[\]\\\/]/gi, '');
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# //break down the message into words
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# var words = message.split(" ");
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# var censoredMessage = "";
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# //check each single word
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# for (var j = 0; j < words.length; j++) {
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# /*
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# //remove repeated character if they occur more than twice like hellooooo > hello
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# var word = words[j];
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# var pChar = "";
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# var ppChar = "";
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# var newWord = "";
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# for (var k = 0; k < word.length; k++) {
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# var newChar = word[k];
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# if (pChar == "" || ppChar == "" || !(newChar == ppChar && newChar == pChar)) {
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# newWord += newChar;
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# }
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# ppChar = pChar;
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# pChar = newChar;
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# }
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# */
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# var newWord = words[j];
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# //found, censor
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# if (forbiddenWords.indexOf(newWord.toLowerCase()) > -1) {
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# var l = newWord.length;
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# var bleep = "";
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# for (var i = 0; i < l; i++) {
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# bleep += "*";
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# }
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# censoredMessage += bleep;
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# }
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# else {
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# censoredMessage += newWord;
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# //not found add
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# forbiddenWords.push(newWord.toLowerCase());
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# }
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# if (j < words.length - 1)
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# censoredMessage += " ";
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# }
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# return censoredMessage;
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# }
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# module.exports.rhymeRoomTalkFilter = function (player, message) {
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# //
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# if (global.beat == null)
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# global.beat = 1;
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# var arr = message.split(" ");
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# var lastWord = "";
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# if (arr.length > 0)
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# lastWord = arr[arr.length - 1].toLowerCase();
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# //extended dictionary
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# var exists = global.dictionary.indexOf(lastWord) != -1;
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# var first = false;
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# var lastRhyme = "";
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# var used = false;
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# if (global.lastRhymes.length == 0)
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# first = true;
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# else {
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# used = global.lastRhymes.indexOf(lastWord) != -1;
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# lastRhyme = global.lastRhymes[global.lastRhymes.length - 1].toLowerCase();
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# }
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# if (exists && !used) {
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# var rhymes = false;
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# //not first check the rhym
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# if (!first)
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# rhymes = global.rita.isRhyme(lastWord, lastRhyme);
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# //start the battle
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# if (first || rhymes) {
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# if (global.beatPlaying == false) {
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# io.to("rhymeRoom").emit('musicOn', global.beat);
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# global.beatPlaying = true;
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# }
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# global.lastRhymes.push(lastWord);
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# //create the rhyming player score
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# if (global.rhymingPlayers[player.nickName] == null)
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# global.rhymingPlayers[player.nickName] = 0;
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# //calculate the score by counting the real words
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# //skip the first
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# if (global.lastRhymes.length > 1) {
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# for (var i = 0; i < arr.length; i++) {
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# if (global.rita.containsWord(arr[i]))
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# global.rhymingPlayers[player.nickName]++;
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# }
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# }
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# //console.log("YEAH " + player.nickName + " " + lastWord + "! Words uttered " + global.rhymingPlayers[player.nickName]);
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# clearTimeout(global.rhymeTime);
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# global.rhymeTime = setTimeout(function () {
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# //console.log("Rhyme timeout");
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# //send to everybody in the room
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# io.to("rhymeRoom").emit('musicOff');
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# global.beatPlaying = false;
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# //change record
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# global.beat++;
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# if (global.beat > 3)
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# global.beat = 1;
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# var highscore = 0;
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# var winner = "";
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# //find high score
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# for (var nn in global.rhymingPlayers) {
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# if (global.rhymingPlayers[nn] >= 4 && global.rhymingPlayers[nn] > highscore) {
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# winner = nn;
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# highscore = global.rhymingPlayers[nn];
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# }
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# }
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# global.lastRhymes = [];
|
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# global.rhymingPlayers = {};
|
||||
# if (winner != "") {
|
||||
# io.to("rhymeRoom").emit('godMessage', winner + " wins!" + highscore + " words uttered");
|
||||
|
||||
# }
|
||||
# }, 8000);
|
||||
|
||||
# return message;
|
||||
# }//doesn't ryme
|
||||
# else {
|
||||
# return "...";
|
||||
# }
|
||||
# }//doesn't exist
|
||||
# else {
|
||||
# return "...";
|
||||
# }
|
||||
# }
|
||||
|
||||
# //if enters when music is playing sent
|
||||
# module.exports.rhymeRoomJoin = function (playerObject, roomId) {
|
||||
|
||||
# if (io.sockets.sockets[playerObject.id] != null && global.beatPlaying) {
|
||||
# io.sockets.sockets[playerObject.id].emit('musicEnter', global.beat);
|
||||
|
||||
# }
|
||||
|
||||
# }
|
||||
|
||||
# //if enters when music is playing sent
|
||||
# module.exports.rhymeRoomLeave = function (playerObject, roomId) {
|
||||
|
||||
# if (io.sockets.sockets[playerObject.id] != null) {
|
||||
# io.sockets.sockets[playerObject.id].emit('musicExit');
|
||||
|
||||
# }
|
||||
# }
|
||||
|
||||
# module.exports.darkRoomTalkFilter = function (player, message) {
|
||||
# //I should declare them at the init but whatev
|
||||
# var nouns = ["ass", "climax", "coitus", "boner", "booty", "threesome", "tush", "lust", "orgy", "libido", "dildo", "kink",
|
||||
# "porno", "buttplug", "cunnilingus", "cybersex", "sex", "cum", "orgasm", "quickie", "intercourse", "cock", "penis", "dick", "pussy", "fanny", "vagina", "clit", "butt"];
|
||||
# var verbs = ["love", "shag", "mate", "seduce", "hook up", "hump", "arouse", "fornicate", "erect", "get some", "bone", "bang", "fuck", "lick", "suck", "cum", "penetrate", "screw", "sodomize", "arouse", "kiss", "pet", "masturbate", "come"];
|
||||
|
||||
# var arr = rita.tokenize(message);
|
||||
# var replaced = false;
|
||||
|
||||
# for (var i = 0; i < arr.length && !replaced; i++) {
|
||||
# var word = arr[i];
|
||||
# //skip verbs 50% since they are more likely to come before nouns
|
||||
# if (rita.isVerb(word) && Math.random() < 0.5) {
|
||||
# arr[i] = rita.randomItem(verbs);
|
||||
# replaced = true;
|
||||
# }
|
||||
# if (rita.isNoun(word)) {
|
||||
# arr[i] = rita.randomItem(nouns);
|
||||
# replaced = true;
|
||||
# }
|
||||
|
||||
# }
|
||||
|
||||
# return arr.join(" ");
|
||||
# }
|
||||
|
||||
# //player enters family room roles are assigned by the server
|
||||
# module.exports.familyRoomJoin = function (playerObject, roomId) {
|
||||
|
||||
# var foundRole = false;
|
||||
# for (var roleId in global.familyRoles) {
|
||||
# //role not assigned
|
||||
# if (global.familyRoles[roleId] == "" && !foundRole) {
|
||||
# foundRole = true;
|
||||
# global.familyRoles[roleId] = playerObject.id;
|
||||
# console.log(playerObject.id + " becomes " + roleId);
|
||||
# }
|
||||
# }
|
||||
|
||||
# if (!foundRole)
|
||||
# console.log(playerObject.id + " becomes a fly");
|
||||
|
||||
# //assign a new role and send all the roles to the room
|
||||
|
||||
# io.to("familyRoom").emit('updateRoles', playerObject.id, global.familyRoles);
|
||||
|
||||
# //io.to("familyRoom").emit('assignRole', { id: playerObject.id, roleId: "wife", roleLabel: "Wife", rolePrompt: "You are feeling frustrated" });
|
||||
# //send the existing roles
|
||||
# }
|
||||
|
||||
# //exit > free up the role
|
||||
# //player enters family room roles are assigned by the server
|
||||
# module.exports.familyRoomLeave = function (playerObject, roomId) {
|
||||
|
||||
# for (var roleId in global.familyRoles) {
|
||||
# //role not assigned
|
||||
# if (global.familyRoles[roleId] == playerObject.id) {
|
||||
|
||||
# global.familyRoles[roleId] = "";
|
||||
# console.log(roleId + " is now free");
|
||||
# }
|
||||
# }
|
||||
# //I don't need to send updated roles
|
||||
# //io.to("familyRoom").emit('updateRoles', playerObject.id, global.familyRoles);
|
||||
|
||||
# }
|
||||
|
||||
# //mute spectators on the server-side
|
||||
# module.exports.familyRoomTalkFilter = function (player, message) {
|
||||
# var spectator = true;
|
||||
|
||||
# for (var roleId in global.familyRoles) {
|
||||
# //role assigned
|
||||
# if (global.familyRoles[roleId] == player.id) {
|
||||
# spectator = false;
|
||||
# }
|
||||
# }
|
||||
|
||||
# if (spectator)
|
||||
# return "zzzz";
|
||||
# else
|
||||
# return message;
|
||||
|
||||
# }
|
||||
|
||||
# module.exports.VIPRoomJoin = function (playerObject, roomId) {
|
||||
# //console.log(playerObject.nickName + " enters the VIP room");
|
||||
# //...
|
||||
# global.VIPList.push(playerObject.id);
|
||||
# if (global.VIPList.length > 3) {
|
||||
# var expelled = global.VIPList.shift();
|
||||
|
||||
# //force leave
|
||||
# if (io.sockets.sockets[expelled] != null) {
|
||||
|
||||
# this.transferPlayer(expelled, "VIPRoom", "likelikeOutside", 121 * 2, 89 * 2);
|
||||
# io.to(expelled).emit('godMessage', "Sorry, we had to expel you to make room for " + playerObject.nickName);
|
||||
# }
|
||||
|
||||
# }
|
||||
|
||||
# }
|
||||
|
||||
# module.exports.VIPRoomIntro = function (newComerId, introObj) {
|
||||
# //the problem with the auto expulsion in VIPRoom is that the intro is sent before it's the other person is expelled
|
||||
# //so the intros arrive too late creating ghosts.
|
||||
# //since the server has the real list I can override the intro after the fact and expel the ghost. Ugly but necessary.
|
||||
|
||||
# //console.log("Obsolete intro? " + gameState.players[introObj.id].room);
|
||||
|
||||
# if (gameState.players[introObj.id].room != "VIPRoom")
|
||||
# io.to("VIPRoom").emit("playerLeft", { id: introObj.id, room: "VIPRoom", disconnect: false });
|
||||
|
||||
# }
|
||||
|
||||
# //force change room
|
||||
# module.exports.transferPlayer = function (playerId, from, to, x, y) {
|
||||
# //console.log(playerId + " is transfered to " + to);
|
||||
|
||||
# var s = io.sockets.sockets[playerId];
|
||||
# var p = gameState.players[playerId];
|
||||
|
||||
# if (s != null)
|
||||
# if (p.room != null) {
|
||||
|
||||
# //var from = p.room;
|
||||
# s.leave(from);
|
||||
# s.join(to);
|
||||
|
||||
# //broadcast the change to everybody in the current room
|
||||
# //from the client perspective leaving the room is the same as disconnecting
|
||||
# io.to(from).emit("playerLeft", { id: playerId, room: from, disconnect: false });
|
||||
|
||||
# //same for joining, sending everybody in the room the player state
|
||||
|
||||
# p.room = to;
|
||||
# p.x = p.destinationX = x;
|
||||
# p.y = p.destinationY = y;
|
||||
# p.new = false;
|
||||
|
||||
|
||||
# //check if there is a custom function in the MOD to call at this point
|
||||
# if (this[from + "Leave"] != null) {
|
||||
# //call it!
|
||||
# this[from + "Leave"](p, from);
|
||||
# }
|
||||
|
||||
# io.to(to).emit("playerJoined", p);
|
||||
|
||||
|
||||
# //check if there is a custom function in the MOD to call at this point
|
||||
# if (this[to + "Join"] != null) {
|
||||
# //call it!
|
||||
# this[to + "Join"](p, to);
|
||||
# }
|
||||
|
||||
# //check if there are NPCs in this room and make them send info to the player
|
||||
# for (var NPCId in gameState.NPCs) {
|
||||
# var npc = gameState.NPCs[NPCId];
|
||||
|
||||
# if (npc.room == to) {
|
||||
# npc.sendIntroTo(playerId);
|
||||
# }
|
||||
# }
|
||||
|
||||
# }
|
||||
# }
|
||||
|
||||
# //if a player leaves the room on their own accord make sure they are removed from the list as well
|
||||
# module.exports.VIPRoomLeave = function (playerObject, roomId) {
|
||||
# //console.log(playerObject.nickName + " exits the VIP room");
|
||||
|
||||
# var index = global.VIPList.indexOf(playerObject.id);
|
||||
# if (index !== -1) {
|
||||
# global.VIPList.splice(index, 1);
|
||||
# }
|
||||
|
||||
# }
|
||||
|
||||
|
||||
# //a client can send generic action request to the server
|
||||
# //the action logic is defined in functions named "on"+ActionId like this one
|
||||
# //I don't want a hacked client to be able to call whatever function exists on the server mod hence the naming
|
||||
# //and I want send only an id without arguments to force all my logic here on the server side
|
||||
# module.exports.onTVInteract = function (pId) {
|
||||
# //console.log("Action onTVInteract called by " + pId);
|
||||
|
||||
# //a persistent change to the game state: change the DATA sent to the new players
|
||||
# //*persistent until server restarts
|
||||
|
||||
# var TVState = !DATA.ROOMS.familyRoom.things.TV.visible;
|
||||
# //change the visibility
|
||||
# DATA.ROOMS.familyRoom.things.TV.visible = TVState;
|
||||
# //send a thing update too ALL clients, changing the client data and telling them to delete and recreate the sprite if they are in the room
|
||||
# io.sockets.emit("thingChanged", { thingId: "TV", room: "familyRoom", property: "visible", value: TVState });
|
||||
# }
|
Loading…
Reference in New Issue