weemud.py
37 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
#!/usr/bin/env python
"""
MudServer author: Mark Frimston - mfrimston@gmail.com
Micropython port and extensions for more protocol author: Barry Ruffner - barryruffner@gmail.com
"""
from time import sleep
from math import floor
from sys import platform
from os import listdir, remove
from mudserver import MudServer
from commandhandler import CommandHandler
from utils import load_object_from_file, save_object_to_file, password_hash, calc_att, get_att
if 'esp' in platform:
from gc import collect, mem_free
from machine import Pin
# import the MUD server class
print('STARTING MUD\r\n\r\n\r\n')
# Setup button so when pressed the mud goes in to wifi hotspot mode on 192.168.4.1
if 'esp' in platform:
flash_button = Pin(0, Pin.IN, Pin.PULL_UP)
# stores the players in the game
players = {}
# start the server
globals()['mud'] = MudServer()
races = {
"Android": {
"mods": {"dex": 2, "int": 2, "cha": -2},
"hp": 4
},
"Human": {
"mods": {},
"hp": 4
},
"Kasathas": {
"mods": {"str": 2, "wis": 2, "int": -2},
"hp": 4
},
"Korasha Lashuntas": {
"mods": {"str": 2, "cha": 2, "wis": -2},
"hp": 4
},
"Damaya Lashuntas": {
"mods": {"int": 2, "cha": 2, "con": -2},
"hp": 4
},
"Shirrens": {
"mods": {"con": 2, "wis": 2, "cha": -2},
"hp": 6
},
"Vesk": {
"mods": {"str": 2, "con": 2, "int": -2},
"hp": 6
},
"Ysoki": {
"mods": {"dex": 2, "int": 2, "str": -2},
"hp": 2
}
}
feats = {
"""
Adaptive Fighting*
Three or more combat feats Once per day as a move action, gain the benefit of a combat feat you don’t have
Amplified Glitch*
Computers 3 ranks, Intimidate 3 ranks Disrupt devices, causing targets to become shaken for 1 round or more Antagonize Diplomacy 5 ranks, Intimidate 5 ranks Anger a foe, causing it to become off-target and take a −2 penalty to skill checks for 1 round or more
Barricade*
Engineering 1 rank Create your own fragile cover
Basic Melee Weapon Proficiency*
— No penalty to attacks with basic melee weapons
Advanced Melee Weapon Proficiency*
Basic Melee Weapon Proficiency No penalty to attacks with advanced melee weapons
Special Weapon Proficiency*
Basic Melee Weapon Proficiency or Small Arm Proficiency No penalty to attacks with one special weapon
Blind-Fight*
— Reroll miss chances from concealment
Bodyguard*
— Add a +2 bonus to an adjacent ally’s AC as a reaction
In Harm’s Way*
Bodyguard Take the damage of a successful attack against an adjacent ally
Cleave*
Str 13, base attack bonus +1 Make an additional melee attack if the first one hits
Great Cleave*
Str 13, Cleave, base attack bonus +4 Make an additional melee attack after each melee attack that hits Climbing Master Athletics 5 ranks Gain a climb speed equal to your base speed
Combat Casting*
Ability to cast 2nd-level spells +2 bonus to AC and saves against attacks of opportunity when casting spells Connection Inkling Wis 15, character level 5th, no mystic levels Gain the ability to cast minor mystic spells
Coordinated Shot*
Base attack bonus +1 Allies gain a +1 bonus to ranged attacks against foes you threaten
Deadly Aim*
Base attack bonus +1 Take a −2 penalty to weapon attacks to deal extra damage
Deflect Projectiles*
Base attack bonus +8 Spend 1 Resolve Point to attempt to avoid a ranged attack
Reflect Projectiles*
Deflect Projectiles, base attack bonus +16 Spend 1 Resolve Point to attempt to redirect a ranged attack Diehard — You can spend Resolve Points to stabilize and to stay in the fight in the same round Dive for Cover*
Base Reflex save bonus +2 Fall prone in an adjacent square to roll a Reflex save twice Diversion — Use Bluff to create a distraction so that your allies can hide
Drag Down*
— When you are tripped, you can attempt to trip an adjacent foe Enhanced Resistance Base attack bonus +4 Gain damage reduction or energy resistance Extra Resolve Character level 5th Gain 2 additional Resolve Points
Far Shot*
Base attack bonus +1 Reduce penalty due to range increments Fast Talk Bluff 5 ranks Baffle a potential foe, causing it to be surprised when combat begins
Fleet*
— Increase your base speed
Fusillade*
Base attack bonus +1, 4 or more arms Make an automatic-mode attack with multiple small arms Great Fortitude — +2 bonus to Fortitude saves Improved Great Fortitude Great Fortitude, character level 5th Spend 1 Resolve Point to reroll a Fortitude save
Grenade Proficiency*
— No penalty to attacks made with grenades Harm Undead Healing channel connection power, mystic level 1st Expend a spell slot for healing channel to also damage undead
Improved Combat Maneuver*
Base attack bonus +1 +4 bonus to perform one combat maneuver
Pull the Pin*
Improved Combat Maneuver (disarm) Perform a disarm to activate a foe’s grenade
Improved Critical*
Base attack bonus +8 The DC to resist the critical effects of your critical hits increases by 2
Improved Feint*
— Use Bluff to feint as a move action
Greater Feint*
Improved Feint, base attack bonus +6 Foes you feint against are flat-footed for 1 round
Improved Initiative*
— +4 bonus to initiative checks
Improved Unarmed Strike*
— Deal more damage and threaten squares with unarmed strikes Iron Will — +2 bonus to Will saves Improved Iron Will Iron Will, character level 5th Spend 1 Resolve Point to reroll a Will save Jet Dash — Move faster when running, double height and distance when jumping
Kip Up*
Acrobatics 1 rank Stand from prone as a swift action
Light Armor Proficiency*
— No penalty to attack rolls while wearing light armor
Heavy Armor Proficiency*
Str 13, Light Armor Proficiency No penalty to attack rolls while wearing heavy armor
Powered Armor Proficiency*
Str 13, Light Armor Proficiency, Heavy Armor Proficiency, base attack bonus +5 No penalty to attack rolls while wearing powered armor Lightning Reflexes — +2 bonus to Reflex saves Improved Lightning Reflexes Lightning Reflexes, character level 5th Spend 1 Resolve Point to reroll a
Reflex save Lunge*
Base attack bonus +6 Increase reach of melee attacks by 5 feet until the end of your turn Master Crafter Computers, Engineering, Life Science, Mysticism, Physical Science, or Profession 5 ranks Craft items in half the normal time Medical Expert Life Science 1 rank, Medicine 1 rank, Physical Science 1 rank Treat deadly wounds more quickly, and provide long-term care without a medical lab Minor Psychic Power Cha 11 Cast a 0-level spell as a spell-like ability 3/day Psychic Power Cha 13, Minor Psychic Power, character level 4th Cast a 1st-level spell as a spell-like ability 1/day Major Psychic Power Cha 15, Minor Psychic Power, Psychic Power, character level 7th Cast a 2nd-level spell as a spell-like ability 1/day
Mobility*
Dex 13 +4 bonus to AC against attacks of opportunity from movement Agile Casting Key ability score 15, Dex 15, Mobility, caster level 4th Cast a spell at any point during movement Shot on the
Run*
Dex 15, Mobility, base attack bonus +4 Make a ranged attack at any point during movement
Parting Shot*
Dex 15, Mobility, Shot on the Run, base attack bonus +6 Make a single ranged attack when withdrawing Sidestep* Dex 15, Mobility or trick attack Take guarded step as a reaction when a foe misses you with melee attack
Improved Sidestep* Dex 17, Mobility or trick attack class feature, Sidestep Reduce penalties from Sidestep Spring Attack*
Dex 15, Mobility, base attack bonus +4 Move before and after a melee attack
Multi-Weapon Fighting*
— Reduce the penalty for full attacks when using multiple small arms or operative melee weapons
Mystic Strike*
Ability to cast spells Melee and ranged attacks count as magic
Nimble Moves*
Dex 15 Ignore 20 feet of difficult terrain when you move
Opening Volley*
— +2 bonus to a melee attack against a target you damaged with a ranged attack
Penetrating Attack*
Base attack bonus +12 Reduce enemy's DR and energy resistance against your weapons by 5 Penetrating Spell Ability to cast 4th-level spells Reduce enemy's DR and energy resistance against your spells by 5
Quick Draw*
Base attack bonus +1 Draw a weapon as a swift action Skill Focus — +3 insight bonus to one skill Skill Synergy — Gain two new class skills or a +2 insight bonus to those skills Sky Jockey Piloting 5 ranks Make jetpacks, vehicles, and starships go faster
Slippery Shooter*
Dex 15, base attack bonus +6 +3 bonus to AC against attacks of opportunity when making ranged attacks
Small Arm Proficiency*
— No penalty to attacks with small arms
Longarm Proficiency*
Small Arm Proficiency No penalty to attacks with longarms
Heavy Weapon Proficiency*
Str 13, Longarm Proficiency, Small Arm Proficiency No penalty to attacks with heavy weapons
Special Weapon Proficiency*
Basic Melee Weapon Proficiency or Small Arm Proficiency No penalty to attacks with one special weapon
Sniper Weapon Proficiency*
— No penalty to attacks with sniper weapons Spell Focus Ability to cast spells, character level 3rd DCs of spells you cast increase Spell Penetration — +2 bonus to caster level checks to overcome SR Greater Spell Penetration Spell Penetration Additional +2 bonus to caster level checks to overcome SR Spellbane Unable to cast spells or use spell-like abilities +2 insight bonus to saving throws against spells and spell-like abilities
Spry Cover*
Base attack bonus +1 Covering fire grants a +4 bonus to an ally’s Acrobatics check to tumble
Stand Still*
— Make an attack of opportunity to stop a foe’s movement
Improved Stand Still*
Stand Still +4 bonus to melee attacks with Stand Still
Step Up*
Base attack bonus +1 Take a guarded step as a reaction to an adjacent foe moving Step Up
and Strike*
Dex 13, Step Up, base attack bonus +6 Make an attack of opportunity as part of Step Up
Suppressive Fire*
Base attack bonus +1, proficiency with heavy weapons Provide covering fire or harrying fire in an area
Strike Back*
Base attack bonus +1 Ready an action to make a melee attack against a foe with reach Swimming Master Athletics 5 ranks Gain a swim speed equal to your base speed Technomantic Dabbler Int 15, character level 5th, no levels in technomancer Gain the ability to cast minor technomancer spells Toughness — +1 Stamina Point per character level and other bonuses
Unfriendly Fire*
Bluff 5 ranks Trick an attacker into shooting at another enemy adjacent to you Veiled Threat Cha 15, Intimidate 1 rank Intimidated foe doesn’t become hostile
Weapon Focus*
Proficiency with selected weapon type +1 bonus to attack rolls with selected weapon type
Versatile Focus*
Weapon Focus +1 bonus to attack rolls with all weapon types you are proficient with
Weapon Specialization*
Character level 3rd, proficiency with selected weapon type Deal extra damage with selected weapon type
Versatile Specialization*
Weapon Specialization, character level 3rd Deal extra damage with all weapon types you are proficient with
"""
}
themes = {
"Ace Pilot": {
"mods": {"dex": 1}
},
"Bounty Hunter": {
"mods": {"con": 1}
},
"Icon": {
"mods": {"cha": 1}
},
"Mercenary": {
"mods": {"str": 1}
},
"Outlaw": {
"mods": {"dex": 1}
},
"Priest": {
"mods": {"wis": 1}
},
"Scholar": {
"mods": {"int": 1}
},
"Spacefarer": {
"mods": {"con": 1}
},
"Xenoseeker": {
"mods": {"cha": 1}
}
# "Themeless":{
# "desc": "One who doesn't fit into any niche above but forges a personal path of determination and training."
# "mods": {"": 1}
# },
}
classes = {
"Envoy": {
"skills": ["Acrobatics", "Intimidate", "Athletics", "Medicine", "Bluff", "Perception", "Computers", "Piloting", "Culture", "Profession", "Diplomacy", "Sense Motive", "Disguise", "Sleight of Hand", "Engineering", "Stealth"],
"keyability": "cha",
"proficiencies": ["light armor", "basic melee", "grenades", "small arms"],
"skillperlevel": 8,
"hp": 6
},
"Mechanic": {
"skills": ["Athletics", "Perception", "Computers", "Physical Science", "Engineering", "Piloting", "Medicine", "Profession"],
"keyability": "int",
"proficiencies": ["light armor", "basic melee", "grenades", "small arms"],
"skillperlevel": 4,
"hp": 6
},
"Mystic": {
"skills": ["Bluff", "Medicine", "Culture", "Mysticism", "Diplomacy", "Perception", "Disguise", "Profession", "Intimidate", "Sense Motive", "Life Science", "Survival"],
"keyability": "wis",
"proficiencies": ["light armor", "basic melee", "small arms"],
"skillperlevel": 6,
"hp": 6
},
"Operative": {
"skills": ["Acrobatics", "Medicine", "Athletics", "Perception", "Bluff", "Piloting", "Computers", "Profession", "Culture", "Sense Motive", "Disguise", "Sleight of Hand", "Engineering", "Stealth", "Intimidate", "Survival"],
"keyability": "dex",
"proficiencies": ["light armor", "basic melee", "small arms", "sniper weapons"],
"skillperlevel": 8,
"hp": 6
},
"Solarian": {
"skills": ["Acrobatics", "Perception", "Athletics", "Physical Science", "Diplomacy", "Profession", "Intimidate", "Sense Motive", "Mysticism", "Stealth"],
"keyability": "cha",
"proficiencies": ["light armor", "basic melee", "advanced melee", "small arms"],
"skillperlevel": 4,
"hp": 7
},
"Soldier": {
"skills": ["Acrobatics", "Medicine", "Athletics", "Piloting", "Engineering", "Profession", "Intimidate", "Survival"],
"keyability": "str",
"proficiencies": ["light armor", "heavy armor", "basic melee", "advanced melee", "small arms", "long arms", "heavy weapons", "sniper weapons", "grenades"],
"skillperlevel": 4,
"hp": 7
},
"Technomancer": {
"skills": ["Computers", "Physical Science", "Engineering", "Piloting", "Life Science", "Profession", "Mysticism", "Sleight of Hand"],
"keyability": "int",
"proficiencies": ["light armor", "basic melee", "small arms"],
"skillperlevel": 4,
"hp": 5
}
}
def get_ability_mod(id, ability):
ability_modifiers = [-5, -4, -4, -3, -2, -2, -1, -1, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 8]
return ability_modifiers[players[id]["abilities"][ability]]
def show_prompt(pid):
if "prompt" not in players[pid]:
players[pid]["prompt"] = "> "
if 'hp' not in players[pid]:
players[pid]["hp"] = 100
if 'mp' not in players[pid]:
players[pid]["mp"] = 100
if 'sta' not in players[pid]:
players[pid]["sta"] = 10
prompt = players[pid]["prompt"].replace('%st', str(floor(players[pid]['sta']))).replace('%hp', str(floor(players[pid]["hp"]))).replace('%mp', str(floor(players[pid]["mp"])))
mud.send_message(pid, "\r\n" + prompt, '')
tick = 0.0
spawn = 0.0
cmd_handler = CommandHandler()
def spawn_mobs(players):
rooms = listdir('rooms')
for room in rooms:
if '_monsters.json' not in room:
continue
room_monsters = load_object_from_file('rooms/{}'.format(room))
for mon_name, monster in room_monsters.items():
monster_template = load_object_from_file('mobs/{}.json'.format(mon_name))
if not monster_template:
continue
while len(room_monsters[mon_name]['active']) < monster['max']:
print('Spawning {} in {}'.format(mon_name, room))
mp = get_att(monster_template['spawn']["mp"])
hp = get_att(monster_template['spawn']["hp"])
sta = get_att(monster_template['spawn']["sta"])
new_active = {
"mp": mp,
"maxhp": hp,
"hp": hp,
"sta": sta,
"maxmp": mp,
"target": "",
"action": "attack",
"maxsta": sta}
room_monsters[mon_name]['active'].append(new_active)
for pid, pl in players.items():
if players[pid]['room'].lower() == room.split('_')[0]:
mud.send_message(pid, "a {} arrived".format(mon_name))
save_object_to_file(room_monsters, 'rooms/{}'.format(room))
def run_mobs(players, mud):
for pid, player in players.items():
if not player or not player.get("name") or not player.get('password'):
continue
if player['mp'] < player['maxmp']:
players[pid]['mp'] += player['mpr']
if player['sta'] < player['maxsta']:
players[pid]['sta'] += player['star']
room_monsters = load_object_from_file('rooms/{}_monsters.json'.format(player['room']))
for mon_name, monster in room_monsters.items():
monster_template = load_object_from_file('mobs/{}.json'.format(mon_name))
for active_monster_idx, active_monster in enumerate(monster['active']):
sta = active_monster['sta']
if active_monster['mp'] < active_monster['maxmp']:
active_monster['mp'] += monster_template['mpr']
if sta < active_monster['maxsta']:
sta += monster_template['star']
active_monster['sta'] = sta
if active_monster['action'] == "attack" and active_monster['target'] == player['name']:
if player.get("weapon"):
weapon = load_object_from_file('inventory/{}.json'.format(player['weapon']))
att = get_att(weapon['damage'])
mud.send_message(pid, "Your %s strikes the %s for %d" % (weapon['title'], mon_name, att,), color='yellow')
else:
att = get_att(player['aa'])
mud.send_message(pid, "You hit the %s for %d" % (mon_name, att,), color='yellow')
active_monster['hp'] -= att
if active_monster['hp'] <= 0:
del room_monsters[mon_name]['active'][active_monster_idx]
mud.send_message(pid, "The %s dies." % (mon_name,), color=['bold', 'blue'])
break
if active_monster.get("weapon"):
weapon = load_object_from_file('inventory/{}.json'.format(active_monster['weapon']))
att = get_att(weapon['damage'])
mud.send_message(pid, "The %s strikes you with a %s for %d" % (mon_name, weapon['title'], att,), color='magenta')
else:
att = get_att(monster_template['aa'])
mud.send_message(pid, "You were hit by a %s for %d" % (mon_name, att,), color='magenta')
players[pid]['hp'] -= att
if (active_monster['hp']/active_monster['maxhp'] < 0.25) or (active_monster['mp'] > 0 and active_monster['mp']/active_monster['maxmp'] > 0.5) or (sta > 0 and sta/active_monster['maxsta'] > 0.5):
magic_cast = False
if active_monster['mp'] > 0:
att, active_monster['mp'] = calc_att(mud, pid, monster_template['sp'], active_monster['mp'])
players[pid]['hp'] -= att
if att > 0:
magic_cast = True
if not magic_cast:
if sta > 0:
att, sta = calc_att(mud, pid, monster_template['at'], sta)
active_monster['sta'] = sta
players[pid]['hp'] -= att
room_monsters[mon_name]['active'][active_monster_idx] = active_monster
save_object_to_file(room_monsters, 'rooms/{}_monsters.json'.format(player['room']))
def isalnum(c):
for letter in c:
if not letter.isalpha() and not letter.isdigit():
return False
return True
def show_list(id, title, singular_title, subject_list, instructions='Please choose a {} from the list by number: '):
mud.send_message(id, " %green+------------={}=------------+".format(title), nowrap=True)
for idx, subject in enumerate(subject_list):
mud.send_message(id, " %%green|%%reset%%bold%%white%s%%reset%%green|" % ('{:<2}. {:<28}'.format(idx, subject),), nowrap=True)
mud.send_message(id, " %green+--------------------------------+", nowrap=True)
mud.send_message(id, ' (Type %boldhelp [{}]%reset for details)\r\n'.format(singular_title))
mud.send_message(id, instructions.format(singular_title))
def get_base_abilities(id):
base = {"str": 10, "dex": 10, "con": 10, "int": 10, "wis": 10, "cha": 10}
for name, value in races[players[id]["race"]]["mods"].items():
base[name] += value
for name, value in themes[players[id]["theme"]]["mods"].items():
base[name] += value
return base
def show_skills(id):
mud.send_message(id, "%greenEnter the number of the skill you wish to modify, 1 point will be added to that skill rank. You may not exceed the available skill points.")
mud.send_message(id, '%greenYou can reset to the base values by typing %boldreset')
mud.send_message(id, " %green+--------=Skill Ranks=-------+", nowrap=True)
for idx, skill in enumerate(classes[players[id]["class"]]["skills"]):
skill_rank = players[id]["skills"].get(skill, 0)
mud.send_message(id, " %%green|%%reset%%bold%%white%s%%reset%%green|" % ('{:<2}. {:<19} {:^4}'.format(idx, skill, skill_rank),), nowrap=True)
mud.send_message(id, " %green+- Points: %bold{:<2}%reset%green ---------------+".format(players[id]["skillpoints"]), nowrap=True)
mud.send_message(id, ' (Type %boldhelp [skill]%reset for details)\r\n')
mud.send_message(id, '%greenWhen finished type %bolddone')
def show_abilities(id):
mud.send_message(id, "%greenEnter the number of the ability you wish to modify, 1 point will be added to that ability. You may not exceed the available ability points.")
mud.send_message(id, '%greenYou can reset to the base values by typing %boldreset')
mud.send_message(id, " %green+-----=Abilities=-----+", nowrap=True)
for idx, ability in enumerate(players[id]["abilities"]):
mud.send_message(id, " %%green|%%reset%%bold%%white%s%%reset%%green|" % ('{}. {:<13} {:^4}'.format(idx, ability, players[id]["abilities"][ability]),), nowrap=True)
mud.send_message(id, " %green+- Points: %bold{:<2}%reset%green --------+".format(players[id]["abilitypoints"]), nowrap=True)
mud.send_message(id, ' (Type %boldhelp [ability]%reset for details)\r\n')
mud.send_message(id, '%greenWhen finished type %bolddone')
def handle_character_create(id, command, params):
if players[id]["createstep"] == 1:
players[id]["color_enabled"] = command[0] in ['y', 'Y']
mud._clients[id].color_enabled = players[id]["color_enabled"]
if players[id]["color_enabled"]:
mud.send_message(id, '%bold%blueC%yellowo%redl%greeno%cyanr%reset %boldenabled.%reset\r\n')
else:
mud.send_message(id, 'Color disabled.\r\n')
mud.send_message(id, "Are you at least 13 years of age?")
players[id]["createstep"] = 2
elif players[id]["createstep"] == 2:
players[id]["over_13"] = command[0] in ['y', 'Y']
if not players[id]["over_13"]:
mud.send_message(id, "You must be at least 13 years old to play this game.")
try:
mud._clients[id].socket.close()
remove("players/{}.json".format(players[id]["name"]))
del(players[id])
del(mud._clients[id])
except:
pass
return
else:
show_list(id, "Races", "race", races)
players[id]["createstep"] = 3
elif players[id]["createstep"] == 3:
if command.lower().startswith("help"):
cmd_handler.parse(id, command, params.lower().strip(), mud, players)
if not command.isdigit() or int(command) + 1 > len(races) or int(command) < 0:
show_list(id, "Races", "race", races)
else:
race = list(races)[int(command)]
mud.send_message(id, 'Race selected: {}'.format(race))
players[id]["race"] = race
players[id]["createstep"] = 4
show_list(id, "Themes", "theme", themes)
elif players[id]["createstep"] == 4:
if command.lower().startswith("help"):
cmd_handler.parse(id, command, params.lower().strip(), mud, players)
if not command.isdigit() or int(command) + 1 > len(themes) or int(command) < 0:
show_list(id, "Themes", "theme", themes)
else:
theme = list(themes)[int(command)]
mud.send_message(id, 'Theme selected: {}'.format(theme))
players[id]["theme"] = theme
players[id]["createstep"] = 5
show_list(id, "Classes", "class", classes)
elif players[id]["createstep"] == 5:
if command.lower().startswith("help"):
cmd_handler.parse(id, command, params.lower().strip(), mud, players)
if not command.isdigit() or int(command) + 1 > len(classes) or int(command) < 0:
show_list(id, "Classes", "class", classes)
else:
selected_class = list(classes)[int(command)]
mud.send_message(id, 'Class selected: {}'.format(selected_class))
players[id]["class"] = selected_class
players[id]["createstep"] = 6
if players[id]["race"] == "Human":
players[id]["abilitypoints"] = 12
else:
players[id]["abilitypoints"] = 10
players[id]["abilities"] = get_base_abilities(id)
show_abilities(id)
elif players[id]["createstep"] == 6:
if command.lower().startswith("help"):
cmd_handler.parse(id, command, params.lower().strip(), mud, players)
elif command.lower().startswith("reset"):
players[id]["abilities"] = get_base_abilities(id)
if players[id]["race"] == "Human":
players[id]["abilitypoints"] = 12
else:
players[id]["abilitypoints"] = 10
show_abilities(id)
elif command.lower().startswith("done"):
if players[id]["abilitypoints"] > 0:
mud.send_message(id, '%cyanPlease spend all available ability points.')
show_abilities(id)
else:
pclass = classes[players[id]["class"]]
class_bonuses = load_object_from_file('data/{}_bonus.json'.format(players[id]["class"].lower()))
players[id]["baseattack"] = class_bonuses[0]["atk"]
players[id]["fort"] = class_bonuses[0]["fort"]
players[id]["ref"] = class_bonuses[0]["ref"]
players[id]["will"] = class_bonuses[0]["will"]
players[id]["maxhp"] = races[players[id]["race"]]["hp"] + pclass["hp"]
players[id]["hp"] = players[id]["maxhp"]
# Class SP is the same HP, so no need to store both in the classes dict
players[id]["maxsp"] = get_ability_mod(id, "con") + pclass["hp"]
players[id]["sp"] = players[id]["maxsp"]
players[id]["maxrp"] = 1 + get_ability_mod(id, pclass["keyability"])
if players[id]["maxrp"] < 1:
players[id]["maxrp"] = 1
players[id]["rp"] = players[id]["maxrp"]
players[id]["skillpoints"] = get_ability_mod(id, 'int') + pclass["skillperlevel"]
players[id]["createstep"] = 7
show_skills(id)
elif not command.isdigit() or int(command) + 1 > len(players[id]["abilities"]) or int(command) < 0:
mud.send_message(id, '%cyanInvalid number')
show_abilities(id)
else:
ability_name = list(players[id]["abilities"])[int(command)]
if players[id]["abilities"][ability_name] >= 18:
mud.send_message(id, '%cyanYou cannot raise an ability higher than 18 during character creation.')
elif players[id]["abilitypoints"] > 0:
players[id]["abilities"][ability_name] += 1
players[id]["abilitypoints"] -= 1
show_abilities(id)
elif players[id]['createstep'] == 7:
if command.lower().startswith("help"):
cmd_handler.parse(id, command, params.lower().strip(), mud, players)
elif command.lower().startswith("reset"):
pclass = classes[players[id]["class"]]
players[id]["skills"] = { }
players[id]["skillpoints"] = get_ability_mod(id, 'int') + pclass["skillperlevel"]
show_skills(id)
elif command.lower().startswith("done"):
if players[id]["skillpoints"] > 0:
mud.send_message(id, '%cyanPlease spend all available skill points.')
show_skills(id)
else:
players[id]["createstep"] = 8
show_list(id, "Feats", "feat", feats)
elif not command.isdigit() or int(command) + 1 > len(themes) or int(command) < 0:
show_skills(id)
else:
skill_name = classes[players[id]["class"]]["skills"][int(command)]
if players[id]["skillpoints"] > 0:
if players[id]["skills"].get(skill_name):
players[id]["skills"][skill_name] += 1
else:
players[id]["skills"][skill_name] = 1
players[id]["skillpoints"] -= 1
show_skills(id)
elif players[id]['createstep'] == 8:
if command.lower().startswith("help"):
cmd_handler.parse(id, command, params.lower().strip(), mud, players)
elif not command.isdigit() or int(command) + 1 > len(themes) or int(command) < 0:
show_list(id, "Feats", "feat", feats)
else:
# skill_name = classes[players[id]["class"]]["skills"][int(command)]
# if players[id]["skillpoints"] > 0:
# if players[id]["skills"].get(skill_name):
# players[id]["skills"][skill_name] += 1
# else:
# players[id]["skills"][skill_name] = 1
# players[id]["skillpoints"] -= 1
show_list(id, "Feats", "feat", feats)
save_object_to_file(players[id], "players/{}.json".format(players[id]["name"]))
# main game loop. We loop forever (i.e. until the program is terminated)
while True:
if 'esp' in platform:
collect()
if flash_button.value() == 0:
break
# pause for 1/5 of a second on each loop, so that we don't constantly
sleep(0.002)
if 'esp' in platform:
tick += 0.001
else:
tick += 0.0005
if spawn >= 10:
spawn = 0
try:
spawn_mobs(players)
except Exception as e:
print('spawner error:')
print(e)
if 'esp' in platform:
collect()
if tick >= 1:
if 'esp' in platform:
print(mem_free())
spawn += tick
tick = 0
try:
run_mobs(players, mud)
except Exception as e:
print('mob error:')
print(e)
# '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. We set their room to
# None initially until they have entered a name
# Try adding more player stats - level, gold, inventory, etc
players[id] = load_object_from_file("defaultplayer.json")
with open('welcome.txt', 'r', encoding='utf-8') as f:
for line in f:
mud.send_message(id, line, "\r")
# send the new player a prompt for their name
#bytes_to_send = bytearray([mud._TN_INTERPRET_AS_COMMAND, mud._TN_WONT, mud._ECHO])
#mud.raw_send(id, bytes_to_send)
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
# if players[pid].get("name") is not None:
# mud.send_message(pid, "{} quit the game".format(players[pid]["name"]))
# remove the player's entry in the player dictionary
if players[id]["name"] is not None:
save_object_to_file(players[id], "players/{}.json".format(players[id]["name"]))
del(players[id])
# 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 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].get("name") is None:
if command.strip() == '' or len(command) > 12 or not isalnum(command) or command is None:
mud.send_message(id, "Invalid Name")
print("Bad guy!")
print(mud.get_remote_ip(id))
continue
already_logged_in = False
for pid, pl in players.items():
if players[pid].get("name") == command:
mud.send_message(id, "{} is already logged in.".format(command))
mud.disconnect_player(id)
continue
loaded_player = load_object_from_file("players/{}.json".format(command))
mud.remote_echo(id, False)
players[id]["name"] = command
if not loaded_player:
# Player does not exist.
mud.send_message(id, "Character does not exist. Please enter a password to create a new character: ")
else:
mud.send_message(id, "Enter Password: ")
elif players[id]["password"] is None:
if players[id].get("retries", 0) > 1:
mud.send_message(id, "Too many attempts")
mud.disconnect_player(id)
continue
if command.strip() == '' or command is None:
players[id]["retries"] = players[id].get("retries", 0) + 1
mud.send_message(id, "Invalid Password")
continue
loaded_player = load_object_from_file("players/{}.json".format(players[pid]["name"]))
if loaded_player is None:
players[id]["password"] = password_hash(players[pid]["name"], command)
players[id]["room"] = "town/tavern"
players[id]["createstep"] = 1
mud.send_message(pid, "Can you view %bold%bluecolors%reset? ")
continue
else:
if loaded_player["password"] == password_hash(players[pid]["name"], command):
players[id] = loaded_player
mud._clients[id].color_enabled = players[id]["color_enabled"]
if players[id]["createstep"]:
mud.send_message(pid, "Can you view %bold%bluecolors%reset? ")
continue
else:
players[id]["retries"] = players[id].get("retries", 0) + 1
mud.send_message(id, "Invalid Password")
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 new player
mud.send_message(pid, "{} entered the game".format(players[id]["name"]))
mud.remote_echo(id, True)
# send the new player a welcome message
mud.send_message(id, "\r\n\r\nWelcome to the game, {}. ".format(players[id]["name"]) +
"\r\nType 'help' for a list of commands. Have fun!\r\n\r\n")
# send the new player the description of their current room
cmd_handler.parse(id, 'look', '', mud, players)
show_prompt(id)
elif players[id].get("createstep"):
handle_character_create(id, command, params)
else:
if 'esp' in platform:
collect()
cmd_handler.parse(id, command, params, mud, players)
show_prompt(id)
# Start WIFI Setup
if 'esp' in platform:
if flash_button.value() == 0:
print('Starting WIFIWeb')
import wifiweb