main.py
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#!/usr/bin/env python
"""
MudServer author: Mark Frimston - mfrimston@gmail.com
Micropython port and expansion author: Barry Ruffner - barryruffner@gmail.com
"""
from time import sleep
from math import floor
from sys import platform
from os import listdir
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()
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']))
# 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 command.isalnum() 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"
else:
if loaded_player["password"] == password_hash(players[pid]["name"], command):
players[id] = loaded_player
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)
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