817c7517 by Barry

Initial commit

0 parents
class CommandHandler(object):
def tokenize_params(self):
cleaned = self.params.lower().strip()
tokens = []
for token in cleaned.split(' '):
token = token.strip()
if len(token) > 0:
tokens.append(token)
self.tokens = tokens
def look(self):
self.mud.send_message(self.id, "")
if len(self.tokens) > 0 and self.tokens[0] == 'at':
del self.tokens[0]
if len(self.tokens) == 0:
self.mud.send_message(self.id, self.room.get_description())
else:
subject = self.tokens[0]
items = self.room.get_look_items()
for item in items:
if subject in item:
self.mud.send_message(self.id, items[item])
return True
self.mud.send_message(self.id, "That doesn't seem to be here.")
playershere = []
# go through every player in the game
for pid, pl in self.players.items():
# if they're in the same room as the player
if self.players[pid]["room"] == self.players[self.id]["room"]:
# ... and they have a name to be shown
if self.players[pid]["name"] is not None:
# add their name to the list
playershere.append(self.players[pid]["name"])
# send player a message containing the list of players in the room
self.mud.send_message(self.id, "Players here: {}".format(
", ".join(playershere)))
# send player a message containing the list of exits from this room
self.mud.send_message(self.id, "Exits are: {}".format(
", ".join(self.room.get_exits())))
return True
def parse(self, id, cmd, params, room, mud, players):
self.id = id
self.cmd = cmd
self.params = params
self.tokenize_params()
self.room = room
self.mud = mud
self.players = players
try:
method = getattr(self, cmd)
return method()
except AttributeError:
return False
Commands:
say <message> - Says something out loud, e.g. 'say Hello'
look - Examines the surroundings, e.g. 'look'
go <exit> - Moves through the exit specified, e.g. 'go outside'
save - Saves your character
quit - Saves your character then closes the connection
\ No newline at end of file
#!/usr/bin/env python
"""A simple Multi-User Dungeon (MUD) game. Players can talk to each
other, examine their surroundings and move between rooms.
Some ideas for things to try adding:
* More rooms to explore
* An 'emote' command e.g. 'emote laughs out loud' -> 'Mark laughs
out loud'
* A 'whisper' command for talking to individual players
* A 'shout' command for yelling to players in all rooms
* Items to look at in rooms e.g. 'look fireplace' -> 'You see a
roaring, glowing fire'
* Items to pick up e.g. 'take rock' -> 'You pick up the rock'
* Monsters to fight
* Loot to collect
* Saving players accounts between sessions
* A password login
* A shop from which to buy items
author: Mark Frimston - mfrimston@gmail.com
"""
import time
# import datetime
#import io
import json
# import the MUD server class
from mudserver import MudServer
from commands import CommandHandler
print('STARTING MUD\r\n\r\n\r\n')
rooms = {}
# stores the players in the game
players = {}
# start the server
mud = MudServer()
cmd_handler = CommandHandler()
def load_room(room_name):
print("Loading room:" + room_name)
try:
if room_name in rooms:
return rooms[room_name]
module = __import__('rooms.' + room_name.lower())
room_module = getattr(module, room_name.lower())
room_class = getattr(room_module, room_name)
instance = room_class()
rooms[room_name] = instance
return instance
except Exception as e:
print(e)
return None
def save_object_to_file(obj, filename):
with open(filename, 'w', encoding='utf-8') as f:
f.write(json.dumps(obj, ensure_ascii=False))
def load_object_from_file(filename):
try:
with open(filename, 'r', encoding='utf-8') as f:
return json.loads(f.read())
except Exception:
return None
def prompt(pid):
if "prompt" not in players[pid]:
players[pid]["prompt"] = "> "
mud.send_message(pid, "\r\n" + players[pid]["prompt"], '')
# main game loop. We loop forever (i.e. until the program is terminated)
while True:
# pause for 1/5 of a second on each loop, so that we don't constantly
# use 100% CPU time
time.sleep(0.001)
# TODO: Add some cache removal if older than X
# now = datetime.datetime.now()
# delta = now - datetime.timedelta(minutes = 2)
# for room in rooms:
# if room.created < delta:
# del rooms[room]
# '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] = {
"name": None,
"room": None,
"inventory": None,
"prompt": "> ",
}
# send the new player a prompt for their name
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
mud.send_message(pid, "{} quit the game".format(
players[id]["name"]))
# remove the player's entry in the player dictionary
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 players[id]["room"]:
rm = load_room(players[id]["room"])
# 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]["name"] is None:
loaded_player = load_object_from_file("players/{}.json".format(command))
if loaded_player is None:
players[id]["name"] = command
players[id]["room"] = "Tavern"
else:
players[id] = loaded_player
# 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"]))
# 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
mud.send_message(id, load_room(players[id]["room"]).get_description())
# each of the possible commands is handled below. Try adding new
# commands to the game!
# 'help' command
elif command == "help":
with open('help/help.txt', 'r', encoding='utf-8') as f:
for line in f:
mud.send_message(id, line, '\r')
mud.send_message(id, '')
# 'help' command
elif command == "quit":
# send the player back the list of possible commands
mud.send_message(id, "Saving...")
save_object_to_file(players[id], "players/{}.json".format(players[id]["name"]))
mud.disconnect_player(id)
# 'help' command
elif command == "save":
# send the player back the list of possible commands
mud.send_message(id, "Saving...")
save_object_to_file(players[id], "players/{}.json".format(players[id]["name"]))
mud.send_message(id, "Save complete")
# 'say' command
elif command == "say":
# go through every player in the game
for pid, pl in players.items():
# if they're in the same room as the player
if players[pid]["room"] == players[id]["room"]:
# send them a message telling them what the player said
mud.send_message(pid, "{} says: {}".format(
players[id]["name"], params))
# 'look' command
elif cmd_handler.parse(id, command, params, rm, mud, players):
pass
# 'go' command
elif command == "go":
# store the exit name
ex = params.lower()
# store the player's current room
rm = load_room(players[id]["room"])
# if the specified exit is found in the room's exits list
if ex in rm.get_exits():
# go through all the players in the game
for pid, pl in players.items():
# if player is in the same room and isn't the player
# sending the command
if players[pid]["room"] == players[id]["room"] \
and pid != id:
# send them a message telling them that the player
# left the room
mud.send_message(pid, "{} left via exit '{}'".format(
players[id]["name"], ex))
# update the player's current room to the one the exit leads to
loaded = load_room(rm.get_exits()[ex])
if loaded == None:
mud.send_message(id, "An invisible force prevents you from going in that direction.")
continue
else:
players[id]["room"] = rm.get_exits()[ex]
rm = loaded
# go through all the players in the game
for pid, pl in players.items():
# if player is in the same (new) room and isn't the player
# sending the command
if players[pid]["room"] == players[id]["room"] \
and pid != id:
# send them a message telling them that the player
# entered the room
mud.send_message(pid,
"{} arrived via exit '{}'".format(
players[id]["name"], ex))
# send the player a message telling them where they are now
mud.send_message(id, "You arrive at '{}'".format(rm.get_title()))
# the specified exit wasn't found in the current room
else:
# send back an 'unknown exit' message
mud.send_message(id, "Unknown exit '{}'".format(ex))
# some other, unrecognised command
else:
# send back an 'unknown command' message
mud.send_message(id, "Unknown command '{}'".format(command))
prompt(id)
"""Basic MUD server module for creating text-based Multi-User Dungeon
(MUD) games.
Contains one class, MudServer, which can be instantiated to start a
server running then used to send and receive messages from players.
author: Mark Frimston - mfrimston@gmail.com
"""
import socket
import select
import time
import sys
class MudServer(object):
"""A basic server for text-based Multi-User Dungeon (MUD) games.
Once created, the server will listen for players connecting using
Telnet. Messages can then be sent to and from multiple connected
players.
The 'update' method should be called in a loop to keep the server
running.
"""
# An inner class which is instantiated for each connected client to store
# info about them
class _Client(object):
"""Holds information about a connected player"""
# the socket object used to communicate with this client
socket = None
# the ip address of this client
address = ""
# holds data send from the client until a full message is received
buffer = ""
# the last time we checked if the client was still connected
lastcheck = 0
def __init__(self, socket, address, buffer, lastcheck):
self.socket = socket
self.address = address
self.buffer = buffer
self.lastcheck = lastcheck
# Used to store different types of occurences
_EVENT_NEW_PLAYER = 1
_EVENT_PLAYER_LEFT = 2
_EVENT_COMMAND = 3
# Different states we can be in while reading data from client
# See _process_sent_data function
_READ_STATE_NORMAL = 1
_READ_STATE_COMMAND = 2
_READ_STATE_SUBNEG = 3
# Command codes used by Telnet protocol
# See _process_sent_data function
_TN_INTERPRET_AS_COMMAND = 255
_TN_ARE_YOU_THERE = 246
_TN_WILL = 251
_TN_WONT = 252
_TN_DO = 253
_TN_DONT = 254
_TN_SUBNEGOTIATION_START = 250
_TN_SUBNEGOTIATION_END = 240
# socket used to listen for new clients
_listen_socket = None
# holds info on clients. Maps client id to _Client object
_clients = {}
# counter for assigning each client a new id
_nextid = 0
# list of occurences waiting to be handled by the code
_events = []
# list of newly-added occurences
_new_events = []
def __init__(self):
"""Constructs the MudServer object and starts listening for
new players.
"""
self._clients = {}
self._nextid = 0
self._events = []
self._new_events = []
# create a new tcp socket which will be used to listen for new clients
self._listen_socket = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
# set a special option on the socket which allows the port to be
# immediately without having to wait
self._listen_socket.setsockopt(socket.SOL_SOCKET, socket.SO_REUSEADDR,
1)
# bind the socket to an ip address and port. Port 23 is the standard
# telnet port which telnet clients will use, however on some platforms
# this requires root permissions, so we use a higher arbitrary port
# number instead: 1234. Address 0.0.0.0 means that we will bind to all
# of the available network interfaces
self._listen_socket.bind(("0.0.0.0", 1234))
# set to non-blocking mode. This means that when we call 'accept', it
# will return immediately without waiting for a connection
self._listen_socket.setblocking(False)
# start listening for connections on the socket
self._listen_socket.listen(1)
def update(self):
"""Checks for new players, disconnected players, and new
messages sent from players. This method must be called before
up-to-date info can be obtained from the 'get_new_players',
'get_disconnected_players' and 'get_commands' methods.
It should be called in a loop to keep the game running.
"""
# check for new stuff
self._check_for_new_connections()
self._check_for_disconnected()
self._check_for_messages()
# move the new events into the main events list so that they can be
# obtained with 'get_new_players', 'get_disconnected_players' and
# 'get_commands'. The previous events are discarded
self._events = list(self._new_events)
self._new_events = []
def disconnect_player(self, clid):
cl = self._clients[clid]
cl.socket.close()
self._handle_disconnect(clid)
def get_new_players(self):
"""Returns a list containing info on any new players that have
entered the game since the last call to 'update'. Each item in
the list is a player id number.
"""
retval = []
# go through all the events in the main list
for ev in self._events:
# if the event is a new player occurence, add the info to the list
if ev[0] == self._EVENT_NEW_PLAYER:
retval.append(ev[1])
# return the info list
return retval
def get_disconnected_players(self):
"""Returns a list containing info on any players that have left
the game since the last call to 'update'. Each item in the list
is a player id number.
"""
retval = []
# go through all the events in the main list
for ev in self._events:
# if the event is a player disconnect occurence, add the info to
# the list
if ev[0] == self._EVENT_PLAYER_LEFT:
retval.append(ev[1])
# return the info list
return retval
def get_commands(self):
"""Returns a list containing any commands sent from players
since the last call to 'update'. Each item in the list is a
3-tuple containing the id number of the sending player, a
string containing the command (i.e. the first word of what
they typed), and another string containing the text after the
command
"""
retval = []
# go through all the events in the main list
for ev in self._events:
# if the event is a command occurence, add the info to the list
if ev[0] == self._EVENT_COMMAND:
retval.append((ev[1], ev[2], ev[3]))
# return the info list
return retval
def send_message(self, to, message, line_ending='\r\n'):
"""Sends the text in the 'message' parameter to the player with
the id number given in the 'to' parameter. The text will be
printed out in the player's terminal.
"""
# we make sure to put a newline on the end so the client receives the
# message on its own line
self._attempt_send(to, message + line_ending)
def shutdown(self):
"""Closes down the server, disconnecting all clients and
closing the listen socket.
"""
# for each client
for cl in self._clients.values():
# close the socket, disconnecting the client
cl.socket.shutdown()
cl.socket.close()
# stop listening for new clients
self._listen_socket.close()
def _attempt_send(self, clid, data):
# python 2/3 compatability fix - convert non-unicode string to unicode
if sys.version < '3' and type(data) != unicode:
data = unicode(data, "latin1")
try:
# look up the client in the client map and use 'sendall' to send
# the message string on the socket. 'sendall' ensures that all of
# the data is sent in one go
if sys.version_info != (3, 4, 0):
bytes_to_send = bytearray(data, 'latin1')
else:
bytes_to_send = bytearray(data)
client_socket = self._clients[clid].socket
client_socket.sendall(bytes_to_send)
# KeyError will be raised if there is no client with the given id in
# the map
except KeyError:
pass
# If there is a connection problem with the client (e.g. they have
# disconnected) a socket error will be raised
except Exception as e:
sys.print_exception(e)
self._handle_disconnect(clid)
def _check_for_new_connections(self):
# 'select' is used to check whether there is data waiting to be read
# from the socket. We pass in 3 lists of sockets, the first being those
# to check for readability. It returns 3 lists, the first being
# the sockets that are readable. The last parameter is how long to wait
# - we pass in 0 so that it returns immediately without waiting
rlist, wlist, xlist = select.select([self._listen_socket], [], [], 0)
# if the socket wasn't in the readable list, there's no data available,
# meaning no clients waiting to connect, and so we can exit the method
# here
if self._listen_socket not in rlist:
return
# 'accept' returns a new socket and address info which can be used to
# communicate with the new client
joined_socket, addr = self._listen_socket.accept()
# set non-blocking mode on the new socket. This means that 'send' and
# 'recv' will return immediately without waiting
joined_socket.setblocking(False)
# construct a new _Client object to hold info about the newly connected
# client. Use 'nextid' as the new client's id number
self._clients[self._nextid] = MudServer._Client(joined_socket, addr[0],
"", time.time())
# add a new player occurence to the new events list with the player's
# id number
self._new_events.append((self._EVENT_NEW_PLAYER, self._nextid))
# add 1 to 'nextid' so that the next client to connect will get a
# unique id number
self._nextid += 1
def _check_for_disconnected(self):
# go through all the clients
for id, cl in list(self._clients.items()):
# if we last checked the client less than 5 seconds ago, skip this
# client and move on to the next one
if time.time() - cl.lastcheck < 5.0:
continue
# send the client an invisible character. It doesn't actually
# matter what we send, we're really just checking that data can
# still be written to the socket. If it can't, an error will be
# raised and we'll know that the client has disconnected.
self._attempt_send(id, "\x00")
# update the last check time
cl.lastcheck = time.time()
def _check_for_messages(self):
# go through all the clients
for id, cl in list(self._clients.items()):
# we use 'select' to test whether there is data waiting to be read
# from the client socket. The function takes 3 lists of sockets,
# the first being those to test for readability. It returns 3 list
# of sockets, the first being those that are actually readable.
rlist, wlist, xlist = select.select([cl.socket], [], [], 0)
# if the client socket wasn't in the readable list, there is no
# new data from the client - we can skip it and move on to the next
# one
if cl.socket not in rlist:
continue
try:
# read data from the socket, using a max length of 4096
data = cl.socket.recv(4096).decode("latin1")
# process the data, stripping out any special Telnet commands
message = self._process_sent_data(cl, data)
# if there was a message in the data
if message:
# remove any spaces, tabs etc from the start and end of
# the message
message = message.strip()
# separate the message into the command (the first word)
# and its parameters (the rest of the message)
command, params = (message.split(" ", 1) + ["", ""])[:2]
# add a command occurence to the new events list with the
# player's id number, the command and its parameters
self._new_events.append((self._EVENT_COMMAND, id,
command.lower(), params))
# if there is a problem reading from the socket (e.g. the client
# has disconnected) a socket error will be raised
except socket.error:
self._handle_disconnect(id)
def _handle_disconnect(self, clid):
# remove the client from the clients map
del(self._clients[clid])
# add a 'player left' occurence to the new events list, with the
# player's id number
self._new_events.append((self._EVENT_PLAYER_LEFT, clid))
def _process_sent_data(self, client, data):
# the Telnet protocol allows special command codes to be inserted into
# messages. For our very simple server we don't need to response to
# any of these codes, but we must at least detect and skip over them
# so that we don't interpret them as text data.
# More info on the Telnet protocol can be found here:
# http://pcmicro.com/netfoss/telnet.html
# start with no message and in the normal state
message = None
state = self._READ_STATE_NORMAL
# go through the data a character at a time
for c in data:
# handle the character differently depending on the state we're in:
# normal state
if state == self._READ_STATE_NORMAL:
# if we received the special 'interpret as command' code,
# switch to 'command' state so that we handle the next
# character as a command code and not as regular text data
if ord(c) == self._TN_INTERPRET_AS_COMMAND:
state = self._READ_STATE_COMMAND
# if we get a newline character, this is the end of the
# message. Set 'message' to the contents of the buffer and
# clear the buffer
elif c == "\n":
message = client.buffer
client.buffer = ""
# some telnet clients send the characters as soon as the user
# types them. So if we get a backspace character, this is where
# the user has deleted a character and we should delete the
# last character from the buffer.
elif c == "\x08":
client.buffer = client.buffer[:-1]
# otherwise it's just a regular character - add it to the
# buffer where we're building up the received message
else:
client.buffer += c
# command state
elif state == self._READ_STATE_COMMAND:
# the special 'start of subnegotiation' command code indicates
# that the following characters are a list of options until
# we're told otherwise. We switch into 'subnegotiation' state
# to handle this
if ord(c) == self._TN_SUBNEGOTIATION_START:
state = self._READ_STATE_SUBNEG
# if the command code is one of the 'will', 'wont', 'do' or
# 'dont' commands, the following character will be an option
# code so we must remain in the 'command' state
elif ord(c) in (self._TN_WILL, self._TN_WONT, self._TN_DO,
self._TN_DONT):
state = self._READ_STATE_COMMAND
# for all other command codes, there is no accompanying data so
# we can return to 'normal' state.
else:
state = self._READ_STATE_NORMAL
# subnegotiation state
elif state == self._READ_STATE_SUBNEG:
# if we reach an 'end of subnegotiation' command, this ends the
# list of options and we can return to 'normal' state.
# Otherwise we must remain in this state
if ord(c) == self._TN_SUBNEGOTIATION_END:
state = self._READ_STATE_NORMAL
# return the contents of 'message' which is either a string or None
return message
{"name": "test", "room": "Room001", "inventory": null, "prompt": "> "}
\ No newline at end of file
File mode changed
# import datetime
class BaseRoom(object):
def __init__(self, title, description, exits, look_items):
self.title = title
self.description = description
self.exits = exits
self.look_items = look_items
# self.created = datetime.datetime.now()
def get_title(self):
return self.title
def get_description(self):
return self.description
def get_exits(self):
return self.exits
def get_look_items(self):
return self.look_items
from .baseroom import BaseRoom
class Room001(BaseRoom):
def __init__(self):
title = "Behind the bar"
description = "The back of the bar gives a full view of the tavern. The bar\r\n top is a large wooden plank thrown across some barrels."
exits = {"tavern": "Tavern"}
look_items = {
"bar": "The bar is a long wooden plank thrown over roughly hewn barrels.",
"barrel,barrels": "The old barrels bands are thick with oxidation and stained\r\n with the purple of spilled wine.",
"wooden,oak,plank": "An old solid oak plank that has a large number of chips\r\n and drink marks."
}
super(Room001, self).__init__(title, description, exits, look_items)
from .baseroom import BaseRoom
class Tavern(BaseRoom):
def __init__(self):
title = "Tavern"
description = "You're in a cozy tavern warmed by an open fire."
exits = {"outside": "Outside", "behind bar": "Room001"}
look_items = {
"bar": "The bar is a long wooden plank thrown over roughly hewn barrels.",
"barrel,barrels": "The old barrels bands are thick with oxidation and stained\r\n with the purple of spilled wine.",
"wooden,oak,plank": "An old solid oak plank that has a large number of chips\r\n and drink marks.",
"fire": "The fire crackles quietly in the corner providing a small amount of light and heat."
}
super(Tavern, self).__init__(title, description, exits, look_items)
#!/usr/bin/env python
"""A simple Multi-User Dungeon (MUD) game. Players can talk to each
other, examine their surroundings and move between rooms.
Some ideas for things to try adding:
* More rooms to explore
* An 'emote' command e.g. 'emote laughs out loud' -> 'Mark laughs
out loud'
* A 'whisper' command for talking to individual players
* A 'shout' command for yelling to players in all rooms
* Items to look at in rooms e.g. 'look fireplace' -> 'You see a
roaring, glowing fire'
* Items to pick up e.g. 'take rock' -> 'You pick up the rock'
* Monsters to fight
* Loot to collect
* Saving players accounts between sessions
* A password login
* A shop from which to buy items
author: Mark Frimston - mfrimston@gmail.com
"""
import time
# import the MUD server class
from mudserver import MudServer
# structure defining the rooms in the game. Try adding more rooms to the game!
rooms = {
"Tavern": {
"description": "You're in a cozy tavern warmed by an open fire.",
"exits": {"outside": "Outside"},
},
"Outside": {
"description": "You're standing outside a tavern. It's raining.",
"exits": {"inside": "Tavern"},
}
}
# stores the players in the game
players = {}
# start the server
mud = MudServer()
# main game loop. We loop forever (i.e. until the program is terminated)
while True:
# pause for 1/5 of a second on each loop, so that we don't constantly
# use 100% CPU time
time.sleep(0.2)
# '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] = {
"name": None,
"room": None,
}
# send the new player a prompt for their name
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
mud.send_message(pid, "{} quit the game".format(
players[id]["name"]))
# remove the player's entry in the player dictionary
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]["name"] is None:
players[id]["name"] = command
players[id]["room"] = "Tavern"
# 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"]))
# send the new player a welcome message
mud.send_message(id, "Welcome to the game, {}. ".format(
players[id]["name"])
+ "Type 'help' for a list of commands. Have fun!")
# send the new player the description of their current room
mud.send_message(id, rooms[players[id]["room"]]["description"])
# each of the possible commands is handled below. Try adding new
# commands to the game!
# 'help' command
elif command == "help":
# send the player back the list of possible commands
mud.send_message(id, "Commands:")
mud.send_message(id, " say <message> - Says something out loud, "
+ "e.g. 'say Hello'")
mud.send_message(id, " look - Examines the "
+ "surroundings, e.g. 'look'")
mud.send_message(id, " go <exit> - Moves through the exit "
+ "specified, e.g. 'go outside'")
# 'say' command
elif command == "say":
# go through every player in the game
for pid, pl in players.items():
# if they're in the same room as the player
if players[pid]["room"] == players[id]["room"]:
# send them a message telling them what the player said
mud.send_message(pid, "{} says: {}".format(
players[id]["name"], params))
# 'look' command
elif command == "look":
# store the player's current room
rm = rooms[players[id]["room"]]
# send the player back the description of their current room
mud.send_message(id, rm["description"])
playershere = []
# go through every player in the game
for pid, pl in players.items():
# if they're in the same room as the player
if players[pid]["room"] == players[id]["room"]:
# ... and they have a name to be shown
if players[pid]["name"] is not None:
# add their name to the list
playershere.append(players[pid]["name"])
# send player a message containing the list of players in the room
mud.send_message(id, "Players here: {}".format(
", ".join(playershere)))
# send player a message containing the list of exits from this room
mud.send_message(id, "Exits are: {}".format(
", ".join(rm["exits"])))
# 'go' command
elif command == "go":
# store the exit name
ex = params.lower()
# store the player's current room
rm = rooms[players[id]["room"]]
# if the specified exit is found in the room's exits list
if ex in rm["exits"]:
# go through all the players in the game
for pid, pl in players.items():
# if player is in the same room and isn't the player
# sending the command
if players[pid]["room"] == players[id]["room"] \
and pid != id:
# send them a message telling them that the player
# left the room
mud.send_message(pid, "{} left via exit '{}'".format(
players[id]["name"], ex))
# update the player's current room to the one the exit leads to
players[id]["room"] = rm["exits"][ex]
rm = rooms[players[id]["room"]]
# go through all the players in the game
for pid, pl in players.items():
# if player is in the same (new) room and isn't the player
# sending the command
if players[pid]["room"] == players[id]["room"] \
and pid != id:
# send them a message telling them that the player
# entered the room
mud.send_message(pid,
"{} arrived via exit '{}'".format(
players[id]["name"], ex))
# send the player a message telling them where they are now
mud.send_message(id, "You arrive at '{}'".format(
players[id]["room"]))
# the specified exit wasn't found in the current room
else:
# send back an 'unknown exit' message
mud.send_message(id, "Unknown exit '{}'".format(ex))
# some other, unrecognised command
else:
# send back an 'unknown command' message
mud.send_message(id, "Unknown command '{}'".format(command))
{"test": "value"}
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