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dlsv.py
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598 lines (521 loc) · 19.5 KB
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import os
import random
import uuid
from datetime import datetime
from enum import Enum
import yaml
import socketio
from aiohttp import web
import aiofiles
sio = socketio.AsyncServer()
app = web.Application()
sio.attach(app)
class Eventid(Enum):
RNDMSG, KEY, BOSS = range(3)
class Evloctype(Enum):
RANDOM, DOWNSTAIRS = range(2)
class Place(Enum):
MAZE, EDGE_OF_TOWN, TRAINING_GROUNDS, CASTLE, HAWTHORNE_TAVERN, TRADER_JAYS, LAKEHOUSE_INN, MGH, CAMP, BATTLE, LEAVE_GAME = range(
11)
login_teams = {} # key=team: value=Team object
login_users = {} # key=user: value=sid
registered_users = {}
userfile_path = "users.yaml"
@sio.on('connect')
async def connect(sid, environ):
# print(environ) # for debug
user = environ['HTTP_USER']
room = environ['HTTP_TEAM']
phash = environ['HTTP_PHASH']
if not user or not room or not phash:
return
if user not in registered_users.keys():
# register user
registered_users[user] = {}
registered_users[user]['phash'] = phash
print(f"New user rigstered: {user}")
else:
if phash != registered_users[user]['phash']:
print(F"Login failed for {user}")
# incorrect password
return
registered_users[user]['last_login'] = datetime.now()
yf = yaml.dump(registered_users)
async with aiofiles.open(userfile_path, 'w') as f:
# for l in yf:
await f.write(yf)
if room not in login_teams:
login_teams[room] = Team(room)
team = login_teams[room]
team.logins[user] = datetime.now()
login_users[user] = sid
sio.enter_room(sid, room)
async with sio.session(sid) as session:
session['user'] = user
session['team'] = room
await sio.emit('dungeon', {'uuid': team.dungeon.uuid,
'events': team.dungeon.events}, room=sid)
print(
f"connect user: {user}, sid: {sid}, team: {room}, uuid: {team.dungeon.uuid}")
@sio.on('message')
async def message(sid, data):
async with sio.session(sid) as session:
user = session['user']
team = session['team']
print(f"Message from {user}: {data}")
mesdic = {'user': user, 'message': data}
await sio.emit('message', mesdic, room=team)
@sio.event
async def get_plocs(sid):
"""
Send back party locations that are logged in
"""
async with sio.session(sid) as session:
team = session['team']
dungeon = login_teams[team].dungeon
await sio.emit('send_plocs', dungeon.team_locs, room=sid)
@sio.event
async def get_party(sid, ulist):
"""
Request party info to users in ulist
"""
async with sio.session(sid) as session:
requester = session['user']
if requester in ulist:
print(f"{requester} wants its own party. Igoring.")
ulist.remove(requester)
for user in ulist:
await sio.emit('get_party', requester, sid=login_users[user])
print(f"{requester} requests party update to {user}")
@sio.event
async def update_party(sid, data):
"""
Update sender's party_s to requester
If requester is None, emit to all users who are in the same location
as the sender and camping (ie, in the joined camp as the sender)
"""
async with sio.session(sid) as session:
sender = session['user']
team = session['team']
dungeon = login_teams[team].dungeon
sloc = dungeon.team_locs[sender]
if data['requester']:
users = [data['requester']]
if data['requester'] == sender:
print(f"{data['requester']} wants {sender} party. Aborting.")
return
else:
users = [k for k, v in dungeon.team_locs.items() if v[0] == sloc[0] and
v[1] == sloc[1] and v[2] == sloc[2] and v[3] == Place.CAMP.name
and k != sender]
updata = {'sender': sender, 'party_s': data['party_s']}
for user in users:
await sio.emit('update_party', updata, room=login_users[user])
print(f"Update {sender} party_s to {users}")
# print(f"{data['party_s']['members']}")
@sio.on('disconnect')
def disconnect(sid):
print('disconnect ', sid)
@sio.on('get_monp')
async def get_monp(sid, sender):
"""
Request monster party info to sender (of the info)
Used for joined battles
"""
async with sio.session(sid) as session:
requester = session['user']
await sio.emit('get_monp', requester, room=login_users[sender])
print(
f"get_monp request from {requester}({sid}) to {sender}({login_users[sender]})")
@sio.on('send_monp')
async def send_monp(sid, data):
"""
Send back monster party info to requester
Used for joined battles
"""
await sio.emit('send_monp', data['monp_s'], room=login_users[data['requester']])
print(f"sent monp_s to {data['requester']}")
@sio.event
async def update_monp(sid, monp_s):
async with sio.session(sid) as session:
team = session['team']
user = session['user']
tm = login_teams[team] # Team object
loc = tm.dungeon.team_locs[user] # (x, y, floor, place)
users = [] # user list to update monp
for k, v in tm.dungeon.team_locs.items():
if loc == v:
users.append(k)
for u in users:
if u != user:
await sio.emit('send_monp', monp_s, room=login_users[u])
print(f"update_monp from {user} to {login_users[u]}")
@sio.event
async def battle_msg(sid, data):
async with sio.session(sid) as session:
team = session['team']
user = session['user']
tm = login_teams[team] # Team object
loc = tm.dungeon.team_locs[user] # (x, y, floor, place)
users = [] # user list to update monp
for k, v in tm.dungeon.team_locs.items():
if loc == v:
users.append(k)
for u in users:
if u != user:
await sio.emit('battle_msg', data, room=login_users[u])
# print(f"battle_msg: {data['msg']}, {data['start']}")
@sio.on('party_move')
async def party_move(sid, data):
async with sio.session(sid) as session:
team = session['team']
user = session['user']
dungeon = login_teams[team].dungeon
dungeon.team_locs[user] = (
data['x'], data['y'], data['floor'], data['place'])
locdic = {}
locdic['user'] = user
locdic['x'] = data['x']
locdic['y'] = data['y']
locdic['floor'] = data['floor']
locdic['place'] = data['place']
# print(
# f"{user} - ({locdic['x']},{locdic['y']})@{locdic['floor']}%{locdic['place']}")
await sio.emit('party_loc', locdic, room=team, skip_sid=sid)
@ sio.on('exit_dungeon')
async def exit_dungeon(sid):
async with sio.session(sid) as session:
team = session['team']
user = session['user']
del login_teams[team].logins[user]
print(f"{user} exited from dungeon")
if not login_teams[team].logins: # empty->everyone logged out?
del login_teams[team]
print(f"Team {team} removed.")
@sio.on('load_floor')
async def load_floor(sid, floor):
async with sio.session(sid) as session:
team = session['team']
dungeon = login_teams[team].dungeon
if floor in dungeon.floors:
f = dungeon.floors[floor]
else:
f = dungeon.generate_floor(floor)
dungeon.floors[floor] = f
rooms = tuple([(r.x, r.y, r.x_size, r.y_size) for r in f.rooms])
# convert tuple keys to string (as it can't be serialized)
events = {','.join([str(k[0]), str(
k[1])]): v for k, v in f.events.items()}
floor_dic = {'x_size': f.x_size, 'y_size': f.y_size, 'floor': f.floor,
'up_x': f.up_x, 'up_y': f.up_y,
'down_x': f.down_x, 'down_y': f.down_y,
'floor_orig': bytes(f.floor_orig), 'floor_data': bytes(f.floor_data),
'rooms': rooms, 'events': events, 'battled': f.battled}
await sio.emit('floor_dic', floor_dic, room=sid)
print(f"Sent floor {floor} data to {sid}")
@sio.event
async def cast_spell(sid, sdata):
"""
Cast spell for other party member.
"""
async with sio.session(sid) as session:
user = session['user']
data = {'user': user, 'spell': sdata['spell'], 'caster': sdata['caster'],
'target': sdata['target']}
await sio.emit('cast_spell', data, room=login_users[sdata['user']])
print(f"Cast {sdata['spell']} for {sdata['target']}({sdata['user']})")
@sio.event
async def buy(sid, data):
"""
'buyer' wants to buy 'item' from 'seller'
"""
if data['seller'] not in login_users:
print(f"Ooops, seller: {data['seller']} is not logged in.")
return
seller_sid = login_users[data['seller']]
await sio.emit('buy', data, room=seller_sid)
print(f"{data['buyer']} wants to buy {data['item']} from {data['seller']}")
@sio.event
async def sold(sid, data):
"""
'seller' sold 'item' to 'buyer'
"""
if data['buyer'] not in login_users:
print(f"Ooops, buyer: {data['buyer']} is not logged in.")
return
buyer_sid = login_users[data['buyer']]
await sio.emit('sold', data, room=buyer_sid)
print(f"{data['seller']} sold {data['item']} to {data['buyer']}")
class Team:
"""
Represents a team
"""
def __init__(self, team):
self.team = team
self.logins = {} # key: user, value: sid
self.dungeon = Dungeon()
def __repr__(self):
return f"Team<{self.team} - {self.logins}, {self.dungeon}>"
class Dungeon:
"""
Represents a dungeon
"""
def __init__(self):
self.floors = {} # dict of floor objects (server)
self.events = [] # list of events (floor, eventid)
self.generate_events()
self.uuid = uuid.uuid1().hex
# user: (x, y, floor, place) # Place.MAZE, .CAMP or .BATTLE in text
self.team_locs = {}
def __repr__(self):
return f"Dungeon<{self.uuid} - {self.floors}, {self.events}>"
def generate_events(self):
"""
Generate important events when creating a dungeon.
Later, events need to be placed on creating floors
"""
# generate keys
self.events.append((Evloctype.RANDOM.name, 3, Eventid.KEY.name))
self.events.append((Evloctype.RANDOM.name, 6, Eventid.KEY.name))
self.events.append((Evloctype.RANDOM.name, 9, Eventid.KEY.name))
self.events.append((Evloctype.RANDOM.name, 10, Eventid.KEY.name))
# generate bosses
self.events.append((Evloctype.DOWNSTAIRS.name, 3, Eventid.BOSS.name))
self.events.append((Evloctype.DOWNSTAIRS.name, 6, Eventid.BOSS.name))
self.events.append((Evloctype.DOWNSTAIRS.name, 9, Eventid.BOSS.name))
self.events.append((Evloctype.DOWNSTAIRS.name, 10, Eventid.BOSS.name))
def generate_floor(self, floor):
"""
Generate a dungeon floor.
Create rooms, connect among them and place doors
"""
floor_x_size = min(256, 48 + 24*floor)
floor_y_size = min(128, 20 + 10*floor)
floor_data = bytearray(b'#' * floor_x_size *
floor_y_size) # rock only floor
floor_obj = Floor(floor_x_size, floor_y_size, floor, floor_data)
rooms = floor_obj.prepare_rooms()
for r in rooms:
for y in range(r.y_size):
start = (r.y + y)*floor_x_size + r.x
floor_obj.floor_view[start:start+r.x_size] = b'.'*r.x_size
floor_obj.connect_all_rooms(rooms)
floor_obj.place_doors(rooms)
floor_obj.rooms = rooms
floor_obj.floor_orig = floor_obj.floor_data
floor_obj.place_events(self)
floor_obj.floor_data = bytearray(b'^' * floor_x_size * floor_y_size)
return floor_obj
class Floor:
# Represents a floor in the dungeon
def __init__(self, x_size, y_size, floor, floor_data):
self.x_size = x_size
self.y_size = y_size
self.floor = floor
self.floor_data = floor_data
self.floor_view = memoryview(floor_data)
self.battled = []
self.rooms = None
self.up_x = self.up_y = 0
self.down_x = self.down_y = 0
self.events = {} # event list. key is (x, y), value is [eventID, done]
def __repr__(self):
s = self.floor_data.decode()
return f"Floor(size: {self.x_size}x{self.y_size}, floor: {self.floor} - {s})"
def place_events(self, dungeon):
"""
Place events on random or specific type location
"""
for ev in dungeon.events:
if ev[1] != self.floor: # event[1] is floor
continue
if ev[0] == Evloctype.RANDOM.name:
while True:
x = random.randrange(self.x_size)
y = random.randrange(self.y_size)
if self.get_tile(x, y) == b'.': # floor tile
break
self.put_tile(x, y, b',')
self.events[(x, y)] = [ev[2], False] # event[2] is eventid
elif ev[0] == Evloctype.DOWNSTAIRS.name:
x = self.rooms[-1].center_x
y = self.rooms[-1].center_y
self.events[(x, y)] = [ev[2], False] # eventid
if self.floor >= 11:
while True:
x = random.randrange(self.x_size)
y = random.randrange(self.y_size)
if self.get_tile(x, y) == b'.': # floor tile
break
self.put_tile(x, y, b',')
self.events[(x, y)] = [Eventid.KEY.name, False]
# place random messages
for _ in range(2 + random.randrange(3)): # 2 to 4 messages
while True:
x = random.randrange(self.x_size)
y = random.randrange(self.y_size)
if self.get_tile(x, y) == b'.': # floor tile
break
self.put_tile(x, y, b',')
self.events[(x, y)] = [Eventid.RNDMSG.name, False]
def get_tile(self, x, y):
"""
Return the byte character representing the tile on
the specified (x, y) location
"""
if x >= self.x_size or x < 0:
return b'^'
if y >= self.y_size or y < 0:
return b'^'
pos = y * self.x_size + x
return self.floor_orig[pos:pos+1]
def put_tile(self, x, y, bc, orig=True):
"""
Place the tile byte character to (x, y) location.
If orig flag is False, place it on the virtual map
"""
if 0 <= x < self.x_size and 0 <= y < self.y_size:
pos = y * self.x_size + x
if orig:
self.floor_orig[pos:pos+1] = bc
else:
self.floor_data[pos:pos+1] = bc
def draw_line(self, x1, y1, x2, y2):
"""
Utility generator function to draw a straight line.
Must eithr be vertical (x1==x2) or horizontal (y1==y2).
"""
if x1 < x2:
x1, x2 = x2, x1
if y1 < y2:
y1, y2 = y2, y1
while x1 > x2 or y1 > y2:
yield x2, y2
if x1 > x2:
x2 += 1
if y1 > y2:
y2 += 1
yield x2, y2
def connect_rooms(self, r1, r2):
"""
Create a hallway between two rooms and connect them.
"""
if random.randrange(2) == 0: # 1/2
cx = r1.center_x
cy = r2.center_y
else:
cx = r2.center_x
cy = r1.center_y
for x, y in self.draw_line(r1.center_x, r1.center_y, cx, cy):
pos = self.x_size * y + x
self.floor_view[pos:pos+1] = b'.'
for x, y in self.draw_line(r2.center_x, r2.center_y, cx, cy):
pos = self.x_size * y + x
self.floor_view[pos:pos+1] = b'.'
def prepare_rooms(self):
"""
Return a list filled with Rooms objects on a floor.
"""
rooms = []
for _ in range(1024):
rx = 3 + random.randrange(10)
ry = 3 + random.randrange(4)
room = Room(random.randrange(self.x_size-rx+1),
random.randrange(self.y_size-ry+1),
rx, ry)
intersect = False
for r in rooms:
if room.rooms_intersect(r):
intersect = True
break
if not intersect:
rooms.append(room)
self.battled.append(False)
return rooms
def connect_all_rooms(self, rooms):
"""
Connect all rooms with hallways.
Try to find and connect with the nearest room.
"""
rooms.sort(key=lambda room: room.y+room.y_size//2)
rooms.sort(key=lambda room: room.x+room.x_size//2)
rs = rooms[:]
r_src = rs.pop()
newrooms = [r_src]
while rs:
idx_near = 0
len_rs = len(rs)
for i in range(len_rs): # look for the nearest room
if r_src.distsq_rooms(rs[i]) < r_src.distsq_rooms(rs[idx_near]):
idx_near = i
r_near = rs.pop(idx_near)
self.connect_rooms(r_src, r_near)
r_src = r_near
newrooms.append(r_src)
rooms = newrooms
def place_door(self, x, y, dc):
"""
Utility function to check and place a door
"""
if 0 <= x < self.x_size and 0 <= y < self.y_size:
pos = y*self.x_size + x
c = self.floor_view[pos:pos+1]
if c == b'.' or c == b'+':
self.floor_view[pos:pos+1] = dc
def place_doors(self, rooms):
"""
Place locked or unlocked doors in front of rooms.
"""
for r in rooms:
dc = b'+' # door character
if random.randrange(10) == 0: # 10%
dc = b'*' # locked door
if (self.floor in [3, 6, 9, 10] or self.floor >= 11) \
and r is rooms[-1]:
dc = b'%' # special locked door that requires a key
for x in range(r.x_size): # top and bottom edges
self.place_door(r.x+x, r.y-1, dc)
self.place_door(r.x+x, r.y+r.y_size, dc)
for y in range(r.y_size): # left and right edges
self.place_door(r.x-1, r.y+y, dc)
self.place_door(r.x+r.x_size, r.y+y, dc)
if r == rooms[0]:
pos = r.center_y*self.x_size + r.center_x
self.floor_view[pos:pos+1] = b'<' # up stair
self.up_x = r.center_x
self.up_y = r.center_y
if r == rooms[-1]:
pos = r.center_y*self.x_size + r.center_x
self.floor_view[pos:pos+1] = b'>' # down stair
self.down_x = r.center_x
self.down_y = r.center_y
class Room:
# Represents a room on a dungeon floor
def __init__(self, x, y, x_size, y_size):
self.x = x
self.y = y
self.x_size = x_size
self.y_size = y_size
self.center_x = x + x_size//2
self.center_y = y + y_size//2
def __repr__(self):
return f"Room(x/y: {self.x}/{self.y}, size: {self.x_size}/{self.y_size})"
def rooms_intersect(self, r):
"""
Return True if two rooms are intersected.
"""
return max(self.x, r.x) <= min(self.x+self.x_size, r.x+r.x_size) \
and max(self.y, r.y) <= min(self.y+self.y_size, r.y+r.y_size)
def distsq_rooms(self, r):
"""
Calculate distance between two rooms.
Will return distance**2.
"""
return (self.x+self.x_size//2 - (r.x+r.x_size//2))**2 \
+ (self.y+self.y_size//2 - (r.y+r.y_size//2))**2
if __name__ == '__main__':
# read user file once before async starts
if os.path.exists(userfile_path):
with open(userfile_path, 'r') as f:
registered_users = yaml.safe_load(f)
web.run_app(app)