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PEP8 cleanup of the entire codebase. Unchanged are many cases of too-long lines, partly because of the rewrite they would require but also because splitting many lines up would make the code harder to read. Also the third-party libraries (idmapper, prettytable etc) were not cleaned.
This commit is contained in:
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154 changed files with 5613 additions and 4054 deletions
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@ -1,127 +1,167 @@
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"""
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Template for Objects
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Copy this module up one level and name it as you like, then
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use it as a template to create your own Objects.
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To make the default commands default to creating objects of your new
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type (and also change the "fallback" object used when typeclass
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creation fails), change settings.BASE_OBJECT_TYPECLASS to point to
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your new class, e.g.
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settings.BASE_OBJECT_TYPECLASS = "game.gamesrc.objects.myobj.MyObj"
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Note that objects already created in the database will not notice
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this change, you have to convert them manually e.g. with the
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@typeclass command.
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"""
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from ev import Object as DefaultObject
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class Object(DefaultObject):
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"""
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This is the root typeclass object, implementing an in-game Evennia
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game object, such as having a location, being able to be
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manipulated or looked at, etc. If you create a new typeclass, it
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must always inherit from this object (or any of the other objects
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in this file, since they all actually inherit from BaseObject, as
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seen in src.object.objects).
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The BaseObject class implements several hooks tying into the game
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engine. By re-implementing these hooks you can control the
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system. You should never need to re-implement special Python
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methods, such as __init__ and especially never __getattribute__ and
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__setattr__ since these are used heavily by the typeclass system
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of Evennia and messing with them might well break things for you.
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* Base properties defined/available on all Objects
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key (string) - name of object
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name (string)- same as key
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aliases (list of strings) - aliases to the object. Will be saved to database as AliasDB entries but returned as strings.
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dbref (int, read-only) - unique #id-number. Also "id" can be used.
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dbobj (Object, read-only) - link to database model. dbobj.typeclass points back to this class
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typeclass (Object, read-only) - this links back to this class as an identified only. Use self.swap_typeclass() to switch.
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date_created (string) - time stamp of object creation
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permissions (list of strings) - list of permission strings
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player (Player) - controlling player (if any, only set together with sessid below)
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sessid (int, read-only) - session id (if any, only set together with player above)
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location (Object) - current location. Is None if this is a room
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home (Object) - safety start-location
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sessions (list of Sessions, read-only) - returns all sessions connected to this object
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has_player (bool, read-only)- will only return *connected* players
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contents (list of Objects, read-only) - returns all objects inside this object (including exits)
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exits (list of Objects, read-only) - returns all exits from this object, if any
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destination (Object) - only set if this object is an exit.
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is_superuser (bool, read-only) - True/False if this user is a superuser
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* Handlers available
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locks - lock-handler: use locks.add() to add new lock strings
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db - attribute-handler: store/retrieve database attributes on this self.db.myattr=val, val=self.db.myattr
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ndb - non-persistent attribute handler: same as db but does not create a database entry when storing data
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scripts - script-handler. Add new scripts to object with scripts.add()
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cmdset - cmdset-handler. Use cmdset.add() to add new cmdsets to object
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nicks - nick-handler. New nicks with nicks.add().
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* Helper methods (see src.objects.objects.py for full headers)
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search(ostring, global_search=False, attribute_name=None, use_nicks=False, location=None, ignore_errors=False, player=False)
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execute_cmd(raw_string)
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msg(text=None, **kwargs)
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msg_contents(message, exclude=None, from_obj=None, **kwargs)
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move_to(destination, quiet=False, emit_to_obj=None, use_destination=True)
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copy(new_key=None)
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delete()
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is_typeclass(typeclass, exact=False)
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swap_typeclass(new_typeclass, clean_attributes=False, no_default=True)
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access(accessing_obj, access_type='read', default=False)
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check_permstring(permstring)
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* Hooks (these are class methods, so their arguments should also start with self):
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basetype_setup() - only called once, used for behind-the-scenes setup. Normally not modified.
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basetype_posthook_setup() - customization in basetype, after the object has been created; Normally not modified.
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at_object_creation() - only called once, when object is first created. Object customizations go here.
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at_object_delete() - called just before deleting an object. If returning False, deletion is aborted. Note that all objects
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inside a deleted object are automatically moved to their <home>, they don't need to be removed here.
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at_init() - called whenever typeclass is cached from memory, at least once every server restart/reload
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at_cmdset_get() - this is called just before the command handler requests a cmdset from this object
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at_pre_puppet(player)- (player-controlled objects only) called just before puppeting
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at_post_puppet() - (player-controlled objects only) called just after completing connection player<->object
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at_pre_unpuppet() - (player-controlled objects only) called just before un-puppeting
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at_post_unpuppet(player) - (player-controlled objects only) called just after disconnecting player<->object link
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at_server_reload() - called before server is reloaded
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at_server_shutdown() - called just before server is fully shut down
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at_access_success(accessing_obj, access_type) - called if an lock access check succeeded on this object
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at_access_failure(accessing_obj, access_type) - called if an lock access check failed on this object
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at_before_move(destination) - called just before moving object to the destination. If returns False, move is cancelled.
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announce_move_from(destination) - called in old location, just before move, if obj.move_to() has quiet=False
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announce_move_to(source_location) - called in new location, just after move, if obj.move_to() has quiet=False
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at_after_move(source_location) - always called after a move has been successfully performed.
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at_object_leave(obj, target_location) - called when an object leaves this object in any fashion
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at_object_receive(obj, source_location) - called when this object receives another object
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at_before_traverse(traversing_object) - (exit-objects only) called just before an object traverses this object
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at_after_traverse(traversing_object, source_location) - (exit-objects only) called just after a traversal has happened.
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at_failed_traverse(traversing_object) - (exit-objects only) called if traversal fails and property err_traverse is not defined.
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at_msg_receive(self, msg, from_obj=None, **kwargs) - called when a message (via self.msg()) is sent to this obj.
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If returns false, aborts send.
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at_msg_send(self, msg, to_obj=None, **kwargs) - called when this objects sends a message to someone via self.msg().
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return_appearance(looker) - describes this object. Used by "look" command by default
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at_desc(looker=None) - called by 'look' whenever the appearance is requested.
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at_get(getter) - called after object has been picked up. Does not stop pickup.
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at_drop(dropper) - called when this object has been dropped.
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at_say(speaker, message) - by default, called if an object inside this object speaks
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"""
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pass
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"""
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Template for Objects
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Copy this module up one level and name it as you like, then
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use it as a template to create your own Objects.
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To make the default commands default to creating objects of your new
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type (and also change the "fallback" object used when typeclass
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creation fails), change settings.BASE_OBJECT_TYPECLASS to point to
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your new class, e.g.
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settings.BASE_OBJECT_TYPECLASS = "game.gamesrc.objects.myobj.MyObj"
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Note that objects already created in the database will not notice
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this change, you have to convert them manually e.g. with the
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@typeclass command.
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"""
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from ev import Object as DefaultObject
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class Object(DefaultObject):
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"""
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This is the root typeclass object, implementing an in-game Evennia
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game object, such as having a location, being able to be
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manipulated or looked at, etc. If you create a new typeclass, it
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must always inherit from this object (or any of the other objects
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in this file, since they all actually inherit from BaseObject, as
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seen in src.object.objects).
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The BaseObject class implements several hooks tying into the game
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engine. By re-implementing these hooks you can control the
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system. You should never need to re-implement special Python
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methods, such as __init__ and especially never __getattribute__ and
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__setattr__ since these are used heavily by the typeclass system
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of Evennia and messing with them might well break things for you.
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* Base properties defined/available on all Objects
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key (string) - name of object
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name (string)- same as key
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aliases (list of strings) - aliases to the object. Will be saved to
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database as AliasDB entries but returned as strings.
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dbref (int, read-only) - unique #id-number. Also "id" can be used.
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dbobj (Object, read-only) - link to database model. dbobj.typeclass points
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back to this class
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typeclass (Object, read-only) - this links back to this class as an
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identified only. Use self.swap_typeclass() to switch.
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date_created (string) - time stamp of object creation
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permissions (list of strings) - list of permission strings
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player (Player) - controlling player (if any, only set together with
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sessid below)
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sessid (int, read-only) - session id (if any, only set together with
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player above)
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location (Object) - current location. Is None if this is a room
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home (Object) - safety start-location
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sessions (list of Sessions, read-only) - returns all sessions connected
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to this object
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has_player (bool, read-only)- will only return *connected* players
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contents (list of Objects, read-only) - returns all objects inside this
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object (including exits)
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exits (list of Objects, read-only) - returns all exits from this
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object, if any
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destination (Object) - only set if this object is an exit.
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is_superuser (bool, read-only) - True/False if this user is a superuser
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* Handlers available
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locks - lock-handler: use locks.add() to add new lock strings
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db - attribute-handler: store/retrieve database attributes on this
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self.db.myattr=val, val=self.db.myattr
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ndb - non-persistent attribute handler: same as db but does not create
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a database entry when storing data
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scripts - script-handler. Add new scripts to object with scripts.add()
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cmdset - cmdset-handler. Use cmdset.add() to add new cmdsets to object
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nicks - nick-handler. New nicks with nicks.add().
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* Helper methods (see src.objects.objects.py for full headers)
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search(ostring, global_search=False, attribute_name=None,
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use_nicks=False, location=None, ignore_errors=False, player=False)
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execute_cmd(raw_string)
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msg(text=None, **kwargs)
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msg_contents(message, exclude=None, from_obj=None, **kwargs)
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move_to(destination, quiet=False, emit_to_obj=None, use_destination=True)
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copy(new_key=None)
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delete()
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is_typeclass(typeclass, exact=False)
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swap_typeclass(new_typeclass, clean_attributes=False, no_default=True)
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access(accessing_obj, access_type='read', default=False)
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check_permstring(permstring)
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* Hooks (these are class methods, so args should start with self):
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basetype_setup() - only called once, used for behind-the-scenes
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setup. Normally not modified.
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basetype_posthook_setup() - customization in basetype, after the object
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has been created; Normally not modified.
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at_object_creation() - only called once, when object is first created.
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Object customizations go here.
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at_object_delete() - called just before deleting an object. If returning
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False, deletion is aborted. Note that all objects
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inside a deleted object are automatically moved
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to their <home>, they don't need to be removed here.
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at_init() - called whenever typeclass is cached from memory,
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at least once every server restart/reload
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at_cmdset_get() - this is called just before the command handler
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requests a cmdset from this object
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at_pre_puppet(player)- (player-controlled objects only) called just
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before puppeting
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at_post_puppet() - (player-controlled objects only) called just
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after completing connection player<->object
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at_pre_unpuppet() - (player-controlled objects only) called just
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before un-puppeting
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at_post_unpuppet(player) - (player-controlled objects only) called just
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after disconnecting player<->object link
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at_server_reload() - called before server is reloaded
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at_server_shutdown() - called just before server is fully shut down
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at_access_success(accessing_obj, access_type) - called if an lock access
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check succeeded on this object
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at_access_failure(accessing_obj, access_type) - called if an lock access
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check failed on this object
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at_before_move(destination) - called just before moving object
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to the destination. If returns False, move is cancelled.
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announce_move_from(destination) - called in old location, just
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before move, if obj.move_to() has quiet=False
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announce_move_to(source_location) - called in new location, just
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after move, if obj.move_to() has quiet=False
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at_after_move(source_location) - always called after a move has
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been successfully performed.
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at_object_leave(obj, target_location) - called when an object leaves
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this object in any fashion
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at_object_receive(obj, source_location) - called when this object receives
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another object
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at_before_traverse(traversing_object) - (exit-objects only)
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called just before an object traverses this object
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at_after_traverse(traversing_object, source_location) - (exit-objects only)
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called just after a traversal has happened.
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at_failed_traverse(traversing_object) - (exit-objects only) called if
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traversal fails and property err_traverse is not defined.
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at_msg_receive(self, msg, from_obj=None, **kwargs) - called when a message
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(via self.msg()) is sent to this obj.
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If returns false, aborts send.
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at_msg_send(self, msg, to_obj=None, **kwargs) - called when this objects
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sends a message to someone via self.msg().
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return_appearance(looker) - describes this object. Used by "look"
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command by default
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at_desc(looker=None) - called by 'look' whenever the
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appearance is requested.
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at_get(getter) - called after object has been picked up.
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Does not stop pickup.
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at_drop(dropper) - called when this object has been dropped.
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at_say(speaker, message) - by default, called if an object inside this
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object speaks
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"""
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pass
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