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More fixes and cleanup in wake of ic/ooc changes.
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commit
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9 changed files with 66 additions and 40 deletions
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@ -190,7 +190,7 @@ class OOCCmdSetCharGen(OOCCmdSet):
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"""
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def at_cmdset_creation(self):
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"Install everything from the default set, then overload"
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#super(OOCCmdSetExtended, self).at_cmdset_creation()
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super(OOCCmdSetCharGen, self).at_cmdset_creation()
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self.add(CmdOOCLook())
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self.add(CmdOOCCharacterCreate())
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@ -22,9 +22,9 @@ from src.commands.cmdset import CmdSet
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from src.commands.default import cmdset_default, cmdset_unloggedin, cmdset_ooc
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from game.gamesrc.commands.basecommand import Command
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from contrib import menusystem, lineeditor
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#from contrib import menusystem, lineeditor
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#from contrib import misc_commands
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from contrib import chargen
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#from contrib import chargen, menu_login
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class DefaultCmdSet(cmdset_default.DefaultCmdSet):
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"""
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@ -48,7 +48,7 @@ class DefaultCmdSet(cmdset_default.DefaultCmdSet):
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#
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# any commands you add below will overload the default ones.
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#
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self.add(menusystem.CmdMenuTest())
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#self.add(menusystem.CmdMenuTest())
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#self.add(lineeditor.CmdEditor())
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#self.add(misc_commands.CmdQuell())
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@ -92,8 +92,7 @@ class OOCCmdSet(cmdset_ooc.OOCCmdSet):
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#
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# any commands you add below will overload the default ones.
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#
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self.add(chargen.OOCCmdSetCharGen)
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#
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class BaseCmdSet(CmdSet):
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"""
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@ -99,37 +99,13 @@ class Object(BaseObject):
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class Character(BaseCharacter):
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"""
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This is the default object created for a new user connecting - the
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in-game player character representation. Note that it's important
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that at_object_creation sets up an script that adds the Default
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command set whenever the player logs in - otherwise they won't be
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able to use any commands!
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in-game player character representation. The basetype_setup always
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assigns the default_cmdset as a fallback to objects of this type.
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The default hooks also hide the character object away (by moving
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it to a Null location whenever the player logs off (otherwise the
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character would remain in the world, "headless" so to say).
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"""
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def at_disconnect(self):
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"""
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We stove away the character when logging off, otherwise the character object will
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remain in the room also after the player logged off ("headless", so to say).
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"""
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if self.location: # have to check, in case of multiple connections closing
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self.location.msg_contents("%s has left the game." % self.name)
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self.db.prelogout_location = self.location
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self.location = None
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def at_post_login(self):
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"""
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This recovers the character again after having been "stoved away" at disconnect.
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"""
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if self.db.prelogout_location:
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# try to recover
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self.location = self.db.prelogout_location
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if self.location == None:
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# make sure location is never None (home should always exist)
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self.location = self.home
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# save location again to be sure
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self.db.prelogout_location = self.location
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self.location.msg_contents("%s has entered the game." % self.name, exclude=[self])
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self.location.at_object_receive(self, self.location)
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pass
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class Room(BaseRoom):
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"""
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@ -685,6 +685,15 @@ class CmdIC(MuxCommand):
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if caller.swap_character(new_character):
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new_character.msg("\n{gYou become {c%s{n.\n" % new_character.name)
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caller.db.last_puppet = old_char
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if not new_character.location:
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# this might be due to being hidden away at logout; check
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loc = new_character.db.prelogout_location
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if not loc: # still no location; use home
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loc = new_character.home
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new_character.location = loc
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if new_character.location:
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new_character.location.msg_contents("%s has entered the game." % new_character.key, exclude=[new_character])
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new_character.location.at_object_receive(new_character, new_character.location)
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new_character.execute_cmd("look")
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else:
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caller.msg("{rYou cannot become {C%s{n." % new_character.name)
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@ -720,11 +729,15 @@ class CmdOOC(MuxCommand):
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return
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caller.db.last_puppet = caller.character
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# save location as if we were disconnecting from the game entirely.
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if caller.character.location:
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caller.character.location.msg_contents("%s has left the game." % caller.character.key, exclude=[caller.character])
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caller.character.db.prelogout_location = caller.character.location
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caller.character.location = None
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# disconnect
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caller.character.player = None
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caller.character = None
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caller.msg("\n{GYou go OOC.{n\n")
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caller.execute_cmd("look")
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@ -316,7 +316,7 @@ class ObjectDB(TypedObject):
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string += "%s is not a valid home."
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self.msg(string % home)
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logger.log_trace(string)
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raise
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#raise
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self.save()
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#@home.deleter
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def home_del(self):
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@ -409,6 +409,34 @@ class Character(Object):
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def at_after_move(self, source_location):
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"Default is to look around after a move."
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self.execute_cmd('look')
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def at_disconnect(self):
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"""
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We stove away the character when logging off, otherwise the character object will
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remain in the room also after the player logged off ("headless", so to say).
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"""
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if self.location: # have to check, in case of multiple connections closing
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self.location.msg_contents("%s has left the game." % self.name, exclude=[self])
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self.db.prelogout_location = self.location
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self.location = None
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def at_post_login(self):
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"""
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This recovers the character again after having been "stoved away" at disconnect.
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"""
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if self.db.prelogout_location:
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# try to recover
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self.location = self.db.prelogout_location
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if self.location == None:
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# make sure location is never None (home should always exist)
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self.location = self.home
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# save location again to be sure
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self.db.prelogout_location = self.location
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self.location.msg_contents("%s has entered the game." % self.name, exclude=[self])
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self.location.at_object_receive(self, self.location)
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#
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# Base Room object
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@ -59,8 +59,7 @@ def create_objects():
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character_typeclass=character_typeclass)
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if not god_character:
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print _("#1 could not be created. Check the Player/Character typeclass for bugs.")
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raise Exception
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raise Exception(_("#1 could not be created. Check the Player/Character typeclass for bugs."))
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god_character.id = 1
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god_character.db.desc = _('This is User #1.')
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@ -168,6 +168,12 @@ AT_INITIAL_SETUP_HOOK_MODULE = "game.gamesrc.world.at_initial_setup"
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###################################################
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# Default command sets
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###################################################
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# Note that with the exception of the unloggedin set (which is not
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# stored anywhere), changing these paths will only affect NEW created
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# characters, not those already in play. So if you plan to change
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# this, it's recommended you do it on a pristine setup only. To
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# dynamically add new commands to a running server, extend/overload
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# these existing sets instead.
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# Command set used before player has logged in
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CMDSET_UNLOGGEDIN = "game.gamesrc.commands.basecmdset.UnloggedinCmdSet"
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@ -73,6 +73,7 @@ def create_object(typeclass, key=None, location=None,
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# this will either load the typeclass or the default one
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new_object = new_db_object.typeclass
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if not object.__getattribute__(new_db_object, "is_typeclass")(typeclass, exact=True):
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# this will fail if we gave a typeclass as input and it still gave us a default
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SharedMemoryModel.delete(new_db_object)
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@ -105,6 +106,10 @@ def create_object(typeclass, key=None, location=None,
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# perform a move_to in order to display eventual messages.
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if home:
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new_object.home = home
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else:
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new_object.home = settings.CHARACTER_DEFAULT_HOME
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if location:
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new_object.move_to(location, quiet=True)
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else:
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