More fixes and cleanup in wake of ic/ooc changes.

This commit is contained in:
Griatch 2011-11-06 23:55:24 +01:00
parent 86f76d0d08
commit 3e8b43d222
9 changed files with 66 additions and 40 deletions

View file

@ -190,7 +190,7 @@ class OOCCmdSetCharGen(OOCCmdSet):
"""
def at_cmdset_creation(self):
"Install everything from the default set, then overload"
#super(OOCCmdSetExtended, self).at_cmdset_creation()
super(OOCCmdSetCharGen, self).at_cmdset_creation()
self.add(CmdOOCLook())
self.add(CmdOOCCharacterCreate())

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@ -22,9 +22,9 @@ from src.commands.cmdset import CmdSet
from src.commands.default import cmdset_default, cmdset_unloggedin, cmdset_ooc
from game.gamesrc.commands.basecommand import Command
from contrib import menusystem, lineeditor
#from contrib import menusystem, lineeditor
#from contrib import misc_commands
from contrib import chargen
#from contrib import chargen, menu_login
class DefaultCmdSet(cmdset_default.DefaultCmdSet):
"""
@ -48,7 +48,7 @@ class DefaultCmdSet(cmdset_default.DefaultCmdSet):
#
# any commands you add below will overload the default ones.
#
self.add(menusystem.CmdMenuTest())
#self.add(menusystem.CmdMenuTest())
#self.add(lineeditor.CmdEditor())
#self.add(misc_commands.CmdQuell())
@ -92,8 +92,7 @@ class OOCCmdSet(cmdset_ooc.OOCCmdSet):
#
# any commands you add below will overload the default ones.
#
self.add(chargen.OOCCmdSetCharGen)
#
class BaseCmdSet(CmdSet):
"""

View file

@ -99,37 +99,13 @@ class Object(BaseObject):
class Character(BaseCharacter):
"""
This is the default object created for a new user connecting - the
in-game player character representation. Note that it's important
that at_object_creation sets up an script that adds the Default
command set whenever the player logs in - otherwise they won't be
able to use any commands!
in-game player character representation. The basetype_setup always
assigns the default_cmdset as a fallback to objects of this type.
The default hooks also hide the character object away (by moving
it to a Null location whenever the player logs off (otherwise the
character would remain in the world, "headless" so to say).
"""
def at_disconnect(self):
"""
We stove away the character when logging off, otherwise the character object will
remain in the room also after the player logged off ("headless", so to say).
"""
if self.location: # have to check, in case of multiple connections closing
self.location.msg_contents("%s has left the game." % self.name)
self.db.prelogout_location = self.location
self.location = None
def at_post_login(self):
"""
This recovers the character again after having been "stoved away" at disconnect.
"""
if self.db.prelogout_location:
# try to recover
self.location = self.db.prelogout_location
if self.location == None:
# make sure location is never None (home should always exist)
self.location = self.home
# save location again to be sure
self.db.prelogout_location = self.location
self.location.msg_contents("%s has entered the game." % self.name, exclude=[self])
self.location.at_object_receive(self, self.location)
pass
class Room(BaseRoom):
"""

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@ -685,6 +685,15 @@ class CmdIC(MuxCommand):
if caller.swap_character(new_character):
new_character.msg("\n{gYou become {c%s{n.\n" % new_character.name)
caller.db.last_puppet = old_char
if not new_character.location:
# this might be due to being hidden away at logout; check
loc = new_character.db.prelogout_location
if not loc: # still no location; use home
loc = new_character.home
new_character.location = loc
if new_character.location:
new_character.location.msg_contents("%s has entered the game." % new_character.key, exclude=[new_character])
new_character.location.at_object_receive(new_character, new_character.location)
new_character.execute_cmd("look")
else:
caller.msg("{rYou cannot become {C%s{n." % new_character.name)
@ -720,11 +729,15 @@ class CmdOOC(MuxCommand):
return
caller.db.last_puppet = caller.character
# save location as if we were disconnecting from the game entirely.
if caller.character.location:
caller.character.location.msg_contents("%s has left the game." % caller.character.key, exclude=[caller.character])
caller.character.db.prelogout_location = caller.character.location
caller.character.location = None
# disconnect
caller.character.player = None
caller.character = None
caller.msg("\n{GYou go OOC.{n\n")
caller.execute_cmd("look")

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@ -316,7 +316,7 @@ class ObjectDB(TypedObject):
string += "%s is not a valid home."
self.msg(string % home)
logger.log_trace(string)
raise
#raise
self.save()
#@home.deleter
def home_del(self):

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@ -409,6 +409,34 @@ class Character(Object):
def at_after_move(self, source_location):
"Default is to look around after a move."
self.execute_cmd('look')
def at_disconnect(self):
"""
We stove away the character when logging off, otherwise the character object will
remain in the room also after the player logged off ("headless", so to say).
"""
if self.location: # have to check, in case of multiple connections closing
self.location.msg_contents("%s has left the game." % self.name, exclude=[self])
self.db.prelogout_location = self.location
self.location = None
def at_post_login(self):
"""
This recovers the character again after having been "stoved away" at disconnect.
"""
if self.db.prelogout_location:
# try to recover
self.location = self.db.prelogout_location
if self.location == None:
# make sure location is never None (home should always exist)
self.location = self.home
# save location again to be sure
self.db.prelogout_location = self.location
self.location.msg_contents("%s has entered the game." % self.name, exclude=[self])
self.location.at_object_receive(self, self.location)
#
# Base Room object

View file

@ -59,8 +59,7 @@ def create_objects():
character_typeclass=character_typeclass)
if not god_character:
print _("#1 could not be created. Check the Player/Character typeclass for bugs.")
raise Exception
raise Exception(_("#1 could not be created. Check the Player/Character typeclass for bugs."))
god_character.id = 1
god_character.db.desc = _('This is User #1.')

View file

@ -168,6 +168,12 @@ AT_INITIAL_SETUP_HOOK_MODULE = "game.gamesrc.world.at_initial_setup"
###################################################
# Default command sets
###################################################
# Note that with the exception of the unloggedin set (which is not
# stored anywhere), changing these paths will only affect NEW created
# characters, not those already in play. So if you plan to change
# this, it's recommended you do it on a pristine setup only. To
# dynamically add new commands to a running server, extend/overload
# these existing sets instead.
# Command set used before player has logged in
CMDSET_UNLOGGEDIN = "game.gamesrc.commands.basecmdset.UnloggedinCmdSet"

View file

@ -73,6 +73,7 @@ def create_object(typeclass, key=None, location=None,
# this will either load the typeclass or the default one
new_object = new_db_object.typeclass
if not object.__getattribute__(new_db_object, "is_typeclass")(typeclass, exact=True):
# this will fail if we gave a typeclass as input and it still gave us a default
SharedMemoryModel.delete(new_db_object)
@ -105,6 +106,10 @@ def create_object(typeclass, key=None, location=None,
# perform a move_to in order to display eventual messages.
if home:
new_object.home = home
else:
new_object.home = settings.CHARACTER_DEFAULT_HOME
if location:
new_object.move_to(location, quiet=True)
else: