mirror of
https://github.com/evennia/evennia.git
synced 2026-03-23 00:06:30 +01:00
- implemented @destroy as per the MUX help specifications. As part of this, fixed the object recycling routines to actually properly replace GARBAGE-flagged objects (it crashed before).
- Set up a global cleaner event to clean all @destroyed objects every 30 minutes (makes their dbrefs available). - Added the @recover command for recovering @destroyed objects up until the point that the cleaner runs and actually destroys them. This can recover @destroyed objects, rooms and exits to the same state as before @destroy. It could easily be made to recover player objects too, but I'm thinking this would be a security issue. - Added to @dig in order to allow for creating rooms with a particular parent. Also auto-creates exits in each room if desired. The only things that is not implemented is the aliases of the exits, I don't really know how to do that. - Changed the @create command format to match the @dig (it uses : to mark the parent instead of = now, since MUX' @dig reserve = to the exit list.) - Added extra security in the example event to guard against the bug that causes the whole scheduler to freak out if the event_function() gives a traceback. - Changed many instances of type to point to the defines_global.OTYPE instead of giving the integer explicitly. /Starkiel
This commit is contained in:
parent
8799a0fd55
commit
3eb4cddf42
8 changed files with 274 additions and 77 deletions
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@ -13,8 +13,8 @@ from src.events import IntervalEvent
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from src.scheduler import add_event
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from src.objects.models import Object
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#the logger is useful for debugging since there is no source object to send to
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from src.logger import log_infomsg
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#the logger is useful for debugging
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from src.logger import log_errmsg
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#Example of the event system. This example adds an event to the red_button parent
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#in parents/examples. It makes the button blink temptingly at a regular interval.
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@ -46,7 +46,6 @@ class EventBlinkButton(IntervalEvent):
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#stored with the gamesrc/parent/ drawer as a base)
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parent = 'examples.red_button'
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buttons = Object.objects.global_object_script_parent_search(parent)
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#log_infomsg("buttons found: %s" % buttons)
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for b in buttons:
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try:
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@ -55,10 +54,10 @@ class EventBlinkButton(IntervalEvent):
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#button has no blink() method. Just ignore.
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pass
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except:
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#show other tracebacks to owner of object.
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#this is important, we must handle this exception
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#gracefully!
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#show other tracebacks to log and owner of object.
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#This is important, we must handle these exceptions gracefully!
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b.get_owner().emit_to(sys.exc_info()[1])
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log_errmsg(sys.exc_info()[1])
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#create and add the event to the global handler
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blink_event = EventBlinkButton()
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@ -6,7 +6,7 @@ gamesrc/parents and set SCRIPT_DEFAULT_OBJECT = 'custom_basicobject'
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in game/settings.py.
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Generally, if you want to conveniently set future objects to inherit from this
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script parent (not as a default), this files and others like it need to be
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script parent, this files and others like it need to be
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located under the game/gamesrc/parent directory.
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"""
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from game.gamesrc.parents.base.basicobject import BasicObject
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@ -5,7 +5,7 @@ particular object. See example.py in gamesrc/commands for more info
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on the pluggable command system.
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Assuming this script remains in gamesrc/parents/examples, create an object
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of this type using @create button=examples.red_button
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of this type using @create button:examples.red_button
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This file also shows the use of the Event system to make the button
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send a message to the players at regular intervals. Note that if you create a
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@ -28,7 +28,7 @@ class CommandTable(object):
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self.ctable = {}
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def add_command(self, command_string, function, priv_tuple=None,
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extra_vals=None, auto_help=False, staff_help=False):
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extra_vals=None, auto_help=False, staff_only=False):
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"""
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Adds a command to the command table.
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@ -57,7 +57,7 @@ class CommandTable(object):
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#add automatic help text from the command's doc string
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topicstr = command_string
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entrytext = function.__doc__
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add_help(topicstr, entrytext, staff_only=staff_help,
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add_help(topicstr, entrytext, staff_only=staff_only,
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force_create=True, auto_help=True)
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def get_command_tuple(self, func_name):
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@ -195,9 +195,9 @@ def cmd_set(command):
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attrib_args = eq_args[1].split(':', 1)
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if len(attrib_args) > 1:
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# We're dealing with an attribute/value pair.
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attrib_name = attrib_args[0].upper()
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attrib_name = attrib_args[0]
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splicenum = eq_args[1].find(':') + 1
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attrib_value = eq_args[1][splicenum:]
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attrib_value = (eq_args[1][splicenum:]).strip()
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# In global_defines.py, see NOSET_ATTRIBS for protected attribute names.
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if not Attribute.objects.is_modifiable_attrib(attrib_name):
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@ -210,7 +210,10 @@ def cmd_set(command):
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victim.set_attribute(attrib_name, attrib_value)
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else:
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# No value was given, this means we delete the attribute.
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verb = 'cleared'
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ok = victim.clear_attribute(attrib_name)
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if ok: verb = 'attribute cleared'
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else: verb = 'is not a known attribute. If it is a flag, use !flag to clear it'
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victim.clear_attribute(attrib_name)
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source_object.emit_to("%s - %s %s." % (victim.get_name(), attrib_name, verb))
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else:
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@ -266,14 +269,14 @@ def cmd_create(command):
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"""
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@create
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Usage: @create objname [=parent]
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Usage: @create objname [:parent]
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Creates a new object. If parent is given, the object is created as a child of this
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parent. The parent script is assumed to be located under game/gamesrc/parents
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and any further directory structure is given in Python notation. So if you
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have a correct parent object defined in parents/examples/red_button.py, you could
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load create a new object inheriting from this parent like this:
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@create button=example.red_button
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@create button:examples.red_button
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"""
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source_object = command.source_object
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@ -281,13 +284,13 @@ def cmd_create(command):
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source_object.emit_to("You must supply a name!")
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return
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eq_args = command.command_argument.split('=', 1)
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eq_args = command.command_argument.split(':', 1)
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target_name = eq_args[0]
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# Create and set the object up.
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# TODO: This dictionary stuff is silly. Feex.
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odat = {"name": target_name,
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"type": 3,
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"type": defines_global.OTYPE_THING,
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"location": source_object,
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"owner": source_object}
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new_object = Object.objects.create_object(odat)
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@ -417,8 +420,8 @@ def cmd_open(command):
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if len(eq_args) > 1:
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# Opening an exit to another location via @open <Name>=<Dbref>[,<Name>].
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comma_split = eq_args[1].split(',', 1)
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destination = source_object.search_for_object(comma_split[0])
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# Use search_for_object to handle duplicate/nonexistant results.
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destination = source_object.search_for_object(comma_split[0])
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if not destination:
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return
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@ -427,7 +430,7 @@ def cmd_open(command):
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return
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odat = {"name": exit_name,
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"type": 4,
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"type": defines_global.OTYPE_EXIT,
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"location": source_object.get_location(),
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"owner": source_object,
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"home": destination}
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@ -439,7 +442,7 @@ def cmd_open(command):
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if len(comma_split) > 1:
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second_exit_name = ','.join(comma_split[1:])
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odat = {"name": second_exit_name,
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"type": 4,
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"type": defines_global.OTYPE_EXIT,
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"location": destination,
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"owner": source_object,
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"home": source_object.get_location()}
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@ -451,7 +454,7 @@ def cmd_open(command):
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else:
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# Create an un-linked exit.
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odat = {"name": exit_name,
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"type": 4,
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"type": defines_global.OTYPE_EXIT,
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"location": source_object.get_location(),
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"owner": source_object,
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"home": None}
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@ -644,26 +647,85 @@ GLOBAL_CMD_TABLE.add_command("@unlink", cmd_unlink,
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def cmd_dig(command):
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"""
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Creates a new object of type 'ROOM'.
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Creates a new room object.
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@dig <Name>
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@dig[/teleport] roomname [:parent] [=exitthere,exithere]
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"""
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source_object = command.source_object
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roomname = command.command_argument
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args = command.command_argument
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switches = command.command_switches
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parent = ''
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exits = []
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#handle arguments
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if ':' in args:
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roomname, args = args.split(':',1)
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if '=' in args:
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parent, args = args.split('=',1)
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if ',' in args:
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exits = args.split(',',1)
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else:
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exits = args
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else:
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parent = args
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elif '=' in args:
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roomname, args = args.split('=',1)
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if ',' in args:
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exits = args.split(',',1)
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else:
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exits = [args]
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else:
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roomname = args
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if not roomname:
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source_object.emit_to("You must supply a name!")
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source_object.emit_to("You must supply a new room name.")
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else:
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# Create and set the object up.
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odat = {"name": roomname,
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"type": 2,
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"type": defines_global.OTYPE_ROOM,
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"location": None,
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"owner": source_object}
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new_object = Object.objects.create_object(odat)
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new_room = Object.objects.create_object(odat)
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source_object.emit_to("Created a new room '%s'." % (new_room,))
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source_object.emit_to("You create a new room: %s" % (new_object,))
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if parent:
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#(try to) set the script parent
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if not new_room.set_script_parent(parent):
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source_object.emit_to("%s is not a valid parent. Used default room." % parent)
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if exits:
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#create exits to (and possibly back from) the new room)
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destination = new_room #search_for_object(roomname)
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if destination and not destination.is_exit():
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location = source_object.get_location()
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#create an exit from here to the new room.
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odat = {"name": exits[0].strip(),
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"type": defines_global.OTYPE_EXIT,
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"location": location,
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"owner": source_object,
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"home": destination}
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new_object = Object.objects.create_object(odat)
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source_object.emit_to("Created exit from %s to %s named '%s'." % (location,destination,new_object))
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if len(exits)>1:
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#create exit back to this room
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odat = {"name": exits[1].strip(),
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"type": defines_global.OTYPE_EXIT,
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"location": destination,
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"owner": source_object,
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"home": location}
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new_object = Object.objects.create_object(odat)
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source_object.emit_to("Created exit back from %s to %s named '%s'" % (destination, location, new_object))
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if 'teleport' in switches:
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source_object.move_to(new_room)
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GLOBAL_CMD_TABLE.add_command("@dig", cmd_dig,
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priv_tuple=("genperms.builder"))
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priv_tuple=("genperms.builder"),)
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def cmd_name(command):
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"""
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@ -741,45 +803,144 @@ def cmd_description(command):
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target_obj.set_description(new_desc)
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GLOBAL_CMD_TABLE.add_command("@describe", cmd_description)
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def cmd_recover(command):
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"""
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@recover
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Recovers @destroyed non-player objects.
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Usage:
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@recover [dbref [,dbref2, etc]]
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switches:
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ROOM - recover as ROOM type instead of THING
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EXIT - recover as EXIT type instead of THING
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If no argument is given, a list of all recoverable objects will be given.
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Objects scheduled for destruction with the @destroy command is cleaned out
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by the game at regular intervals. Up until the time of the next cleanup you can
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recover the object using this command (use @ps to check when the next cleanup is due).
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Note that exits and objects in @destroyed rooms will not be automatically recovered
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to its former state, you have to @recover those objects manually.
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The object type is forgotten, so the object is returned as type ITEM if not the
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switches /ROOM or /EXIT is given. Note that recovering an item as the wrong type will
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most likely make it nonfunctional.
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"""
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source_object = command.source_object
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args = command.command_argument
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switches = command.command_switches
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going_objects = Object.objects.filter(type__exact=defines_global.OTYPE_GOING)
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if not args:
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s = " Objects scheduled for destruction:"
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if going_objects:
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for o in going_objects:
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s += '\n %s' % o
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else:
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s += " None."
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source_object.emit_to(s)
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return
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if ',' in args:
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objlist = args.split(',')
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else:
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objlist = [args]
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for objname in objlist:
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obj = Object.objects.list_search_object_namestr(going_objects, objname)
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if len(obj) == 1:
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if 'ROOM' in switches:
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obj[0].type = defines_global.OTYPE_ROOM
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source_object.emit_to("%s recovered as type ROOM." % obj[0])
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elif 'EXIT' in switches:
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obj[0].type = defines_global.OTYPE_EXIT
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source_object.emit_to("%s recovered as type EXIT." % obj[0])
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else:
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obj[0].type = defines_global.OTYPE_THING
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source_object.emit_to("%s recovered as type THING." % obj[0])
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obj[0].save()
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else:
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source_object.emit_to("No (or multiple) matches for %s." % objname)
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GLOBAL_CMD_TABLE.add_command("@recover", cmd_recover,
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priv_tuple=("genperms.builder"),auto_help=True,staff_only=True)
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def cmd_destroy(command):
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"""
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Destroy an object.
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@destroy
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Destroys one or many objects.
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Usage:
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@destroy[/<switches>] obj [,obj2, obj3, ...]
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switches:
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override - The @destroy command will usually avoid accidentally destroying
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player objects as well as objects with the SAFE flag. This
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switch overrides this safety.
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instant - Destroy the object immediately, without delay.
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The objects are set to GOING and will be permanently destroyed next time the system
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does cleanup. Until then non-player objects can still be saved by using the
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@recover command. The contents of a room will be moved out before it is destroyed,
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but its exits will also be destroyed. Note that player objects can not be recovered.
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"""
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source_object = command.source_object
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switch_override = False
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if not command.command_argument:
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args = command.command_argument
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switches = command.command_switches
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if not args:
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source_object.emit_to("Destroy what?")
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return
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return
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if ',' in args:
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targetlist = args.split(',')
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else:
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targetlist = [args]
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# Safety feature. Switch required to delete players and SAFE objects.
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if "override" in command.command_switches:
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switch_override = False
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if "override" in switches:
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switch_override = True
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for targetname in targetlist:
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target_obj = source_object.search_for_object(targetname)
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# Use search_for_object to handle duplicate/nonexistant results.
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if not target_obj:
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return
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if target_obj.is_player() or target_obj.has_flag('SAFE'):
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if source_object.id == target_obj.id:
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source_object.emit_to("You can't destroy yourself.")
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return
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if not switch_override:
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source_object.emit_to("You must use @destroy/override on Players and objects with the SAFE flag set.")
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return
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if target_obj.is_superuser():
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source_object.emit_to("You can't destroy a superuser.")
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return
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elif target_obj.is_garbage():
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source_object.emit_to("That object is already destroyed.")
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return
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elif target_obj.is_going() and 'instant' not in switches:
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source_object.emit_to("That object is already scheduled for destruction.")
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return
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# Run any scripted things that happen before destruction.
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target_obj.scriptlink.at_object_destruction(pobject=source_object)
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#destroy the object (sets it to GOING)
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target_obj.destroy()
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if 'instant' in switches:
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#sets to GARBAGE right away (makes dbref available)
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target_obj.delete()
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source_object.emit_to("You destroy %s." % target_obj.get_name())
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else:
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source_object.emit_to("You schedule %s for destruction." % target_obj.get_name())
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|
||||
target_obj = source_object.search_for_object(command.command_argument)
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||||
# Use search_for_object to handle duplicate/nonexistant results.
|
||||
if not target_obj:
|
||||
return
|
||||
|
||||
if target_obj.is_player():
|
||||
if source_object.id == target_obj.id:
|
||||
source_object.emit_to("You can't destroy yourself.")
|
||||
return
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||||
if not switch_override:
|
||||
source_object.emit_to("You must use @destroy/override on players.")
|
||||
return
|
||||
if target_obj.is_superuser():
|
||||
source_object.emit_to("You can't destroy a superuser.")
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||||
return
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||||
elif target_obj.is_going() or target_obj.is_garbage():
|
||||
source_object.emit_to("That object is already destroyed.")
|
||||
return
|
||||
|
||||
# Run any scripted things that happen before destruction.
|
||||
target_obj.scriptlink.at_object_destruction(pobject=source_object)
|
||||
|
||||
# Notify destroyer and do the deed.
|
||||
source_object.emit_to("You destroy %s." % target_obj.get_name())
|
||||
target_obj.destroy()
|
||||
GLOBAL_CMD_TABLE.add_command("@destroy", cmd_destroy,
|
||||
priv_tuple=("genperms.builder"))
|
||||
priv_tuple=("genperms.builder"),auto_help=True,staff_only=True)
|
||||
|
|
|
|||
|
|
@ -9,6 +9,8 @@ import time
|
|||
from twisted.internet import task
|
||||
import session_mgr
|
||||
from src import scheduler
|
||||
from src import defines_global
|
||||
from src.objects.models import Object
|
||||
|
||||
class IntervalEvent(object):
|
||||
"""
|
||||
|
|
@ -71,6 +73,8 @@ class IntervalEvent(object):
|
|||
self.set_lastfired()
|
||||
self.event_function()
|
||||
|
||||
|
||||
|
||||
class IEvt_Check_Sessions(IntervalEvent):
|
||||
"""
|
||||
Event: Check all of the connected sessions.
|
||||
|
|
@ -87,10 +91,30 @@ class IEvt_Check_Sessions(IntervalEvent):
|
|||
"""
|
||||
session_mgr.check_all_sessions()
|
||||
|
||||
class IEvt_Destroy_Objects(IntervalEvent):
|
||||
"""
|
||||
Event: Clean out all objects marked for destruction.
|
||||
"""
|
||||
def __init__(self):
|
||||
super(IEvt_Destroy_Objects, self).__init__()
|
||||
self.name = 'IEvt_Destroy_Objects'
|
||||
self.interval = 1800
|
||||
self.description = "Destroy objects with the GOING flag set."
|
||||
|
||||
def event_function(self):
|
||||
"""
|
||||
This is the function that is fired every self.interval seconds.
|
||||
"""
|
||||
going_objects = Object.objects.filter(type__exact=defines_global.OTYPE_GOING)
|
||||
for obj in going_objects:
|
||||
obj.delete()
|
||||
|
||||
def add_global_events():
|
||||
"""
|
||||
When the server is started up, this is triggered to add all of the
|
||||
events in this file to the scheduler.
|
||||
"""
|
||||
# Create an instance and add it to the scheduler.
|
||||
scheduler.add_event(IEvt_Check_Sessions())
|
||||
scheduler.add_event(IEvt_Check_Sessions())
|
||||
scheduler.add_event(IEvt_Destroy_Objects())
|
||||
|
||||
|
|
|
|||
|
|
@ -60,7 +60,7 @@ class ObjectManager(models.Manager):
|
|||
nextfree = self.filter(type__exact=defines_global.OTYPE_GARBAGE)
|
||||
if nextfree:
|
||||
# We've got at least one garbage object to recycle.
|
||||
return nextfree.id
|
||||
return nextfree[0]
|
||||
else:
|
||||
# No garbage to recycle, find the highest dbnum and increment it
|
||||
# for our next free.
|
||||
|
|
@ -74,15 +74,16 @@ class ObjectManager(models.Manager):
|
|||
o_query = self.filter(name__iexact=ostring)
|
||||
else:
|
||||
o_query = self.filter(name__icontains=ostring)
|
||||
|
||||
|
||||
return o_query.exclude(type__in=[defines_global.OTYPE_GARBAGE,
|
||||
defines_global.OTYPE_GOING])
|
||||
|
||||
|
||||
def global_object_script_parent_search(self, script_parent):
|
||||
"""
|
||||
Searches through all objects returning those which has a certain script parent.
|
||||
"""
|
||||
o_query = self.filter(script_parent__exact=script_parent)
|
||||
|
||||
return o_query.exclude(type__in=[defines_global.OTYPE_GARBAGE,
|
||||
defines_global.OTYPE_GOING])
|
||||
|
||||
|
|
@ -107,6 +108,7 @@ class ObjectManager(models.Manager):
|
|||
else:
|
||||
return [prospect for prospect in searchlist if prospect.name_match(ostring, match_type=match_type)]
|
||||
|
||||
|
||||
def object_totals(self):
|
||||
"""
|
||||
Returns a dictionary with database object totals.
|
||||
|
|
@ -121,6 +123,8 @@ class ObjectManager(models.Manager):
|
|||
}
|
||||
return dbtotals
|
||||
|
||||
|
||||
|
||||
def player_alias_search(self, searcher, ostring):
|
||||
"""
|
||||
Search players by alias. Returns a list of objects whose "ALIAS"
|
||||
|
|
@ -136,7 +140,7 @@ class ObjectManager(models.Manager):
|
|||
model="attribute").model_class()
|
||||
results = Attribute.objects.select_related().filter(attr_name__exact="ALIAS").filter(attr_value__iexact=ostring)
|
||||
return [prospect.get_object() for prospect in results if prospect.get_object().is_player()]
|
||||
|
||||
|
||||
def player_name_search(self, search_string):
|
||||
"""
|
||||
Combines an alias and global search for a player's name. If there are
|
||||
|
|
@ -263,19 +267,26 @@ class ObjectManager(models.Manager):
|
|||
* home: Reference to another object to home to. If not specified, use
|
||||
location key for home.
|
||||
"""
|
||||
#get_nextfree_dbnum() returns either an integer or an object to recycle.
|
||||
next_dbref = self.get_nextfree_dbnum()
|
||||
Object = ContentType.objects.get(app_label="objects",
|
||||
model="object").model_class()
|
||||
new_object = Object()
|
||||
|
||||
new_object.id = next_dbref
|
||||
new_object.type = odat["type"]
|
||||
if type(next_dbref) == type(int()):
|
||||
#create object with new dbref
|
||||
Object = ContentType.objects.get(app_label="objects",
|
||||
model="object").model_class()
|
||||
new_object = Object()
|
||||
new_object.id = next_dbref
|
||||
else:
|
||||
#recycle an old object's dbref
|
||||
new_object = next_dbref
|
||||
|
||||
new_object.type = odat["type"]
|
||||
new_object.set_name(odat["name"])
|
||||
|
||||
# If this is a player, we don't want him owned by anyone.
|
||||
# The get_owner() function will return that the player owns
|
||||
# himself.
|
||||
if odat["type"] == 1:
|
||||
if odat["type"] == defines_global.OTYPE_PLAYER:
|
||||
new_object.owner = None
|
||||
new_object.zone = None
|
||||
else:
|
||||
|
|
|
|||
|
|
@ -502,7 +502,7 @@ class Object(models.Model):
|
|||
% (self,))
|
||||
|
||||
# Set the object type to GOING
|
||||
self.type = 5
|
||||
self.type = defines_global.OTYPE_GOING
|
||||
# Destroy any exits to and from this room, do this first
|
||||
self.clear_exits()
|
||||
# Clear out any objects located within the object
|
||||
|
|
@ -519,7 +519,7 @@ class Object(models.Model):
|
|||
uobj[0].delete()
|
||||
|
||||
# Set the object to type GARBAGE.
|
||||
self.type = 6
|
||||
self.type = defines_global.OTYPE_GARBAGE
|
||||
self.save()
|
||||
|
||||
# Clear all attributes
|
||||
|
|
@ -530,8 +530,8 @@ class Object(models.Model):
|
|||
Destroys all of the exits and any exits pointing to this
|
||||
object as a destination.
|
||||
"""
|
||||
exits = self.get_contents(filter_type=4)
|
||||
exits += self.obj_home.all().filter(type__exact=4)
|
||||
exits = self.get_contents(filter_type=defines_global.OTYPE_EXIT)
|
||||
exits += self.obj_home.all().filter(type__exact=defines_global.OTYPE_EXIT)
|
||||
|
||||
for exit in exits:
|
||||
exit.destroy()
|
||||
|
|
@ -781,6 +781,7 @@ class Object(models.Model):
|
|||
parent_str: (string) String pythonic import path of the script parent
|
||||
assuming the python path is game/gamesrc/parents.
|
||||
"""
|
||||
|
||||
if parent_str == None:
|
||||
if self.is_player():
|
||||
self.script_parent = settings.SCRIPT_DEFAULT_PLAYER
|
||||
|
|
@ -789,9 +790,10 @@ class Object(models.Model):
|
|||
elif parent_str:
|
||||
#check if this is actually a reasonable script parent
|
||||
#(storing with a non-valid parent path causes havoc!)
|
||||
parent_str = str(parent_str).strip()
|
||||
if not scripthandler.scriptlink(self, parent_str):
|
||||
return False
|
||||
self.script_parent = parent_str.strip()
|
||||
self.script_parent = parent_str
|
||||
self.save()
|
||||
return True
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue