Moved all command definitions of Typeclassed entities up one level, to Object, Player and Script respectively. The actual code is still on the models (ObjectDB, PlayerDB and ScriptDB), but one should not be able to use the methods without having to dig into the code as far. Also added extensive, up-to-date headers to the inheriting base objects in game/gamesrc.

This commit is contained in:
Griatch 2012-03-24 18:25:32 +01:00
parent 8ada50fcb7
commit 7a2cdd3842
8 changed files with 676 additions and 170 deletions

View file

@ -42,56 +42,90 @@ class Object(BaseObject):
__setattr__ since these are used heavily by the typeclass system
of Evennia and messing with them might well break things for you.
Hooks (these are class methods, so their arguments should also start with self):
at_object_creation() - only called once, when object is first created.
Almost all object customizations go here.
at_first_login() - only called once, the very first time user logs in.
at_pre_login() - called every time the user connects, after they have
identified, just before the system actually logs them in.
at_post_login() - called at the end of login, just before setting the
player loose in the world.
at_disconnect() - called just before the use is disconnected (this is also
called if the system determines the player lost their link)
at_object_delete() - called just before the database object is permanently
deleted from the database with obj.delete(). Note that cleaning out contents
and deleting connected exits is not needed, this is handled
automatically when doing obj.delete(). If this method returns
False, deletion is aborted.
* Base properties defined/available on all Objects
at_before_move(destination) - called by obj.move_to() just before moving object to the destination.
If this method returns False, move is cancelled.
announce_move_from(destination) - called while still standing in the old location,
if obj.move_to() has argument quiet=False.
announce_move_to(source_location) - called after move, while standing in the new location
if obj.move_to() has argument quiet=False.
at_after_move(source_location) - always called after a move has been performed.
key (string) - name of object
name (string)- same as key
aliases (list of strings) - aliases to the object. Will be saved to database as AliasDB entries but returned as strings.
dbref (int, read-only) - unique #id-number. Also "id" can be used.
dbobj (Object, read-only) - link to database model. dbobj.typeclass points back to this class
typeclass (Object, read-only) - this links back to this class as an identified only. Use self.swap_typeclass() to switch.
date_created (string) - time stamp of object creation
permissions (list of strings) - list of permission strings
player (Player) - controlling player (will also return offline player)
location (Object) - current location. Is None if this is a room
home (Object) - safety start-location
sessions (list of Sessions, read-only) - returns all sessions connected to this object
has_player (bool, read-only)- will only return *connected* players
contents (list of Objects, read-only) - returns all objects inside this object (including exits)
exits (list of Objects, read-only) - returns all exits from this object, if any
destination (Object) - only set if this object is an exit.
is_superuser (bool, read-only) - True/False if this user is a superuser
* Handlers available
locks - lock-handler: use locks.add() to add new lock strings
db - attribute-handler: store/retrieve database attributes on this self.db.myattr=val, val=self.db.myattr
ndb - non-persistent attribute handler: same as db but does not create a database entry when storing data
scripts - script-handler. Add new scripts to object with scripts.add()
cmdset - cmdset-handler. Use cmdset.add() to add new cmdsets to object
nicks - nick-handler. New nicks with nicks.add().
at_object_leave(obj, target_location) - called when this object loose an object (e.g.
someone leaving the room, an object is given away etc)
at_object_receive(obj, source_location) - called when this object receives another object
(e.g. a room being entered, an object moved into inventory)
* Helper methods (see src.objects.objects.py for full headers)
return_appearance(looker) - by default, this is used by the 'look' command to
request this object to describe itself. Looker
is the object requesting to get the information.
at_desc(looker=None) - by default called whenever the appearance is requested.
at_msg_receive(self, msg, from_obj=None, data=None) - called whenever someone sends a message to this object.
message aborted if hook returns False.
at_msg_send(self, msg, to_obj=None, data=None) - called when this objects sends a message. This can only be
called if from_obj is specified in the call to msg().
at_object_delete() - calleed when this object is to be deleted. If returns False, deletion is aborted.
search(ostring, global_search=False, attribute_name=None, use_nicks=False, location=None, ignore_errors=False, player=False)
execute_cmd(raw_string)
msg(message, from_obj=None, data=None)
msg_contents(message, exclude=None, from_obj=None, data=None)
move_to(destination, quiet=False, emit_to_obj=None, use_destination=True)
copy(new_key=None)
delete()
is_typeclass(typeclass, exact=False)
swap_typeclass(new_typeclass, clean_attributes=False, no_default=True)
access(accessing_obj, access_type='read', default=False)
check_permstring(permstring)
at_get(getter) - called after object has been picked up. Does not stop pickup.
at_drop(dropper) - called when this object has been dropped.
at_say(speaker, message) - by default, called if an object inside this object speaks
* Hooks (these are class methods, so their arguments should also start with self):
basetype_setup() - only called once, used for behind-the-scenes setup. Normally not modified.
basetype_posthook_setup() - customization in basetype, after the object has been created; Normally not modified.
at_object_creation() - only called once, when object is first created. Object customizations go here.
at_object_delete() - called just before deleting an object. If returning False, deletion is aborted. Note that all objects
inside a deleted object are automatically moved to their <home>, they don't need to be removed here.
at_init() - called whenever typeclass is cached from memory, at least once every server restart/reload
at_cmdset_get() - this is called just before the command handler requests a cmdset from this object
at_first_login() - (player-controlled objects only) called once, the very first time user logs in.
at_pre_login() - (player-controlled objects only) called every time the user connects, after they have identified, before other setup
at_post_login() - (player-controlled objects only) called at the end of login, just before setting the player loose in the world.
at_disconnect() - (player-controlled objects only) called just before the user disconnects (or goes linkless)
at_server_reload() - called before server is reloaded
at_server_shutdown() - called just before server is fully shut down
at_before_move(destination) - called just before moving object to the destination. If returns False, move is cancelled.
announce_move_from(destination) - called in old location, just before move, if obj.move_to() has quiet=False
announce_move_to(source_location) - called in new location, just after move, if obj.move_to() has quiet=False
at_after_move(source_location) - always called after a move has been successfully performed.
at_object_leave(obj, target_location) - called when an object leaves this object in any fashion
at_object_receive(obj, source_location) - called when this object receives another object
at_before_traverse(traversing_object) - (exit-objects only) called just before an object traverses this object
at_after_traverse(traversing_object, source_location) - (exit-objects only) called just after a traversal has happened.
at_failed_traverse(traversing_object) - (exit-objects only) called if traversal fails and property err_traverse is not defined.
at_msg_receive(self, msg, from_obj=None, data=None) - called when a message (via self.msg()) is sent to this obj.
If returns false, aborts send.
at_msg_send(self, msg, to_obj=None, data=None) - called when this objects sends a message to someone via self.msg().
return_appearance(looker) - describes this object. Used by "look" command by default
at_desc(looker=None) - called by 'look' whenever the appearance is requested.
at_get(getter) - called after object has been picked up. Does not stop pickup.
at_drop(dropper) - called when this object has been dropped.
at_say(speaker, message) - by default, called if an object inside this object speaks
at_server_reload() - called when server is reloading
at_server_shutdown() - called when server is resetting/shutting down
"""
pass

View file

@ -22,27 +22,43 @@ class Script(BaseScript):
All scripts should inherit from this class and implement
some or all of its hook functions and variables.
Important variables controlling the script object:
self.key - the name of all scripts inheriting from this class
(defaults to <unnamed>), used in lists and searches.
self.desc - a description of the script, used in lists
self.interval (seconds) - How often the event is triggered and calls self.at_repeat()
(see below) Defaults to 0 - that is, never calls at_repeat().
self.start_delay (True/False). If True, will wait self.interval seconds
befor calling self.at_repeat() for the first time. Defaults to False.
self.repeats - The number of times at_repeat() should be called before automatically
stopping the script. Default is 0, which means infinitely many repeats.
self.persistent (True/False). If True, the script will survive a server restart
(defaults to False).
* available properties
self.obj (game Object)- this ties this script to a particular object. It is
usually not needed to set this parameter explicitly; it's set in the
create methods.
key (string) - name of object
name (string)- same as key
aliases (list of strings) - aliases to the object. Will be saved to database as AliasDB entries but returned as strings.
dbref (int, read-only) - unique #id-number. Also "id" can be used.
dbobj (Object, read-only) - link to database model. dbobj.typeclass points back to this class
typeclass (Object, read-only) - this links back to this class as an identified only. Use self.swap_typeclass() to switch.
date_created (string) - time stamp of object creation
permissions (list of strings) - list of permission strings
desc (string) - optional description of script, shown in listings
obj (Object) - optional object that this script is connected to and acts on (set automatically by obj.scripts.add())
interval (int) - how often script should run, in seconds. <0 turns off ticker
start_delay (bool) - if the script should start repeating right away or wait self.interval seconds
repeats (int) - how many times the script should repeat before stopping. 0 means infinite repeats
persistent (bool) - if script should survive a server shutdown or not
is_active (bool) - if script is currently running
Hook methods (should also include self as the first argument):
at_script_creation() - called only once, when an object of this class
is first created.
* Handlers
locks - lock-handler: use locks.add() to add new lock strings
db - attribute-handler: store/retrieve database attributes on this self.db.myattr=val, val=self.db.myattr
ndb - non-persistent attribute handler: same as db but does not create a database entry when storing data
* Helper methods
start() - start script (this usually happens automatically at creation and obj.script.add() etc)
stop() - stop script, and delete it
pause() - put the script on hold, until unpause() is called. If script is persistent, the pause state will survive a shutdown.
unpause() - restart a previously paused script. The script will continue as if it was never paused.
time_until_next_repeat() - if a timed script (interval>0), returns time until next tick
* Hook methods (should also include self as the first argument):
at_script_creation() - called only once, when an object of this
class is first created.
is_valid() - is called to check if the script is valid to be running
at the current time. If is_valid() returns False, the running
script is stopped and removed from the game. You can use this
@ -59,5 +75,9 @@ class Script(BaseScript):
self.interval==0, this method will never be called.
at_stop() - Called as the script object is stopped and is about to be removed from
the game, e.g. because is_valid() returned False.
at_server_reload() - Called when server reloads. Can be used to save temporary
variables you want should survive a reload.
at_server_shutdown() - called at a full server shutdown.
"""
pass

View file

@ -491,6 +491,10 @@ class ObjectDB(TypedObject):
This will also find players that don't
currently have a character.
Returns - a unique Object/Player match or None. All error
messages are handled by system-commands and the parser-handlers
specified in settings.
Use *<string> to search for objects controlled by a specific
player. Note that the object controlled by the player will be
returned, not the player object itself. This also means that
@ -538,13 +542,20 @@ class ObjectDB(TypedObject):
def execute_cmd(self, raw_string):
"""
Do something as this object. This command transparently
lets its typeclass execute the command.
raw_string - raw command input coming from the command line.
lets its typeclass execute the command. Evennia also calls
this method whenever the player sends a command on the command line.
The return from this method is None for all default commands
(it's the return value of cmd.func()) and is not used in any
way by the engine. It might be useful for admins wanting to
implement some sort of 'nested' command structure though,
Argument:
raw_string (string) - raw command input
Returns Deferred - this is an asynchronous Twisted object that will
not fire until the command has actually finished executing. To overload
this one needs to attach callback functions to it, with addCallback(function).
This function will be called with an eventual return value from the command
execution.
This return is not used at all by Evennia by default, but might be useful
for coders intending to implement some sort of nested command structure.
"""
# nick replacement - we require full-word matching.
@ -599,15 +610,27 @@ class ObjectDB(TypedObject):
self.msg_contents(message, exclude=exclude, from_obj=from_obj, data=data)
def move_to(self, destination, quiet=False,
emit_to_obj=None):
emit_to_obj=None, use_destination=True):
"""
Moves this object to a new location.
Moves this object to a new location. Note that if <destination> is an
exit object (i.e. it has "destination"!=None), the move_to will
happen to this destination and -not- into the exit object itself, unless
use_destination=False. Note that no lock checks are done by this function,
such things are assumed to have been handled before calling move_to.
destination: (Object) Reference to the object to move to. This
can also be an exit object, in which case the destination
property is used as destination.
quiet: (bool) If true, don't emit left/arrived messages.
emit_to_obj: (Object) object to receive error messages
use_destination (bool): Default is for objects to use the "destination" property
of destinations as the target to move to. Turning off this
keyword allows objects to move "inside" exit objects.
Returns True/False depending on if there were problems with the move. This method
may also return various error messages to the emit_to_obj.
"""
def logerr(string=""):
trc = traceback.format_exc()
@ -765,10 +788,12 @@ class ObjectDB(TypedObject):
def copy(self, new_key=None):
"""
Makes an identical copy of this object and returns
it. The copy will be named <key>_copy by default. If you
want to customize the copy by changing some settings, use
the manager method copy_object directly.
Makes an identical copy of this object. If you want to customize the copy by
changing some settings, use ObjectDB.object.copy_object() directly.
new_key (string) - new key/name of copied object. If new_key is not specified, the copy will be named
<old_key>_copy by default.
Returns: Object (copy of this one)
"""
if not new_key:
new_key = "%s_copy" % self.key

View file

@ -29,6 +29,254 @@ class Object(TypeClass):
objects in the game.
"""
## available properties
# key (string) - name of object
# name (string)- same as key
# aliases (list of strings) - aliases to the object. Will be saved to database as AliasDB entries but returned as strings.
# dbref (int, read-only) - unique #id-number. Also "id" can be used.
# dbobj (Object, read-only) - link to database model. dbobj.typeclass points back to this class
# typeclass (Object, read-only) - this links back to this class as an identified only. Use self.swap_typeclass() to switch.
# date_created (string) - time stamp of object creation
# permissions (list of strings) - list of permission strings
# player (Player) - controlling player (will also return offline player)
# location (Object) - current location. Is None if this is a room
# home (Object) - safety start-location
# sessions (list of Sessions, read-only) - returns all sessions connected to this object
# has_player (bool, read-only)- will only return *connected* players
# contents (list of Objects, read-only) - returns all objects inside this object (including exits)
# exits (list of Objects, read-only) - returns all exits from this object, if any
# destination (Object) - only set if this object is an exit.
# is_superuser (bool, read-only) - True/False if this user is a superuser
# Handlers
# locks - lock-handler: use locks.add() to add new lock strings
# db - attribute-handler: store/retrieve database attributes on this self.db.myattr=val, val=self.db.myattr
# ndb - non-persistent attribute handler: same as db but does not create a database entry when storing data
# scripts - script-handler. Add new scripts to object with scripts.add()
# cmdset - cmdset-handler. Use cmdset.add() to add new cmdsets to object
# nicks - nick-handler. New nicks with nicks.add().
## methods inherited from the database object (overload them here)
def search(self, ostring,
global_search=False,
attribute_name=None,
use_nicks=False,
location=None,
ignore_errors=False,
player=False):
"""
Perform a standard object search in the database, handling
multiple results and lack thereof gracefully.
ostring: (str) The string to match object names against.
Obs - To find a player, append * to the
start of ostring.
global_search(bool): Search all objects, not just the current
location/inventory
attribute_name (string) Which attribute to match
(if None, uses default 'name')
use_nicks (bool) : Use nickname replace (off by default)
location (Object): If None, use caller's current location
ignore_errors (bool): Don't display any error messages even
if there are none/multiple matches -
just return the result as a list.
player (Objectt): Don't search for an Object but a Player.
This will also find players that don't
currently have a character.
Returns - a unique Object/Player match or None. All error
messages are handled by system-commands and the parser-handlers
specified in settings.
Use *<string> to search for objects controlled by a specific
player. Note that the object controlled by the player will be
returned, not the player object itself. This also means that
this will not find Players without a character. Use the keyword
player=True to find player objects.
Note - for multiple matches, the engine accepts a number
linked to the key in order to separate the matches from
each other without showing the dbref explicitly. Default
syntax for this is 'N-searchword'. So for example, if there
are three objects in the room all named 'ball', you could
address the individual ball as '1-ball', '2-ball', '3-ball'
etc.
"""
return self.dbobj.search(ostring,
global_search=global_search,
attribute_name=attribute_name,
use_nicks=use_nicks,
location=location,
ignore_errors=ignore_errors,
player=player)
def execute_cmd(self, raw_string):
"""
Do something as this object. This command transparently
lets its typeclass execute the command. Evennia also calls
this method whenever the player sends a command on the command line.
Argument:
raw_string (string) - raw command input
Returns Deferred - this is an asynchronous Twisted object that will
not fire until the command has actually finished executing. To overload
this one needs to attach callback functions to it, with addCallback(function).
This function will be called with an eventual return value from the command
execution.
This return is not used at all by Evennia by default, but might be useful
for coders intending to implement some sort of nested command structure.
"""
return self.dbobj.execute_cmd(raw_string)
def msg(self, message, from_obj=None, data=None):
"""
Emits something to any sessions attached to the object.
message (str): The message to send
from_obj (obj): object that is sending.
data (object): an optional data object that may or may not
be used by the protocol.
"""
self.dbobj.msg(message, from_obj=from_obj, data=data)
def msg_contents(self, message, exclude=None, from_obj=None, data=None):
"""
Emits something to all objects inside an object.
exclude is a list of objects not to send to. See self.msg() for more info.
"""
self.dbobj.msg_contents(message, exclude=exclude, from_obj=from_obj, data=data)
def move_to(self, destination, quiet=False,
emit_to_obj=None, use_destination=True):
"""
Moves this object to a new location. Note that if <destination> is an
exit object (i.e. it has "destination"!=None), the move_to will
happen to this destination and -not- into the exit object itself, unless
use_destination=False. Note that no lock checks are done by this function,
such things are assumed to have been handled before calling move_to.
destination: (Object) Reference to the object to move to. This
can also be an exit object, in which case the destination
property is used as destination.
quiet: (bool) If true, don't emit left/arrived messages.
emit_to_obj: (Object) object to receive error messages
use_destination (bool): Default is for objects to use the "destination" property
of destinations as the target to move to. Turning off this
keyword allows objects to move "inside" exit objects.
Returns True/False depending on if there were problems with the move. This method
may also return various error messages to the emit_to_obj.
"""
return self.dbobj.move_to(destination, quiet=quiet,
emit_to_obj=emit_to_obj, use_destination=use_destination)
def copy(self, new_key=None):
"""
Makes an identical copy of this object. If you want to customize the copy by
changing some settings, use ObjectDB.object.copy_object() directly.
new_key (string) - new key/name of copied object. If new_key is not specified, the copy will be named
<old_key>_copy by default.
Returns: Object (copy of this one)
"""
return self.dbobj.copy(new_key=new_key)
def delete(self):
"""
Deletes this object.
Before deletion, this method makes sure to move all contained
objects to their respective home locations, as well as clean
up all exits to/from the object.
Returns: boolean True if deletion succeded, False if there
were errors during deletion or deletion otherwise
failed.
"""
return self.dbobj.delete()
# methods inherited from the typeclass system
def is_typeclass(self, typeclass, exact=False):
"""
Returns true if this object has this type
OR has a typeclass which is an subclass of
the given typeclass.
typeclass - can be a class object or the
python path to such an object to match against.
exact - returns true only if the object's
type is exactly this typeclass, ignoring
parents.
Returns: Boolean
"""
return self.dbobj.is_typeclass(typeclass, exact=exact)
def swap_typeclass(self, new_typeclass, clean_attributes=False, no_default=True):
"""
This performs an in-situ swap of the typeclass. This means
that in-game, this object will suddenly be something else.
Player will not be affected. To 'move' a player to a different
object entirely (while retaining this object's type), use
self.player.swap_object().
Note that this might be an error prone operation if the
old/new typeclass was heavily customized - your code
might expect one and not the other, so be careful to
bug test your code if using this feature! Often its easiest
to create a new object and just swap the player over to
that one instead.
Arguments:
new_typeclass (path/classobj) - type to switch to
clean_attributes (bool/list) - will delete all attributes
stored on this object (but not any
of the database fields such as name or
location). You can't get attributes back,
but this is often the safest bet to make
sure nothing in the new typeclass clashes
with the old one. If you supply a list,
only those named attributes will be cleared.
no_default - if this is active, the swapper will not allow for
swapping to a default typeclass in case the given
one fails for some reason. Instead the old one
will be preserved.
Returns:
boolean True/False depending on if the swap worked or not.
"""
self.dbobj.swap_typeclass(new_typeclass, clean_attributes=clean_attributes, no_default=no_default)
def access(self, accessing_obj, access_type='read', default=False):
"""
Determines if another object has permission to access this object in whatever way.
accessing_obj (Object)- object trying to access this one
access_type (string) - type of access sought
default (bool) - what to return if no lock of access_type was found
"""
return self.dbobj.access(accessing_obj, access_type=access_type, default=default)
def check_permstring(self, permstring):
"""
This explicitly checks the given string against this object's
'permissions' property without involving any locks.
permstring (string) - permission string that need to match a permission on the object.
(example: 'Builders')
"""
return self.dbobj.check_permstring(permstring)
def __eq__(self, other):
"""
Checks for equality against an id string or another object or user.
@ -46,8 +294,10 @@ class Object(TypeClass):
pass
return result
# hooks called by the game engine
## hooks called by the game engine
def basetype_setup(self):
"""
This sets up the default properties of an Object,
@ -72,23 +322,6 @@ class Object(TypeClass):
self.locks.add("call:true()") # allow to call commands on this object
self.locks.add("puppet:id(%s) or perm(Immortals) or pperm(Immortals)" % dbref) # restricts puppeting of this object
def at_object_creation(self):
"""
Called once, when this object is first
created.
"""
pass
def at_init(self):
"""
This is always called whenever this object is initiated --
that is, whenever it its typeclass is cached from memory. This
happens on-demand first time the object is used or activated
in some way after being created but also after each server
restart or reload.
"""
pass
def basetype_posthook_setup(self):
"""
Called once, after basetype_setup and at_object_creation. This should generally not be overloaded unless
@ -98,20 +331,30 @@ class Object(TypeClass):
"""
pass
def at_server_reload(self):
"""
This hook is called whenever the server is shutting down for restart/reboot.
If you want to, for example, save non-persistent properties across a restart,
this is the place to do it.
def at_object_creation(self):
"""
Called once, when this object is first created.
"""
pass
def at_server_shutdown(self):
def at_object_delete(self):
"""
This hook is called whenever the server is shutting down fully (i.e. not for
a restart).
Called just before the database object is
permanently delete()d from the database. If
this method returns False, deletion is aborted.
"""
pass
return True
def at_init(self):
"""
This is always called whenever this object is initiated --
that is, whenever it its typeclass is cached from memory. This
happens on-demand first time the object is used or activated
in some way after being created but also after each server
restart or reload.
"""
pass
def at_cmdset_get(self):
"""
@ -149,6 +392,22 @@ class Object(TypeClass):
"""
pass
def at_server_reload(self):
"""
This hook is called whenever the server is shutting down for restart/reboot.
If you want to, for example, save non-persistent properties across a restart,
this is the place to do it.
"""
pass
def at_server_shutdown(self):
"""
This hook is called whenever the server is shutting down fully (i.e. not for
a restart).
"""
pass
# hooks called when moving the object
def at_before_move(self, destination):
@ -260,6 +519,39 @@ class Object(TypeClass):
"""
pass
def at_msg_receive(self, msg, from_obj=None, data=None):
"""
This hook is called whenever someone
sends a message to this object.
Note that from_obj may be None if the sender did
not include itself as an argument to the obj.msg()
call - so you have to check for this. .
Consider this a pre-processing method before
msg is passed on to the user sesssion. If this
method returns False, the msg will not be
passed on.
msg = the message received
from_obj = the one sending the message
"""
return True
def at_msg_send(self, msg, to_obj=None, data=None):
"""
This is a hook that is called when /this/ object
sends a message to another object with obj.msg()
while also specifying that it is the one sending.
Note that this method is executed on the object
passed along with the msg() function (i.e. using
obj.msg(msg, caller) will then launch caller.at_msg())
and if no object was passed, it will never be called.
"""
pass
# hooks called by the default cmdset.
def return_appearance(self, pobject):
@ -296,38 +588,6 @@ class Object(TypeClass):
string += ", ".join(things)
return string
def at_msg_receive(self, msg, from_obj=None, data=None):
"""
This hook is called whenever someone
sends a message to this object.
Note that from_obj may be None if the sender did
not include itself as an argument to the obj.msg()
call - so you have to check for this. .
Consider this a pre-processing method before
msg is passed on to the user sesssion. If this
method returns False, the msg will not be
passed on.
msg = the message received
from_obj = the one sending the message
"""
return True
def at_msg_send(self, msg, to_obj=None, data=None):
"""
This is a hook that is called when /this/ object
sends a message to another object with obj.msg()
while also specifying that it is the one sending.
Note that this method is executed on the object
passed along with the msg() function (i.e. using
obj.msg(msg, caller) will then launch caller.at_msg())
and if no object was passed, it will never be called.
"""
pass
def at_desc(self, looker=None):
"""
This is called whenever someone looks
@ -335,14 +595,6 @@ class Object(TypeClass):
object.
"""
pass
def at_object_delete(self):
"""
Called just before the database object is
permanently delete()d from the database. If
this method returns False, deletion is aborted.
"""
return True
def at_get(self, getter):
"""

View file

@ -120,7 +120,6 @@ class PlayerDB(TypedObject):
The TypedObject supplies the following (inherited) properties:
key - main name
name - alias for key
typeclass_path - the path to the decorating typeclass
typeclass - auto-linked typeclass
date_created - time stamp of object creation
@ -363,7 +362,7 @@ class PlayerDB(TypedObject):
if nick.db_nick in raw_list:
raw_string = raw_string.replace(nick.db_nick, nick.db_real, 1)
break
cmdhandler.cmdhandler(self.typeclass, raw_string)
return cmdhandler.cmdhandler(self.typeclass, raw_string)
def search(self, ostring, global_search=False, attribute_name=None, use_nicks=False,
location=None, ignore_errors=False, player=False):

View file

@ -18,6 +18,161 @@ class Player(TypeClass):
"""
Base typeclass for all Players.
"""
## available properties
# key (string) - name of player
# name (string)- wrapper for user.username
# aliases (list of strings) - aliases to the object. Will be saved to database as AliasDB entries but returned as strings.
# dbref (int, read-only) - unique #id-number. Also "id" can be used.
# dbobj (Player, read-only) - link to database model. dbobj.typeclass points back to this class
# typeclass (Player, read-only) - this links back to this class as an identified only. Use self.swap_typeclass() to switch.
# date_created (string) - time stamp of object creation
# permissions (list of strings) - list of permission strings
# user (User, read-only) - django User authorization object
# obj (Object) - game object controlled by player. 'character' can also be used.
# sessions (list of Sessions) - sessions connected to this player
# is_superuser (bool, read-only) - if the connected user is a superuser
## Handlers
# locks - lock-handler: use locks.add() to add new lock strings
# db - attribute-handler: store/retrieve database attributes on this self.db.myattr=val, val=self.db.myattr
# ndb - non-persistent attribute handler: same as db but does not create a database entry when storing data
# scripts - script-handler. Add new scripts to object with scripts.add()
# cmdset - cmdset-handler. Use cmdset.add() to add new cmdsets to object
# nicks - nick-handler. New nicks with nicks.add().
## methods inherited from database model
def msg(self, outgoing_string, from_obj=None, data=None):
"""
Evennia -> User
This is the main route for sending data back to the user from the server.
outgoing_string (string) - text data to send
from_obj (Object/Player) - source object of message to send
data (?) - arbitrary data object containing eventual protocol-specific options
"""
self.dbobj.msg(outgoing_string, from_obj=from_obj, data=data)
def swap_character(self, new_character, delete_old_character=False):
"""
Swaps the character controlled by this Player, if possible.
new_character (Object) - character/object to swap to
delete_old_character (bool) - delete the old character when swapping
Returns: True/False depending on if swap suceeded or not.
"""
return self.dbobj.swap_character(new_character, delete_old_character=delete_old_character)
def execute_cmd(self, raw_string):
"""
Do something as this object. This command transparently
lets its typeclass execute the command. Evennia also calls
this method whenever the player sends a command on the command line.
Argument:
raw_string (string) - raw command input
Returns Deferred - this is an asynchronous Twisted object that will
not fire until the command has actually finished executing. To overload
this one needs to attach callback functions to it, with addCallback(function).
This function will be called with an eventual return value from the command
execution.
This return is not used at all by Evennia by default, but might be useful
for coders intending to implement some sort of nested command structure.
"""
self.dbobj.execute_cmd(raw_string)
def search(self, ostring, global_search=False, attribute_name=None, use_nicks=False,
location=None, ignore_errors=False, player=False):
"""
This method mimicks object.search if self.character is set. Otherwise only
other Players can be searched with this method.
"""
self.dbobj.search(ostring, global_search=global_search, attribute_name=attribute_name, use_nicks=use_nicks,
location=location, ignore_errors=ignore_errors, player=player)
def is_typeclass(self, typeclass, exact=False):
"""
Returns true if this object has this type
OR has a typeclass which is an subclass of
the given typeclass.
typeclass - can be a class object or the
python path to such an object to match against.
exact - returns true only if the object's
type is exactly this typeclass, ignoring
parents.
Returns: Boolean
"""
return self.dbobj.is_typeclass(typeclass, exact=exact)
def swap_typeclass(self, new_typeclass, clean_attributes=False, no_default=True):
"""
This performs an in-situ swap of the typeclass. This means
that in-game, this object will suddenly be something else.
Player will not be affected. To 'move' a player to a different
object entirely (while retaining this object's type), use
self.player.swap_object().
Note that this might be an error prone operation if the
old/new typeclass was heavily customized - your code
might expect one and not the other, so be careful to
bug test your code if using this feature! Often its easiest
to create a new object and just swap the player over to
that one instead.
Arguments:
new_typeclass (path/classobj) - type to switch to
clean_attributes (bool/list) - will delete all attributes
stored on this object (but not any
of the database fields such as name or
location). You can't get attributes back,
but this is often the safest bet to make
sure nothing in the new typeclass clashes
with the old one. If you supply a list,
only those named attributes will be cleared.
no_default - if this is active, the swapper will not allow for
swapping to a default typeclass in case the given
one fails for some reason. Instead the old one
will be preserved.
Returns:
boolean True/False depending on if the swap worked or not.
"""
self.dbobj.swap_typeclass(new_typeclass, clean_attributes=clean_attributes, no_default=no_default)
def access(self, accessing_obj, access_type='read', default=False):
"""
Determines if another object has permission to access this object in whatever way.
accessing_obj (Object)- object trying to access this one
access_type (string) - type of access sought
default (bool) - what to return if no lock of access_type was found
"""
return self.dbobj.access(accessing_obj, access_type=access_type, default=default)
def check_permstring(self, permstring):
"""
This explicitly checks the given string against this object's
'permissions' property without involving any locks.
permstring (string) - permission string that need to match a permission on the object.
(example: 'Builders')
"""
return self.dbobj.check_permstring(permstring)
## player hooks
def basetype_setup(self):
"""
@ -63,14 +218,11 @@ class Player(TypeClass):
"""
pass
# Note that the hooks below also exist
# in the character object's typeclass. You
# can often ignore these and rely on the
# character ones instead, unless you
# are implementing a multi-character game
# and have some things that should be done
# regardless of which character is currently
# connected to this player.
# Note that the hooks below also exist in the character object's
# typeclass. You can often ignore these and rely on the character
# ones instead, unless you are implementing a multi-character game
# and have some things that should be done regardless of which
# character is currently connected to this player.
def at_cmdset_get(self):
"""
@ -87,12 +239,14 @@ class Player(TypeClass):
time the user logs in.
"""
pass
def at_pre_login(self):
"""
Called every time the user logs in,
before they are actually logged in.
"""
pass
def at_post_login(self):
"""
Called at the end of the login
@ -100,6 +254,7 @@ class Player(TypeClass):
them loose.
"""
pass
def at_disconnect(self, reason=None):
"""
Called just before user

View file

@ -101,6 +101,8 @@ class ScriptClass(TypeClass):
except Exception:
logger.log_trace()
# Public methods
def time_until_next_repeat(self):
"""
@ -251,6 +253,32 @@ class Script(ScriptClass):
the hooks called by the script machinery.
"""
## available properties
# key (string) - name of object
# name (string)- same as key
# aliases (list of strings) - aliases to the object. Will be saved to database as AliasDB entries but returned as strings.
# dbref (int, read-only) - unique #id-number. Also "id" can be used.
# dbobj (Object, read-only) - link to database model. dbobj.typeclass points back to this class
# typeclass (Object, read-only) - this links back to this class as an identified only. Use self.swap_typeclass() to switch.
# date_created (string) - time stamp of object creation
# permissions (list of strings) - list of permission strings
# desc (string) - optional description of script, shown in listings
# obj (Object) - optional object that this script is connected to and acts on (set automatically by obj.scripts.add())
# interval (int) - how often script should run, in seconds. <0 turns off ticker
# start_delay (bool) - if the script should start repeating right away or wait self.interval seconds
# repeats (int) - how many times the script should repeat before stopping. 0 means infinite repeats
# persistent (bool) - if script should survive a server shutdown or not
# is_active (bool) - if script is currently running
## Handlers
# locks - lock-handler: use locks.add() to add new lock strings
# db - attribute-handler: store/retrieve database attributes on this self.db.myattr=val, val=self.db.myattr
# ndb - non-persistent attribute handler: same as db but does not create a database entry when storing data
def at_script_creation(self):
"""
Only called once, by the create function.

View file

@ -10,7 +10,7 @@ that are protected, so as to not overwrite property names
used by the typesystem or django itself.
"""
from src.utils import logger
from src.utils.logger import log_trace, log_errmsg
from django.conf import settings
# these are called so many times it's worth to avoid lookup calls
@ -92,14 +92,8 @@ class TypeClass(object):
property on the class, it will NOT be
accessible through getattr.
"""
try:
dbobj = GA(self, 'dbobj')
except AttributeError:
dbobj = None
logger.log_trace("This is probably due to an unsafe reload.")
raise
if propname == 'dbobj':
return dbobj
return GA(self, 'dbobj')
if propname.startswith('__') and propname.endswith('__'):
# python specials are parsed as-is (otherwise things like
# isinstance() fail to identify the typeclass)
@ -108,20 +102,19 @@ class TypeClass(object):
try:
return GA(self, propname)
except AttributeError:
try:
dbobj = GA(self, 'dbobj')
except AttributeError:
log_trace("Typeclass CRITICAL ERROR! dbobj not found for Typeclass %s!" % self)
raise
try:
return GA(dbobj, propname)
except AttributeError:
try:
if propname == 'ndb':
# get non-persistent data (getattr raises AttributeError)
return getattr(GA(dbobj, 'ndb'), propname)
else:
return GA(dbobj,"get_attribute_raise")(propname)
return GA(dbobj,"get_attribute_raise")(propname)
except AttributeError:
string = "Object: '%s' not found on %s(%s), nor on its typeclass %s."
raise AttributeError(string % (propname, dbobj,
dbobj.dbref,
dbobj.typeclass_path,))
raise AttributeError(string % (propname, dbobj, dbobj.dbref, dbobj.typeclass_path))
def __setattr__(self, propname, value):
"""
@ -135,14 +128,14 @@ class TypeClass(object):
if propname in PROTECTED:
string = "%s: '%s' is a protected attribute name."
string += " (protected: [%s])" % (", ".join(PROTECTED))
logger.log_errmsg(string % (self.name, propname))
log_errmsg(string % (self.name, propname))
return
try:
dbobj = GA(self, 'dbobj')
except AttributeError:
dbobj = None
logger.log_trace("This is probably due to an unsafe reload.")
log_trace("This is probably due to an unsafe reload.")
if dbobj:
try:
@ -175,7 +168,7 @@ class TypeClass(object):
if propname in PROTECTED:
string = "%s: '%s' is a protected attribute name."
string += " (protected: [%s])" % (", ".join(PROTECTED))
logger.log_errmsg(string % (self.name, propname))
log_errmsg(string % (self.name, propname))
return
try:
@ -185,7 +178,7 @@ class TypeClass(object):
try:
dbobj = GA(self, 'dbobj')
except AttributeError:
logger.log_trace("This is probably due to an unsafe reload.")
log_trace("This is probably due to an unsafe reload.")
return # ignore delete
try:
dbobj.del_attribute_raise(propname)