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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.
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parent
8ada50fcb7
commit
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8 changed files with 676 additions and 170 deletions
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@ -29,6 +29,254 @@ class Object(TypeClass):
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objects in the game.
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"""
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## available properties
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# key (string) - name of object
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# name (string)- same as key
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# aliases (list of strings) - aliases to the object. Will be saved to database as AliasDB entries but returned as strings.
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# dbref (int, read-only) - unique #id-number. Also "id" can be used.
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# dbobj (Object, read-only) - link to database model. dbobj.typeclass points back to this class
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# typeclass (Object, read-only) - this links back to this class as an identified only. Use self.swap_typeclass() to switch.
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# date_created (string) - time stamp of object creation
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# permissions (list of strings) - list of permission strings
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# player (Player) - controlling player (will also return offline player)
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# location (Object) - current location. Is None if this is a room
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# home (Object) - safety start-location
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# sessions (list of Sessions, read-only) - returns all sessions connected to this object
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# has_player (bool, read-only)- will only return *connected* players
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# contents (list of Objects, read-only) - returns all objects inside this object (including exits)
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# exits (list of Objects, read-only) - returns all exits from this object, if any
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# destination (Object) - only set if this object is an exit.
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# is_superuser (bool, read-only) - True/False if this user is a superuser
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# Handlers
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# locks - lock-handler: use locks.add() to add new lock strings
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# db - attribute-handler: store/retrieve database attributes on this self.db.myattr=val, val=self.db.myattr
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# ndb - non-persistent attribute handler: same as db but does not create a database entry when storing data
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# scripts - script-handler. Add new scripts to object with scripts.add()
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# cmdset - cmdset-handler. Use cmdset.add() to add new cmdsets to object
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# nicks - nick-handler. New nicks with nicks.add().
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## methods inherited from the database object (overload them here)
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def search(self, ostring,
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global_search=False,
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attribute_name=None,
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use_nicks=False,
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location=None,
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ignore_errors=False,
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player=False):
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"""
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Perform a standard object search in the database, handling
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multiple results and lack thereof gracefully.
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ostring: (str) The string to match object names against.
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Obs - To find a player, append * to the
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start of ostring.
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global_search(bool): Search all objects, not just the current
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location/inventory
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attribute_name (string) Which attribute to match
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(if None, uses default 'name')
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use_nicks (bool) : Use nickname replace (off by default)
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location (Object): If None, use caller's current location
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ignore_errors (bool): Don't display any error messages even
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if there are none/multiple matches -
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just return the result as a list.
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player (Objectt): Don't search for an Object but a Player.
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This will also find players that don't
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currently have a character.
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Returns - a unique Object/Player match or None. All error
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messages are handled by system-commands and the parser-handlers
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specified in settings.
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Use *<string> to search for objects controlled by a specific
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player. Note that the object controlled by the player will be
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returned, not the player object itself. This also means that
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this will not find Players without a character. Use the keyword
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player=True to find player objects.
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Note - for multiple matches, the engine accepts a number
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linked to the key in order to separate the matches from
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each other without showing the dbref explicitly. Default
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syntax for this is 'N-searchword'. So for example, if there
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are three objects in the room all named 'ball', you could
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address the individual ball as '1-ball', '2-ball', '3-ball'
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etc.
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"""
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return self.dbobj.search(ostring,
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global_search=global_search,
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attribute_name=attribute_name,
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use_nicks=use_nicks,
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location=location,
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ignore_errors=ignore_errors,
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player=player)
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def execute_cmd(self, raw_string):
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"""
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Do something as this object. This command transparently
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lets its typeclass execute the command. Evennia also calls
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this method whenever the player sends a command on the command line.
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Argument:
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raw_string (string) - raw command input
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Returns Deferred - this is an asynchronous Twisted object that will
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not fire until the command has actually finished executing. To overload
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this one needs to attach callback functions to it, with addCallback(function).
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This function will be called with an eventual return value from the command
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execution.
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This return is not used at all by Evennia by default, but might be useful
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for coders intending to implement some sort of nested command structure.
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"""
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return self.dbobj.execute_cmd(raw_string)
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def msg(self, message, from_obj=None, data=None):
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"""
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Emits something to any sessions attached to the object.
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message (str): The message to send
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from_obj (obj): object that is sending.
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data (object): an optional data object that may or may not
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be used by the protocol.
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"""
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self.dbobj.msg(message, from_obj=from_obj, data=data)
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def msg_contents(self, message, exclude=None, from_obj=None, data=None):
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"""
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Emits something to all objects inside an object.
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exclude is a list of objects not to send to. See self.msg() for more info.
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"""
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self.dbobj.msg_contents(message, exclude=exclude, from_obj=from_obj, data=data)
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def move_to(self, destination, quiet=False,
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emit_to_obj=None, use_destination=True):
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"""
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Moves this object to a new location. Note that if <destination> is an
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exit object (i.e. it has "destination"!=None), the move_to will
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happen to this destination and -not- into the exit object itself, unless
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use_destination=False. Note that no lock checks are done by this function,
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such things are assumed to have been handled before calling move_to.
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destination: (Object) Reference to the object to move to. This
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can also be an exit object, in which case the destination
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property is used as destination.
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quiet: (bool) If true, don't emit left/arrived messages.
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emit_to_obj: (Object) object to receive error messages
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use_destination (bool): Default is for objects to use the "destination" property
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of destinations as the target to move to. Turning off this
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keyword allows objects to move "inside" exit objects.
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Returns True/False depending on if there were problems with the move. This method
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may also return various error messages to the emit_to_obj.
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"""
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return self.dbobj.move_to(destination, quiet=quiet,
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emit_to_obj=emit_to_obj, use_destination=use_destination)
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def copy(self, new_key=None):
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"""
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Makes an identical copy of this object. If you want to customize the copy by
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changing some settings, use ObjectDB.object.copy_object() directly.
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new_key (string) - new key/name of copied object. If new_key is not specified, the copy will be named
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<old_key>_copy by default.
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Returns: Object (copy of this one)
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"""
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return self.dbobj.copy(new_key=new_key)
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def delete(self):
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"""
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Deletes this object.
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Before deletion, this method makes sure to move all contained
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objects to their respective home locations, as well as clean
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up all exits to/from the object.
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Returns: boolean True if deletion succeded, False if there
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were errors during deletion or deletion otherwise
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failed.
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"""
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return self.dbobj.delete()
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# methods inherited from the typeclass system
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def is_typeclass(self, typeclass, exact=False):
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"""
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Returns true if this object has this type
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OR has a typeclass which is an subclass of
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the given typeclass.
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typeclass - can be a class object or the
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python path to such an object to match against.
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exact - returns true only if the object's
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type is exactly this typeclass, ignoring
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parents.
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Returns: Boolean
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"""
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return self.dbobj.is_typeclass(typeclass, exact=exact)
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def swap_typeclass(self, new_typeclass, clean_attributes=False, no_default=True):
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"""
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This performs an in-situ swap of the typeclass. This means
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that in-game, this object will suddenly be something else.
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Player will not be affected. To 'move' a player to a different
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object entirely (while retaining this object's type), use
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self.player.swap_object().
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Note that this might be an error prone operation if the
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old/new typeclass was heavily customized - your code
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might expect one and not the other, so be careful to
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bug test your code if using this feature! Often its easiest
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to create a new object and just swap the player over to
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that one instead.
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Arguments:
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new_typeclass (path/classobj) - type to switch to
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clean_attributes (bool/list) - will delete all attributes
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stored on this object (but not any
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of the database fields such as name or
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location). You can't get attributes back,
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but this is often the safest bet to make
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sure nothing in the new typeclass clashes
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with the old one. If you supply a list,
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only those named attributes will be cleared.
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no_default - if this is active, the swapper will not allow for
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swapping to a default typeclass in case the given
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one fails for some reason. Instead the old one
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will be preserved.
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Returns:
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boolean True/False depending on if the swap worked or not.
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"""
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self.dbobj.swap_typeclass(new_typeclass, clean_attributes=clean_attributes, no_default=no_default)
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def access(self, accessing_obj, access_type='read', default=False):
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"""
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Determines if another object has permission to access this object in whatever way.
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accessing_obj (Object)- object trying to access this one
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access_type (string) - type of access sought
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default (bool) - what to return if no lock of access_type was found
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"""
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return self.dbobj.access(accessing_obj, access_type=access_type, default=default)
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def check_permstring(self, permstring):
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"""
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This explicitly checks the given string against this object's
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'permissions' property without involving any locks.
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permstring (string) - permission string that need to match a permission on the object.
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(example: 'Builders')
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"""
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return self.dbobj.check_permstring(permstring)
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def __eq__(self, other):
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"""
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Checks for equality against an id string or another object or user.
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@ -46,8 +294,10 @@ class Object(TypeClass):
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pass
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return result
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# hooks called by the game engine
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## hooks called by the game engine
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def basetype_setup(self):
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"""
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This sets up the default properties of an Object,
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@ -72,23 +322,6 @@ class Object(TypeClass):
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self.locks.add("call:true()") # allow to call commands on this object
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self.locks.add("puppet:id(%s) or perm(Immortals) or pperm(Immortals)" % dbref) # restricts puppeting of this object
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def at_object_creation(self):
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"""
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Called once, when this object is first
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created.
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"""
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pass
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def at_init(self):
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"""
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This is always called whenever this object is initiated --
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that is, whenever it its typeclass is cached from memory. This
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happens on-demand first time the object is used or activated
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in some way after being created but also after each server
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restart or reload.
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"""
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pass
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def basetype_posthook_setup(self):
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"""
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Called once, after basetype_setup and at_object_creation. This should generally not be overloaded unless
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@ -98,20 +331,30 @@ class Object(TypeClass):
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"""
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pass
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def at_server_reload(self):
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"""
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This hook is called whenever the server is shutting down for restart/reboot.
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If you want to, for example, save non-persistent properties across a restart,
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this is the place to do it.
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def at_object_creation(self):
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"""
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Called once, when this object is first created.
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"""
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pass
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def at_server_shutdown(self):
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def at_object_delete(self):
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"""
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This hook is called whenever the server is shutting down fully (i.e. not for
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a restart).
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Called just before the database object is
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permanently delete()d from the database. If
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this method returns False, deletion is aborted.
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"""
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pass
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return True
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def at_init(self):
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"""
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This is always called whenever this object is initiated --
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that is, whenever it its typeclass is cached from memory. This
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happens on-demand first time the object is used or activated
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in some way after being created but also after each server
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restart or reload.
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"""
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pass
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def at_cmdset_get(self):
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"""
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@ -149,6 +392,22 @@ class Object(TypeClass):
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"""
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pass
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def at_server_reload(self):
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"""
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This hook is called whenever the server is shutting down for restart/reboot.
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If you want to, for example, save non-persistent properties across a restart,
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this is the place to do it.
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"""
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pass
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def at_server_shutdown(self):
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"""
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This hook is called whenever the server is shutting down fully (i.e. not for
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a restart).
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"""
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pass
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# hooks called when moving the object
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def at_before_move(self, destination):
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@ -260,6 +519,39 @@ class Object(TypeClass):
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"""
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pass
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def at_msg_receive(self, msg, from_obj=None, data=None):
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"""
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This hook is called whenever someone
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sends a message to this object.
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Note that from_obj may be None if the sender did
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not include itself as an argument to the obj.msg()
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call - so you have to check for this. .
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Consider this a pre-processing method before
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msg is passed on to the user sesssion. If this
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method returns False, the msg will not be
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passed on.
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msg = the message received
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from_obj = the one sending the message
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"""
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return True
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def at_msg_send(self, msg, to_obj=None, data=None):
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"""
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This is a hook that is called when /this/ object
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sends a message to another object with obj.msg()
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while also specifying that it is the one sending.
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Note that this method is executed on the object
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passed along with the msg() function (i.e. using
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obj.msg(msg, caller) will then launch caller.at_msg())
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and if no object was passed, it will never be called.
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"""
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pass
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# hooks called by the default cmdset.
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def return_appearance(self, pobject):
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@ -296,38 +588,6 @@ class Object(TypeClass):
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string += ", ".join(things)
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return string
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def at_msg_receive(self, msg, from_obj=None, data=None):
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"""
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This hook is called whenever someone
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sends a message to this object.
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Note that from_obj may be None if the sender did
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not include itself as an argument to the obj.msg()
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call - so you have to check for this. .
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Consider this a pre-processing method before
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msg is passed on to the user sesssion. If this
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method returns False, the msg will not be
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passed on.
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msg = the message received
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from_obj = the one sending the message
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"""
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return True
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def at_msg_send(self, msg, to_obj=None, data=None):
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"""
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This is a hook that is called when /this/ object
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sends a message to another object with obj.msg()
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while also specifying that it is the one sending.
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Note that this method is executed on the object
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passed along with the msg() function (i.e. using
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obj.msg(msg, caller) will then launch caller.at_msg())
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and if no object was passed, it will never be called.
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"""
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pass
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def at_desc(self, looker=None):
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"""
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This is called whenever someone looks
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@ -335,14 +595,6 @@ class Object(TypeClass):
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object.
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"""
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pass
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def at_object_delete(self):
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"""
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Called just before the database object is
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permanently delete()d from the database. If
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this method returns False, deletion is aborted.
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"""
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return True
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def at_get(self, getter):
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"""
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