Scripting support is now in! See cmd_look (the end of it), scripthandler.py, and scripts/basicobject.py for very brief examples. I'm not sure how well this is going to scale, I had to kludge the import a bit due to some oddities with __import__. There has to be a better way to do this, hopefully I'll be able to figure it out. In any case, expect basicobject to start fleshing out. You'll be able to use it directly or sub-class it with your own stuff.

This commit is contained in:
Greg Taylor 2007-06-04 20:01:03 +00:00
parent 27c0e7a873
commit 94ceec3719
5 changed files with 91 additions and 10 deletions

View file

@ -1,6 +1,9 @@
import re
from django.db import models
from django.contrib.auth.models import User, Group
import scripthandler
import defines_global
import ansi
@ -95,6 +98,7 @@ class Object(models.Model):
flags = models.TextField(blank=True, null=True)
nosave_flags = models.TextField(blank=True, null=True)
date_created = models.DateField(editable=False, auto_now_add=True)
scriptlink = None
def __cmp__(self, other):
"""
@ -544,6 +548,19 @@ class Object(models.Model):
functions_general.log_errmsg("Object '%s(#%d)' has invalid location: #%s" % (self.name,self.id,self.location_id))
return False
def get_scriptlink(self):
"""
Returns an object's script parent.
"""
if not self.scriptlink:
self.scriptlink = scripthandler.scriptlink(self, self.get_attribute_value('__parent', 'basicobject'))
if self.scriptlink:
# If the scriptlink variable can't be populated, this will fail
# silently and let the exception hit in the scripthandler.
return self.scriptlink
return None
def get_attribute_value(self, attrib, default=False):
"""
Returns the value of an attribute on an object. You may need to

View file

@ -143,6 +143,9 @@ def cmd_look(cdat):
for exit in con_exits:
session.msg('%s' %(exit.get_name(),))
# SCRIPT: Call the object's script's a_desc() method.
target_obj.get_scriptlink().a_desc(pobject)
def cmd_get(cdat):
"""
Get an object and put it in a player's inventory.

View file

@ -1,3 +1,7 @@
import os
from traceback import format_exc
import functions_general
"""
This module is responsible for managing scripts and their connection to the
Object class model. It is important to keep this as independent from the
@ -9,27 +13,54 @@ interaction with actual script methods should happen via calls to Objects.
# contain references to the associated module for each key.
cached_scripts = {}
def scriptlink(scriptname):
def scriptlink(source_obj, scriptname):
"""
Each Object will refer to this function when trying to execute a function
contained within a scripted module. For the sake of ease of management,
modules are cached and compiled as they are requested and stored in
the cached_scripts dictionary.
Returns a reference to an instance of the script's class as per it's
class_factory() method.
source_obj: (Object) A reference to the object being scripted.
scriptname: (str) Name of the module to load (minus 'scripts').
"""
# The module is already cached, just return it rather than re-load.
retval = cached_scripts.get('scripts.%s' % (scriptname), False)
retval = cached_scripts.get(scriptname, False)
if retval:
return retval
modname = 'scripts.%s' % (scriptname)
print 'Caching script module %s.' % (modname)
return retval.class_factory(source_obj)
# Store the original working directory so we can revert.
orig_path = os.getcwd()
# Split the script name up by periods to give us the directory we need
# to change to. I really wish we didn't have to do this, but there's some
# strange issue with __import__ and more than two directories worth of
# nesting.
path_split = scriptname.split('.')
newpath_str = '/'.join(path_split[:-1])
# Lop the module name off the end.
modname = path_split[-1]
try:
# Change the working directory to the location of the script and import.
os.chdir('scripts/%s/' % (newpath_str))
functions_general.log_infomsg("SCRIPT: Caching and importing %s." % (modname))
modreference = __import__(modname)
cached_scripts[modname] = modreference
# Store the module reference for later fast retrieval.
cached_scripts[scriptname] = modreference
except ImportError:
print 'Error importing %s.' % (modname)
functions_general.log_infomsg('Error importing %s: %s' % (modname, format_exc()))
os.chdir(orig_path)
return
except OSError:
functions_general.log_infomsg('Invalid module path: %s' % (format_exc()))
os.chdir(orig_path)
return
finally:
# Change back to the original working directory.
os.chdir(orig_path)
# The new script module has been cached, return the reference.
return modreference
return modreference.class_factory(source_obj)

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@ -2,4 +2,33 @@
This will be the base object type/interface that all scripts are derived from by
default. It will have the necessary outline for developers to sub-class and override.
"""
test = 123
class BasicObject:
def __init__(self, source_obj):
"""
Get our ducks in a row.
source_obj: (Object) A reference to the object being scripted (the child).
"""
self.source_obj = source_obj
def a_desc(self, looker):
"""
Perform this action when someone uses the LOOK command on the object.
looker: (Object) Reference to the looker
"""
# Un-comment the line below for an example
#print "SCRIPT TEST: %s looked at %s." % (looker, self.source_obj)
pass
def class_factory(source_obj):
"""
This method is called any script you retrieve (via the scripthandler). It
creates an instance of the class and returns it transparently. I'm not
sure how well this will scale, but we'll find out. We may need to
re-factor this eventually.
source_obj: (Object) A reference to the object being scripted (the child).
"""
return BasicObject(source_obj)

View file

@ -25,6 +25,7 @@ class EvenniaService(service.Service):
log.startLogging(open(settings.LOGFILE, 'w'))
self.cmd_alias_list = {}
self.game_running = True
sys.path.append('.')
# Database-specific startup optimizations.
if settings.DATABASE_ENGINE == "sqlite3":