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Moved Players over to the new proxy system, made the start-hook called by the save-signal system into at_first_save()
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9 changed files with 465 additions and 584 deletions
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@ -351,109 +351,146 @@ class ScriptBase(ScriptDB):
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class Script(ScriptBase):
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"""
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This is the class you should inherit from, it implements
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the hooks called by the script machinery.
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This is the base TypeClass for all Scripts. Scripts describe events,
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timers and states in game, they can have a time component or describe
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a state that changes under certain conditions.
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Script API:
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* Available properties (only available on initiated Typeclass objects)
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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
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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
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points back to this class
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typeclass (Object, read-only) - this links back to this class as an
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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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desc (string) - optional description of script, shown in listings
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obj (Object) - optional object that this script is connected to
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and acts on (set automatically
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by obj.scripts.add())
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interval (int) - how often script should run, in seconds.
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<=0 turns off ticker
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start_delay (bool) - if the script should start repeating right
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away or wait self.interval seconds
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repeats (int) - how many times the script should repeat before
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stopping. <=0 means infinite repeats
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persistent (bool) - if script should survive a server shutdown or not
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is_active (bool) - if script is currently running
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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
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self.db.myattr=val, val=self.db.myattr
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ndb - non-persistent attribute handler: same as db but does not
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create a database entry when storing data
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* Helper methods
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start() - start script (this usually happens automatically at creation
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and obj.script.add() etc)
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stop() - stop script, and delete it
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pause() - put the script on hold, until unpause() is called. If script
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is persistent, the pause state will survive a shutdown.
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unpause() - restart a previously paused script. The script will
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continue as if it was never paused.
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force_repeat() - force-step the script, regardless of how much remains
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until next step. This counts like a normal firing in all ways.
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time_until_next_repeat() - if a timed script (interval>0), returns
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time until next tick
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remaining_repeats() - number of repeats remaining, if limited
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* Hook methods
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at_script_creation() - called only once, when an object of this
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class is first created.
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is_valid() - is called to check if the script is valid to be running
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at the current time. If is_valid() returns False, the
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running script is stopped and removed from the game. You
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can use this to check state changes (i.e. an script
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tracking some combat stats at regular intervals is only
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valid to run while there is actual combat going on).
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at_start() - Called every time the script is started, which for
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persistent scripts is at least once every server start.
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Note that this is unaffected by self.delay_start, which
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only delays the first call to at_repeat(). It will also
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be called after a pause, to allow for setting up the script.
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at_repeat() - Called every self.interval seconds. It will be called
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immediately upon launch unless self.delay_start is True,
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which will delay the first call of this method by
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self.interval seconds. If self.interval<=0, this method
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will never be called.
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at_stop() - Called as the script object is stopped and is about to
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be removed from the game, e.g. because is_valid()
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returned False or self.stop() was called manually.
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at_server_reload() - Called when server reloads. Can be used to save
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temporary variables you want should survive a reload.
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at_server_shutdown() - called at a full server shutdown.
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"""
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def __init__(self, *args, **kwargs):
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def at_first_save(self):
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"""
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This is the base TypeClass for all Scripts. Scripts describe events,
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timers and states in game, they can have a time component or describe
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a state that changes under certain conditions.
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This is called after very first time this object is saved.
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Generally, you don't need to overload this, but only the hooks
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called by this method.
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"""
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self.at_script_creation(self)
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Script API:
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if hasattr(self, "_createdict"):
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# this will only be set if the utils.create_script
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# function was used to create the object. We want
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# the create call's kwargs to override the values
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# set by hooks.
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cdict = self._createdict
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updates = []
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if not cdict["key"]:
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self.db_key = "#%i" % self.dbid
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updates.append("db_key")
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elif self.key != cdict["db_key"]:
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self.db_key = cdict["key"]
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updates.append("db_key")
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if cdict["interval"] and self.interval != cdict["interval"]:
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self.db_interval = cdict["interval"]
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updates.append("db_interval")
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if cdict["start_delay"] and self.start_delay != cdict["start_delay"]:
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self.db_start_delay = cdict["start_delay"]
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updates.append("db_start_delay")
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if cdict["repeats"] and self.repeats != cdict["repeats"]:
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self.db_repeats = cdict["repeats"]
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updates.append("db_repeats")
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if cdict["persistent"] and self.persistent != cdict["persistent"]:
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self.db_persistent = cdict["persistent"]
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updates.append("db_persistent")
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if updates:
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self.save(update_fields=updates)
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* Available properties (only available on initiated Typeclass objects)
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if cdict["permissions"]:
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self.permissions.add(cdict["permissions"])
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if cdict["locks"]:
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self.locks.add(cdict["locks"])
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if cdict["aliases"]:
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self.aliases.add(cdict["aliases"])
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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
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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
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points back to this class
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typeclass (Object, read-only) - this links back to this class as an
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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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if not cdict["autostart"]:
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# don't auto-start the script
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return
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desc (string) - optional description of script, shown in listings
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obj (Object) - optional object that this script is connected to
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and acts on (set automatically
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by obj.scripts.add())
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interval (int) - how often script should run, in seconds.
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<=0 turns off ticker
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start_delay (bool) - if the script should start repeating right
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away or wait self.interval seconds
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repeats (int) - how many times the script should repeat before
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stopping. <=0 means infinite repeats
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persistent (bool) - if script should survive a server shutdown or not
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is_active (bool) - if script is currently running
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# auto-start script (default)
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self.start()
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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
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self.db.myattr=val, val=self.db.myattr
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ndb - non-persistent attribute handler: same as db but does not
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create a database entry when storing data
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* Helper methods
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start() - start script (this usually happens automatically at creation
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and obj.script.add() etc)
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stop() - stop script, and delete it
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pause() - put the script on hold, until unpause() is called. If script
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is persistent, the pause state will survive a shutdown.
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unpause() - restart a previously paused script. The script will
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continue as if it was never paused.
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force_repeat() - force-step the script, regardless of how much remains
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until next step. This counts like a normal firing in all ways.
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time_until_next_repeat() - if a timed script (interval>0), returns
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time until next tick
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remaining_repeats() - number of repeats remaining, if limited
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* Hook methods
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at_script_creation() - called only once, when an object of this
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class is first created.
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is_valid() - is called to check if the script is valid to be running
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at the current time. If is_valid() returns False, the
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running script is stopped and removed from the game. You
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can use this to check state changes (i.e. an script
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tracking some combat stats at regular intervals is only
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valid to run while there is actual combat going on).
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at_start() - Called every time the script is started, which for
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persistent scripts is at least once every server start.
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Note that this is unaffected by self.delay_start, which
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only delays the first call to at_repeat(). It will also
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be called after a pause, to allow for setting up the script.
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at_repeat() - Called every self.interval seconds. It will be called
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immediately upon launch unless self.delay_start is True,
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which will delay the first call of this method by
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self.interval seconds. If self.interval<=0, this method
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will never be called.
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at_stop() - Called as the script object is stopped and is about to
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be removed from the game, e.g. because is_valid()
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returned False or self.stop() was called manually.
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at_server_reload() - Called when server reloads. Can be used to save
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temporary variables you want should survive a reload.
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at_server_shutdown() - called at a full server shutdown.
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"""
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super(Script, self).__init__(*args, **kwargs)
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def at_script_creation(self):
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"""
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Only called once, by the create function.
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"""
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self.key = "<unnamed>"
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self.desc = ""
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self.interval = 0 # infinite
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self.start_delay = False
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self.repeats = 0 # infinite
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self.persistent = False
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pass
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def is_valid(self):
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"""
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