Merge branch 'fieldfill' of https://github.com/FlutterSprite/evennia into FlutterSprite-fieldfill

This commit is contained in:
Griatch 2018-09-25 20:50:34 +02:00
commit afaadf77cc
3 changed files with 682 additions and 0 deletions

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@ -31,6 +31,9 @@ things you want from here into your game folder and change them there.
that requires an email to login rather then just name+password.
* Extended Room (Griatch 2012) - An expanded Room typeclass with
multiple descriptions for time and season as well as details.
* Field Fill (FlutterSprite 2018) - A simple system for creating an
EvMenu that presents a player with a highly customizable fillable
form
* GenderSub (Griatch 2015) - Simple example (only) of storing gender
on a character and access it in an emote with a custom marker.
* Health Bar (Tim Ashley Jenkins 2017) - Tool to create colorful bars/meters.

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@ -0,0 +1,661 @@
"""
Easy fillable form
Contrib - Tim Ashley Jenkins 2018
This module contains a function that calls an easily customizable EvMenu - this
menu presents the player with a fillable form, with fields that can be filled
out in any order. Each field's value can be verified, with the function
allowing easy checks for text and integer input, minimum and maximum values /
character lengths, or can even be verified by a custom function. Once the form
is submitted, the form's data is submitted as a dictionary to any callable of
your choice.
The function that initializes the fillable form menu is fairly simple, and
includes the caller, the template for the form, and the callback which the form
data will be sent to upon submission:
init_fill_field(formtemplate, caller, formcallback)
Form templates are defined as a list of dictionaries - each dictionary
represents a field in the form, and contains the data for the field's name and
behavior. For example, this basic form template will allow a player to fill out
a brief character profile:
PROFILE_TEMPLATE = [
{"fieldname":"Name", "fieldtype":"text"},
{"fieldname":"Age", "fieldtype":"number"},
{"fieldname":"History", "fieldtype":"text"},
]
This will present the player with an EvMenu showing this basic form:
Name:
Age:
History:
While in this menu, the player can assign a new value to any field with the
syntax <field> = <new value>, like so:
> name = Ashley
Field 'Name' set to: Ashley
Typing 'look' by itself will show the form and its current values.
> look
Name: Ashley
Age:
History:
Number fields require an integer input, and will reject any text that can't
be converted into an integer.
> age = youthful
Field 'Age' requires a number.
> age = 31
Field 'Age' set to: 31
Form data is presented as an EvTable, so text of any length will wrap cleanly.
> history = EVERY MORNING I WAKE UP AND OPEN PALM SLAM[...]
Field 'History' set to: EVERY MORNING I WAKE UP AND[...]
> look
Name: Ashley
Age: 31
History: EVERY MORNING I WAKE UP AND OPEN PALM SLAM A VHS INTO THE SLOT.
IT'S CHRONICLES OF RIDDICK AND RIGHT THEN AND THERE I START DOING
THE MOVES ALONGSIDE WITH THE MAIN CHARACTER, RIDDICK. I DO EVERY
MOVE AND I DO EVERY MOVE HARD.
When the player types 'submit' (or your specified submit command), the menu
quits and the form's data is passed to your specified function as a dictionary,
like so:
formdata = {"Name":"Ashley", "Age":31, "History":"EVERY MORNING I[...]"}
You can do whatever you like with this data in your function - forms can be used
to set data on a character, to help builders create objects, or for players to
craft items or perform other complicated actions with many variables involved.
The data that your form will accept can also be specified in your form template -
let's say, for example, that you won't accept ages under 18 or over 100. You can
do this by specifying "min" and "max" values in your field's dictionary:
PROFILE_TEMPLATE = [
{"fieldname":"Name", "fieldtype":"text"},
{"fieldname":"Age", "fieldtype":"number", "min":18, "max":100},
{"fieldname":"History", "fieldtype":"text"}
]
Now if the player tries to enter a value out of range, the form will not acept the
given value.
> age = 10
Field 'Age' reqiures a minimum value of 18.
> age = 900
Field 'Age' has a maximum value of 100.
Setting 'min' and 'max' for a text field will instead act as a minimum or
maximum character length for the player's input.
There are lots of ways to present the form to the player - fields can have default
values or show a custom message in place of a blank value, and player input can be
verified by a custom function, allowing for a great deal of flexibility. There
is also an option for 'bool' fields, which accept only a True / False input and
can be customized to represent the choice to the player however you like (E.G.
Yes/No, On/Off, Enabled/Disabled, etc.)
This module contains a simple example form that demonstrates all of the included
functionality - a command that allows a player to compose a message to another
online character and have it send after a custom delay. You can test it by
importing this module in your game's default_cmdsets.py module and adding
CmdTestMenu to your default character's command set.
FIELD TEMPLATE KEYS:
Required:
fieldname (str): Name of the field, as presented to the player.
fieldtype (str): Type of value required: 'text', 'number', or 'bool'.
Optional:
max (int): Maximum character length (if text) or value (if number).
min (int): Minimum charater length (if text) or value (if number).
truestr (str): String for a 'True' value in a bool field.
(E.G. 'On', 'Enabled', 'Yes')
falsestr (str): String for a 'False' value in a bool field.
(E.G. 'Off', 'Disabled', 'No')
default (str): Initial value (blank if not given).
blankmsg (str): Message to show in place of value when field is blank.
cantclear (bool): Field can't be cleared if True.
required (bool): If True, form cannot be submitted while field is blank.
verifyfunc (callable): Name of a callable used to verify input - takes
(caller, value) as arguments. If the function returns True,
the player's input is considered valid - if it returns False,
the input is rejected. Any other value returned will act as
the field's new value, replacing the player's input. This
allows for values that aren't strings or integers (such as
object dbrefs). For boolean fields, return '0' or '1' to set
the field to False or True.
"""
from evennia.utils import evmenu, evtable, delay, list_to_string
from evennia import Command
from evennia.server.sessionhandler import SESSIONS
class FieldEvMenu(evmenu.EvMenu):
"""
Custom EvMenu type with its own node formatter - removes extraneous lines
"""
def node_formatter(self, nodetext, optionstext):
"""
Formats the entirety of the node.
Args:
nodetext (str): The node text as returned by `self.nodetext_formatter`.
optionstext (str): The options display as returned by `self.options_formatter`.
caller (Object, Account or None, optional): The caller of the node.
Returns:
node (str): The formatted node to display.
"""
# Only return node text, no options or separators
return nodetext
def init_fill_field(formtemplate, caller, formcallback, pretext="", posttext="",
submitcmd="submit", borderstyle="cells", formhelptext=None,
persistent=False, initial_formdata=None):
"""
Initializes a menu presenting a player with a fillable form - once the form
is submitted, the data will be passed as a dictionary to your chosen
function.
Args:
formtemplate (list of dicts): The template for the form's fields.
caller (obj): Player who will be filling out the form.
formcallback (callable): Function to pass the completed form's data to.
Options:
pretext (str): Text to put before the form in the menu.
posttext (str): Text to put after the form in the menu.
submitcmd (str): Command used to submit the form.
borderstyle (str): Form's EvTable border style.
formhelptext (str): Help text for the form menu (or default is provided).
persistent (bool): Whether to make the EvMenu persistent across reboots.
initial_formdata (dict): Initial data for the form - a blank form with
defaults specified in the template will be generated otherwise.
In the case of a form used to edit properties on an object or a
similar application, you may want to generate the initial form
data dynamically before calling init_fill_field.
"""
# Initialize form data from the template if none provided
formdata = form_template_to_dict(formtemplate)
if initial_formdata:
formdata = initial_formdata
# Provide default help text if none given
if formhelptext == None:
formhelptext = ("Available commands:|/"
"|w<field> = <new value>:|n Set given field to new value, replacing the old value|/"
"|wclear <field>:|n Clear the value in the given field, making it blank|/"
"|wlook|n: Show the form's current values|/"
"|whelp|n: Display this help screen|/"
"|wquit|n: Quit the form menu without submitting|/"
"|w%s|n: Submit this form and quit the menu" % submitcmd)
# Pass kwargs to store data needed in the menu
kwargs = {
"formdata":formdata,
"formtemplate": formtemplate,
"formcallback": formcallback,
"pretext": pretext,
"posttext": posttext,
"submitcmd": submitcmd,
"borderstyle": borderstyle,
"formhelptext": formhelptext
}
# Initialize menu of selections
FieldEvMenu(caller, "evennia.contrib.fieldfill", startnode="menunode_fieldfill",
auto_look=False, persistent=persistent, **kwargs)
def menunode_fieldfill(caller, raw_string, **kwargs):
"""
This is an EvMenu node, which calls itself over and over in order to
allow a player to enter values into a fillable form. When the form is
submitted, the form data is passed to a callback as a dictionary.
"""
# Retrieve menu info - taken from ndb if not persistent or db if persistent
if not caller.db._menutree:
formdata = caller.ndb._menutree.formdata
formtemplate = caller.ndb._menutree.formtemplate
formcallback = caller.ndb._menutree.formcallback
pretext = caller.ndb._menutree.pretext
posttext = caller.ndb._menutree.posttext
submitcmd = caller.ndb._menutree.submitcmd
borderstyle = caller.ndb._menutree.borderstyle
formhelptext = caller.ndb._menutree.formhelptext
else:
formdata = caller.db._menutree.formdata
formtemplate = caller.db._menutree.formtemplate
formcallback = caller.db._menutree.formcallback
pretext = caller.db._menutree.pretext
posttext = caller.db._menutree.posttext
submitcmd = caller.db._menutree.submitcmd
borderstyle = caller.db._menutree.borderstyle
formhelptext = caller.db._menutree.formhelptext
# Syntax error
syntax_err = "Syntax: <field> = <new value>|/Or: clear <field>, help, look, quit|/'%s' to submit form" % submitcmd
# Display current form data
text = (display_formdata(formtemplate, formdata, pretext=pretext,
posttext=posttext, borderstyle=borderstyle), formhelptext)
options = ({"key": "_default",
"goto":"menunode_fieldfill"})
if raw_string:
# Test for given 'submit' command
if raw_string.lower().strip() == submitcmd:
# Test to see if any blank fields are required
blank_and_required = []
for field in formtemplate:
if "required" in field.keys():
# If field is required but current form data for field is blank
if field["required"] is True and formdata[field["fieldname"]] is None:
# Add to blank and required fields
blank_and_required.append(field["fieldname"])
if len(blank_and_required) > 0:
# List the required fields left empty to the player
caller.msg("The following blank fields require a value: %s" % list_to_string(blank_and_required))
text = (None, formhelptext)
return text, options
# If everything checks out, pass form data to the callback and end the menu!
try:
formcallback(caller, formdata)
except Exception:
log_trace("Error in fillable form callback.")
return None, None
# Test for 'look' command
if raw_string.lower().strip() == "look" or raw_string.lower().strip() == "l":
return text, options
# Test for 'clear' command
cleartest = raw_string.lower().strip().split(" ", 1)
if cleartest[0].lower() == "clear":
text = (None, formhelptext)
if len(cleartest) < 2:
caller.msg(syntax_err)
return text, options
matched_field = None
for key in formdata.keys():
if cleartest[1].lower() in key.lower():
matched_field = key
if not matched_field:
caller.msg("Field '%s' does not exist!" % cleartest[1])
text = (None, formhelptext)
return text, options
# Test to see if field can be cleared
for field in formtemplate:
if field["fieldname"] == matched_field and "cantclear" in field.keys():
if field["cantclear"] is True:
caller.msg("Field '%s' can't be cleared!" % matched_field)
text = (None, formhelptext)
return text, options
# Clear the field
formdata.update({matched_field:None})
caller.ndb._menutree.formdata = formdata
caller.msg("Field '%s' cleared." % matched_field)
return text, options
if "=" not in raw_string:
text = (None, formhelptext)
caller.msg(syntax_err)
return text, options
# Extract field name and new field value
entry = raw_string.split("=", 1)
fieldname = entry[0].strip()
newvalue = entry[1].strip()
# Syntax error if field name is too short or blank
if len(fieldname) < 1:
caller.msg(syntax_err)
text = (None, formhelptext)
return text, options
# Attempt to match field name to field in form data
matched_field = None
for key in formdata.keys():
if fieldname.lower() in key.lower():
matched_field = key
# No matched field
if matched_field == None:
caller.msg("Field '%s' does not exist!" % fieldname)
text = (None, formhelptext)
return text, options
# Set new field value if match
# Get data from template
fieldtype = None
max_value = None
min_value = None
truestr = "True"
falsestr = "False"
verifyfunc = None
for field in formtemplate:
if field["fieldname"] == matched_field:
fieldtype = field["fieldtype"]
if "max" in field.keys():
max_value = field["max"]
if "min" in field.keys():
min_value = field["min"]
if "truestr" in field.keys():
truestr = field["truestr"]
if "falsestr" in field.keys():
falsestr = field["falsestr"]
if "verifyfunc" in field.keys():
verifyfunc = field["verifyfunc"]
# Field type text verification
if fieldtype == "text":
# Test for max/min
if max_value != None:
if len(newvalue) > max_value:
caller.msg("Field '%s' has a maximum length of %i characters." % (matched_field, max_value))
text = (None, formhelptext)
return text, options
if min_value != None:
if len(newvalue) < min_value:
caller.msg("Field '%s' reqiures a minimum length of %i characters." % (matched_field, min_value))
text = (None, formhelptext)
return text, options
# Field type number verification
if fieldtype == "number":
try:
newvalue = int(newvalue)
except:
caller.msg("Field '%s' requires a number." % matched_field)
text = (None, formhelptext)
return text, options
# Test for max/min
if max_value != None:
if newvalue > max_value:
caller.msg("Field '%s' has a maximum value of %i." % (matched_field, max_value))
text = (None, formhelptext)
return text, options
if min_value != None:
if newvalue < min_value:
caller.msg("Field '%s' reqiures a minimum value of %i." % (matched_field, min_value))
text = (None, formhelptext)
return text, options
# Field type bool verification
if fieldtype == "bool":
if newvalue.lower() != truestr.lower() and newvalue.lower() != falsestr.lower():
caller.msg("Please enter '%s' or '%s' for field '%s'." % (truestr, falsestr, matched_field))
text = (None, formhelptext)
return text, options
if newvalue.lower() == truestr.lower():
newvalue = True
elif newvalue.lower() == falsestr.lower():
newvalue = False
# Call verify function if present
if verifyfunc:
if verifyfunc(caller, newvalue) is False:
# No error message is given - should be provided by verifyfunc
text = (None, formhelptext)
return text, options
elif verifyfunc(caller, newvalue) is not True:
newvalue = verifyfunc(caller, newvalue)
# Set '0' or '1' to True or False if the field type is bool
if fieldtype == "bool":
if newvalue == 0:
newvalue = False
elif newvalue == 1:
newvalue = True
# If everything checks out, update form!!
formdata.update({matched_field:newvalue})
caller.ndb._menutree.formdata = formdata
# Account for truestr and falsestr when updating a boolean form
announced_newvalue = newvalue
if newvalue is True:
announced_newvalue = truestr
elif newvalue is False:
announced_newvalue = falsestr
# Announce the new value to the player
caller.msg("Field '%s' set to: %s" % (matched_field, str(announced_newvalue)))
text = (None, formhelptext)
return text, options
def form_template_to_dict(formtemplate):
"""
Initializes a dictionary of form data from the given list-of-dictionaries
form template, as formatted above.
Args:
formtemplate (list of dicts): Tempate for the form to be initialized.
Returns:
formdata (dict): Dictionary of initalized form data.
"""
formdata = {}
for field in formtemplate:
# Value is blank by default
fieldvalue = None
if "default" in field:
# Add in default value if present
fieldvalue = field["default"]
formdata.update({field["fieldname"]:fieldvalue})
return formdata
def display_formdata(formtemplate, formdata,
pretext="", posttext="", borderstyle="cells"):
"""
Displays a form's current data as a table. Used in the form menu.
Args:
formtemplate (list of dicts): Template for the form
formdata (dict): Form's current data
Options:
pretext (str): Text to put before the form table.
posttext (str): Text to put after the form table.
borderstyle (str): EvTable's border style.
"""
formtable = evtable.EvTable(border=borderstyle, valign="t", maxwidth=80)
field_name_width = 5
for field in formtemplate:
new_fieldname = None
new_fieldvalue = None
# Get field name
new_fieldname = "|w" + field["fieldname"] + ":|n"
if len(field["fieldname"]) + 5 > field_name_width:
field_name_width = len(field["fieldname"]) + 5
# Get field value
if formdata[field["fieldname"]] != None:
new_fieldvalue = str(formdata[field["fieldname"]])
# Use blank message if field is blank and once is present
if new_fieldvalue == None and "blankmsg" in field:
new_fieldvalue = "|x" + str(field["blankmsg"]) + "|n"
elif new_fieldvalue == None:
new_fieldvalue = " "
# Replace True and False values with truestr and falsestr from template
if formdata[field["fieldname"]] is True and "truestr" in field:
new_fieldvalue = field["truestr"]
elif formdata[field["fieldname"]] is False and "falsestr" in field:
new_fieldvalue = field["falsestr"]
# Add name and value to table
formtable.add_row(new_fieldname, new_fieldvalue)
formtable.reformat_column(0, align="r", width=field_name_width)
return pretext + "|/" + str(formtable) + "|/" + posttext
"""
EXAMPLE FUNCTIONS / COMMAND STARTS HERE
"""
def verify_online_player(caller, value):
"""
Example 'verify function' that matches player input to an online character
or else rejects their input as invalid.
Args:
caller (obj): Player entering the form data.
value (str): String player entered into the form, to be verified.
Returns:
matched_character (obj or False): dbref to a currently logged in
character object - reference to the object will be stored in
the form instead of a string. Returns False if no match is
made.
"""
# Get a list of sessions
session_list = SESSIONS.get_sessions()
char_list = []
matched_character = None
# Get a list of online characters
for session in session_list:
if not session.logged_in:
# Skip over logged out characters
continue
# Append to our list of online characters otherwise
char_list.append(session.get_puppet())
# Match player input to a character name
for character in char_list:
if value.lower() == character.key.lower():
matched_character = character
# If input didn't match to a character
if not matched_character:
# Send the player an error message unique to this function
caller.msg("No character matching '%s' is online." % value)
# Returning False indicates the new value is not valid
return False
# Returning anything besides True or False will replace the player's input with the returned value
# In this case, the value becomes a reference to the character object
# You can store data besides strings and integers in the 'formdata' dictionary this way!
return matched_character
# Form template for the example 'delayed message' form
SAMPLE_FORM = [
{"fieldname":"Character",
"fieldtype":"text",
"max":30,
"blankmsg":"(Name of an online player)",
"required":True,
"verifyfunc":verify_online_player
},
{"fieldname":"Delay",
"fieldtype":"number",
"min":3,
"max":30,
"default":10,
"cantclear":True
},
{"fieldname":"Message",
"fieldtype":"text",
"min":3,
"max":200,
"blankmsg":"(Message up to 200 characters)"
},
{"fieldname":"Anonymous",
"fieldtype":"bool",
"truestr":"Yes",
"falsestr":"No",
"default":False
}
]
class CmdTestMenu(Command):
"""
This test command will initialize a menu that presents you with a form.
You can fill out the fields of this form in any order, and then type in
'send' to send a message to another online player, which will reach them
after a delay you specify.
Usage:
<field> = <new value>
clear <field>
help
look
quit
send
"""
key = "testmenu"
def func(self):
"""
This performs the actual command.
"""
pretext = "|cSend a delayed message to another player ---------------------------------------|n"
posttext = ("|c--------------------------------------------------------------------------------|n|/"
"Syntax: type |c<field> = <new value>|n to change the values of the form. Given|/"
"player must be currently logged in, delay is given in seconds. When you are|/"
"finished, type '|csend|n' to send the message.|/")
init_fill_field(SAMPLE_FORM, self.caller, init_delayed_message,
pretext=pretext, posttext=posttext,
submitcmd="send", borderstyle="none")
def sendmessage(obj, text):
"""
Callback to send a message to a player.
Args:
obj (obj): Player to message.
text (str): Message.
"""
obj.msg(text)
def init_delayed_message(caller, formdata):
"""
Initializes a delayed message, using data from the example form.
Args:
caller (obj): Character submitting the message.
formdata (dict): Data from submitted form.
"""
# Retrieve data from the filled out form.
# We stored the character to message as an object ref using a verifyfunc
# So we don't have to do any more searching or matching here!
player_to_message = formdata["Character"]
message_delay = formdata["Delay"]
sender = str(caller)
if formdata["Anonymous"] is True:
sender = "anonymous"
message = ("Message from %s: " % sender) + str(formdata["Message"])
caller.msg("Message sent to %s!" % player_to_message)
# Make a deferred call to 'sendmessage' above.
deferred = delay(message_delay, sendmessage, player_to_message, message)
return

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@ -1566,6 +1566,24 @@ class TestTreeSelectFunc(EvenniaTest):
{'goto': ['menunode_treeselect', {'newindex': 1}], 'key': ['<< Go Back', 'go back', 'back'], 'desc': 'Return to the previous menu.'}]
self.assertTrue(tree_select.optlist_to_menuoptions(TREE_MENU_TESTSTR, test_optlist, 2, True, True) == optlist_to_menu_expected_result)
# Test field fill
from evennia.contrib import fieldfill
FIELD_TEST_TEMPLATE = [
{"fieldname":"TextTest", "fieldtype":"text"},
{"fieldname":"NumberTest", "fieldtype":"number", "blankmsg":"Number here!"},
{"fieldname":"DefaultText", "fieldtype":"text", "default":"Test"},
{"fieldname":"DefaultNum", "fieldtype":"number", "default":3}
]
FIELD_TEST_DATA = {"TextTest":None, "NumberTest":None, "DefaultText":"Test", "DefaultNum":3}
class TestFieldFillFunc(EvenniaTest):
def test_field_functions(self):
self.assertTrue(fieldfill.form_template_to_dict(FIELD_TEST_TEMPLATE) == FIELD_TEST_DATA)
# Test of the unixcommand module
from evennia.contrib.unixcommand import UnixCommand