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docs/source/Components/Accounts.md
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# Accounts
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All *users* (real people) that starts a game [Session](./Sessions) on Evennia are doing so through an
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object called *Account*. The Account object has no in-game representation, it represents a unique
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game account. In order to actually get on the game the Account must *puppet* an [Object](./Objects)
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(normally a [Character](./Objects#Character)).
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Exactly how many Sessions can interact with an Account and its Puppets at once is determined by
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Evennia's [MULTISESSION_MODE](./Sessions#Multisession-mode) setting.
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Apart from storing login information and other account-specific data, the Account object is what is
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chatting on [Channels](./Communications). It is also a good place to store [Permissions](./Locks) to be
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consistent between different in-game characters as well as configuration options. The Account
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object also has its own [CmdSet](./Command-Sets), the `AccountCmdSet`.
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Logged into default evennia, you can use the `ooc` command to leave your current
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[character](./Objects) and go into OOC mode. You are quite limited in this mode, basically it works
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like a simple chat program. It acts as a staging area for switching between Characters (if your
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game supports that) or as a safety mode if your Character gets deleted. Use `ic` to attempt to
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(re)puppet a Character.
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Note that the Account object can have, and often does have, a different set of
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[Permissions](./Locks#Permissions) from the Character they control. Normally you should put your
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permissions on the Account level - this will overrule permissions set on the Character level. For
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the permissions of the Character to come into play the default `quell` command can be used. This
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allows for exploring the game using a different permission set (but you can't escalate your
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permissions this way - for hierarchical permissions like `Builder`, `Admin` etc, the *lower* of the
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permissions on the Character/Account will always be used).
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## How to create your own Account types
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You will usually not want more than one Account typeclass for all new accounts (but you could in
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principle create a system that changes an account's typeclass dynamically).
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An Evennia Account is, per definition, a Python class that includes `evennia.DefaultAccount` among
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its parents. In `mygame/typeclasses/accounts.py` there is an empty class ready for you to modify.
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Evennia defaults to using this (it inherits directly from `DefaultAccount`).
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Here's an example of modifying the default Account class in code:
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```python
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# in mygame/typeclasses/accounts.py
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from evennia import DefaultAccount
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class Account(DefaultAccount): # [...]
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at_account_creation(self): "this is called only once, when account is first created"
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self.db.real_name = None # this is set later self.db.real_address = None # "
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self.db.config_1 = True # default config self.db.config_2 = False # "
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self.db.config_3 = 1 # "
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# ... whatever else our game needs to know ``` Reload the server with `reload`.
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```
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... However, if you use `examine *self` (the asterisk makes you examine your Account object rather
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than your Character), you won't see your new Attributes yet. This is because `at_account_creation`
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is only called the very *first* time the Account is called and your Account object already exists
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(any new Accounts that connect will see them though). To update yourself you need to make sure to
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re-fire the hook on all the Accounts you have already created. Here is an example of how to do this
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using `py`:
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``` py [account.at_account_creation() for account in evennia.managers.accounts.all()] ```
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You should now see the Attributes on yourself.
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> If you wanted Evennia to default to a completely *different* Account class located elsewhere, you
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> must point Evennia to it. Add `BASE_ACCOUNT_TYPECLASS` to your settings file, and give the python
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> path to your custom class as its value. By default this points to `typeclasses.accounts.Account`,
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> the empty template we used above.
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## Properties on Accounts
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Beyond those properties assigned to all typeclassed objects (see [Typeclasses](./Typeclasses)), the
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Account also has the following custom properties:
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- `user` - a unique link to a `User` Django object, representing the logged-in user.
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- `obj` - an alias for `character`.
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- `name` - an alias for `user.username`
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- `sessions` - an instance of
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[ObjectSessionHandler](github:evennia.objects.objects#objectsessionhandler)
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managing all connected Sessions (physical connections) this object listens to (Note: In older
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versions of Evennia, this was a list). The so-called `session-id` (used in many places) is found
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as
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a property `sessid` on each Session instance.
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- `is_superuser` (bool: True/False) - if this account is a superuser.
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Special handlers:
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- `cmdset` - This holds all the current [Commands](./Commands) of this Account. By default these are
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the commands found in the cmdset defined by `settings.CMDSET_ACCOUNT`.
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- `nicks` - This stores and handles [Nicks](./Nicks), in the same way as nicks it works on Objects.
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For Accounts, nicks are primarily used to store custom aliases for
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[Channels](./Communications#Channels).
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Selection of special methods (see `evennia.DefaultAccount` for details):
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- `get_puppet` - get a currently puppeted object connected to the Account and a given session id, if
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any.
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- `puppet_object` - connect a session to a puppetable Object.
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- `unpuppet_object` - disconnect a session from a puppetable Object.
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- `msg` - send text to the Account
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- `execute_cmd` - runs a command as if this Account did it.
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- `search` - search for Accounts.
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