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Cleaning some unnecessary whitespace, overall cleanup of various source codes.
This commit is contained in:
parent
d4c97d7df8
commit
c0322c9eae
27 changed files with 1342 additions and 1318 deletions
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@ -1,5 +1,5 @@
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"""
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This is the basis of the typeclass system.
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This is the basis of the typeclass system.
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The idea is have the object as a normal class with the
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database-connection tied to itself through a property.
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@ -19,15 +19,15 @@ from src.typeclasses.typeclass import TypeClass
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from src.commands import cmdset, command
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#
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# Base class to inherit from.
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# Base class to inherit from.
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#
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class Object(TypeClass):
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"""
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This is the base class for all in-game objects.
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Inherit from this to create different types of
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objects in the game.
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"""
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objects in the game.
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"""
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def __init__(self, dbobj):
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"""
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@ -39,18 +39,18 @@ class Object(TypeClass):
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seen in src.object.objects).
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Object Typeclass API:
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Object Typeclass 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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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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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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@ -59,19 +59,19 @@ class Object(TypeClass):
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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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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 available
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* Handlers available
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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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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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* Helper methods (see src.objects.objects.py for full headers)
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* Helper methods (see src.objects.objects.py for full headers)
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search(ostring, global_search=False, attribute_name=None, use_nicks=False, location=None, ignore_errors=False, player=False)
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execute_cmd(raw_string)
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@ -90,15 +90,15 @@ class Object(TypeClass):
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basetype_setup() - only called once, used for behind-the-scenes setup. Normally not modified.
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basetype_posthook_setup() - customization in basetype, after the object has been created; Normally not modified.
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at_object_creation() - only called once, when object is first created. Object customizations go here.
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at_object_creation() - only called once, when object is first created. Object customizations go here.
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at_object_delete() - called just before deleting an object. If returning False, deletion is aborted. Note that all objects
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inside a deleted object are automatically moved to their <home>, they don't need to be removed here.
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inside a deleted object are automatically moved to their <home>, they don't need to be removed here.
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at_init() - called whenever typeclass is cached from memory, at least once every server restart/reload
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at_cmdset_get() - this is called just before the command handler requests a cmdset from this object
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at_first_login() - (player-controlled objects only) called once, the very first time user logs in.
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at_init() - called whenever typeclass is cached from memory, at least once every server restart/reload
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at_cmdset_get() - this is called just before the command handler requests a cmdset from this object
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at_first_login() - (player-controlled objects only) called once, the very first time user logs in.
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at_pre_login() - (player-controlled objects only) called every time the user connects, after they have identified, before other setup
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at_post_login() - (player-controlled objects only) called at the end of login, just before setting the player loose in the world.
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at_post_login() - (player-controlled objects only) called at the end of login, just before setting the player loose in the world.
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at_disconnect() - (player-controlled objects only) called just before the user disconnects (or goes linkless)
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at_server_reload() - called before server is reloaded
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at_server_shutdown() - called just before server is fully shut down
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@ -111,19 +111,19 @@ class Object(TypeClass):
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at_object_receive(obj, source_location) - called when this object receives another object
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at_before_traverse(traversing_object) - (exit-objects only) called just before an object traverses this object
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at_after_traverse(traversing_object, source_location) - (exit-objects only) called just after a traversal has happened.
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at_after_traverse(traversing_object, source_location) - (exit-objects only) called just after a traversal has happened.
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at_failed_traverse(traversing_object) - (exit-objects only) called if traversal fails and property err_traverse is not defined.
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at_msg_receive(self, msg, from_obj=None, data=None) - called when a message (via self.msg()) is sent to this obj.
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at_msg_receive(self, msg, from_obj=None, data=None) - called when a message (via self.msg()) is sent to this obj.
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If returns false, aborts send.
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at_msg_send(self, msg, to_obj=None, data=None) - called when this objects sends a message to someone via self.msg().
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at_msg_send(self, msg, to_obj=None, data=None) - called when this objects sends a message to someone via self.msg().
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return_appearance(looker) - describes this object. Used by "look" command by default
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at_desc(looker=None) - called by 'look' whenever the appearance is requested.
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at_desc(looker=None) - called by 'look' whenever the appearance is requested.
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at_get(getter) - called after object has been picked up. Does not stop pickup.
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at_drop(dropper) - called when this object has been dropped.
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at_say(speaker, message) - by default, called if an object inside this object speaks
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"""
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super(Object, self).__init__(dbobj)
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@ -132,84 +132,84 @@ class Object(TypeClass):
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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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use_nicks=False,
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location=None,
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ignore_errors=False,
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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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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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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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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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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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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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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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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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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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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 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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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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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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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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@ -228,44 +228,44 @@ class Object(TypeClass):
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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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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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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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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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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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"""
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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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<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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def delete(self):
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"""
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Deletes this object.
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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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failed.
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"""
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return self.dbobj.delete()
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@ -277,16 +277,16 @@ class Object(TypeClass):
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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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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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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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@ -294,18 +294,18 @@ class Object(TypeClass):
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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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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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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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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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that one instead.
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Arguments:
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new_typeclass (path/classobj) - type to switch to
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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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@ -317,10 +317,10 @@ class Object(TypeClass):
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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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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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@ -332,14 +332,14 @@ class Object(TypeClass):
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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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"""
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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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@ -355,7 +355,7 @@ class Object(TypeClass):
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"""
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result = self.id == other
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if not result and hasattr(other, "id"):
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result = self.id == other.id
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result = self.id == other.id
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if not result:
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try:
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result = other and self.user.id == other.user.id
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@ -366,14 +366,14 @@ class Object(TypeClass):
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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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just before the more general at_object_creation.
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Don't change this, instead edit at_object_creation() to
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overload the defaults (it is called after this one).
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overload the defaults (it is called after this one).
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"""
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# the default security setup fallback for a generic
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# object. Overload in child for a custom setup. Also creation
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@ -383,13 +383,13 @@ class Object(TypeClass):
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dbref = self.dbobj.dbref
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self.locks.add("control:id(%s) or perm(Immortals)" % dbref) # edit locks/permissions, delete
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self.locks.add("examine:perm(Builders)") # examine properties
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self.locks.add("examine:perm(Builders)") # examine properties
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self.locks.add("view:all()") # look at object (visibility)
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self.locks.add("edit:perm(Wizards)") # edit properties/attributes
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self.locks.add("delete:perm(Wizards)") # delete object
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self.locks.add("edit:perm(Wizards)") # edit properties/attributes
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self.locks.add("delete:perm(Wizards)") # delete object
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self.locks.add("get:all()") # pick up object
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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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self.locks.add("puppet:id(%s) or perm(Immortals) or pperm(Immortals)" % dbref) # restricts puppeting of this object
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def basetype_posthook_setup(self):
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"""
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@ -403,27 +403,27 @@ class Object(TypeClass):
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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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"""
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pass
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||||
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||||
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def at_object_delete(self):
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"""
|
||||
Called just before the database object is
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||||
permanently delete()d from the database. If
|
||||
this method returns False, deletion is aborted.
|
||||
this method returns False, deletion is aborted.
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||||
"""
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||||
return True
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||||
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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 --
|
||||
that is, whenever it its typeclass is cached from memory. This
|
||||
happens on-demand first time the object is used or activated
|
||||
in some way after being created but also after each server
|
||||
restart or reload.
|
||||
"""
|
||||
pass
|
||||
pass
|
||||
|
||||
def at_cmdset_get(self):
|
||||
"""
|
||||
|
|
@ -450,7 +450,7 @@ class Object(TypeClass):
|
|||
"""
|
||||
Called at the end of the login
|
||||
process, just before letting
|
||||
them loose.
|
||||
them loose.
|
||||
"""
|
||||
pass
|
||||
|
||||
|
|
@ -463,16 +463,16 @@ class Object(TypeClass):
|
|||
|
||||
def at_server_reload(self):
|
||||
"""
|
||||
This hook is called whenever the server is shutting down for restart/reboot.
|
||||
This hook is called whenever the server is shutting down for restart/reboot.
|
||||
If you want to, for example, save non-persistent properties across a restart,
|
||||
this is the place to do it.
|
||||
this is the place to do it.
|
||||
"""
|
||||
pass
|
||||
|
||||
def at_server_shutdown(self):
|
||||
"""
|
||||
This hook is called whenever the server is shutting down fully (i.e. not for
|
||||
a restart).
|
||||
This hook is called whenever the server is shutting down fully (i.e. not for
|
||||
a restart).
|
||||
"""
|
||||
pass
|
||||
|
||||
|
|
@ -482,63 +482,63 @@ class Object(TypeClass):
|
|||
def at_before_move(self, destination):
|
||||
"""
|
||||
Called just before starting to move
|
||||
this object to destination.
|
||||
this object to destination.
|
||||
|
||||
destination - the object we are moving to
|
||||
|
||||
If this method returns False/None, the move
|
||||
is cancelled before it is even started.
|
||||
is cancelled before it is even started.
|
||||
"""
|
||||
#return has_perm(self, destination, "can_move")
|
||||
return True
|
||||
return True
|
||||
|
||||
def announce_move_from(self, destination):
|
||||
"""
|
||||
Called if the move is to be announced. This is
|
||||
called while we are still standing in the old
|
||||
location.
|
||||
location.
|
||||
|
||||
destination - the place we are going to.
|
||||
destination - the place we are going to.
|
||||
"""
|
||||
if not self.location:
|
||||
return
|
||||
name = self.name
|
||||
return
|
||||
name = self.name
|
||||
loc_name = ""
|
||||
loc_name = self.location.name
|
||||
loc_name = self.location.name
|
||||
dest_name = destination.name
|
||||
string = "%s is leaving %s, heading for %s."
|
||||
self.location.msg_contents(string % (name, loc_name, dest_name), exclude=self)
|
||||
|
||||
|
||||
def announce_move_to(self, source_location):
|
||||
"""
|
||||
Called after the move if the move was not quiet. At this
|
||||
point we are standing in the new location.
|
||||
point we are standing in the new location.
|
||||
|
||||
source_location - the place we came from
|
||||
source_location - the place we came from
|
||||
"""
|
||||
|
||||
name = self.name
|
||||
name = self.name
|
||||
if not source_location and self.location.has_player:
|
||||
# This was created from nowhere and added to a player's
|
||||
# inventory; it's probably the result of a create command.
|
||||
string = "You now have %s in your possession." % name
|
||||
self.location.msg(string)
|
||||
return
|
||||
return
|
||||
|
||||
src_name = "nowhere"
|
||||
loc_name = self.location.name
|
||||
if source_location:
|
||||
src_name = source_location.name
|
||||
string = "%s arrives to %s from %s."
|
||||
string = "%s arrives to %s from %s."
|
||||
self.location.msg_contents(string % (name, loc_name, src_name), exclude=self)
|
||||
|
||||
|
||||
def at_after_move(self, source_location):
|
||||
"""
|
||||
Called after move has completed, regardless of quiet mode or not.
|
||||
Called after move has completed, regardless of quiet mode or not.
|
||||
Allows changes to the object due to the location it is now in.
|
||||
|
||||
source_location - where we came from
|
||||
source_location - where we came from
|
||||
"""
|
||||
pass
|
||||
|
||||
|
|
@ -554,92 +554,92 @@ class Object(TypeClass):
|
|||
|
||||
def at_object_receive(self, moved_obj, source_location):
|
||||
"""
|
||||
Called after an object has been moved into this object.
|
||||
Called after an object has been moved into this object.
|
||||
|
||||
moved_obj - the object moved into this one
|
||||
source_location - where moved_object came from.
|
||||
source_location - where moved_object came from.
|
||||
"""
|
||||
pass
|
||||
|
||||
|
||||
def at_before_traverse(self, traversing_object):
|
||||
"""
|
||||
Called just before an object uses this object to
|
||||
Called just before an object uses this object to
|
||||
traverse to another object (i.e. this object is a type of Exit)
|
||||
|
||||
|
||||
The target location should normally be available as self.destination.
|
||||
"""
|
||||
pass
|
||||
|
||||
def at_after_traverse(self, traversing_object, source_location):
|
||||
"""
|
||||
Called just after an object successfully used this object to
|
||||
Called just after an object successfully used this object to
|
||||
traverse to another object (i.e. this object is a type of Exit)
|
||||
|
||||
|
||||
The target location should normally be available as self.destination.
|
||||
"""
|
||||
pass
|
||||
|
||||
def at_failed_traverse(self, traversing_object):
|
||||
"""
|
||||
This is called if an object fails to traverse this object for some
|
||||
This is called if an object fails to traverse this object for some
|
||||
reason. It will not be called if the attribute err_traverse is defined,
|
||||
that attribute will then be echoed back instead.
|
||||
that attribute will then be echoed back instead.
|
||||
"""
|
||||
pass
|
||||
pass
|
||||
|
||||
def at_msg_receive(self, msg, from_obj=None, data=None):
|
||||
"""
|
||||
This hook is called whenever someone
|
||||
This hook is called whenever someone
|
||||
sends a message to this object.
|
||||
|
||||
Note that from_obj may be None if the sender did
|
||||
not include itself as an argument to the obj.msg()
|
||||
call - so you have to check for this. .
|
||||
|
||||
call - so you have to check for this. .
|
||||
|
||||
Consider this a pre-processing method before
|
||||
msg is passed on to the user sesssion. If this
|
||||
method returns False, the msg will not be
|
||||
msg is passed on to the user sesssion. If this
|
||||
method returns False, the msg will not be
|
||||
passed on.
|
||||
|
||||
msg = the message received
|
||||
from_obj = the one sending the message
|
||||
"""
|
||||
return True
|
||||
return True
|
||||
|
||||
def at_msg_send(self, msg, to_obj=None, data=None):
|
||||
"""
|
||||
This is a hook that is called when /this/ object
|
||||
sends a message to another object with obj.msg()
|
||||
while also specifying that it is the one sending.
|
||||
|
||||
while also specifying that it is the one sending.
|
||||
|
||||
Note that this method is executed on the object
|
||||
passed along with the msg() function (i.e. using
|
||||
obj.msg(msg, caller) will then launch caller.at_msg())
|
||||
and if no object was passed, it will never be called.
|
||||
and if no object was passed, it will never be called.
|
||||
"""
|
||||
pass
|
||||
|
||||
|
||||
# hooks called by the default cmdset.
|
||||
|
||||
|
||||
# hooks called by the default cmdset.
|
||||
|
||||
def return_appearance(self, pobject):
|
||||
"""
|
||||
This is a convenient hook for a 'look'
|
||||
command to call.
|
||||
command to call.
|
||||
"""
|
||||
if not pobject:
|
||||
return
|
||||
return
|
||||
string = "{c%s{n" % self.name
|
||||
desc = self.attr("desc")
|
||||
if desc:
|
||||
string += "\n %s" % desc
|
||||
exits = []
|
||||
exits = []
|
||||
users = []
|
||||
things = []
|
||||
for content in [con for con in self.contents if con.access(pobject, 'view')]:
|
||||
if content == pobject:
|
||||
continue
|
||||
continue
|
||||
name = content.name
|
||||
if content.destination:
|
||||
exits.append(name)
|
||||
|
|
@ -651,17 +651,17 @@ class Object(TypeClass):
|
|||
string += "\n{wExits:{n " + ", ".join(exits)
|
||||
if users or things:
|
||||
string += "\n{wYou see: {n"
|
||||
if users:
|
||||
if users:
|
||||
string += "{c" + ", ".join(users) + "{n "
|
||||
if things:
|
||||
string += ", ".join(things)
|
||||
if things:
|
||||
string += ", ".join(things)
|
||||
return string
|
||||
|
||||
def at_desc(self, looker=None):
|
||||
"""
|
||||
This is called whenever someone looks
|
||||
at this object. Looker is the looking
|
||||
object.
|
||||
object.
|
||||
"""
|
||||
pass
|
||||
|
||||
|
|
@ -685,8 +685,8 @@ class Object(TypeClass):
|
|||
def at_say(self, speaker, message):
|
||||
"""
|
||||
Called on this object if an object inside this object speaks.
|
||||
The string returned from this method is the final form
|
||||
of the speech. Obs - you don't have to add things like
|
||||
The string returned from this method is the final form
|
||||
of the speech. Obs - you don't have to add things like
|
||||
'you say: ' or similar, that is handled by the say command.
|
||||
|
||||
speaker - the object speaking
|
||||
|
|
@ -695,7 +695,7 @@ class Object(TypeClass):
|
|||
return message
|
||||
|
||||
#
|
||||
# Base Player object
|
||||
# Base Player object
|
||||
#
|
||||
|
||||
class Character(Object):
|
||||
|
|
@ -703,24 +703,24 @@ class Character(Object):
|
|||
This is just like the Object except it implements its own
|
||||
version of the at_object_creation to set up the script
|
||||
that adds the default cmdset to the object.
|
||||
"""
|
||||
"""
|
||||
|
||||
def basetype_setup(self):
|
||||
"""
|
||||
Setup character-specific security
|
||||
|
||||
Don't change this, instead edit at_object_creation() to
|
||||
overload the defaults (it is called after this one).
|
||||
overload the defaults (it is called after this one).
|
||||
"""
|
||||
super(Character, self).basetype_setup()
|
||||
self.locks.add("get:false()") # noone can pick up the character
|
||||
self.locks.add("call:false()") # no commands can be called on character from outside
|
||||
self.locks.add("call:false()") # no commands can be called on character from outside
|
||||
|
||||
# add the default cmdset
|
||||
from settings import CMDSET_DEFAULT
|
||||
from settings import CMDSET_DEFAULT
|
||||
self.cmdset.add_default(CMDSET_DEFAULT, permanent=True)
|
||||
# no other character should be able to call commands on the Character.
|
||||
self.cmdset.outside_access = False
|
||||
# no other character should be able to call commands on the Character.
|
||||
self.cmdset.outside_access = False
|
||||
|
||||
def at_object_creation(self):
|
||||
"""
|
||||
|
|
@ -728,8 +728,8 @@ class Character(Object):
|
|||
the script is permanently stored to this object (the permanent
|
||||
keyword creates a script to do this), we should never need to
|
||||
do this again for as long as this object exists.
|
||||
"""
|
||||
pass
|
||||
"""
|
||||
pass
|
||||
|
||||
def at_after_move(self, source_location):
|
||||
"Default is to look around after a move."
|
||||
|
|
@ -737,34 +737,34 @@ class Character(Object):
|
|||
|
||||
def at_disconnect(self):
|
||||
"""
|
||||
We stove away the character when logging off, otherwise the character object will
|
||||
We stove away the character when logging off, otherwise the character object will
|
||||
remain in the room also after the player logged off ("headless", so to say).
|
||||
"""
|
||||
if self.location: # have to check, in case of multiple connections closing
|
||||
if self.location: # have to check, in case of multiple connections closing
|
||||
self.location.msg_contents("%s has left the game." % self.name, exclude=[self])
|
||||
self.db.prelogout_location = self.location
|
||||
self.location = None
|
||||
self.location = None
|
||||
|
||||
def at_post_login(self):
|
||||
"""
|
||||
This recovers the character again after having been "stoved away" at disconnect.
|
||||
"""
|
||||
if self.db.prelogout_location:
|
||||
# try to recover
|
||||
self.location = self.db.prelogout_location
|
||||
# try to recover
|
||||
self.location = self.db.prelogout_location
|
||||
if self.location == None:
|
||||
# make sure location is never None (home should always exist)
|
||||
self.location = self.home
|
||||
# save location again to be sure
|
||||
# save location again to be sure
|
||||
self.db.prelogout_location = self.location
|
||||
|
||||
self.location.msg_contents("%s has entered the game." % self.name, exclude=[self])
|
||||
self.location.at_object_receive(self, self.location)
|
||||
|
||||
|
||||
|
||||
|
||||
#
|
||||
# Base Room object
|
||||
# Base Room object
|
||||
#
|
||||
|
||||
class Room(Object):
|
||||
|
|
@ -778,16 +778,16 @@ class Room(Object):
|
|||
(since default is None anyway)
|
||||
|
||||
Don't change this, instead edit at_object_creation() to
|
||||
overload the defaults (it is called after this one).
|
||||
overload the defaults (it is called after this one).
|
||||
"""
|
||||
|
||||
super(Room, self).basetype_setup()
|
||||
self.locks.add("get:false();puppet:false()") # would be weird to puppet a room ...
|
||||
self.location = None
|
||||
self.location = None
|
||||
|
||||
|
||||
#
|
||||
# Exits
|
||||
# Exits
|
||||
#
|
||||
|
||||
class Exit(Object):
|
||||
|
|
@ -795,16 +795,16 @@ class Exit(Object):
|
|||
This is the base exit object - it connects a location to
|
||||
another. This is done by the exit assigning a "command" on itself
|
||||
with the same name as the exit object (to do this we need to
|
||||
remember to re-create the command when the object is cached since it must be
|
||||
remember to re-create the command when the object is cached since it must be
|
||||
created dynamically depending on what the exit is called). This
|
||||
command (which has a high priority) will thus allow us to traverse exits
|
||||
simply by giving the exit-object's name on its own.
|
||||
|
||||
"""
|
||||
|
||||
"""
|
||||
|
||||
# Helper classes and methods to implement the Exit. These need not
|
||||
# be overloaded unless one want to change the foundation for how
|
||||
# Exits work. See the end of the class for hook methods to overload.
|
||||
# Exits work. See the end of the class for hook methods to overload.
|
||||
|
||||
def create_exit_cmdset(self, exidbobj):
|
||||
"""
|
||||
|
|
@ -812,8 +812,8 @@ class Exit(Object):
|
|||
|
||||
The command of this cmdset has the same name as the Exit object
|
||||
and allows the exit to react when the player enter the exit's name,
|
||||
triggering the movement between rooms.
|
||||
|
||||
triggering the movement between rooms.
|
||||
|
||||
Note that exitdbobj is an ObjectDB instance. This is necessary
|
||||
for handling reloads and avoid tracebacks if this is called while
|
||||
the typeclass system is rebooting.
|
||||
|
|
@ -821,9 +821,9 @@ class Exit(Object):
|
|||
class ExitCommand(command.Command):
|
||||
"""
|
||||
This is a command that simply cause the caller
|
||||
to traverse the object it is attached to.
|
||||
to traverse the object it is attached to.
|
||||
"""
|
||||
locks = "cmd:all()" # should always be set to this.
|
||||
locks = "cmd:all()" # should always be set to this.
|
||||
obj = None
|
||||
arg_regex=r"\s.*?|$"
|
||||
|
||||
|
|
@ -831,15 +831,15 @@ class Exit(Object):
|
|||
"Default exit traverse if no syscommand is defined."
|
||||
|
||||
if self.obj.access(self.caller, 'traverse'):
|
||||
# we may traverse the exit.
|
||||
# we may traverse the exit.
|
||||
|
||||
old_location = None
|
||||
old_location = None
|
||||
if hasattr(self.caller, "location"):
|
||||
old_location = self.caller.location
|
||||
old_location = self.caller.location
|
||||
|
||||
# call pre/post hooks and move object.
|
||||
self.obj.at_before_traverse(self.caller)
|
||||
self.caller.move_to(self.obj.destination)
|
||||
self.caller.move_to(self.obj.destination)
|
||||
self.obj.at_after_traverse(self.caller, old_location)
|
||||
|
||||
else:
|
||||
|
|
@ -853,7 +853,7 @@ class Exit(Object):
|
|||
# create an exit command.
|
||||
cmd = ExitCommand()
|
||||
cmd.key = exidbobj.db_key.strip().lower()
|
||||
cmd.obj = exidbobj
|
||||
cmd.obj = exidbobj
|
||||
cmd.aliases = exidbobj.aliases
|
||||
cmd.locks = str(exidbobj.locks)
|
||||
cmd.destination = exidbobj.db_destination
|
||||
|
|
@ -861,18 +861,18 @@ class Exit(Object):
|
|||
exit_cmdset = cmdset.CmdSet(None)
|
||||
exit_cmdset.key = '_exitset'
|
||||
exit_cmdset.priority = 9
|
||||
exit_cmdset.duplicates = True
|
||||
# add command to cmdset
|
||||
exit_cmdset.add(cmd)
|
||||
exit_cmdset.duplicates = True
|
||||
# add command to cmdset
|
||||
exit_cmdset.add(cmd)
|
||||
return exit_cmdset
|
||||
|
||||
# Command hooks
|
||||
# Command hooks
|
||||
def basetype_setup(self):
|
||||
"""
|
||||
Setup exit-security
|
||||
|
||||
Don't change this, instead edit at_object_creation() to
|
||||
overload the default locks (it is called after this one).
|
||||
overload the default locks (it is called after this one).
|
||||
"""
|
||||
super(Exit, self).basetype_setup()
|
||||
|
||||
|
|
@ -880,34 +880,34 @@ class Exit(Object):
|
|||
self.locks.add("puppet:false()") # would be weird to puppet an exit ...
|
||||
self.locks.add("traverse:all()") # who can pass through exit by default
|
||||
self.locks.add("get:false()") # noone can pick up the exit
|
||||
|
||||
|
||||
# an exit should have a destination (this is replaced at creation time)
|
||||
if self.dbobj.location:
|
||||
self.destination = self.dbobj.location
|
||||
self.destination = self.dbobj.location
|
||||
|
||||
def at_cmdset_get(self):
|
||||
"""
|
||||
Called when the cmdset is requested from this object, just before the cmdset is
|
||||
Called when the cmdset is requested from this object, just before the cmdset is
|
||||
actually extracted. If no Exit-cmdset is cached, create it now.
|
||||
"""
|
||||
"""
|
||||
|
||||
if self.ndb.exit_reset or not self.cmdset.has_cmdset("_exitset", must_be_default=True):
|
||||
# we are resetting, or no exit-cmdset was set. Create one dynamically.
|
||||
self.cmdset.add_default(self.create_exit_cmdset(self.dbobj), permanent=False)
|
||||
self.ndb.exit_reset = False
|
||||
self.cmdset.add_default(self.create_exit_cmdset(self.dbobj), permanent=False)
|
||||
self.ndb.exit_reset = False
|
||||
|
||||
# this and other hooks are what usually can be modified safely.
|
||||
# this and other hooks are what usually can be modified safely.
|
||||
|
||||
def at_object_creation(self):
|
||||
"Called once, when object is first created (after basetype_setup)."
|
||||
pass
|
||||
pass
|
||||
|
||||
def at_failed_traverse(self, traversing_object):
|
||||
"""
|
||||
This is called if an object fails to traverse this object for some
|
||||
This is called if an object fails to traverse this object for some
|
||||
reason. It will not be called if the attribute "err_traverse" is defined,
|
||||
that attribute will then be echoed back instead as a convenient shortcut.
|
||||
that attribute will then be echoed back instead as a convenient shortcut.
|
||||
|
||||
(See also hooks at_before_traverse and at_after_traverse).
|
||||
(See also hooks at_before_traverse and at_after_traverse).
|
||||
"""
|
||||
traversing_object.msg("You cannot go there.")
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue