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Reworked object command tables.
Object commands used to require re-adding every call in the script parent's __init__ or factory functions, adding the commands to a new command table directly on the object. Since all other attributes can be set up in at_object_creation(), this was both inconsistent and a bit confusing to work with. There is now a method add_commands() directly defined on all objects. It takes the same arguments as the normal add_command()o but use a reserved attribute to create and update a command table on the object. This has the advantange of completely removing the __init__ call in the script parent, all definitions can now be kept in at_object_creation() and are, more importantly, persistent without having to be recreated every call. - I updated the examine command to show all the commands defined on an object (if any). - I updated gamesrc/parents/examples/red_button.py considerably using the new command methodology and also using the updated Events. . Griatch
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7 changed files with 252 additions and 53 deletions
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@ -6,18 +6,21 @@ the red_button parent to see its effects (e.g. @create button=examples/red_butto
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Technically the event don't contain any game logics, all it does is locate all
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objects inheriting to a particular script parent and calls one of its functions
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at a regular interval.
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Note that this type of event will cause *all* red buttons to blink at the same
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time, regardless when they were created. This is a very efficient way
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to do it (it is also very useful for global events like weather patterns
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and day-night cycles), but you can also add events directly to individual objecs
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(see the example event in gamesrc/parents/examples/red_button)
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"""
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import sys
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import traceback
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from src.events import IntervalEvent
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from src.scheduler import add_event
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from src import scheduler
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from src.objects.models import Object
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#the logger is useful for debugging
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from src.logger import log_errmsg
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#Example of the event system. This example adds an event to the red_button parent
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#in parents/examples. It makes the button blink temptingly at a regular interval.
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from src import logger
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class EventBlinkButton(IntervalEvent):
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"""
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@ -25,8 +28,9 @@ class EventBlinkButton(IntervalEvent):
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"""
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def __init__(self):
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"""
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A custom init method also storing the source object.
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Note that we do NOT make this event persistent across
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reboots since we are actually creating it (i.e. restarting it)
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every time the module is reloaded.
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"""
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super(EventBlinkButton, self).__init__()
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self.name = 'event_blink_red_button'
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@ -34,13 +38,16 @@ class EventBlinkButton(IntervalEvent):
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self.interval = 30
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#the description is seen when you run @ps in-game.
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self.description = "Blink red buttons regularly."
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def event_function(self):
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"""
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This stub function is automatically fired every self.interval seconds.
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In this case we do a search for all objects inheriting from the correct
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parent and call a function on them.
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Note that we must make sure to handle all tracebacks in this
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function to avoid trouble.
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"""
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#find all objects inheriting from red_button (parents are per definition
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#stored with the gamesrc/parent/ drawer as a base)
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@ -51,11 +58,10 @@ class EventBlinkButton(IntervalEvent):
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try:
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b.scriptlink.blink()
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except:
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#show other tracebacks to log and owner of object.
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#This is important, we must handle these exceptions gracefully!
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b.get_owner().emit_to(sys.exc_info()[1])
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log_errmsg(sys.exc_info()[1])
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# Print all tracebacks to the log instead of letting them by.
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# This is important, we must handle these exceptions gracefully!
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logger.log_errmsg(traceback.print_exc())
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#create and add the event to the global handler
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blink_event = EventBlinkButton()
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add_event(blink_event)
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scheduler.add_event(blink_event)
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@ -8,41 +8,134 @@ Assuming this script remains in gamesrc/parents/examples, create an object
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of this type using @create button:examples.red_button
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This file also shows the use of the Event system to make the button
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send a message to the players at regular intervals. Note that if you create a
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test button you must drop it before you will see its messages!
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send a message to the players at regular intervals. To show the use of
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Events, we are tying two types of events to the red button, one which cause ALL
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red buttons in the game to blink in sync (gamesrc/events/example.py) and one
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event which cause the protective glass lid over the button to close
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again some time after it was opened.
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Note that if you create a test button you must drop it before you can
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see its messages!
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"""
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import traceback
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from game.gamesrc.parents.base.basicobject import BasicObject
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from src.objects.models import Object
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from src.events import IntervalEvent
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from src import scheduler
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from src import logger
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# you have to import the event definition(s) from somewhere
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# covered by @reload, and this is as good a place as any.
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# Doing this will start the event ticking.
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import game.gamesrc.events.example
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#
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# commands for using the button object. These are added to
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# Events
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#
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# Importing this will start the blink event ticking, only one
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# blink event is used for all red buttons.
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import game.gamesrc.events.example
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# We also create an object-specific event.
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class EventCloselid(IntervalEvent):
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"""
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This event closes the glass lid over the button
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some time after it was opened.
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"""
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def __init__(self, obj):
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"""
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Note how we take an object as an argument,
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this will allow instances of this event to
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operate on this object only.
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"""
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# we must call super to make sure things work!
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super(EventCloselid, self).__init__()
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# store the object reference
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self.obj_dbref = obj.dbref()
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# This is used in e.g. @ps to show what the event does
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self.description = "Close lid on %s" % obj
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# We make sure that this event survives a reboot
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self.persistent = True
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# How many seconds from event creation to closing
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# the lid
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self.interval = 20
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# We only run the event one time before it deletes itself.
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self.repeats = 1
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def event_function(self):
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"""
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This function is called every self.interval seconds.
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Note that we must make sure to handle all errors from
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this call to avoid trouble.
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"""
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try:
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# if the lid is open, close it. We have to find the object
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# again since it might have changed.
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obj = Object.objects.get_object_from_dbref(self.obj_dbref)
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if obj.has_flag("LID_OPEN"):
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obj.scriptlink.close_lid()
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retval = "The glass cover over the button silently closes by itself."
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obj.get_location().emit_to_contents(retval)
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except:
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# send the traceback to the log instead of letting it by.
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# It is important that we handle exceptions gracefully here!
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logger.log_errmsg(traceback.print_exc())
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#
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# Object commands
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#
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# Commands for using the button object. These are added to
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# the object in the class_factory function at the
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# bottom of this module.
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#
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def cmd_open_lid(command):
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"""
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Open the glass lid cover over the button.
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"""
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# In the case of object commands, you can use this to
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# get the object the command is defined on.
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obj = command.scripted_obj
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if obj.has_flag("LID_OPEN"):
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retval = "The lid is already open."
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else:
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retval = "You lift the lid, exposing the tempting button."
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obj.scriptlink.open_lid()
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command.source_object.emit_to(retval)
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def cmd_close_lid(command):
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"""
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Close the lid again.
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"""
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obj = command.scripted_obj
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if not obj.has_flag("LID_OPEN"):
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retval = "The lid is already open."
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else:
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retval = "You secure the glass cover over the button."
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obj.scriptlink.close_lid()
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command.source_object.emit_to(retval)
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def cmd_push_button(command):
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"""
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This is a simple command that handles a user pressing the
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button by returning a message.
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button by returning a message. The button can only be
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"""
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retval = "There is a loud bang: BOOOM!"
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command.source_object.emit_to(retval)
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def cmd_pull_button(command):
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"""
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An example of a second defined command (for those who
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don't know how a button works ... ;) )
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"""
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retval = "A button is meant to be pushed, not pulled!"
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obj = command.scripted_obj
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if obj.has_flag("LID_OPEN"):
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retval = "You press the button ..."
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retval += "\n ..."
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retval += "\n BOOOOOM!"
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obj.scriptlink.close_lid()
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else:
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retval = "There is a glass lid covering "
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retval += "the button as a safety measure. If you "
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retval += "want to press the button you need to open "
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retval += "the lid first."
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command.source_object.emit_to(retval)
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#
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# Definition of the object itself
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#
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@ -53,7 +146,8 @@ class RedButton(BasicObject):
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It will use the event definition in
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game/gamesrc/events/example.py to blink
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at regular intervals until the lightbulb
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breaks.
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breaks. It also use the EventCloselid event defined
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above to close the lid
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"""
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def at_object_creation(self):
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"""
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#get stored object related to this class
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obj = self.scripted_obj
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obj.set_attribute('desc', "This is your standard big red button.")
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obj.set_attribute("breakpoint", 10)
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obj.set_attribute('desc', "This is a big red button. It has a glass cover.")
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obj.set_attribute("breakpoint", 5)
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obj.set_attribute("count", 0)
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# add the object-based commands to the button
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obj.add_command("open lid", cmd_open_lid)
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obj.add_command("lift lid", cmd_open_lid)
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obj.add_command("close lid", cmd_close_lid)
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obj.add_command("push button", cmd_push_button)
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obj.add_command("push the button", cmd_push_button)
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def open_lid(self):
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"""
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Open the glass lid and start the timer so it will
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soon close again.
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"""
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self.scripted_obj.set_flag("LID_OPEN")
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scheduler.add_event(EventCloselid(self.scripted_obj))
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def close_lid(self):
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"""
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Close the glass lid
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"""
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self.scripted_obj.unset_flag("LID_OPEN")
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def blink(self):
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"""
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If the event system is active, it will regularly call this
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This is a good place for adding new commands to the button since this is
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where it is actually instantiated.
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"""
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button = RedButton(source_obj)
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# add the object-based commands to the button
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button.command_table.add_command("push button", cmd_push_button)
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button.command_table.add_command("pull button", cmd_pull_button)
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return button
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return RedButton(source_obj)
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@ -6,7 +6,7 @@ something.
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#import time
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from traceback import format_exc
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from django.conf import settings
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from django.contrib.contenttypes.models import ContentType
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#from django.contrib.contenttypes.models import ContentType
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from objects.models import Object
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import defines_global
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import cmdtable
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@ -420,9 +420,10 @@ def match_neighbor_ctables(command,test=False):
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neighbors = location.get_contents() + [location] + source_object.get_contents()
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for neighbor in neighbors:
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#print "neighbor:", neighbor
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if command_table_lookup(command,
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neighbor.scriptlink.command_table,
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test=test, neighbor=neighbor):
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obj_cmdtable = neighbor.get_cmdtable()
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if obj_cmdtable and command_table_lookup(command, obj_cmdtable,
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test=test,
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neighbor=neighbor):
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# If there was a command match, set the scripted_obj attribute
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# for the script parent to pick up.
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@ -241,12 +241,16 @@ def cmd_set(command):
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if not attrib_name:
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source_object.emit_to("Cannot set an empty attribute name.")
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return
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if attrib_name == "__command_table__":
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string = "This is a protected attribute, choose another name."
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source_object.emit_to(string)
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return
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if not Attribute.objects.is_modifiable_attrib(attrib_name):
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# In global_defines.py, see NOSET_ATTRIBS for protected attribute names.
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source_object.emit_to("You can't modify that attribute.")
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return
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if attrib_value:
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# An attribute value was specified, create or set the attribute.
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# An attribute value was specified, create or set the attribute.
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target.set_attribute(attrib_name, attrib_value)
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s = "Attribute %s=%s set to '%s'" % (target_name, attrib_name, attrib_value)
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else:
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@ -1630,8 +1634,16 @@ def cmd_examine(command):
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string += str("Location: %s" % target_obj.get_location()) + newl
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# Render other attributes
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cmd_string = ""
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attr_string = ""
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for attribute in target_obj.get_all_attributes():
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string += str(attribute.get_attrline()) + newl
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if attribute.get_name() == "__command_table__":
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cmdtable = attribute.get_value()
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cmd_string = "Commands: "
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cmd_string += ", ".join(cmdtable.ctable.keys()) + newl
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else:
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attr_string += str(attribute.get_attrline()) + newl
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string += cmd_string + attr_string
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# Render Contents display.
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if con_players or con_things:
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@ -64,6 +64,8 @@ class ObjectManager(models.Manager):
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"""
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Returns an object when given a dbref.
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"""
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if len(dbref)>1 and dbref[0]=="#":
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dbref = dbref[1:]
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try:
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return self.get(id=dbref)
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except self.model.DoesNotExist:
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@ -60,9 +60,9 @@ class Attribute(models.Model):
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"""
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Returns an attribute's value.
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"""
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attr_value = str(self.attr_value)
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attr_value = self.attr_value
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if self.attr_ispickled:
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attr_value = pickle.loads(attr_value)
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attr_value = pickle.loads(str(attr_value))
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return attr_value
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def set_value(self, new_value):
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@ -650,6 +650,11 @@ class Object(models.Model):
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a str, the object will be stored as a pickle.
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"""
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if attribute == "__command_table__":
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# protect the command table attribute,
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# this is only settable by self.add_command()
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return
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attrib_obj = None
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if self.has_attribute(attribute):
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attrib_obj = \
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@ -689,6 +694,14 @@ class Object(models.Model):
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return attrib.get_value()
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else:
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return default
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def get_attribute(self, attrib, default=None):
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"""
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Convenience function (to keep compatability). While
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get_attribute_value() is a correct name, it is not really
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consistent with set_attribute() anyway.
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"""
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return self.get_attribute_value(attrib, default)
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def get_attribute_obj(self, attrib, auto_create=False):
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"""
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@ -697,7 +710,7 @@ class Object(models.Model):
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attrib: (str) The attribute's name.
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"""
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if self.has_attribute(attrib):
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return Attribute.objects.filter(attr_object=self).filter(attr_name=attrib)
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return Attribute.objects.filter(attr_object=self).filter(attr_name=attrib)[0]
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else:
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if auto_create:
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new_attrib = Attribute()
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@ -909,8 +922,7 @@ class Object(models.Model):
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(self.name,self.id,self.location_id))
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return False
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def get_scriptlink(self):
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"""
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Returns an object's script parent.
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@ -1167,6 +1179,59 @@ class Object(models.Model):
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otype = int(self.type)
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return defines_global.OBJECT_TYPES[otype][1][0]
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# object custom commands
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def add_command(self, command_string, function,
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priv_tuple=None, extra_vals=None,
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help_category="", priv_help_tuple=None,
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auto_help_override=False):
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"""
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Add an object-based command to this object. The command
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definition is added to an attribute-stored command table
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(this table is created when adding the first command)
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command_string: (string) Command string (IE: WHO, QUIT, look).
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function: (reference) The command's function.
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priv_tuple: (tuple) String tuple of permissions required for command.
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extra_vals: (dict) Dictionary to add to the Command object.
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By default object commands are NOT added to the global help system
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with auto-help. You have to actively set auto_help_override to True
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if you explicitly want auto-help for your object command.
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help_category (str): An overall help category where auto-help will place
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the help entry. If not given, 'General' is assumed.
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priv_help_tuple (tuple) String tuple of permissions required to view this
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help entry. If nothing is given, priv_tuple is used.
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auto_help_override (bool): If True, use auto-help. If None, use setting
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in settings.AUTO_HELP_ENABLED. Default is False
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for object commands.
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"""
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# we save using the attribute object to avoid
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# the protection on the __command_table__ keyword
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# in set_attribute_value()
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attrib_obj = self.get_attribute_obj("__command_table__",
|
||||
auto_create=True)
|
||||
cmdtable = attrib_obj.get_value()
|
||||
if not cmdtable:
|
||||
# create new table if we didn't have one before
|
||||
from src.cmdtable import CommandTable
|
||||
had_table = False
|
||||
cmdtable = CommandTable()
|
||||
# add the command to the object's command table.
|
||||
cmdtable.add_command(command_string, function, priv_tuple, extra_vals,
|
||||
help_category, priv_help_tuple,
|
||||
auto_help_override)
|
||||
# store the cmdtable again
|
||||
attrib_obj.set_value(cmdtable)
|
||||
|
||||
def get_cmdtable(self):
|
||||
"""
|
||||
Return this object's local command table, if it exists.
|
||||
"""
|
||||
return self.get_attribute("__command_table__")
|
||||
|
||||
#state access functions
|
||||
|
||||
def get_state(self):
|
||||
|
|
|
|||
|
|
@ -27,7 +27,9 @@ class EvenniaBasicObject(object):
|
|||
scripted_obj: (Object) A reference to the object being scripted (the child).
|
||||
"""
|
||||
self.scripted_obj = scripted_obj
|
||||
self.command_table = CommandTable()
|
||||
# below is now handled by self.scripted_obj.add_command() in
|
||||
# self.at_object_creation().
|
||||
#self.command_table = CommandTable()
|
||||
|
||||
def at_object_creation(self):
|
||||
"""
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue