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https://github.com/evennia/evennia.git
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Added the ability to give multiple typeclass search-paths to config file. This way you can add a path to your custom directory and don't have to write so much when creating typeclassed objects using e.g. @create.
This commit is contained in:
parent
b9c1921a0b
commit
d2400a8a6b
11 changed files with 112 additions and 173 deletions
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@ -386,19 +386,8 @@ class CmdCreate(ObjManipCommand):
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aliases = objdef['aliases']
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typeclass = objdef['option']
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# analyze typeclass. If it starts at the evennia basedir,
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# (i.e. starts with game or src) we let it be, otherwise we
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# add a base path as defined in settings
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if typeclass and not (typeclass.startswith('src.') or
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typeclass.startswith('game.') or
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typeclass.startswith('contrib')):
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typeclass = "%s.%s" % (settings.BASE_TYPECLASS_PATH,
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typeclass)
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# create object (if not a valid typeclass, the default
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# object typeclass will automatically be used)
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lockstring = "control:id(%s);examine:perm(Builders);delete:id(%s) or perm(Wizards);get:all()" % (caller.id, caller.id)
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obj = create.create_object(typeclass, name, caller,
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home=caller, aliases=aliases, locks=lockstring)
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@ -420,7 +409,6 @@ class CmdCreate(ObjManipCommand):
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caller.msg(string)
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#TODO: make @debug more clever with arbitrary hooks?
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class CmdDebug(MuxCommand):
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"""
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Debug game entities
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@ -438,11 +426,7 @@ class CmdDebug(MuxCommand):
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@debug/obj examples.red_button.RedButton
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This command helps when debugging the codes of objects and scripts.
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It creates the given object and runs tests on its hooks. You can
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supply both full paths (starting from the evennia base directory),
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otherwise the system will start from the defined root directory
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for scripts and objects respectively (defined in settings file).
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It creates the given object and runs tests on its hooks.
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"""
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key = "@debug"
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@ -459,27 +443,11 @@ class CmdDebug(MuxCommand):
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path = self.args
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if 'obj' in self.switches or 'object' in self.switches:
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# analyze path. If it starts at the evennia basedir,
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# (i.e. starts with game or src) we let it be, otherwise we
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# add a base path as defined in settings
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if path and not (path.startswith('src.') or
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path.startswith('game.')):
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path = "%s.%s" % (settings.BASE_TYPECLASS_PATH,
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path)
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# create and debug the object
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self.caller.msg(debug.debug_object(path, self.caller))
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self.caller.msg(debug.debug_object_scripts(path, self.caller))
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elif 'script' in self.switches:
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# analyze path. If it starts at the evennia basedir,
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# (i.e. starts with game or src) we let it be, otherwise we
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# add a base path as defined in settings
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if path and not (path.startswith('src.') or
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path.startswith('game.')):
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path = "%s.%s" % (settings.BASE_SCRIPT_PATH,
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path)
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self.caller.msg(debug.debug_syntax_script(path))
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@ -629,16 +597,7 @@ class CmdDig(ObjManipCommand):
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if not typeclass:
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typeclass = settings.BASE_ROOM_TYPECLASS
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# analyze typeclass path. If it starts at the evennia basedir,
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# (i.e. starts with game or src) we let it be, otherwise we
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# add a base path as defined in settings
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if typeclass and not (typeclass.startswith('src.') or
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typeclass.startswith('game.')):
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typeclass = "%s.%s" % (settings.BASE_TYPECLASS_PATH,
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typeclass)
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# create room
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lockstring = "control:id(%s) or perm(Immortal); delete:id(%s) or perm(Wizard); edit:id(%s) or perm(Wizard)"
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lockstring = lockstring % (caller.dbref, caller.dbref, caller.dbref)
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@ -669,13 +628,7 @@ class CmdDig(ObjManipCommand):
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typeclass = to_exit["option"]
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if not typeclass:
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typeclass = settings.BASE_EXIT_TYPECLASS
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# analyze typeclass. If it starts at the evennia basedir,
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# (i.e. starts with game or src) we let it be, otherwise we
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# add a base path as defined in settings
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if typeclass and not (typeclass.startswith('src.') or
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typeclass.startswith('game.')):
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typeclass = "%s.%s" % (settings.BASE_TYPECLASS_PATH,
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typeclass)
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new_to_exit = create.create_object(typeclass, to_exit["name"], location,
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aliases=to_exit["aliases"],
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locks=lockstring, destination=new_room)
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@ -701,13 +654,6 @@ class CmdDig(ObjManipCommand):
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typeclass = back_exit["option"]
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if not typeclass:
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typeclass = settings.BASE_EXIT_TYPECLASS
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# analyze typeclass. If it starts at the evennia basedir,
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# (i.e. starts with game or src) we let it be, otherwise we
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# add a base path as defined in settings
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if typeclass and not (typeclass.startswith('src.') or
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typeclass.startswith('game.')):
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typeclass = "%s.%s" % (settings.BASE_TYPECLASS_PATH,
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typeclass)
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new_back_exit = create.create_object(typeclass, back_exit["name"],
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new_room, aliases=back_exit["aliases"],
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locks=lockstring, destination=location)
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@ -1068,14 +1014,6 @@ class CmdOpen(ObjManipCommand):
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exit_aliases = self.lhs_objs[0]['aliases']
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exit_typeclass = self.lhs_objs[0]['option']
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# analyze typeclass. If it starts at the evennia basedir,
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# (i.e. starts with game or src) we let it be, otherwise we
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# add a base path as defined in settings
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if exit_typeclass and not (exit_typeclass.startswith('src.') or
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exit_typeclass.startswith('game.')):
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exit_typeclass = "%s.%s" % (settings.BASE_TYPECLASS_PATH,
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exit_typeclass)
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dest_name = self.rhs_objs[0]['name']
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# first, check so the destination exists.
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@ -1097,13 +1035,6 @@ class CmdOpen(ObjManipCommand):
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back_exit_aliases = self.rhs_objs[1]['name']
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back_exit_typeclass = self.rhs_objs[1]['option']
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# analyze typeclass. If it starts at the evennia basedir,
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# (i.e. starts with game or src) we let it be, otherwise we
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# add a base path as defined in settings
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if back_exit_typeclass and not (back_exit_typeclass.startswith('src.') or
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back_exit_typeclass.startswith('game.')):
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back_exit_typeclass = "%s.%s" % (settings.BASE_TYPECLASS_PATH,
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back_exit_typeclass)
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# Create the back-exit
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self.create_exit(back_exit_name, destination, location,
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back_exit_aliases, back_exit_typeclass)
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@ -1250,14 +1181,6 @@ class CmdTypeclass(MuxCommand):
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# we have an =, a typeclass was supplied.
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typeclass = self.rhs
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# analyze typeclass. If it starts at the evennia basedir,
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# (i.e. starts with game or src) we let it be, otherwise we
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# add a base path as defined in settings
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if typeclass and not (typeclass.startswith('src.') or
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typeclass.startswith('game.')):
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typeclass = "%s.%s" % (settings.BASE_TYPECLASS_PATH,
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typeclass)
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if not obj.access(caller, 'edit'):
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caller.msg("You are not allowed to do that.")
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return
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@ -1827,34 +1750,38 @@ class CmdScript(MuxCommand):
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caller.msg(string)
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return
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inp = self.rhs
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if not inp.startswith('src.') and not inp.startswith('game.'):
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# append the default path.
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inp = "%s.%s" % (settings.BASE_SCRIPT_PATH, inp)
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obj = caller.search(self.lhs)
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if not obj:
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return
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string = ""
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if "stop" in self.switches:
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# we are stopping an already existing script
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ok = obj.scripts.stop(inp)
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if not ok:
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string = "Script %s could not be stopped. Does it exist?" % inp
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else:
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string = "Script stopped and removed from object."
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if "start" in self.switches:
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# we are starting an already existing script
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ok = obj.scripts.start(inp)
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if not ok:
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string = "Script %s could not be (re)started." % inp
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else:
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string = "Script started successfully."
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if not self.switches:
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# adding a new script, and starting it
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ok = obj.scripts.add(inp, autostart=True)
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ok = obj.scripts.add(self.rhs, autostart=True)
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if not ok:
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string = "Script %s could not be added." % inp
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string += "\nScript %s could not be added." % self.rhs
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else:
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string = "Script successfully added and started."
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caller.msg(string)
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else:
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paths = [self.rhs] + ["%s.%s" % (prefix, self.rhs)
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for prefix in settings.SCRIPT_TYPECLASS_PATHS]
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if "stop" in self.switches:
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# we are stopping an already existing script
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for path in paths:
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ok = obj.scripts.stop(path)
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if not ok:
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string += "\nScript %s could not be stopped. Does it exist?" % path
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else:
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string = "Script stopped and removed from object."
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break
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if "start" in self.switches:
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# we are starting an already existing script
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for path in paths:
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ok = obj.scripts.start(path)
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if not ok:
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string += "\nScript %s could not be (re)started." % path
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else:
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string = "Script started successfully."
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break
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caller.msg(string.strip())
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@ -420,7 +420,7 @@ def serversetting(accessing_obj, accessed_obj, *args, **kwargs):
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Usage:
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serversetting(IRC_ENABLED)
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serversetting(BASE_SCRIPT_PATH, game.gamesrc.scripts)
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serversetting(BASE_SCRIPT_PATH, [game.gamesrc.scripts])
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A given True/False or integers will be converted properly.
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"""
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@ -418,9 +418,10 @@ class ObjectDB(TypedObject):
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# ObjectDB class access methods/properties
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#
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# this is required to properly handle attributes
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# this is required to properly handle attributes and typeclass loading.
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attribute_model_path = "src.objects.models"
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attribute_model_name = "ObjAttribute"
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typeclass_paths = settings.OBJECT_TYPECLASS_PATHS
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# this is used by all typedobjects as a fallback
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try:
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@ -261,9 +261,10 @@ class PlayerDB(TypedObject):
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except Exception:
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default_typeclass_path = "src.players.player.Player"
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# this is required to properly handle attributes
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# this is required to properly handle attributes and typeclass loading
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attribute_model_path = "src.players.models"
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attribute_model_name = "PlayerAttribute"
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typeclass_paths = settings.PLAYER_TYPECLASS_PATHS
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# name property (wraps self.user.username)
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#@property
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@ -243,9 +243,10 @@ class ScriptDB(TypedObject):
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#
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#
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# this is required to properly handle typeclass-dependent attributes
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# this is required to properly handle attrubutes and typeclass loading
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attribute_model_path = "src.scripts.models"
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attribute_model_name = "ScriptAttribute"
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typeclass_paths = settings.SCRIPT_TYPECLASS_PATHS
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# this is used by all typedobjects as a fallback
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try:
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@ -161,20 +161,19 @@ CMDSET_DEFAULT = "game.gamesrc.commands.basecmdset.DefaultCmdSet"
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CMDSET_OOC = "game.gamesrc.commands.basecmdset.OOCCmdSet"
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###################################################
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# Default Object typeclasses
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# Typeclasses
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###################################################
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# Note that all typeclasses must originally
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# inherit from src.objects.objects.Object somewhere in
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# their path.
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# Base paths for typeclassed object classes. These paths must be
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# defined relative evennia's root directory. They will be searched in
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# order to find relative typeclass paths.
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OBJECT_TYPECLASS_PATHS = ["game.gamesrc.objects", "game.gamesrc.objects.examples"]
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SCRIPT_TYPECLASS_PATHS = ["game.gamesrc.scripts", "game.gamesrc.scripts.examples"]
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PLAYER_TYPECLASS_PATHS = ["game.gamesrc.objects"]
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# This sets the default base dir to search when importing
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# things, so one doesn't have to write the entire
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# path in-game.
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BASE_TYPECLASS_PATH = "game.gamesrc.objects"
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# Typeclass for player objects (linked to a character) (fallback)
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BASE_PLAYER_TYPECLASS = "game.gamesrc.objects.baseobjects.Player"
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# Typeclass and base for all following objects (fallback)
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# Typeclass and base for all objects (fallback)
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BASE_OBJECT_TYPECLASS = "game.gamesrc.objects.baseobjects.Object"
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# Typeclass for character objects linked to a player (fallback)
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BASE_CHARACTER_TYPECLASS = "game.gamesrc.objects.baseobjects.Character"
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@ -183,14 +182,6 @@ BASE_ROOM_TYPECLASS = "game.gamesrc.objects.baseobjects.Room"
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# Typeclass for Exit objects (fallback)
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BASE_EXIT_TYPECLASS = "game.gamesrc.objects.baseobjects.Exit"
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###################################################
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# Scripts
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###################################################
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# Python path to a directory to start searching
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# for scripts.
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BASE_SCRIPT_PATH = "game.gamesrc.scripts"
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###################################################
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# Batch processors
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###################################################
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@ -561,6 +561,7 @@ class TypedObject(SharedMemoryModel):
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# attribute model (ObjAttribute, PlayerAttribute etc).
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attribute_model_path = "src.typeclasses.models"
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attribute_model_name = "Attribute"
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typeclass_paths = settings.OBJECT_TYPECLASS_PATHS
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def __eq__(self, other):
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return other and hasattr(other, 'id') and self.id == other.id
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@ -647,20 +648,31 @@ class TypedObject(SharedMemoryModel):
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defpath = object.__getattribute__(self, 'default_typeclass_path')
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typeclass = object.__getattribute__(self, '_path_import')(defpath)
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#typeclass = self._path_import(defpath)
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else:
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typeclass = TYPECLASS_CACHE.get(path, None)
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if typeclass:
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# we've imported this before. We're done.
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return typeclass
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# not in cache. Import anew.
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typeclass = object.__getattribute__(self, "_path_import")(path)
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if not callable(typeclass):
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# given path failed to import, fallback to default.
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errstring = " %s" % typeclass # this is an error message
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if hasattr(typeclass, '__file__'):
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errstring += "\nThis seems to be just the path to a module. You need"
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else:
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# handle loading/importing of typeclasses, searching all paths.
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# (self.typeclss_paths is a shortcut to settings.TYPECLASS_*_PATH
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# where '*' is either OBJECT, SCRIPT or PLAYER depending on the typed
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# object).
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typeclass_paths = [path] + ["%s.%s" % (prefix, path) for prefix in self.typeclass_paths]
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for tpath in typeclass_paths:
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# try to find any matches to the typeclass path, in all possible permutations..
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typeclass = TYPECLASS_CACHE.get(tpath, None)
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if typeclass:
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# we've imported this before. We're done.
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return typeclass
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# not in cache. Try to import anew.
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typeclass = object.__getattribute__(self, "_path_import")(tpath)
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if callable(typeclass):
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# don't return yet, we must cache this further down.
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break
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elif hasattr(typeclass, '__file__'):
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errstring += "\n%s seems to be just the path to a module. You need" % tpath
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errstring += " to specify the actual typeclass name inside the module too."
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errstring += "\n Typeclass '%s' failed to load." % path
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else:
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errstring += "\n%s" % typeclass # this will hold an error message.
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if not callable(typeclass):
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# Still not a valid import. Fallback to default.
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defpath = object.__getattribute__(self, "default_typeclass_path")
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errstring += " Using Default class '%s'." % defpath
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self.db_typeclass_path = defpath
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@ -669,7 +681,7 @@ class TypedObject(SharedMemoryModel):
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typeclass = object.__getattribute__(self, "_path_import")(defpath)
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errmsg(errstring)
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if not callable(typeclass):
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# if typeclass still doesn't exist, we're in trouble.
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# if typeclass still doesn't exist at this point, we're in trouble.
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# fall back to hardcoded core class.
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errstring = " %s\n%s" % (typeclass, errstring)
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errstring += " Default class '%s' failed to load." % defpath
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@ -45,7 +45,6 @@ class MetaTypeClass(type):
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def __str__(cls):
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return "%s" % cls.__name__
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class TypeClass(object):
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"""
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This class implements a 'typeclass' object. This is connected
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