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Trunk: Merged the Devel-branch (branches/griatch) into /trunk. This constitutes a major refactoring of Evennia. Development will now continue in trunk. See the wiki and the past posts to the mailing list for info. /Griatch
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443
src/utils/create.py
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src/utils/create.py
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"""
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This module gathers all the essential database-creation
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methods for the game engine's various object types.
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Only objects created 'stand-alone' are in here,
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e.g. object Attributes are always created directly through their
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respective objects.
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The respective object managers hold more methods for
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manipulating and searching objects already existing in
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the database.
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Models covered:
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Objects
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Scripts
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Help
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PermissionGroup
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Message
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Channel
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Players
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"""
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from django.conf import settings
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from django.contrib.auth.models import User
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from django.db import IntegrityError
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from src.players.models import PlayerDB
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from src.help.models import HelpEntry
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from src.comms.models import Msg, Channel
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from src.comms import channelhandler
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from src.comms.managers import to_object
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from src.permissions.permissions import set_perm
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from src.permissions.models import PermissionGroup
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from src.utils import logger
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from src.utils.utils import is_iter
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#
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# Game Object creation
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#
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def create_object(typeclass, key=None, location=None,
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home=None, player=None, permissions=None, aliases=None):
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"""
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Create a new in-game object. Any game object is a combination
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of a database object that stores data persistently to
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the database, and a typeclass, which on-the-fly 'decorates'
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the database object into whataver different type of object
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it is supposed to be in the game.
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See src.objects.managers for methods to manipulate existing objects
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in the database. src.objects.objects holds the base typeclasses
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and src.objects.models hold the database model.
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"""
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# deferred import to avoid loops
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from src.objects.objects import Object
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from src.objects.models import ObjectDB
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#print "in create_object", typeclass
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if isinstance(typeclass, ObjectDB):
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# this is already an object instance!
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new_db_object = typeclass
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typeclass = new_db_object.typeclass
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elif isinstance(typeclass, Object):
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# this is already an object typeclass!
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new_db_object = typeclass.dbobj
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typeclass = typeclass.__class__
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else:
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# create database object
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new_db_object = ObjectDB()
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#new_db_object = ObjectDB()
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if not callable(typeclass):
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# this means typeclass might be a path. If not,
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# the type mechanism will automatically assign
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# the BASE_OBJECT_TYPE from settings.
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if typeclass:
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typeclass = str(typeclass)
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new_db_object.typeclass_path = typeclass
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new_db_object.save()
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# this will either load the typeclass or the default one
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typeclass = new_db_object.typeclass
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new_db_object.save()
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# the name/key is often set later in the typeclass. This
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# is set here as a failsafe.
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if key:
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new_db_object.name = key
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else:
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dbref = new_db_object.id
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if typeclass and hasattr(typeclass, '__name__'):
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new_db_object.name = "%s%i" % (typeclass.__name__, dbref)
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else:
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new_db_object.name = "#%i" % dbref
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# initialize an object of this typeclass.
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new_object = typeclass(new_db_object)
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# from now on we can use the typeclass object
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# as if it was the database object.
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if player:
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# link a player and the object together
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new_object.player = player
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player.obj = new_object
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if permissions:
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set_perm(new_object, permissions)
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if aliases:
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if not is_iter(aliases):
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aliases = [aliases]
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new_object.aliases = ",".join([alias.strip() for alias in aliases])
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# call the hook method. This is where all at_creation
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# customization happens as the typeclass stores custom
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# things on its database object.
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new_object.at_object_creation()
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# perform a move_to in order to display eventual messages.
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if home:
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new_object.home = home
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if location:
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new_object.move_to(location, quiet=True)
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else:
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# rooms would have location=None.
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new_object.location = None
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new_object.save()
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return new_object
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#
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# Script creation
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#
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def create_script(typeclass, key=None, obj=None, autostart=True):
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"""
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Create a new script. All scripts are a combination
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of a database object that communicates with the
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database, and an typeclass that 'decorates' the
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database object into being different types of scripts.
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It's behaviour is similar to the game objects except
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scripts has a time component and are more limited in
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scope.
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Argument 'typeclass' can be either an actual
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typeclass object or a python path to such an object.
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Only set key here if you want a unique name for this
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particular script (set it in config to give
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same key to all scripts of the same type). Set obj
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to tie this script to a particular object.
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See src.scripts.manager for methods to manipulate existing
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scripts in the database.
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"""
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# deferred import to avoid loops.
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from src.scripts.scripts import Script
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#print "in create_script", typeclass
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from src.scripts.models import ScriptDB
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if isinstance(typeclass, ScriptDB):
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#print "this is already a script instance!", typeclass, typeclass.__class__
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new_db_object = typeclass
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typeclass = new_db_object.typeclass
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elif isinstance(typeclass, Script):
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#print "this is already an object typeclass!"
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new_db_object = typeclass.dbobj
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typeclass = typeclass.__class__
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else:
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# create a new instance.
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new_db_object = ScriptDB()
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#new_db_object = ScriptDB()
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if not callable(typeclass):
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# try to load this in case it's a path
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if typeclass:
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typeclass = str(typeclass)
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new_db_object.typeclass_path = typeclass
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new_db_object.save()
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# this will load either the typeclass or the default one
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typeclass = new_db_object.typeclass
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new_db_object.save()
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# the typeclass is initialized
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new_script = typeclass(new_db_object)
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# store variables on the typeclass (which means
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# it's actually transparently stored on the db object)
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if key:
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new_db_object.name = key
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else:
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if typeclass and hasattr(typeclass, '__name__'):
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new_db_object.name = "%s" % typeclass.__name__
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else:
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new_db_object.name = "#%i" % new_db_object.id
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if obj:
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try:
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new_script.obj = obj
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except ValueError:
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new_script.obj = obj.dbobj
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# call the hook method. This is where all at_creation
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# customization happens as the typeclass stores custom
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# things on its database object.
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new_script.at_script_creation()
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new_script.save()
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# a new created script should always be started, so
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# we do this now.
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if autostart:
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new_script.start()
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return new_script
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#
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# Help entry creation
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#
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def create_help_entry(key, entrytext, category="General", permissions=None):
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"""
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Create a static help entry in the help database. Note that Command
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help entries are dynamic and directly taken from the __doc__ entries
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of the command. The database-stored help entries are intended for more
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general help on the game, more extensive info, in-game setting information
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and so on.
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"""
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try:
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new_help = HelpEntry()
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new_help.key = key
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new_help.entrytext = entrytext
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new_help.help_category = category
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if permissions:
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set_perm(new_help, permissions)
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new_help.save()
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return new_help
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except IntegrityError:
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string = "Could not add help entry: key '%s' already exists." % key
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logger.log_errmsg(string)
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return None
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except Exception:
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logger.log_trace()
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return None
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#
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# Permission groups
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#
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def create_permission_group(group_name, desc=None, group_perms=None,
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permissions=None):
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"""
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Adds a new group
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group_name - case sensitive, unique key for group.
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desc - description of permission group
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group_perms - the permissions stored in this group - can be
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a list of permission strings, a single permission
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or a comma-separated string of permissions.
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permissions - can be a list of permission strings, a single
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permission or a comma-separated string of permissions.
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OBS-these are the group's OWN permissions, for editing
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the group etc - NOT the permissions stored in it!
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"""
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new_group = PermissionGroup.objects.filter(db_key__exact=group_name)
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if new_group:
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new_group = new_group[0]
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else:
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new_group = PermissionGroup()
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new_group.key = group_name
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if desc:
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new_group.desc = desc
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if group_perms:
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if is_iter(group_perms):
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group_perms = ",".join([str(perm) for perm in group_perms])
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new_group.group_permissions = group_perms
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if permissions:
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set_perm(new_group, permissions)
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new_group.save()
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return new_group
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#
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# Comm system methods
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#
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def create_message(senderobj, message, channels=None,
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receivers=None, permissions=None):
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"""
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Create a new communication message. Msgs are used for all
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player-to-player communication, both between individual players
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and over channels.
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senderobj - the player sending the message. This must be the actual object.
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message - text with the message. Eventual headers, titles etc
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should all be included in this text string. Formatting
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will be retained.
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channels - a channel or a list of channels to send to. The channels
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may be actual channel objects or their unique key strings.
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receivers - a player to send to, or a list of them. May be Player objects
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or playernames.
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permissions - permission string, or a list of permission strings.
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The Comm system is created very open-ended, so it's fully possible
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to let a message both go to several channels and to several receivers
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at the same time, it's up to the command definitions to limit this as
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desired.
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Since messages are often directly created by the user, this method (and all
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comm methods) raise CommErrors with different message strings to make it
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easier for the Command definition to give proper feedback to the user.
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"""
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def to_player(obj):
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"Make sure the object is a player object"
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if hasattr(obj, 'user'):
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return obj
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elif hasattr(obj, 'player'):
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return obj.player
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else:
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return None
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if not message:
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# we don't allow empty messages.
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return
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new_message = Msg()
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new_message.sender = to_player(senderobj)
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new_message.message = message
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new_message.save()
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if channels:
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if not is_iter(channels):
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channels = [channels]
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new_message.channels = [channel for channel in
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[to_object(channel, objtype='channel')
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for channel in channels] if channel]
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if receivers:
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#print "Found receiver:", receivers
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if not is_iter(receivers):
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receivers = [receivers]
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#print "to_player: %s" % to_player(receivers[0])
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new_message.receivers = [to_player(receiver) for receiver in
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[to_object(receiver) for receiver in receivers]
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if receiver]
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if permissions:
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set_perm(new_message, permissions)
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new_message.save()
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return new_message
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def create_channel(key, aliases=None, description=None,
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permissions=None, keep_log=True):
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"""
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Create A communication Channel. A Channel serves as a central
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hub for distributing Msgs to groups of people without
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specifying the receivers explicitly. Instead players may
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'connect' to the channel and follow the flow of messages. By
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default the channel allows access to all old messages, but
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this can be turned off with the keep_log switch.
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key - this must be unique.
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aliases - list of alternative (likely shorter) keynames.
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listen/send/admin permissions are strings if permissions separated
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by commas.
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"""
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try:
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new_channel = Channel()
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new_channel.key = key
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if aliases:
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if not is_iter(aliases):
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aliases = [aliases]
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new_channel.aliases = ",".join([str(alias) for alias in aliases])
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new_channel.description = description
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new_channel.keep_log = keep_log
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except IntegrityError:
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string = "Could not add channel: key '%s' already exists." % key
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logger.log_errmsg(string)
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return None
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if permissions:
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set_perm(new_channel, permissions)
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new_channel.save()
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channelhandler.CHANNELHANDLER.add_channel(new_channel)
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return new_channel
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#
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# Player creation methods
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#
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def create_player(name, email, password,
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permissions=None,
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create_character=True,
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location=None, typeclass=None, home=None,
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is_superuser=False, user=None):
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"""
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This creates a new player, handling the creation of the User
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object and its associated Player object. If create_character is
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True, a game player object with the same name as the User/Player will
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also be created. Returns the new game character, or the Player obj if no
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character is created. For more info about the typeclass argument,
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see create_objects() above.
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Note: if user is supplied, it will NOT be modified (args name, email,
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passw and is_superuser will be ignored). Change those properties
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explicitly instead.
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If no permissions are given (None), the default permission group
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as defined in settings.PERMISSION_PLAYER_DEFAULT will be
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assigned. If permissions are given, no automatic assignment will
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occur.
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Concerning is_superuser:
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A superuser should have access to everything
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in the game and on the server/web interface. The very first user
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created in the database is always a superuser (that's using
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django's own creation, not this one).
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Usually only the server admin should need to be superuser, all
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other access levels can be handled with more fine-grained
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permissions or groups.
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Since superuser overrules all permissions, we don't
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set any here.
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"""
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# The system should already have checked so the name/email
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# isn't already registered, and that the password is ok before
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# getting here.
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if user:
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new_user = user
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else:
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if is_superuser:
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new_user = User.objects.create_superuser(name, email, password)
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else:
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new_user = User.objects.create_user(name, email, password)
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# create the associated Player for this User, and tie them together
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new_player = PlayerDB(user=new_user)
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new_player.save()
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# assign mud permissions
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if not permissions:
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permissions = settings.PERMISSION_PLAYER_DEFAULT
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set_perm(new_player, permissions)
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# create *in-game* 'player' object
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if create_character:
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if not typeclass:
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typeclass = settings.BASE_CHARACTER_TYPECLASS
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# creating the object automatically links the player
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# and object together by player.obj <-> obj.player
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new_character = create_object(typeclass, name,
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location, home,
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player=new_player)
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set_perm(new_character, permissions)
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return new_character
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return new_player
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