diff --git a/contrib/tutorial_world/mob.py b/contrib/tutorial_world/mob.py index 6e67270bd2..082376fc10 100644 --- a/contrib/tutorial_world/mob.py +++ b/contrib/tutorial_world/mob.py @@ -1,7 +1,7 @@ """ -This module implements a simple mobile object with +This module implements a simple mobile object with a very rudimentary AI as well as an aggressive enemy -object based on that mobile class. +object based on that mobile class. """ @@ -16,10 +16,10 @@ BASE_CHARACTER_TYPECLASS = settings.BASE_CHARACTER_TYPECLASS #------------------------------------------------------------ # -# Mob - mobile object +# Mob - mobile object # # This object utilizes exits and moves about randomly from -# room to room. +# room to room. # #------------------------------------------------------------ @@ -27,7 +27,7 @@ class Mob(tut_objects.TutorialObject): """ This type of mobile will roam from exit to exit at random intervals. Simply lock exits against the is_mob attribute - to block them from the mob (lockstring = "traverse:not attr(is_mob)"). + to block them from the mob (lockstring = "traverse:not attr(is_mob)"). """ def at_object_creation(self): "This is called when the object is first created." @@ -35,11 +35,11 @@ class Mob(tut_objects.TutorialObject): self.scripts.add(tut_scripts.IrregularEvent) # this is a good attribute for exits to look for, to block - # a mob from entering certain exits. - self.db.is_mob = True - self.db.last_location = None - # only when True will the mob move. - self.db.roam_mode = True + # a mob from entering certain exits. + self.db.is_mob = True + self.db.last_location = None + # only when True will the mob move. + self.db.roam_mode = True def announce_move_from(self, destination): "Called just before moving" @@ -53,8 +53,8 @@ class Mob(tut_objects.TutorialObject): "Called at irregular intervals. Moves the mob." if self.roam_mode: exits = [ex for ex in self.location.exits if ex.access(self, "traverse")] - if exits: - # Try to make it so the mob doesn't backtrack. + if exits: + # Try to make it so the mob doesn't backtrack. new_exits = [ex for ex in exits if ex.destination != self.db.last_location] if new_exits: exits = new_exits @@ -67,15 +67,15 @@ class Mob(tut_objects.TutorialObject): #------------------------------------------------------------ # -# Enemy - mobile attacking object +# Enemy - mobile attacking object # -# An enemy is a mobile that is aggressive against players -# in its vicinity. An enemy will try to attack characters +# An enemy is a mobile that is aggressive against players +# in its vicinity. An enemy will try to attack characters # in the same location. It will also pursue enemies through -# exits if possible. +# exits if possible. # -# An enemy needs to have a Weapon object in order to -# attack. +# An enemy needs to have a Weapon object in order to +# attack. # # This particular tutorial enemy is a ghostly apparition that can only # be hurt by magical weapons. It will also not truly "die", but only @@ -90,44 +90,44 @@ class AttackTimer(Script): """ def at_script_creation(self): "This sets up the script" - self.key = "AttackTimer" + self.key = "AttackTimer" self.desc = "Drives an Enemy's combat." - self.interval = random.randint(2, 3) # how fast the Enemy acts + self.interval = random.randint(2, 3) # how fast the Enemy acts self.start_delay = True # wait self.interval before first call - self.persistent = True + self.persistent = True def at_repeat(self): - "Called every self.interval seconds." + "Called every self.interval seconds." if self.obj.db.inactive: - return + return #print "attack timer: at_repeat", self.dbobj.id, self.ndb.twisted_task, id(self.ndb.twisted_task) - if self.obj.db.roam_mode: + if self.obj.db.roam_mode: self.obj.roam() #return elif self.obj.db.battle_mode: #print "attack" self.obj.attack() - return + return elif self.obj.db.pursue_mode: #print "pursue" self.obj.pursue() #return else: - #dead mode. Wait for respawn. + #dead mode. Wait for respawn. dead_at = self.db.dead_at if not dead_at: self.db.dead_at = time.time() if (time.time() - self.db.dead_at) > self.db.dead_timer: self.obj.reset() - + class Enemy(Mob): """ This is a ghostly enemy with health (hit points). Their chance to hit, damage etc is determined by the weapon they are wielding, same as characters. - An enemy can be in four modes: + An enemy can be in four modes: roam (inherited from Mob) - where it just moves around randomly - battle - where it stands in one place and attacks players + battle - where it stands in one place and attacks players pursue - where it follows a player, trying to enter combat again dead - passive and invisible until it is respawned @@ -139,19 +139,19 @@ class Enemy(Mob): defeat_text_room - text to show other players in room when a player is defeated win_text - text to show player when defeating the enemy win_text_room - text to show room when a player defeates the enemy - respawn_text - text to echo to room when the mob is reset/respawn in that room. + respawn_text - text to echo to room when the mob is reset/respawn in that room. """ def at_object_creation(self): "Called at object creation." super(Enemy, self).at_object_creation() - + self.db.tutorial_info = "This moving object will attack players in the same room." - - # state machine modes + + # state machine modes self.db.roam_mode = True self.db.battle_mode = False - self.db.pursue_mode = False + self.db.pursue_mode = False self.db.dead_mode = False # health (change this at creation time) self.db.full_health = 20 @@ -159,8 +159,8 @@ class Enemy(Mob): self.db.dead_at = time.time() self.db.dead_timer = 100 # how long to stay dead self.db.inactive = True # this is used during creation to make sure the mob doesn't move away - # store the last player to hit - self.db.last_attacker = None + # store the last player to hit + self.db.last_attacker = None # where to take defeated enemies self.db.defeat_location = "darkcell" self.scripts.add(AttackTimer) @@ -169,26 +169,26 @@ class Enemy(Mob): "the irregular event is inherited from Mob class" strings = self.db.irregular_echoes if strings: - self.location.msg_contents(strings[random.randint(0, len(strings) - 1)]) + self.location.msg_contents(strings[random.randint(0, len(strings) - 1)]) def roam(self): "Called by Attack timer. Will move randomly as long as exits are open." - # in this mode, the mob is healed. + # in this mode, the mob is healed. self.db.health = self.db.full_health - players = [obj for obj in self.location.contents + players = [obj for obj in self.location.contents if utils.inherits_from(obj, BASE_CHARACTER_TYPECLASS) and not obj.is_superuser] - if players: - # we found players in the room. Attack. - self.db.roam_mode = False + if players: + # we found players in the room. Attack. + self.db.roam_mode = False self.db.pursue_mode = False - self.db.battle_mode = True + self.db.battle_mode = True elif random.random() < 0.2: # no players to attack, move about randomly. exits = [ex.destination for ex in self.location.exits if ex.access(self, "traverse")] - if exits: - # Try to make it so the mob doesn't backtrack. + if exits: + # Try to make it so the mob doesn't backtrack. new_exits = [ex for ex in exits if ex.destination != self.db.last_location] if new_exits: exits = new_exits @@ -198,7 +198,7 @@ class Enemy(Mob): else: # no exits - a dead end room. Respawn back to start. self.move_to(self.home) - + def attack(self): """ This is the main mode of combat. It will try to hit players in @@ -206,11 +206,11 @@ class Enemy(Mob): to the defeat location. """ last_attacker = self.db.last_attacker - players = [obj for obj in self.location.contents - if utils.inherits_from(obj, BASE_CHARACTER_TYPECLASS) and not obj.is_superuser] + players = [obj for obj in self.location.contents + if utils.inherits_from(obj, BASE_CHARACTER_TYPECLASS) and not obj.is_superuser] if players: - - # find a target + + # find a target if last_attacker in players: # prefer to attack the player last attacking. target = last_attacker @@ -226,7 +226,7 @@ class Enemy(Mob): # analyze result. if target.db.health <= 0: # we reduced enemy to 0 health. Whisp them off to the prison room. - tloc = search_object(self.db.defeat_location, global_search=True) + tloc = search_object(self.db.defeat_location) tstring = self.db.defeat_text if not tstring: tstring = "You feel your conciousness slip away ... you fall to the ground as " @@ -240,24 +240,24 @@ class Enemy(Mob): target.location = tloc[0] tloc[0].at_object_receive(target, self.location) elif not ostring: - ostring = "%s falls to the ground!" % target.key + ostring = "%s falls to the ground!" % target.key self.location.msg_contents(ostring, exclude=[target]) else: # no players found, this could mean they have fled. Switch to pursue mode. self.battle_mode = False self.roam_mode = False self.pursue_mode = True - + def pursue(self): """ In pursue mode, the enemy tries to find players in adjoining rooms, preferably - those that previously attacked it. + those that previously attacked it. """ last_attacker = self.db.last_attacker - players = [obj for obj in self.location.contents if utils.inherits_from(obj, BASE_CHARACTER_TYPECLASS) and not obj.is_superuser] + players = [obj for obj in self.location.contents if utils.inherits_from(obj, BASE_CHARACTER_TYPECLASS) and not obj.is_superuser] if players: # we found players in the room. Maybe we caught up with some, or some walked in on us - # before we had time to pursue them. Switch to battle mode. + # before we had time to pursue them. Switch to battle mode. self.battle_mode = True self.roam_mode = False self.pursue_mode = False @@ -266,43 +266,43 @@ class Enemy(Mob): destinations = [ex.destination for ex in self.location.exits if ex.access(self, "traverse")] # find all players in the possible destinations. OBS-we cannot just use the player's # current position to move the Enemy; this might have changed when the move is performed, - # causing the enemy to teleport out of bounds. + # causing the enemy to teleport out of bounds. players = {} for dest in destinations: for obj in [o for o in dest.contents if utils.inherits_from(o, BASE_CHARACTER_TYPECLASS)]: - players[obj] = dest + players[obj] = dest if players: # we found targets. Move to intercept. if last_attacker in players: # preferably the one that last attacked us self.move_to(players[last_attacker]) else: - # otherwise randomly. + # otherwise randomly. key = players.keys()[random.randint(0, len(players) - 1)] self.move_to(players[key]) else: - # we found no players nearby. Return to roam mode. + # we found no players nearby. Return to roam mode. self.battle_mode = False self.roam_mode = True self.pursue_mode = False - + def at_hit(self, weapon, attacker, damage): """ Called when this object is hit by an enemy's weapon Should return True if enemy is defeated, False otherwise. In the case of players attacking, we handle all the events - and information from here, so the return value is not used. + and information from here, so the return value is not used. """ - self.db.last_attacker = attacker + self.db.last_attacker = attacker if not self.db.battle_mode: # we were attacked, so switch to battle mode. self.db.roam_mode = False - self.db.pursue_mode = False - self.db.battle_mode = True + self.db.pursue_mode = False + self.db.battle_mode = True #self.scripts.add(AttackTimer) - + if not weapon.db.magic: # In the tutorial, the enemy is a ghostly apparition, so # only magical weapons can harm it. @@ -310,7 +310,7 @@ class Enemy(Mob): if not string: string = "Your weapon just passes through your enemy, causing no effect!" attacker.msg(string) - return + return else: # an actual hit health = float(self.db.health) @@ -319,10 +319,10 @@ class Enemy(Mob): if health <= 0: string = self.db.win_text if not string: - string = "After your last hit, %s folds in on itself, it seems to fade away into nothingness. " % self.key + string = "After your last hit, %s folds in on itself, it seems to fade away into nothingness. " % self.key string += "In a moment there is nothing left but the echoes of its screams. But you have a " string += "feeling it is only temporarily weakened. " - string += "You fear it's only a matter of time before it materializes somewhere again." + string += "You fear it's only a matter of time before it materializes somewhere again." attacker.msg(string) string = self.db.win_text_room if not string: @@ -331,28 +331,28 @@ class Enemy(Mob): string += "feeling it is only temporarily weakened. " string += "You fear it's only a matter of time before it materializes somewhere again." self.location.msg_contents(string, exclude=[attacker]) - - # put enemy in dead mode and hide it from view. IrregularEvent will bring it back later. + + # put enemy in dead mode and hide it from view. IrregularEvent will bring it back later. self.db.roam_mode = False - self.db.pursue_mode = False - self.db.battle_mode = False - self.db.dead_mode = True + self.db.pursue_mode = False + self.db.battle_mode = False + self.db.dead_mode = True self.db.dead_at = time.time() - self.location = None + self.location = None else: self.location.msg_contents("%s wails, shudders and writhes." % self.key) - return False + return False def reset(self): "If the mob was 'dead', respawn it to its home position and reset all modes and damage." if self.db.dead_mode: self.db.health = self.db.full_health self.db.roam_mode = True - self.db.pursue_mode = False - self.db.battle_mode = False - self.db.dead_mode = False - self.location = self.home + self.db.pursue_mode = False + self.db.battle_mode = False + self.db.dead_mode = False + self.location = self.home string = self.db.respawn_text - if not string: + if not string: string = "%s fades into existence from out of thin air. It's looking pissed." % self.key self.location.msg_contents(string) diff --git a/contrib/tutorial_world/objects.py b/contrib/tutorial_world/objects.py index be74480a37..6c48b6d6d0 100644 --- a/contrib/tutorial_world/objects.py +++ b/contrib/tutorial_world/objects.py @@ -1,32 +1,32 @@ """ TutorialWorld - basic objects - Griatch 2011 -This module holds all "dead" object definitions for -the tutorial world. Object-commands and -cmdsets +This module holds all "dead" object definitions for +the tutorial world. Object-commands and -cmdsets are also defined here, together with the object. -Objects: +Objects: TutorialObject -Readable +Readable Climbable -Obelisk -LightSource +Obelisk +LightSource CrumblingWall -Weapon +Weapon WeaponRack """ -import time, random +import time, random from ev import utils, create_object from ev import Object, Exit, Command, CmdSet, Script #------------------------------------------------------------ # -# TutorialObject +# TutorialObject # # The TutorialObject is the base class for all items # in the tutorial. They have an attribute "tutorial_info" @@ -35,7 +35,7 @@ from ev import Object, Exit, Command, CmdSet, Script # # TutorialObjects may also be "reset". What the reset means # is up to the object. It can be the resetting of the world -# itself, or the removal of an inventory item from a +# itself, or the removal of an inventory item from a # character's inventory when leaving the tutorial, for example. # #------------------------------------------------------------ @@ -51,7 +51,7 @@ class TutorialObject(Object): super(TutorialObject, self).at_object_creation() self.db.tutorial_info = "No tutorial info is available for this object." #self.db.last_reset = time.time() - + def reset(self): "Resets the object, whatever that may mean." self.location = self.home @@ -59,13 +59,13 @@ class TutorialObject(Object): #------------------------------------------------------------ # -# Readable - an object one can "read". +# Readable - an object one can "read". # #------------------------------------------------------------ class CmdRead(Command): """ - Usage: + Usage: read [obj] Read some text. @@ -82,8 +82,8 @@ class CmdRead(Command): else: obj = self.obj if not obj: - return - # we want an attribute read_text to be defined. + return + # we want an attribute read_text to be defined. readtext = obj.db.readable_text if readtext: string = "You read {C%s{n:\n %s" % (obj.key, readtext) @@ -100,7 +100,7 @@ class CmdSetReadable(CmdSet): class Readable(TutorialObject): """ This object defines some attributes and defines a read method on itself. - """ + """ def at_object_creation(self): "Called when object is created" super(Readable, self).at_object_creation() @@ -116,14 +116,14 @@ class Readable(TutorialObject): # # The climbable object works so that once climbed, it sets # a flag on the climber to show that it was climbed. A simple -# command 'climb' handles the actual climbing. +# command 'climb' handles the actual climbing. # #------------------------------------------------------------ class CmdClimb(Command): """ - Usage: - climb + Usage: + climb """ key = "climb" locks = "cmd:all()" @@ -140,7 +140,7 @@ class CmdClimb(Command): return if obj != self.obj: self.caller.msg("Try as you might, you cannot climb that.") - return + return ostring = self.obj.db.climb_text if not ostring: ostring = "You climb %s. Having looked around, you climb down again." % self.obj.name @@ -153,10 +153,10 @@ class CmdSetClimbable(CmdSet): "populate set" self.add(CmdClimb()) - + class Climbable(TutorialObject): "A climbable object." - + def at_object_creation(self): "Called at initial creation only" self.cmdset.add_default(CmdSetClimbable, permanent=True) @@ -165,14 +165,14 @@ class Climbable(TutorialObject): #------------------------------------------------------------ # -# Obelisk - a unique item +# Obelisk - a unique item # # The Obelisk is an object with a modified return_appearance -# method that causes it to look slightly different every -# time one looks at it. Since what you actually see -# is a part of a game puzzle, the act of looking also +# method that causes it to look slightly different every +# time one looks at it. Since what you actually see +# is a part of a game puzzle, the act of looking also # stores a key attribute on the looking object for later -# reference. +# reference. # #------------------------------------------------------------ @@ -181,36 +181,36 @@ OBELISK_DESCS = ["You can briefly make out the image of {ba woman with a blue bi "For the briefest moment you make out an engraving of {ba regal woman wearing a crown{n.", "You think you can see the outline of {ba flaming shield{n in the stone.", "The surface for a moment seems to portray {ba woman fighting a beast{n."] - + class Obelisk(TutorialObject): """ This object changes its description randomly. """ - + def at_object_creation(self): "Called when object is created." super(Obelisk, self).at_object_creation() self.db.tutorial_info = "This object changes its desc randomly, and makes sure to remember which one you saw." # make sure this can never be picked up self.locks.add("get:false()") - + def return_appearance(self, caller): - "Overload the default version of this hook." + "Overload the default version of this hook." clueindex = random.randint(0, len(OBELISK_DESCS)-1) # set this description string = "The surface of the obelisk seem to waver, shift and writhe under your gaze, with " string += "different scenes and structures appearing whenever you look at it. " self.db.desc = string + OBELISK_DESCS[clueindex] # remember that this was the clue we got. - caller.db.puzzle_clue = clueindex + caller.db.puzzle_clue = clueindex # call the parent function as normal (this will use db.desc we just set) return super(Obelisk, self).return_appearance(caller) #------------------------------------------------------------ # -# LightSource +# LightSource # -# This object that emits light and can be +# This object that emits light and can be # turned on or off. It must be carried to use and has only # a limited burn-time. # When burned out, it will remove itself from the carrying @@ -228,7 +228,7 @@ class StateLightSourceOn(Script): self.key = "lightsourceBurn" self.desc = "Keeps lightsources burning." self.start_delay = True # only fire after self.interval s. - self.repeats = 1 # only run once. + self.repeats = 1 # only run once. self.persistent = True # survive a server reboot. def at_start(self): @@ -237,15 +237,15 @@ class StateLightSourceOn(Script): self.db.script_started = time.time() def at_repeat(self): - # this is only called when torch has burnt out + # this is only called when torch has burnt out self.obj.db.burntime = -1 self.obj.reset() def at_stop(self): """ - Since the user may also turn off the light + Since the user may also turn off the light prematurely, this hook will store the current - burntime. + burntime. """ # calculate remaining burntime, if object is not # already deleted (because it burned out) @@ -264,7 +264,7 @@ class StateLightSourceOn(Script): class CmdLightSourceOn(Command): """ - Switches on the lightsource. + Switches on the lightsource. """ key = "on" aliases = ["switch on", "turn on", "light"] @@ -273,16 +273,16 @@ class CmdLightSourceOn(Command): def func(self): "Implements the command" - + if self.obj.db.is_active: self.caller.msg("%s is already burning." % self.obj.key) else: # set lightsource to active - self.obj.db.is_active = True + self.obj.db.is_active = True # activate the script to track burn-time. - self.obj.scripts.add(StateLightSourceOn) + self.obj.scripts.add(StateLightSourceOn) self.caller.msg("{gYou light {C%s.{n" % self.obj.key) - self.caller.location.msg_contents("%s lights %s!" % (self.caller, self.obj.key), exclude=[self.caller]) + self.caller.location.msg_contents("%s lights %s!" % (self.caller, self.obj.key), exclude=[self.caller]) # we run script validation on the room to make light/dark states tick. self.caller.location.scripts.validate() # look around @@ -313,7 +313,7 @@ class CmdLightSourceOff(Command): self.caller.location.scripts.validate() self.caller.execute_cmd("look") # we run script validation on the room to make light/dark states tick. - + class CmdSetLightSource(CmdSet): "CmdSet for the lightsource commands" @@ -322,69 +322,69 @@ class CmdSetLightSource(CmdSet): "called at cmdset creation" self.add(CmdLightSourceOn()) self.add(CmdLightSourceOff()) - + class LightSource(TutorialObject): """ This implements a light source object. - When burned out, lightsource will be moved to its home - which by default is the - location it was first created at. + When burned out, lightsource will be moved to its home - which by default is the + location it was first created at. """ def at_object_creation(self): "Called when object is first created." super(LightSource, self).at_object_creation() self.db.tutorial_info = "This object can be turned on off and has a timed script controlling it." - self.db.is_active = False + self.db.is_active = False self.db.burntime = 60*3 # 3 minutes self.db.desc = "A splinter of wood with remnants of resin on it, enough for burning." - # add commands + # add commands self.cmdset.add_default(CmdSetLightSource, permanent=True) def reset(self): """ - Can be called by tutorial world runner, or by the script when the lightsource + Can be called by tutorial world runner, or by the script when the lightsource has burned out. - """ + """ if self.db.burntime <= 0: - # light burned out. Since the lightsources's "location" should be + # light burned out. Since the lightsources's "location" should be # a character, notify them this way. try: loc = self.location.location except AttributeError: loc = self.location loc.msg_contents("{c%s{n {Rburns out.{n" % self.key) - self.db.is_active = False + self.db.is_active = False try: - # validate in holders current room, if possible - self.location.location.scripts.validate() + # validate in holders current room, if possible + self.location.location.scripts.validate() except AttributeError: - # maybe it was dropped, try validating at current location. + # maybe it was dropped, try validating at current location. try: self.location.scripts.validate() except AttributeError,e: - pass + pass self.delete() #------------------------------------------------------------ -# +# # Crumbling wall - unique exit # -# This implements a simple puzzle exit that needs to be +# This implements a simple puzzle exit that needs to be # accessed with commands before one can get to traverse it. # -# The puzzle is currently simply to move roots (that have -# presumably covered the wall) aside until a button for a -# secret door is revealed. The original position of the -# roots blocks the button, so they have to be moved to a certain -# position - when they have, the "press button" command -# is made available and the Exit is made traversable. +# The puzzle is currently simply to move roots (that have +# presumably covered the wall) aside until a button for a +# secret door is revealed. The original position of the +# roots blocks the button, so they have to be moved to a certain +# position - when they have, the "press button" command +# is made available and the Exit is made traversable. # #------------------------------------------------------------ # There are four roots - two horizontal and two vertically # running roots. Each can have three positions: top/middle/bottom -# and left/middle/right respectively. There can be any number of -# roots hanging through the middle position, but only one each +# and left/middle/right respectively. There can be any number of +# roots hanging through the middle position, but only one each # along the sides. The goal is to make the center position clear. # (yes, it's really as simple as it sounds, just move the roots # to each side to "win". This is just a tutorial, remember?) @@ -396,35 +396,35 @@ class CmdShiftRoot(Command): shift blue root left/right shift red root left/right shift yellow root up/down - shift green root up/down + shift green root up/down - """ - key = "shift" + """ + key = "shift" aliases = ["move"] # the locattr() lock looks for the attribute is_dark on the current room. locks = "cmd:not locattr(is_dark)" help_category = "TutorialWorld" - def parse(self): + def parse(self): "custom parser; split input by spaces" self.arglist = self.args.strip().split() def func(self): """ - Implement the command. + Implement the command. blue/red - vertical roots yellow/green - horizontal roots """ - + if not self.arglist: self.caller.msg("What do you want to move, and in what direction?") - return + return if "root" in self.arglist: self.arglist.remove("root") # we accept arguments on the form if not len(self.arglist) > 1: self.caller.msg("You must define which colour of root you want to move, and in which direction.") - return + return color = self.arglist[0].lower() direction = self.arglist[1].lower() # get current root positions dict @@ -432,7 +432,7 @@ class CmdShiftRoot(Command): if not color in root_pos: self.caller.msg("No such root to move.") - return + return # first, vertical roots (red/blue) - can be moved left/right if color == "red": @@ -496,11 +496,11 @@ class CmdShiftRoot(Command): self.caller.msg("The root with yellow flowers gets in the way and is pushed upwards.") else: self.caller.msg("You cannot move the root in that direction.") - # store new position + # store new position self.obj.db.root_pos = root_pos # check victory condition if root_pos.values().count(0) == 0: # no roots in middle position - self.caller.db.crumbling_wall_found_button = True + self.caller.db.crumbling_wall_found_button = True self.caller.msg("Holding aside the root you think you notice something behind it ...") class CmdPressButton(Command): @@ -511,19 +511,19 @@ class CmdPressButton(Command): aliases = ["press button", "button", "push", "push button"] locks = "cmd:attr(crumbling_wall_found_button) and not locattr(is_dark)" # only accessible if the button was found and there is light. help_category = "TutorialWorld" - + def func(self): "Implements the command" if self.caller.db.crumbling_wall_found_exit: # we already pushed the button self.caller.msg("The button folded away when the secret passage opened. You cannot push it again.") - return - - # pushing the button + return + + # pushing the button string = "You move your fingers over the suspicious depression, then gives it a " string += "decisive push. First nothing happens, then there is a rumble and a hidden " - string += "{wpassage{n opens, dust and pebbles rumbling as part of the wall moves aside." + string += "{wpassage{n opens, dust and pebbles rumbling as part of the wall moves aside." # we are done - this will make the exit traversable! self.caller.db.crumbling_wall_found_exit = True @@ -531,7 +531,7 @@ class CmdPressButton(Command): eloc = self.caller.search(self.obj.db.destination, global_search=True) if not eloc: self.caller.msg("The exit leads nowhere, there's just more stone behind it ...") - return + return self.obj.destination = eloc self.caller.msg(string) @@ -539,22 +539,22 @@ class CmdSetCrumblingWall(CmdSet): "Group the commands for crumblingWall" key = "crumblingwall_cmdset" def at_cmdset_creation(self): - "called when object is first created." + "called when object is first created." self.add(CmdShiftRoot()) self.add(CmdPressButton()) - + class CrumblingWall(TutorialObject, Exit): """ The CrumblingWall can be examined in various ways, but only if a lit light source is in the room. The traversal - itself is blocked by a traverse: lock on the exit that only + itself is blocked by a traverse: lock on the exit that only allows passage if a certain attribute is set on the trying player. Important attribute destination - this property must be set to make this a valid exit - whenever the button is pushed (this hides it as an exit - until it actually is) + whenever the button is pushed (this hides it as an exit + until it actually is) """ def at_object_creation(self): "called when the object is first created." @@ -567,17 +567,17 @@ class CrumblingWall(TutorialObject, Exit): self.locks.add("cmd:not locattr(is_dark)") self.db.tutorial_info = "This is an Exit with a conditional traverse-lock. Try to shift the roots around." - # the lock is important for this exit; we only allow passage if we "found exit". + # the lock is important for this exit; we only allow passage if we "found exit". self.locks.add("traverse:attr(crumbling_wall_found_exit)") # set cmdset self.cmdset.add(CmdSetCrumblingWall, permanent=True) # starting root positions. H1/H2 are the horizontally hanging roots, V1/V2 the # vertically hanging ones. Each can have three positions: (-1, 0, 1) where - # 0 means the middle position. yellow/green are horizontal roots and red/blue vertical. - # all may have value 0, but never any other identical value. + # 0 means the middle position. yellow/green are horizontal roots and red/blue vertical. + # all may have value 0, but never any other identical value. self.db.root_pos = {"yellow":0, "green":0, "red":0, "blue":0} - + def _translate_position(self, root, ipos): "Translates the position into words" rootnames = {"red": "The {rreddish{n vertical-hanging root ", @@ -595,10 +595,10 @@ class CrumblingWall(TutorialObject, Exit): string = rootnames[root] + hpos[ipos] else: string = rootnames[root] + vpos[ipos] - return string + return string def return_appearance(self, caller): - "This is called when someone looks at the wall. We need to echo the current root positions." + "This is called when someone looks at the wall. We need to echo the current root positions." if caller.db.crumbling_wall_found_button: string = "Having moved all the roots aside, you find that the center of the wall, " string += "previously hidden by the vegetation, hid a curious square depression. It was maybe once " @@ -609,11 +609,11 @@ class CrumblingWall(TutorialObject, Exit): string += "The roots (or whatever they are - some of them are covered in small non-descript flowers) " string += "crisscross the wall, making it hard to clearly see its stony surface.\n" for key, pos in self.db.root_pos.items(): - string += "\n" + self._translate_position(key, pos) - self.db.desc = string + string += "\n" + self._translate_position(key, pos) + self.db.desc = string # call the parent to continue execution (will use desc we just set) return super(CrumblingWall, self).return_appearance(caller) - + def at_after_traverse(self, traverser, source_location): "This is called after we traversed this exit. Cleans up and resets the puzzle." del traverser.db.crumbling_wall_found_button @@ -621,7 +621,7 @@ class CrumblingWall(TutorialObject, Exit): self.reset() def at_failed_traverse(self, traverser): - "This is called if the player fails to pass the Exit." + "This is called if the player fails to pass the Exit." traverser.msg("No matter how you try, you cannot force yourself through %s." % self.key) def reset(self): @@ -629,9 +629,9 @@ class CrumblingWall(TutorialObject, Exit): self.location.msg_contents("The secret door closes abruptly, roots falling back into place.") for obj in self.location.contents: # clear eventual puzzle-solved attribues on everyone that didn't get out in time. They - # have to try again. + # have to try again. del obj.db.crumbling_wall_found_exit - + # Reset the roots with some random starting positions for the roots: start_pos = [{"yellow":1, "green":0, "red":0, "blue":0}, {"yellow":0, "green":0, "red":0, "blue":0}, @@ -639,31 +639,31 @@ class CrumblingWall(TutorialObject, Exit): {"yellow":1, "green":0, "red":0, "blue":0}, {"yellow":0, "green":0, "red":0, "blue":1}] self.db.root_pos = start_pos[random.randint(0, 4)] - self.destination = None + self.destination = None #------------------------------------------------------------ # # Weapon - object type # # A weapon is necessary in order to fight in the tutorial -# world. A weapon (which here is assumed to be a bladed +# world. A weapon (which here is assumed to be a bladed # melee weapon for close combat) has three commands, # stab, slash and defend. Weapons also have a property "magic" # to determine if they are usable against certain enemies. # # Since Characters don't have special skills in the tutorial, # we let the weapon itself determine how easy/hard it is -# to hit with it, and how much damage it can do. -# +# to hit with it, and how much damage it can do. +# #------------------------------------------------------------ class CmdAttack(Command): """ - Attack the enemy. Commands: + Attack the enemy. Commands: - stab - slash - parry + stab + slash + parry stab - (thrust) makes a lot of damage but is harder to hit with. slash - is easier to land, but does not make as much damage. @@ -672,7 +672,7 @@ class CmdAttack(Command): """ # this is an example of implementing many commands as a single command class, - # using the given command alias to separate between them. + # using the given command alias to separate between them. key = "attack" aliases = ["hit","kill", "fight", "thrust", "pierce", "stab", "slash", "chop", "parry", "defend"] @@ -683,50 +683,50 @@ class CmdAttack(Command): "Implements the stab" cmdstring = self.cmdstring - - + + if cmdstring in ("attack", "fight"): string = "How do you want to fight? Choose one of 'stab', 'slash' or 'defend'." self.caller.msg(string) - return + return - # parry mode - if cmdstring in ("parry", "defend"): + # parry mode + if cmdstring in ("parry", "defend"): string = "You raise your weapon in a defensive pose, ready to block the next enemy attack." self.caller.msg(string) - self.caller.db.combat_parry_mode = True + self.caller.db.combat_parry_mode = True self.caller.location.msg_contents("%s takes a defensive stance" % self.caller, exclude=[self.caller]) - return + return if not self.args: self.caller.msg("Who do you attack?") - return + return target = self.caller.search(self.args.strip()) if not target: - return - + return + string = "" tstring = "" ostring = "" - if cmdstring in ("thrust", "pierce", "stab"): + if cmdstring in ("thrust", "pierce", "stab"): hit = float(self.obj.db.hit) * 0.7 # modified due to stab damage = self.obj.db.damage * 2 # modified due to stab string = "You stab with %s. " % self.obj.key tstring = "%s stabs at you with %s. " % (self.caller.key, self.obj.key) ostring = "%s stabs at %s with %s. " % (self.caller.key, target.key, self.obj.key) - self.caller.db.combat_parry_mode = False + self.caller.db.combat_parry_mode = False elif cmdstring in ("slash", "chop"): hit = float(self.obj.db.hit) # un modified due to slash - damage = self.obj.db.damage # un modified due to slash + damage = self.obj.db.damage # un modified due to slash string = "You slash with %s. " % self.obj.key tstring = "%s slash at you with %s. " % (self.caller.key, self.obj.key) ostring = "%s slash at %s with %s. " % (self.caller.key, target.key, self.obj.key) - self.caller.db.combat_parry_mode = False + self.caller.db.combat_parry_mode = False else: self.caller.msg("You fumble with your weapon, unable to choose an appropriate action...") self.caller.location.msg_contents("%s fumbles with their weapon." % self.obj.key) self.caller.db.combat_parry_mode = False - return + return if target.db.combat_parry_mode: # target is defensive; even harder to hit! @@ -737,17 +737,17 @@ class CmdAttack(Command): self.caller.msg(string + "{gIt's a hit!{n") target.msg(tstring + "{rIt's a hit!{n") self.caller.location.msg_contents(ostring + "It's a hit!", exclude=[target,self.caller]) - + # call enemy hook if hasattr(target, "at_hit"): # should return True if target is defeated, False otherwise. return target.at_hit(self.obj, self.caller, damage) elif target.db.health: - target.db.health -= damage + target.db.health -= damage else: # sorry, impossible to fight this enemy ... self.caller.msg("The enemy seems unaffacted.") - return False + return False else: self.caller.msg(string + "{rYou miss.{n") target.msg(tstring + "{gThey miss you.{n") @@ -775,9 +775,9 @@ class Weapon(TutorialObject): self.db.hit = 0.4 # hit chance self.db.parry = 0.8 # parry chance self.damage = 8.0 - self.magic = False + self.magic = False self.cmdset.add_default(CmdSetWeapon, permanent=True) - + def reset(self): "When reset, the weapon is simply deleted, unless it has a place to return to." if self.location.has_player and self.home == self.location: @@ -787,8 +787,8 @@ class Weapon(TutorialObject): self.location = self.home #------------------------------------------------------------ -# -# Weapon rack - spawns weapons +# +# Weapon rack - spawns weapons # #------------------------------------------------------------ @@ -809,7 +809,7 @@ class CmdGetWeapon(Command): rack_id = self.obj.db.rack_id if eval("self.caller.db.%s" % rack_id): - # we don't allow to take more than one weapon from rack. + # we don't allow to take more than one weapon from rack. self.caller.msg("%s has no more to offer." % self.obj.name) else: dmg, name, aliases, desc, magic = self.obj.randomize_type() @@ -834,8 +834,8 @@ class CmdSetWeaponRack(CmdSet): key = "weaponrack_cmdset" mergemode = "Replace" def at_cmdset_creation(self): - self.add(CmdGetWeapon()) - + self.add(CmdGetWeapon()) + class WeaponRack(TutorialObject): """ This will spawn a new weapon for the player unless the player already has one from this rack. @@ -852,7 +852,7 @@ class WeaponRack(TutorialObject): self.rack_id = "weaponrack_1" self.db.min_dmg = 1.0 self.db.max_dmg = 4.0 - self.db.magic = False + self.db.magic = False def randomize_type(self): """ @@ -867,26 +867,26 @@ class WeaponRack(TutorialObject): name = "Knife" desc = "A rusty kitchen knife. Better than nothing." elif dmg < 2.0: - name = "Rusty dagger" + name = "Rusty dagger" desc = "A double-edged dagger with nicked edge. It has a wooden handle." elif dmg < 3.0: - name = "Sword" + name = "Sword" desc = "A rusty shortsword. It has leather wrapped around the handle." - elif dmg < 4.0: - name = "Club" + elif dmg < 4.0: + name = "Club" desc = "A heavy wooden club with some rusty spikes in it." elif dmg < 5.0: - name = "Ornate Longsword" + name = "Ornate Longsword" aliases.extend(["longsword","ornate"]) desc = "A fine longsword." elif dmg < 6.0: - name = "Runeaxe" + name = "Runeaxe" aliases.extend(["rune","axe"]) desc = "A single-bladed axe, heavy but yet easy to use." elif dmg < 7.0: name = "Broadsword named Thruning" aliases.extend(["thruning","broadsword"]) - desc = "This heavy bladed weapon is marked with the name 'Thruning'. It is very powerful in skilled hands." + desc = "This heavy bladed weapon is marked with the name 'Thruning'. It is very powerful in skilled hands." elif dmg < 8.0: name = "Silver Warhammer" aliases.append("warhammer") @@ -901,8 +901,8 @@ class WeaponRack(TutorialObject): desc = "This massive sword is large as you are tall. Its metal shine with a bluish glow." else: name = "The Hawkblade" - aliases.append("hawkblade") + aliases.append("hawkblade") desc = "White surges of magical power runs up and down this runic blade. The hawks depicted on its hilt almost seems to have a life of their own." if dmg < 9 and magic: - desc += "\nThe metal seems to glow faintly, as if imbued with more power than what is immediately apparent." + desc += "\nThe metal seems to glow faintly, as if imbued with more power than what is immediately apparent." return dmg, name, aliases, desc, magic diff --git a/contrib/tutorial_world/rooms.py b/contrib/tutorial_world/rooms.py index a455f4a13d..a66a39886e 100644 --- a/contrib/tutorial_world/rooms.py +++ b/contrib/tutorial_world/rooms.py @@ -1,5 +1,5 @@ """ - + Room Typeclasses for the TutorialWorld. """ @@ -12,11 +12,11 @@ from contrib.tutorial_world.objects import LightSource, TutorialObject #------------------------------------------------------------ # -# Tutorial room - parent room class -# -# This room is the parent of all rooms in the tutorial. +# Tutorial room - parent room class +# +# This room is the parent of all rooms in the tutorial. # It defines a tutorial command on itself (available to -# all who is in a tutorial room). +# all who is in a tutorial room). # #------------------------------------------------------------ @@ -39,9 +39,9 @@ class CmdTutorial(Command): def func(self): """ All we do is to scan the current location for an attribute - called `tutorial_info` and display that. + called `tutorial_info` and display that. """ - + caller = self.caller if not self.args: @@ -49,11 +49,11 @@ class CmdTutorial(Command): else: target = caller.search(self.args.strip()) if not target: - return + return helptext = target.db.tutorial_info - if helptext: + if helptext: caller.msg("{G%s{n" % helptext) - else: + else: caller.msg("{RSorry, there is no tutorial help available here.{n") class TutorialRoomCmdSet(CmdSet): @@ -65,7 +65,7 @@ class TutorialRoomCmdSet(CmdSet): class TutorialRoom(Room): """ - This is the base room type for all rooms in the tutorial world. + This is the base room type for all rooms in the tutorial world. It defines a cmdset on itself for reading tutorial info about the location. """ def at_object_creation(self): @@ -82,14 +82,14 @@ class TutorialRoom(Room): #------------------------------------------------------------ # # Weather room - scripted room -# -# The weather room is called by a script at +# +# The weather room is called by a script at # irregular intervals. The script is generally useful # and so is split out into tutorialworld.scripts. # #------------------------------------------------------------ - + class WeatherRoom(TutorialRoom): """ This should probably better be called a rainy room... @@ -99,7 +99,7 @@ class WeatherRoom(TutorialRoom): inherit from this. """ - def at_object_creation(self): + def at_object_creation(self): "Called when object is first created." super(WeatherRoom, self).at_object_creation() @@ -133,7 +133,7 @@ class WeatherRoom(TutorialRoom): # # Dark Room - a scripted room # -# This room limits the movemenets of its denizens unless they carry a and active +# This room limits the movemenets of its denizens unless they carry a and active # LightSource object (LightSource is defined in tutorialworld.objects.LightSource) # #----------------------------------------------------------------------------------- @@ -141,7 +141,7 @@ class WeatherRoom(TutorialRoom): class CmdLookDark(Command): """ Look around in darkness - + Usage: look @@ -155,7 +155,7 @@ class CmdLookDark(Command): def func(self): "Implement the command." caller = self.caller - # we don't have light, grasp around blindly. + # we don't have light, grasp around blindly. messages = ("It's pitch black. You fumble around but cannot find anything.", "You don't see a thing. You feel around, managing to bump your fingers hard against something. Ouch!", "You don't see a thing! Blindly grasping the air around you, you find nothing.", @@ -163,25 +163,25 @@ class CmdLookDark(Command): "You are completely blind. For a moment you think you hear someone breathing nearby ... \n ... surely you must be mistaken.", "Blind, you think you find some sort of object on the ground, but it turns out to be just a stone.", "Blind, you bump into a wall. The wall seems to be covered with some sort of vegetation, but its too damp to burn.", - "You can't see anything, but the air is damp. It feels like you are far underground.") + "You can't see anything, but the air is damp. It feels like you are far underground.") irand = random.randint(0, 10) if irand < len(messages): caller.msg(messages[irand]) else: - # check so we don't already carry a lightsource. + # check so we don't already carry a lightsource. carried_lights = [obj for obj in caller.contents if utils.inherits_from(obj, LightSource)] if carried_lights: string = "You don't want to stumble around in blindness anymore. You already found what you need. Let's get light already!" caller.msg(string) - return - #if we are lucky, we find the light source. + return + #if we are lucky, we find the light source. lightsources = [obj for obj in self.obj.contents if utils.inherits_from(obj, LightSource)] if lightsources: lightsource = lightsources[0] else: # create the light source from scratch. - lightsource = create_object(LightSource, key="torch") - lightsource.location = caller + lightsource = create_object(LightSource, key="torch") + lightsource.location = caller string = "Your fingers bump against a piece of wood in a corner. Smelling it you sense the faint smell of tar. A {c%s{n!" string += "\nYou pick it up, holding it firmly. Now you just need to {wlight{n it using the flint and steel you carry with you." caller.msg(string % lightsource.key) @@ -199,7 +199,7 @@ class CmdDarkHelp(Command): string += " You cannot give up even if you don't find anything right away." self.caller.msg(string) -# the nomatch system command will give a suitable error when we cannot find the normal commands. +# the nomatch system command will give a suitable error when we cannot find the normal commands. from src.commands.default.syscommands import CMD_NOMATCH from src.commands.default.general import CmdSay class CmdDarkNoMatch(Command): @@ -222,37 +222,37 @@ class DarkCmdSet(CmdSet): self.add(CmdDarkNoMatch()) self.add(CmdSay) # -# Darkness room two-state system +# Darkness room two-state system # class DarkState(Script): """ - The darkness state is a script that keeps tabs on when - a player in the room carries an active light source. It places + The darkness state is a script that keeps tabs on when + a player in the room carries an active light source. It places a new, very restrictive cmdset (DarkCmdSet) on all the players - in the room whenever there is no light in it. Upon turning on - a light, the state switches off and moves to LightState. + in the room whenever there is no light in it. Upon turning on + a light, the state switches off and moves to LightState. """ def at_script_creation(self): "This setups the script" self.key = "tutorial_darkness_state" self.desc = "A dark room" - self.persistent = True - def at_start(self): + self.persistent = True + def at_start(self): "called when the script is first starting up." for char in [char for char in self.obj.contents if char.has_player]: if char.is_superuser: char.msg("You are Superuser, so you are not affected by the dark state.") - else: + else: char.cmdset.add(DarkCmdSet) char.msg("The room is pitch dark! You are likely to be eaten by a Grue.") def is_valid(self): - "is valid only as long as noone in the room has lit the lantern." + "is valid only as long as noone in the room has lit the lantern." return not self.obj.is_lit() def at_stop(self): "Someone turned on a light. This state dies. Switch to LightState." - for char in [char for char in self.obj.contents if char.has_player]: - char.cmdset.delete(DarkCmdSet) + for char in [char for char in self.obj.contents if char.has_player]: + char.cmdset.delete(DarkCmdSet) self.obj.db.is_dark = False self.obj.scripts.add(LightState) @@ -264,29 +264,29 @@ class LightState(Script): "Called when script is first created." self.key = "tutorial_light_state" self.desc = "A room lit up" - self.persistent = True + self.persistent = True def is_valid(self): - "This state is only valid as long as there is an active light source in the room." + "This state is only valid as long as there is an active light source in the room." return self.obj.is_lit() def at_stop(self): - "Light disappears. This state dies. Return to DarknessState." + "Light disappears. This state dies. Return to DarknessState." self.obj.db.is_dark = True self.obj.scripts.add(DarkState) - + class DarkRoom(TutorialRoom): """ A dark room. This tries to start the DarkState script on all - objects entering. The script is responsible for making sure it is + objects entering. The script is responsible for making sure it is valid (that is, that there is no light source shining in the room). """ def is_lit(self): """ Helper method to check if the room is lit up. It checks all - characters in room to see if they carry an active object of - type LightSource. - """ - return any([any([True for obj in char.contents - if utils.inherits_from(obj, LightSource) and obj.is_active]) + characters in room to see if they carry an active object of + type LightSource. + """ + return any([any([True for obj in char.contents + if utils.inherits_from(obj, LightSource) and obj.is_active]) for char in self.contents if char.has_player]) def at_object_creation(self): @@ -309,34 +309,34 @@ class DarkRoom(TutorialRoom): health = character.db.health_max if not health: health = 20 - character.db.health = health + character.db.health = health self.scripts.validate() def at_object_leave(self, character, target_location): "In case people leave with the light, we make sure to update the states accordingly." character.cmdset.delete(DarkCmdSet) # in case we are teleported away self.scripts.validate() - + #------------------------------------------------------------ # -# Teleport room - puzzle room +# Teleport room - puzzle room # -# This is a sort of puzzle room that requires a certain -# attribute on the entering character to be the same as -# an attribute of the room. If not, the character will -# be teleported away to a target location. This is used +# This is a sort of puzzle room that requires a certain +# attribute on the entering character to be the same as +# an attribute of the room. If not, the character will +# be teleported away to a target location. This is used # by the Obelisk - grave chamber puzzle, where one must # have looked at the obelisk to get an attribute set on -# oneself, and then pick the grave chamber with the +# oneself, and then pick the grave chamber with the # matching imagery for this attribute. # #------------------------------------------------------------ class TeleportRoom(TutorialRoom): """ - Teleporter - puzzle room. + Teleporter - puzzle room. - Important attributes (set at creation): + Important attributes (set at creation): puzzle_key - which attr to look for on character puzzle_value - what char.db.puzzle_key must be set to teleport_to - where to teleport to in case of failure to match @@ -347,7 +347,7 @@ class TeleportRoom(TutorialRoom): super(TeleportRoom, self).at_object_creation() # what character.db.puzzle_clue must be set to, to avoid teleportation. self.db.puzzle_value = 1 - # the target of the success teleportation. Can be a dbref or a unique room name. + # the target of the success teleportation. Can be a dbref or a unique room name. self.db.success_teleport_to = "treasure room" # the target of the failure teleportation. self.db.failure_teleport_to = "dark cell" @@ -355,33 +355,33 @@ class TeleportRoom(TutorialRoom): def at_object_receive(self, character, source_location): "This hook is called by the engine whenever the player is moved into this room." if not character.has_player: - # only act on player characters. + # only act on player characters. return #print character.db.puzzle_clue, self.db.puzzle_value if character.db.puzzle_clue != self.db.puzzle_value: - # we didn't pass the puzzle. See if we can teleport. - teleport_to = self.db.failure_teleport_to # this is a room name + # we didn't pass the puzzle. See if we can teleport. + teleport_to = self.db.failure_teleport_to # this is a room name else: # passed the puzzle - teleport_to = self.db.success_teleport_to # this is a room name + teleport_to = self.db.success_teleport_to # this is a room name - results = search_object(teleport_to, global_search=True) + results = search_object(teleport_to) if not results or len(results) > 1: - # we cannot move anywhere since no valid target was found. + # we cannot move anywhere since no valid target was found. print "no valid teleport target for %s was found." % teleport_to - return + return if character.player.is_superuser: - # superusers don't get teleported + # superusers don't get teleported character.msg("Superuser block: You would have been teleported to %s." % results[0]) - return + return # teleport character.execute_cmd("look") - character.location = results[0] # stealth move + character.location = results[0] # stealth move character.location.at_object_receive(character, self) #------------------------------------------------------------ # -# Bridge - unique room +# Bridge - unique room # # Defines a special west-eastward "bridge"-room, a large room it takes # several steps to cross. It is complete with custom commands and a @@ -389,10 +389,10 @@ class TeleportRoom(TutorialRoom): # instead the exiting are handled by custom commands set on the player # upon first entering the room. # -# Since one can enter the bridge room from both ends, it is +# Since one can enter the bridge room from both ends, it is # divided into five steps: # westroom <- 0 1 2 3 4 -> eastroom -# +# #------------------------------------------------------------ @@ -404,25 +404,25 @@ class CmdEast(Command): aliases = ["e"] locks = "cmd:all()" help_category = "TutorialWorld" - + def func(self): "move forward" caller = self.caller - + bridge_step = min(5, caller.db.tutorial_bridge_position + 1) if bridge_step > 4: - # we have reached the far east end of the bridge. Move to the east room. + # we have reached the far east end of the bridge. Move to the east room. eexit = search_object(self.obj.db.east_exit) if eexit: caller.move_to(eexit[0]) else: caller.msg("No east exit was found for this room. Contact an admin.") - return + return caller.db.tutorial_bridge_position = bridge_step caller.location.msg_contents("%s steps eastwards across the bridge." % caller.name, exclude=caller) caller.execute_cmd("look") - + # go back across the bridge class CmdWest(Command): """ @@ -432,11 +432,11 @@ class CmdWest(Command): aliases = ["w"] locks = "cmd:all()" help_category = "TutorialWorld" - + def func(self): "move forward" caller = self.caller - + bridge_step = max(-1, caller.db.tutorial_bridge_position - 1) if bridge_step < 0: @@ -446,14 +446,14 @@ class CmdWest(Command): caller.move_to(wexit[0]) else: caller.msg("No west exit was found for this room. Contact an admin.") - return + return caller.db.tutorial_bridge_position = bridge_step caller.location.msg_contents("%s steps westwartswards across the bridge." % caller.name, exclude=caller) caller.execute_cmd("look") class CmdLookBridge(Command): """ - looks around at the bridge. + looks around at the bridge. """ key = 'look' aliases = ["l"] @@ -463,14 +463,14 @@ class CmdLookBridge(Command): def func(self): "Looking around, including a chance to fall." bridge_position = self.caller.db.tutorial_bridge_position - - + + messages =("You are standing {wvery close to the the bridge's western foundation{n. If you go west you will be back on solid ground ...", "The bridge slopes precariously where it extends eastwards towards the lowest point - the center point of the hang bridge.", "You are {whalfways{n out on the unstable bridge.", "The bridge slopes precariously where it extends westwards towards the lowest point - the center point of the hang bridge.", "You are standing {wvery close to the bridge's eastern foundation{n. If you go east you will be back on solid ground ...") - moods = ("The bridge sways in the wind.", "The hanging bridge creaks dangerously.", + moods = ("The bridge sways in the wind.", "The hanging bridge creaks dangerously.", "You clasp the ropes firmly as the bridge sways and creaks under you.", "From the castle you hear a distant howling sound, like that of a large dog or other beast.", "The bridge creaks under your feet. Those planks does not seem very sturdy.", @@ -481,27 +481,27 @@ class CmdLookBridge(Command): "The section of rope you hold onto crumble in your hands, parts of it breaking apart. You sway trying to regain balance.") message = "{c%s{n\n" % self.obj.key + messages[bridge_position] + "\n" + moods[random.randint(0, len(moods) - 1)] chars = [obj for obj in self.obj.contents if obj != self.caller and obj.has_player] - if chars: + if chars: message += "\n You see: %s" % ", ".join("{c%s{n" % char.key for char in chars) self.caller.msg(message) - - # there is a chance that we fall if we are on the western or central part of the bridge. + + # there is a chance that we fall if we are on the western or central part of the bridge. if bridge_position < 3 and random.random() < 0.05 and not self.caller.is_superuser: - # we fall on 5% of the times. + # we fall on 5% of the times. fexit = search_object(self.obj.db.fall_exit) - if fexit: + if fexit: string = "\n Suddenly the plank you stand on gives way under your feet! You fall!" string += "\n You try to grab hold of an adjoining plank, but all you manage to do is to " string += "divert your fall westwards, towards the cliff face. This is going to hurt ... " - string += "\n ... The world goes dark ...\n" - # note that we move silently so as to not call look hooks (this is a little trick to leave + string += "\n ... The world goes dark ...\n" + # note that we move silently so as to not call look hooks (this is a little trick to leave # the player with the "world goes dark ..." message, giving them ample time to read it. They - # have to manually call look to find out their new location). Thus we also call the - # at_object_leave hook manually (otherwise this is done by move_to()). + # have to manually call look to find out their new location). Thus we also call the + # at_object_leave hook manually (otherwise this is done by move_to()). self.caller.msg("{r%s{n" % string) self.obj.at_object_leave(self.caller, fexit) - self.caller.location = fexit[0] # stealth move, without any other hook calls. + self.caller.location = fexit[0] # stealth move, without any other hook calls. self.obj.msg_contents("A plank gives way under %s's feet and they fall from the bridge!" % self.caller.key) # custom help command @@ -522,7 +522,7 @@ class CmdBridgeHelp(Command): self.caller.msg(string) class BridgeCmdSet(CmdSet): - "This groups the bridge commands. We will store it on the room." + "This groups the bridge commands. We will store it on the room." key = "Bridge commands" priority = 1 # this gives it precedence over the normal look/help commands. def at_cmdset_creation(self): @@ -531,14 +531,14 @@ class BridgeCmdSet(CmdSet): self.add(CmdWest()) self.add(CmdLookBridge()) self.add(CmdBridgeHelp()) - + class BridgeRoom(TutorialRoom): """ - The bridge room implements an unsafe bridge. It also enters the player into a + The bridge room implements an unsafe bridge. It also enters the player into a state where they get new commands so as to try to cross the bridge. - We want this to result in the player getting a special set of - commands related to crossing the bridge. The result is that it will take several + We want this to result in the player getting a special set of + commands related to crossing the bridge. The result is that it will take several steps to cross it, despite it being represented by only a single room. We divide the bridge into steps: @@ -547,7 +547,7 @@ class BridgeRoom(TutorialRoom): 0 1 2 3 4 The position is handled by a variable stored on the player when entering and giving - special move commands will increase/decrease the counter until the bridge is crossed. + special move commands will increase/decrease the counter until the bridge is crossed. """ def at_object_creation(self): @@ -557,7 +557,7 @@ class BridgeRoom(TutorialRoom): # at irregular intervals, this will call self.update_irregular() self.scripts.add(tut_scripts.IrregularEvent) # this identifies the exits from the room (should be the command - # needed to leave through that exit). These are defaults, but you + # needed to leave through that exit). These are defaults, but you # could of course also change them after the room has been created. self.db.west_exit = "cliff" self.db.east_exit = "gate" @@ -583,12 +583,12 @@ class BridgeRoom(TutorialRoom): "Some sort of large bird sweeps by overhead, giving off an eery screech. Soon it has disappeared in the gloom.", "The bridge sways from side to side in the wind.") self.msg_contents("{w%s{n" % strings[random.randint(0, 7)]) - + def at_object_receive(self, character, source_location): """ This hook is called by the engine whenever the player is moved into this room. - """ + """ if character.has_player: # we only run this if the entered object is indeed a player object. # check so our east/west exits are correctly defined. @@ -598,8 +598,8 @@ class BridgeRoom(TutorialRoom): if not wexit or not eexit or not fexit: character.msg("The bridge's exits are not properly configured. Contact an admin. Forcing west-end placement.") character.db.tutorial_bridge_position = 0 - return - if source_location == eexit[0]: + return + if source_location == eexit[0]: character.db.tutorial_bridge_position = 4 else: character.db.tutorial_bridge_position = 0 @@ -618,13 +618,13 @@ class BridgeRoom(TutorialRoom): # Intro Room - unique room # # This room marks the start of the tutorial. It sets up properties on the player char -# that is needed for the tutorial. +# that is needed for the tutorial. # #------------------------------------------------------------ class IntroRoom(TutorialRoom): """ - Intro room + Intro room properties to customize: char_health - integer > 0 (default 20) @@ -634,15 +634,15 @@ class IntroRoom(TutorialRoom): """ Assign properties on characters """ - - # setup + + # setup health = self.db.char_health if not health: health = 20 if character.has_player: - character.db.health = health - character.db.health_max = health + character.db.health = health + character.db.health_max = health if character.is_superuser: string = "-"*78 @@ -655,7 +655,7 @@ class IntroRoom(TutorialRoom): #------------------------------------------------------------ # # Outro room - unique room -# +# # Cleans up the character from all tutorial-related properties. # #------------------------------------------------------------ @@ -664,16 +664,16 @@ class OutroRoom(TutorialRoom): """ Outro room. """ - + def at_object_receive(self, character, source_location): """ Do cleanup. - """ + """ if character.has_player: - del character.db.health + del character.db.health del character.db.has_climbed del character.db.puzzle_clue - del character.db.combat_parry_mode + del character.db.combat_parry_mode del character.db.tutorial_bridge_position for tut_obj in [obj for obj in character.contents if utils.inherits_from(obj, TutorialObject)]: tut_obj.reset() diff --git a/ev.py b/ev.py index 8b3bd38664..bb00d8cc8b 100644 --- a/ev.py +++ b/ev.py @@ -236,3 +236,4 @@ class SystemCmds(object): del cmdhandler syscmdkeys = SystemCmds() del SystemCmds + diff --git a/src/commands/default/batchprocess.py b/src/commands/default/batchprocess.py index f86db6df14..01b631b27b 100644 --- a/src/commands/default/batchprocess.py +++ b/src/commands/default/batchprocess.py @@ -65,15 +65,15 @@ for inum in range(len(commands)): print "leaving run ..." """ _PROCPOOL_BATCHCODE_SOURCE = """ -from src.commands.default.batchprocess import batch_cmd_exec, step_pointer, BatchSafeCmdSet -caller.ndb.batch_stack = commands +from src.commands.default.batchprocess import batch_code_exec, step_pointer, BatchSafeCmdSet +caller.ndb.batch_stack = codes caller.ndb.batch_stackptr = 0 -caller.ndb.batch_batchmode = "batch_commands" +caller.ndb.batch_batchmode = "batch_code" caller.cmdset.add(BatchSafeCmdSet) -for inum in range(len(commands)): - print "command:", inum +for inum in range(len(codes)): + print "code:", inum caller.cmdset.add(BatchSafeCmdSet) - if not batch_cmd_exec(caller): + if not batch_code_exec(caller): break step_pointer(caller, 1) print "leaving run ..." @@ -272,7 +272,14 @@ class CmdBatchCommands(MuxCommand): else: caller.msg("Running Batch-command processor - Automatic mode for %s (this might take some time) ..." % python_path) - if False:#TODO - need to add a procpool solution. settings.PROCPOOL_ENABLED: + procpool = False + if "PythonProcPool" in utils.server_services(): + if utils.uses_database("sqlite3"): + caller.msg("Batchprocessor disabled ProcPool under SQLite3.") + else: + procpool=True + + if procpool: # run in parallel process def callback(r): caller.msg(" {GBatchfile '%s' applied." % python_path) @@ -366,7 +373,13 @@ class CmdBatchCode(MuxCommand): else: caller.msg("Running Batch-code processor - Automatic mode for %s ..." % python_path) - if False: #TODO Add procpool solution. settings.PROCPOOL_ENABLED: + procpool = False + if "PythonProcPool" in utils.server_services(): + if utils.uses_database("sqlite3"): + caller.msg("Batchprocessor disabled ProcPool under SQLite3.") + else: + procpool=True + if procpool: # run in parallel process def callback(r): caller.msg(" {GBatchfile '%s' applied." % python_path) @@ -374,10 +387,10 @@ class CmdBatchCode(MuxCommand): def errback(e): caller.msg(" {RError from processor: '%s'" % e) purge_processor(caller) - utils.run_async(_PROCPOOL_BATCHCODE_SOURCE, commands=commands, caller=caller, at_return=callback, at_err=errback) + utils.run_async(_PROCPOOL_BATCHCODE_SOURCE, codes=codes, caller=caller, at_return=callback, at_err=errback) else: # un in-process (will block) - for inum in range(len(commands)): + for inum in range(len(codes)): # loop through the batch file if not batch_cmd_exec(caller): return diff --git a/src/commands/default/building.py b/src/commands/default/building.py index e93773e725..04d38e9dff 100644 --- a/src/commands/default/building.py +++ b/src/commands/default/building.py @@ -118,7 +118,7 @@ class CmdSetObjAlias(MuxCommand): objname = self.lhs # Find the object to receive aliases - obj = caller.search(objname, global_search=True) + obj = caller.search(objname) if not obj: return if self.rhs == None: @@ -1232,7 +1232,7 @@ class CmdSetAttribute(ObjManipCommand): # Use literal_eval to parse python structure exactly. try: return _LITERAL_EVAL(strobj) - except ValueError: + except (SyntaxError, ValueError): # treat as string string = "{RNote: Value was converted to string. If you don't want this, " string += "use proper Python syntax, like enclosing strings in quotes.{n" diff --git a/src/objects/manager.py b/src/objects/manager.py index 078b9601f9..be42d47f55 100644 --- a/src/objects/manager.py +++ b/src/objects/manager.py @@ -1,6 +1,8 @@ """ Custom manager for Objects. """ +try: import cPickle as pickle +except ImportError: import pickle from django.db.models import Q from django.conf import settings #from django.contrib.auth.models import User @@ -8,10 +10,11 @@ from django.db.models.fields import exceptions from src.typeclasses.managers import TypedObjectManager from src.typeclasses.managers import returns_typeclass, returns_typeclass_list from src.utils import utils -from src.utils.utils import to_unicode, make_iter, string_partial_matching +from src.utils.utils import to_unicode, make_iter, string_partial_matching, to_str __all__ = ("ObjectManager",) _GA = object.__getattribute__ +_DUMPS = lambda inp: to_unicode(pickle.dumps(inp)) # Try to use a custom way to parse id-tagged multimatches. @@ -126,8 +129,13 @@ class ObjectManager(TypedObjectManager): not make sense to offer an "exact" type matching for this. """ cand_restriction = candidates and Q(db_obj__pk__in=[_GA(obj, "id") for obj in make_iter(candidates) if obj]) or Q() - attrs= self.model.objattribute_set.related.model.objects.select_related("db_obj").filter(cand_restriction & Q(db_key=attribute_name)) - return [attr.db_obj for attr in attrs if attribute_value == attr.value] + if type(attribute_value) in (basestring, int, float): + # simple attribute_value - do direct lookup + return self.model.objattribute_set.related.model.objects.select_related("db_obj").filter(cand_restriction & Q(db_key=attribute_name) & Q(db_value=_DUMPS(("simple", attribute_value)))) + else: + # go via attribute conversion + attrs= self.model.objattribute_set.related.model.objects.select_related("db_obj").filter(cand_restriction & Q(db_key=attribute_name)) + return [attr.db_obj for attr in attrs if attribute_value == attr.value] @returns_typeclass_list def get_objs_with_db_property(self, property_name, candidates=None): @@ -137,7 +145,7 @@ class ObjectManager(TypedObjectManager): candidates - list of candidate objects to search """ property_name = "db_%s" % property_name.lstrip('db_') - cand_restriction = candidates and Q(pk__in=[_GA(obj, "in") for obj in make_iter(candidates) if obj]) or Q() + cand_restriction = candidates and Q(pk__in=[_GA(obj, "id") for obj in make_iter(candidates) if obj]) or Q() try: return self.filter(cand_restriction).exclude(Q(property_name=None)) except exceptions.FieldError: @@ -151,7 +159,7 @@ class ObjectManager(TypedObjectManager): if isinstance(property_value, basestring): property_value = to_unicode(property_value) property_name = "db_%s" % property_name.lstrip('db_') - cand_restriction = candidates and Q(pk__in=[_GA(obj, "in") for obj in make_iter(candidates) if obj]) or Q() + cand_restriction = candidates and Q(pk__in=[_GA(obj, "id") for obj in make_iter(candidates) if obj]) or Q() try: return self.filter(cand_restriction & Q(property_name=property_value)) except exceptions.FieldError: @@ -178,7 +186,7 @@ class ObjectManager(TypedObjectManager): candidates_id = [_GA(obj, "id") for obj in make_iter(candidates) if obj] cand_restriction = candidates and Q(pk__in=candidates_id) or Q() if exact: - return self.filter(cand_restriction & (Q(db_key__iexact=ostring) | Q(alias__db_key__iexact=ostring))) + return self.filter(cand_restriction & (Q(db_key__iexact=ostring) | Q(alias__db_key__iexact=ostring))).distinct() else: if candidates: # fuzzy matching - only check the candidates @@ -196,7 +204,7 @@ class ObjectManager(TypedObjectManager): return [] else: # fuzzy matching - first check with keys, then with aliases - key_candidates = self.filter(Q(db_key__istartswith=ostring) | Q(alias__db_key__istartswith=ostring)) + key_candidates = self.filter(Q(db_key__istartswith=ostring) | Q(alias__db_key__istartswith=ostring)).distinct() key_strings = key_candidates.values_list("db_key", flat=True) matches = string_partial_matching(key_candidates, ostring, reg_index=False) if matches: @@ -209,7 +217,6 @@ class ObjectManager(TypedObjectManager): @returns_typeclass_list def object_search(self, ostring, caller=None, - global_search=False, attribute_name=None, candidates=None, exact=True): @@ -241,16 +248,16 @@ class ObjectManager(TypedObjectManager): """ def _searcher(ostring, exact=False): "Helper method for searching objects" - if ostring.startswith("*"): - # Player search - try to find obj by its player's name - player_match = self.get_object_with_player(ostring, candidates=candidates) - if player_match is not None: - return [player_match] if attribute_name: # attribute/property search (always exact). matches = self.get_objs_with_db_property_value(attribute_name, ostring, candidates=candidates) if not matches: return self.get_objs_with_attr_value(attribute_name, ostring, candidates=candidates) + if ostring.startswith("*"): + # Player search - try to find obj by its player's name + player_match = self.get_object_with_player(ostring, candidates=candidates) + if player_match is not None: + return [player_match] else: # normal key/alias search return self.get_objs_with_key_or_alias(ostring, exact=exact, candidates=candidates) diff --git a/src/objects/migrations/0012_index_objattr_values.py b/src/objects/migrations/0012_index_objattr_values.py new file mode 100644 index 0000000000..d39e0fbd08 --- /dev/null +++ b/src/objects/migrations/0012_index_objattr_values.py @@ -0,0 +1,109 @@ +# -*- coding: utf-8 -*- +import datetime +from south.db import db +from south.v2 import SchemaMigration +from django.db import models + + +class Migration(SchemaMigration): + + def forwards(self, orm): + # Adding index on 'ObjAttribute', fields ['db_value'] + db.create_index('objects_objattribute', ['db_value']) + + + def backwards(self, orm): + # Removing index on 'ObjAttribute', fields ['db_value'] + db.delete_index('objects_objattribute', ['db_value']) + + + models = { + 'auth.group': { + 'Meta': {'object_name': 'Group'}, + 'id': ('django.db.models.fields.AutoField', [], {'primary_key': 'True'}), + 'name': ('django.db.models.fields.CharField', [], {'unique': 'True', 'max_length': '80'}), + 'permissions': ('django.db.models.fields.related.ManyToManyField', [], {'to': "orm['auth.Permission']", 'symmetrical': 'False', 'blank': 'True'}) + }, + 'auth.permission': { + 'Meta': {'ordering': "('content_type__app_label', 'content_type__model', 'codename')", 'unique_together': "(('content_type', 'codename'),)", 'object_name': 'Permission'}, + 'codename': ('django.db.models.fields.CharField', [], {'max_length': '100'}), + 'content_type': ('django.db.models.fields.related.ForeignKey', [], {'to': "orm['contenttypes.ContentType']"}), + 'id': ('django.db.models.fields.AutoField', [], {'primary_key': 'True'}), + 'name': ('django.db.models.fields.CharField', [], {'max_length': '50'}) + }, + 'auth.user': { + 'Meta': {'object_name': 'User'}, + 'date_joined': ('django.db.models.fields.DateTimeField', [], {'default': 'datetime.datetime.now'}), + 'email': ('django.db.models.fields.EmailField', [], {'max_length': '75', 'blank': 'True'}), + 'first_name': ('django.db.models.fields.CharField', [], {'max_length': '30', 'blank': 'True'}), + 'groups': ('django.db.models.fields.related.ManyToManyField', [], {'to': "orm['auth.Group']", 'symmetrical': 'False', 'blank': 'True'}), + 'id': ('django.db.models.fields.AutoField', [], {'primary_key': 'True'}), + 'is_active': ('django.db.models.fields.BooleanField', [], {'default': 'True'}), + 'is_staff': ('django.db.models.fields.BooleanField', [], {'default': 'False'}), + 'is_superuser': ('django.db.models.fields.BooleanField', [], {'default': 'False'}), + 'last_login': ('django.db.models.fields.DateTimeField', [], {'default': 'datetime.datetime.now'}), + 'last_name': ('django.db.models.fields.CharField', [], {'max_length': '30', 'blank': 'True'}), + 'password': ('django.db.models.fields.CharField', [], {'max_length': '128'}), + 'user_permissions': ('django.db.models.fields.related.ManyToManyField', [], {'to': "orm['auth.Permission']", 'symmetrical': 'False', 'blank': 'True'}), + 'username': ('django.db.models.fields.CharField', [], {'unique': 'True', 'max_length': '30'}) + }, + 'contenttypes.contenttype': { + 'Meta': {'ordering': "('name',)", 'unique_together': "(('app_label', 'model'),)", 'object_name': 'ContentType', 'db_table': "'django_content_type'"}, + 'app_label': ('django.db.models.fields.CharField', [], {'max_length': '100'}), + 'id': ('django.db.models.fields.AutoField', [], {'primary_key': 'True'}), + 'model': ('django.db.models.fields.CharField', [], {'max_length': '100'}), + 'name': ('django.db.models.fields.CharField', [], {'max_length': '100'}) + }, + 'objects.alias': { + 'Meta': {'object_name': 'Alias'}, + 'db_key': ('django.db.models.fields.CharField', [], {'max_length': '255', 'db_index': 'True'}), + 'db_obj': ('django.db.models.fields.related.ForeignKey', [], {'to': "orm['objects.ObjectDB']"}), + 'id': ('django.db.models.fields.AutoField', [], {'primary_key': 'True'}) + }, + 'objects.objattribute': { + 'Meta': {'object_name': 'ObjAttribute'}, + 'db_date_created': ('django.db.models.fields.DateTimeField', [], {'auto_now_add': 'True', 'blank': 'True'}), + 'db_key': ('django.db.models.fields.CharField', [], {'max_length': '255', 'db_index': 'True'}), + 'db_lock_storage': ('django.db.models.fields.CharField', [], {'max_length': '512', 'blank': 'True'}), + 'db_obj': ('django.db.models.fields.related.ForeignKey', [], {'to': "orm['objects.ObjectDB']"}), + 'db_value': ('django.db.models.fields.TextField', [], {'db_index': 'True', 'null': 'True', 'blank': 'True'}), + 'id': ('django.db.models.fields.AutoField', [], {'primary_key': 'True'}) + }, + 'objects.objectdb': { + 'Meta': {'object_name': 'ObjectDB'}, + 'db_cmdset_storage': ('django.db.models.fields.CharField', [], {'max_length': '255', 'null': 'True', 'blank': 'True'}), + 'db_date_created': ('django.db.models.fields.DateTimeField', [], {'auto_now_add': 'True', 'blank': 'True'}), + 'db_destination': ('django.db.models.fields.related.ForeignKey', [], {'blank': 'True', 'related_name': "'destinations_set'", 'null': 'True', 'to': "orm['objects.ObjectDB']"}), + 'db_home': ('django.db.models.fields.related.ForeignKey', [], {'blank': 'True', 'related_name': "'homes_set'", 'null': 'True', 'to': "orm['objects.ObjectDB']"}), + 'db_key': ('django.db.models.fields.CharField', [], {'max_length': '255', 'db_index': 'True'}), + 'db_location': ('django.db.models.fields.related.ForeignKey', [], {'blank': 'True', 'related_name': "'locations_set'", 'null': 'True', 'to': "orm['objects.ObjectDB']"}), + 'db_lock_storage': ('django.db.models.fields.CharField', [], {'max_length': '512', 'blank': 'True'}), + 'db_permissions': ('django.db.models.fields.CharField', [], {'max_length': '255', 'blank': 'True'}), + 'db_player': ('django.db.models.fields.related.ForeignKey', [], {'to': "orm['players.PlayerDB']", 'null': 'True', 'blank': 'True'}), + 'db_typeclass_path': ('django.db.models.fields.CharField', [], {'max_length': '255', 'null': 'True'}), + 'id': ('django.db.models.fields.AutoField', [], {'primary_key': 'True'}) + }, + 'objects.objectnick': { + 'Meta': {'unique_together': "(('db_nick', 'db_type', 'db_obj'),)", 'object_name': 'ObjectNick'}, + 'db_nick': ('django.db.models.fields.CharField', [], {'max_length': '255', 'db_index': 'True'}), + 'db_obj': ('django.db.models.fields.related.ForeignKey', [], {'to': "orm['objects.ObjectDB']"}), + 'db_real': ('django.db.models.fields.TextField', [], {}), + 'db_type': ('django.db.models.fields.CharField', [], {'default': "'inputline'", 'max_length': '16', 'null': 'True', 'blank': 'True'}), + 'id': ('django.db.models.fields.AutoField', [], {'primary_key': 'True'}) + }, + 'players.playerdb': { + 'Meta': {'object_name': 'PlayerDB'}, + 'db_cmdset_storage': ('django.db.models.fields.CharField', [], {'max_length': '255', 'null': 'True'}), + 'db_date_created': ('django.db.models.fields.DateTimeField', [], {'auto_now_add': 'True', 'blank': 'True'}), + 'db_is_connected': ('django.db.models.fields.BooleanField', [], {'default': 'False'}), + 'db_key': ('django.db.models.fields.CharField', [], {'max_length': '255', 'db_index': 'True'}), + 'db_lock_storage': ('django.db.models.fields.CharField', [], {'max_length': '512', 'blank': 'True'}), + 'db_obj': ('django.db.models.fields.related.ForeignKey', [], {'to': "orm['objects.ObjectDB']", 'null': 'True', 'blank': 'True'}), + 'db_permissions': ('django.db.models.fields.CharField', [], {'max_length': '255', 'blank': 'True'}), + 'db_typeclass_path': ('django.db.models.fields.CharField', [], {'max_length': '255', 'null': 'True'}), + 'id': ('django.db.models.fields.AutoField', [], {'primary_key': 'True'}), + 'user': ('django.db.models.fields.related.ForeignKey', [], {'to': "orm['auth.User']", 'unique': 'True'}) + } + } + + complete_apps = ['objects'] \ No newline at end of file diff --git a/src/typeclasses/models.py b/src/typeclasses/models.py index 9dd7e2d874..580bae4f90 100644 --- a/src/typeclasses/models.py +++ b/src/typeclasses/models.py @@ -268,7 +268,7 @@ class Attribute(SharedMemoryModel): db_key = models.CharField('key', max_length=255, db_index=True) # access through the value property - db_value = models.TextField('value', blank=True, null=True) + db_value = models.TextField('value', blank=True, null=True, db_index=True) # Lock storage db_lock_storage = models.CharField('locks', max_length=512, blank=True) # references the object the attribute is linked to (this is set diff --git a/src/utils/utils.py b/src/utils/utils.py index a09f39fac0..8c53873a6a 100644 --- a/src/utils/utils.py +++ b/src/utils/utils.py @@ -461,6 +461,35 @@ def format_table(table, extra_space=1): for icol, col in enumerate(table)]) return ftable +def server_services(): + """ + Lists all services active on the Server. Observe that + since services are launced in memory, this function will + only return any results if called from inside the game. + """ + from src.server.sessionhandler import SESSIONS + if hasattr(SESSIONS, "server") and hasattr(SESSIONS.server, "services"): + server = SESSIONS.server.services.namedServices + else: + print "This function must be called from inside the evennia process." + server = {} + del SESSIONS + return server + +def uses_database(name="sqlite3"): + """ + Checks if the game is currently using a given database. This is a + shortcut to having to use the full backend name + + name - one of 'sqlite3', 'mysql', 'postgresql_psycopg2' or 'oracle' + """ + try: + engine = settings.DATABASES["default"]["ENGINE"] + except KeyError: + engine = settings.DATABASE_ENGINE + return engine == "django.db.backends.%s" % name + + _FROM_MODEL_MAP = None _TO_DBOBJ = lambda o: (hasattr(o, "dbobj") and o.dbobj) or o