GLOBAL_STATE_TABLE.add_state() before adding commands to it. The state can now be much more configured by including as much or as
little of the normal default commands into it as wanted (so you can now have states which are almost as normal, except some
commands are missing or change their behaviour ... illness or darkness comes to mind). The possibilities here are limitless.
* States now also optionally allow traversing exits as well as using command tables defined on objects.
* States now better handle error messages (so if you try 'look' in a state which does not contain a look command you will no
longer get the 'Huh?' but will be told that the command is not available at the moment).
* All examples in commands/examples/ have been updated to use the new State system. Also added a @test_state function for trying out
the functionality.
* Added hooks at_before_move() and at_after_move(), useful for character based move-restrictions and checks (e.g. movement speed)
* Minor tweaks to the event system; avoiding the counters to go negative should they hit an uncaught traceback.
* Small fixes of typos and minor extra safety checks.
/Griatch
- Set up a global cleaner event to clean all @destroyed objects every 30 minutes (makes their dbrefs available).
- Added the @recover command for recovering @destroyed objects up until the point that the cleaner runs and actually destroys them. This can recover @destroyed objects, rooms and exits to the same state as before @destroy. It could easily be made to recover player objects too, but I'm thinking this would be a security issue.
- Added to @dig in order to allow for creating rooms with a particular parent. Also auto-creates exits in each room if desired. The only things that is not implemented is the aliases of the exits, I don't really know how to do that.
- Changed the @create command format to match the @dig (it uses : to mark the parent instead of = now, since MUX' @dig reserve = to the exit list.)
- Added extra security in the example event to guard against the bug that causes the whole scheduler to freak out if the event_function() gives a traceback.
- Changed many instances of type to point to the defines_global.OTYPE instead of giving the integer explicitly.
/Starkiel
@service/list will show you the service names. If you see that your IMC has died due to an error, @service/start IMC2 will get it up and running again. I've also added an 'imcstatus' command to show more detailed information about your IMC2 connection.
- Made it so user #1 is also affected by the on_player_creation() function.
- Added an event folder for custom events, including a working example
- Expanded the example commands and parents to include the changes to how they should be initialized.
- Added an optional ansi scheme (not active by default)
* Added the automatic cleaning/pruning code to weed out entries that are probably disconnected.
* Added 'imcwhois <player>' command. Still needs some sanitizing on the outgoing string.
* Added the beginnings of a -reply packet handler through reply_listener.py.
* Fleshed out a few more packets in packets.py.
Next up: Make the ANSI system a little more modular. Create a class for ANSI tables so developers can pick and choose different tables on their own, but keep the same API. This will be used so we don't have to copy/paste src/ansi.py to src/imc2/ansi.py and duplicate stuff.
any arguments to the default static mux topic list instead. The dynamic index
is a bit overwhelming. It's reachable from "help index" See also "help help" and "help help_staff".
- expanded help command, allowing adding, deleting and appending to help the help database
- auto-doc functionality using the __doc__ property of commands
- markup in help text for creation of multiple help subtopics at once
- dynamic help index (use 'help topic' to get the normal mux topic list)
/Starkiel
As a side-effect of all of this, logging in more than once acts as behaves now. Also, this will allow things/rooms/exits (IE: not players) or un-logged in players to run commands or be forced to run them via @fo. All of this will bring us more in-line with MUX behavior.