Commit graph

576 commits

Author SHA1 Message Date
Griatch
df29defbcd Added gamesrc/utils.py as a convenient shorthand for often-used methods from the engine
Added a @deluser command and gave it and @boot an option to give a reason for booting/deleting a player
Fixed a bug in @dig that confused exit directions in text
Small bug fixes
/Griatch
2009-12-20 20:51:26 +00:00
Griatch
81bec61d7d Added the apropos command for broader help searching (uses icontains).
The suggestions: footer used in help gave too narrow results, now using apropos-style search instead.
Bug fix of state-help command to make it accept switches.
Added several new example commands and cleaned up old ones to be more user-friendly.
Added protection in @delevent to make it harder to delete system events.
Some small bug fixes and other cleanup.
2009-12-20 12:39:08 +00:00
Griatch
c7cbc4854e Reworked object command tables.
Object commands used to require re-adding every call in the script parent's __init__ or factory functions, adding the commands to a new command table directly on the object. Since all other attributes can be set up in at_object_creation(), this was both inconsistent and a bit confusing to work with. There is now a method add_commands() directly defined on all objects. It takes the same arguments as the normal add_command()o but use a reserved attribute to create and update a command table on the object. This has the advantange of completely removing the __init__ call in the script parent, all definitions can now be kept in at_object_creation() and are, more importantly, persistent without having to be recreated every call.
- I updated the examine command to show all the commands defined on an object (if any).
- I updated gamesrc/parents/examples/red_button.py considerably using the new command methodology and also using the updated Events.
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Griatch
2009-12-03 00:41:53 +00:00
Griatch
5f6454ea1e Updated the batch processor to use the new global cache system instead of the custom dict-based cache it used before. Much cleaner now.
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Griatch
2009-11-25 23:23:24 +00:00
Griatch
c2d603c3db Fixes in batchprocessor. The batchprocessor now completely ignores states (so running a batch file where e.g. a player is forced into a state by entering a room will no longer also trap the builder using the batchprocessor to build that trapping room.) This is by automatically setting the flag ADMIN_NOSTATE on the user running batchprocessor.
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Griatch
2009-11-25 23:02:28 +00:00
Griatch
1e2fba9680 Small bugfix to cmdhandler to avoid a unicode-related traceback.
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Griatch
2009-11-25 22:02:22 +00:00
Griatch
4d9081d710 Various cleanups in the recent modifications, and improvements to how time is handled and displayed.
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Griatch
2009-11-25 19:27:32 +00:00
Griatch
1ea7e69821 Implemented persistent cache, events and gametime counter.
OBS - there is a new data table (for the persistent cache) so you need to sync or restart with your database.

* Persistent cache (pcache)- this works the same as the volatile cache, except it is regularly saved to disk and recovered upon restart. How often the pcache is backed up is set in preferences. This was heck of a tricky thing to get right due to the intricacies of pickle; for example it turns out there is a bug in cPickle, so only normal pickle works to store the cache objects.
* Persistent events - this makes use of the pcache to re-load the scheduled events every reload. Only events with the property "persistent" will be saved this way (if not set, events will get lost upon reboot, just like now). All the main system events have been implemented as persistent events, including a new event to regularly save the pcache to disk.
* In order to track persistent event timers across reboots, there is also a global "game time" defined now. This is saved in cache and counts seconds only when the server is running. Event timers are adjusted with an offset when restarting (otherwise they will be confused by the real time jumping forward after a downtime). There are also a small set of helpful routines in src/gametime.py to help convert from real time to game time (for easy creation of new events).
* Various info commands have been updated to incoorporate the time stamp and the cache sync information.
* There are a few test commands commented out in commands/general.py that I used for testing; I left them in if you want to test things quickly. It works here, but as always more people testing is needed.
/Griatch
2009-11-22 21:18:55 +00:00
Griatch
5e866c6b73 Added more stable events.
- added PIDs to all events, so they can be deleted safely.
- scheduler.del_event(pid) cleanly deletes events from the scheduler
- added @delevent for deleting events based on PID (@ps shows this now)
- Events has a self.repeat property allowing them to only be repeated a certain time (default is infinitely many times). After the set number of repeats, the event deletes itself from the scheduler.

Events are currently not persistently stored; this is left for future commits.
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Griatch
2009-11-18 20:10:35 +00:00
Griatch
642932a403 * Implemented a non-persistent cache in src/cache.py. The cache is lost when restarting the server but it has the advantage of not hitting the database, and so is useful for implementing things that should be remembered over time but does not need to be persistently saved in the database at every point, like fast-updating combat systems, timers etc. Using the cache can substantially cut down on database access at the cost of memory comsumption. It is easiest accessed through the object model using normal dot notation. So to store a variable in volatile memory e.g. from your script parent, you can do things like self.scripted_obj.cache.myvariable = variable and be sure that later (unless there was a reboot) doing self.scripted_obj.cache.myvariable will return the value you stored there.
* OBS - doing e.g. self.scripted_obj.myvariable = variable was always iffy and since a few revisions back this will NOT work - this is because the objects are now consistently synced with the database (in the past this was not done consistently which caused strange behaviour).
* Fixed some bugs in the multi-word command handler. It can handle multi-word exits as well now.
2009-11-01 15:12:38 +00:00
Greg Taylor
af19724bb2 Make sure player input is valid unicode. If an un-decodable character is encountered, replace it with question marks. We'll need to test this with a more unicode capable client than I have. 2009-10-27 20:18:01 +00:00
Greg Taylor
b57608cf55 Set the default encoding to UTF-8. UTF-8 support in new codebases is pretty much expected, especially given that MUX/MUSH now have excellent support. This should alleviate some of those encoding errors, and allows us to get rid of that ascii error checker in session.py. 2009-10-27 20:03:03 +00:00
Griatch
eb6f82fea0 Added an at_obj_receive hook to basic player/object script parents. This allows
e.g. room parents to react when a player enters them.
2009-10-25 15:25:15 +00:00
Greg Taylor
d06ac3e239 Not sure how we ended up with bold cyan as the default object name color, reverting that to bold white as per MUX/MUSH. 2009-10-24 03:54:03 +00:00
Greg Taylor
239af1593d Fix issue #77, dealing with clearing objects out of a room being @dest'd. 2009-10-24 03:49:14 +00:00
Greg Taylor
4125c93c8b @dest shouldn't use a global search for object. The only time this is global is when a player specifies a dbref, which is a very specific query. 2009-10-24 03:42:42 +00:00
Griatch
3be514ffdc Added high/low dbref limits to @find (Issue 59).
/Griatch
2009-10-22 20:59:19 +00:00
Griatch
3614960471 Protected the server against non-standard characters on input line; this would give traceback or weird results before.
/Griatch
2009-10-22 20:10:31 +00:00
Griatch
656ecd9f97 Added VisibleKey, allowing objects to be locked so they are not visible by normal look command.
Fixed bug in create_object that sometimes caused rooms to be created with a location !=None
Expanded @destroy to better handle names and not just dbrefs.
/Griatch
2009-10-22 19:44:16 +00:00
Griatch
557c4eb07b Fixed bug in destroy command; cleaned up @dig a bit. 2009-10-22 14:30:57 +00:00
Griatch
9b6bd7125f Made several admin commands handle multi-word global searching; defined a new search function on objects.model for global name searching.
/Griatch
2009-10-21 18:42:52 +00:00
Griatch
d8787bfc70 Minor cleanup in batchprocessor messaging. 2009-10-20 22:27:06 +00:00
Griatch
a6ae6e936a Patched the batch-processor's interactive mode so it will not abort if it processes an object/script parent that changes the player's state. Also added a variable BATCH_IMPORT_PATH to config so one can keep all batch scripts in one location and don't have to write the full path to get them. Default is the new directory game/gamesrc/world.
Added the permission genperms.admin_nostate so that builders can avoid entering a state when working on a room with a state-changing parent. Superusers have to set the flag ADMIN_NOSTATE on themselves to achieve the same effect (this is necessary since superusers always have all permissions, so they would otherwise never be able to enter states).
/Griatch
2009-10-20 22:21:01 +00:00
Griatch
c4114938cc Many small but useful bug fixes in various modules.
/Griatch
2009-10-20 20:38:24 +00:00
Greg Taylor
615cb51b33 Check the user's location for commands after checking neighboring objects. 2009-10-20 15:24:33 +00:00
Griatch
a711e07b80 Added the capability of evennia commands to consist of more than one word. So the examples.red_button parent can now be pressed with the command 'push button' instead of 'pushbutton' as before. The variable COMMAND_MAXLEN in the config defines how many words your commands may maximum contain (don't set it higher than needed for efficiency reasons).
The main drawback of multi-word commands are that they can not have any switches; they are intended for in-game use (in states and on objects). Use normal one-word commands for administration and more complex commands with many options.
/Griatch
2009-10-18 19:29:18 +00:00
Griatch
0c29d359f6 Added @setcmdalias for creating aliases for commands (l -> look etc). Also moved the hard-coded defaults to settings.py instead. 2009-10-16 21:04:07 +00:00
Griatch
a286841030 Added mentions of the ;-style aliasing when creating and naming objects to all relevant help entries. 2009-10-15 20:38:32 +00:00
Griatch
c575d098a0 Expanded @emit with more functionality.
Implemented @pemit (Issue 19)
Implemented @remit, @fsay and @fpose.
/Griatch
2009-10-15 17:31:44 +00:00
Griatch
45bf3374a1 Implemented @cdesc as per Issue 65. 2009-10-15 14:01:48 +00:00
Griatch
3a40bf5241 Changed the name of the default state-help command 'info' to 'statehelp' to avoid clashing with the standard info channel. 2009-10-15 11:30:44 +00:00
Griatch
df4ede7229 Added fix to statetable that has it not add a state-help entry if there is no __doc__ string.
This is useful if one overwrites a global command but wants to retain its original help entry.
/Griatch
2009-10-15 11:09:40 +00:00
Griatch
84aeabb272 Some cleanup. Fixed all examples to match the changes in the states and help systems, also
ran them through pylint to pretty them up.
/Griatch
2009-10-15 09:43:34 +00:00
Griatch
8074617285 Largely rewrote and refactored the help system.
The help entry database structure has changed! You have to resync or purge
your database or your will get problems!

New features:
* Help entry access now fully controlled by evennia permissions
* Categories for each help entry
* All entries are created dynamically, with a See also: footer calculated
  after the current state of the database.
* Indexes and topic list calculated on the fly (alphabetically/after category)
* Added auto-help help entries for all default commands.
* Only shows commands _actually implemented_ - MUX help db moved into 'MUX' category
  which is not shown by default.
* More powerful auto-help markup - supports categories and permissions (and inheritance).
* Global on/off switch for auto-help, when entering production
* Auto_help_override switch for selectively activating auto-help when developing
  new commands (like the old system).
* Refactored State help system; no more risk of overwriting global help entries.
* State help now defers to main help db when no match found; makes system more transparent.
* State help entries also support categories/permissions (state categories are not
  used much though).

Other updates:
* Added more commands to the batch processor
* Many bug-fixes.

/Griatch
2009-10-14 18:15:15 +00:00
Griatch
46e2cd3ecb Added FuncKeys - locking of objects depending on the result from an arbitrary function.
Added AttrKeys and FlagKeys - locks depending on the value of the unlocker's attribute or if they have a flag set.
Finally I updated @lock to handle all these lock types. There are a large amount of possible configurations though, so more testing is needed.
/Griatch
2009-10-12 20:58:15 +00:00
Griatch
42254355a0 Cleaned up @link, @open and @dig, making these commands more useful and less buggy with strange input. Also made them work not only with #dbrefs but with any unique game object (possibly one should limit this to e.g. room's); if there's a multiple match a list of the relevant dbrefs are shown. You can also now inspect links/home settins using this command.
@open also supports script_parents when creating exits.
/Griatch
2009-10-05 23:06:57 +00:00
Griatch
66095a0b16 Implemented locks.
The main command to use is @lock, which accept three types of locks at the moment, and three types of keys:
 Locks: DefaultLock, UseLock, EnterLock
 Keys: ObjectIDs, Groups, Permissions
This offers the most useful functionality - stopping people from picking up things, blocking exits and stopping
anyone from using an object.
If the attributes lock_msg, use_lock_msg and enter_lock_msg are defined on the locked object, these will be used
as error messages instead of a standard one (so "the door is locked" instead of "you cannot traverse that exit").

Behind the scenes, there is a new module, src/locks.py that defines Keys and Locks. A Locks object is a collection
of Lock types. This is stored in the LOCKS attribute on objects. Each Lock contains a set of Keys that might be
of mixed type and which the player must match in order to pass the lock.
/Griatch
2009-10-05 20:04:15 +00:00
Griatch
7f7306a6e4 - Implemented permission system management inside the game
- changed @chperm to @setperm to avoid confusion with channel commands
- added @setgroup command for adding user group permissions
- Moved permissions/group setup into settings file to allow admins to tweak without going into evennia engine.
- Add all new players to default permission group (defined in settings)
- Defined a basic group hierarchy, removed permission 'genperms.builder' in favour of a group named builders instead, containing all relevant permissions.
- Filtered out all django's automatic permissions in @setperm/list to make permission system more controlled by admin.
- Probably fixed bug that caused new users to not be signed up to channels (more testing needed)
- Added Exception handler in unloggedin method create, this was killing tracebacks upon user creation.
/Griatch
2009-10-03 14:40:34 +00:00
Griatch
77f2186d9a Implemented the @chgroup command for adding/deleting users to/from permission groups.
You can also view all groups and their permissions. At the moment groups have no permissions assigned to them from the onset though, so groups are not very useful out of the box.
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Griatch
2009-10-02 20:51:56 +00:00
Griatch
fc35cffb98 A commit activating the auto_help for @chperm. 2009-10-01 23:33:57 +00:00
Griatch
e05eabe5ef * Implemented @chperm - a command for viewing and setting individual permissions on a user without using the admin interface. I consider expanding this later with a group handling method as well (@chgroup). The command supports viewing all permissions available in the game, viewing those set on a user, add and delete a permission. No refactoring of the permission models (moving them into their respective application) has been done yet.
* Added del_event() to scheduler, allowing to remove events from the event queue. This allows for creating e.g. one-time events.
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Griatch
2009-10-01 23:28:58 +00:00
Griatch
82fe65f31f * Fixed bug in @reload that had modules reload in random order (causing custom user modules to not overwrite default ones properly).
* Added more info to multiple match search results, to show which matches are in inventory or not.
/Griatch
2009-09-28 20:45:36 +00:00
Griatch
f99614346d Made the StateSystem example commands in gamesrc/commands/examples/state_example more elaborate and informative. These
are the commands:
 entermenu (shows a simple menu system)
 enterstate (enters one of six different states with descriptions and hints of usage)
Leave all states with @exit.
/Griatch
2009-09-28 19:27:35 +00:00
Griatch
6d45c98b8e Fixed bug that allowed addcom to set the same alias to two different channels.
/Griatch
2009-09-28 17:08:18 +00:00
Griatch
35676b7660 Fixed bug in drop command, giving error log messages since it was trying to force non-player objects to execute a look when dropped. 2009-09-27 21:11:34 +00:00
Griatch
45ba9ea73c Fixed bug that had recycled objects not properly forget flags set on them before they were destroyed.
/Griatch
2009-09-27 16:36:03 +00:00
Griatch
0e46a61c85 * Added copy_object() to the object manager
* Added @copy command (builders only)
* Moved the greeting for first-time logins into a hook in basicplayer
* Fixed bug in @set to handle whitespace better
* Added the /drop switch to @create
/Griatch
2009-09-27 10:05:47 +00:00
Griatch
ee1b891ef4 * Refactored the structure of the code a bit, for easier plugin expansion. The create_object() function now handles all the basic aspects of setting up an object, instead of relying on @create/@dig to set up things like parents, default descs etc. This also calls the creation hook on_object_creation() now. As part of this, the set-script-parent mechanism changed a bit under the hood - the engine itself is calling the set_script_parent() method on Object now instead of setting it up on its own and/or trusting @create and @dig to do it. Also set up the default descs for different object classes into the defaults_global file for easier administration.
The @dig command now accepts the specification of parents for all entries (room and all exits). In principle it also supports ALIASes for each exit, but the ALIAS attribute does not seem to be operational at the moment.
/Griatch
2009-09-26 23:37:52 +00:00
Griatch
a5a0d92985 Added some more information to the move-announcement hooks; these also know from where the object is coming from (this can be useful for admins wanting to produce e.g. 'player arrives from <foo>' messages insteda of the default uninformative 'player arrives.'. )
/Griatch
2009-09-20 00:02:57 +00:00
Griatch
4cee971169 Fixed some bugs in move reporting. Made feedback from default commands a bit more informative and consistent. Added some more text and error handling to the login commands. 2009-09-19 20:48:06 +00:00