""" Generic command module. Pretty much every command should go here for now. """ import time from django.conf import settings from src.server.sessionhandler import SESSIONS from src.utils import utils from src.objects.models import ObjectNick as Nick from src.commands.default.muxcommand import MuxCommand AT_SEARCH_RESULT = utils.mod_import(*settings.SEARCH_AT_RESULT.rsplit('.', 1)) BASE_PLAYER_TYPECLASS = settings.BASE_PLAYER_TYPECLASS class CmdHome(MuxCommand): """ home Usage: home Teleports the player to their home. """ key = "home" locks = "cmd:perm(home) or perm(Builders)" def func(self): "Implement the command" caller = self.caller home = caller.home if not home: caller.msg("You have no home set.") else: caller.move_to(home) caller.msg("There's no place like home ...") class CmdLook(MuxCommand): """ look Usage: look look look * Observes your location or objects in your vicinity. """ key = "look" aliases = ["l", "ls"] locks = "cmd:all()" def func(self): """ Handle the looking. """ caller = self.caller args = self.args if args: # Use search to handle duplicate/nonexistant results. looking_at_obj = caller.search(args, use_nicks=True) if not looking_at_obj: return else: looking_at_obj = caller.location if not looking_at_obj: caller.msg("You have no location to look at!") return if not hasattr(looking_at_obj, 'return_appearance'): # this is likely due to us having a player instead looking_at_obj = looking_at_obj.character if not looking_at_obj.access(caller, "view"): caller.msg("Could not find '%s'." % args) return # get object's appearance caller.msg(looking_at_obj.return_appearance(caller)) # the object's at_desc() method. looking_at_obj.at_desc(looker=caller) class CmdPassword(MuxCommand): """ @password - set your password Usage: @password = Changes your password. Make sure to pick a safe one. """ key = "@password" locks = "cmd:all()" def func(self): "hook function." caller = self.caller if hasattr(caller, "player"): caller = caller.player if not self.rhs: caller.msg("Usage: @password = ") return oldpass = self.lhslist[0] # this is already stripped by parse() newpass = self.rhslist[0] # '' try: uaccount = caller.user except AttributeError: caller.msg("This is only applicable for players.") return if not uaccount.check_password(oldpass): caller.msg("The specified old password isn't correct.") elif len(newpass) < 3: caller.msg("Passwords must be at least three characters long.") else: uaccount.set_password(newpass) uaccount.save() caller.msg("Password changed.") class CmdNick(MuxCommand): """ Define a personal alias/nick Usage: nick[/switches] = [] alias '' Switches: object - alias an object player - alias a player clearall - clear all your aliases list - show all defined aliases If no switch is given, a command alias is created, used to replace strings before sending the command. Give an empty right-hand side to clear the nick Creates a personal nick for some in-game object or string. When you enter that string, it will be replaced with the alternate string. The switches dictate in what situations the nick is checked and substituted. If string is None, the alias (if it exists) will be cleared. Obs - no objects are actually changed with this command, if you want to change the inherent aliases of an object, use the @alias command instead. """ key = "nick" aliases = ["nickname", "nicks", "@nick", "alias"] locks = "cmd:all()" def func(self): "Create the nickname" caller = self.caller switches = self.switches nicks = Nick.objects.filter(db_obj=caller.dbobj).exclude(db_type="channel") if 'list' in switches or self.cmdstring == "nicks": string = "{wDefined Nicks:{n" cols = [["Type"],["Nickname"],["Translates-to"] ] for nick in nicks: cols[0].append(nick.db_type) cols[1].append(nick.db_nick) cols[2].append(nick.db_real) for ir, row in enumerate(utils.format_table(cols)): if ir == 0: string += "\n{w" + "".join(row) + "{n" else: string += "\n" + "".join(row) caller.msg(string) return if 'clearall' in switches: nicks.delete() caller.msg("Cleared all aliases.") return if not self.args or not self.lhs: caller.msg("Usage: nick[/switches] nickname = [realname]") return nick = self.lhs real = self.rhs if real == nick: caller.msg("No point in setting nick same as the string to replace...") return # check so we have a suitable nick type if not any(True for switch in switches if switch in ("object", "player", "inputline")): switches = ["inputline"] string = "" for switch in switches: oldnick = Nick.objects.filter(db_obj=caller.dbobj, db_nick__iexact=nick, db_type__iexact=switch) if not real: # removal of nick if oldnick: # clear the alias string += "\nNick '%s' (= '%s') was cleared." % (nick, oldnick[0].db_real) caller.nicks.delete(nick, nick_type=switch) else: string += "\nNo nick '%s' found, so it could not be removed." % nick else: # creating new nick if oldnick: string += "\nNick %s changed from '%s' to '%s'." % (nick, oldnick[0].db_real, real) else: string += "\nNick set: '%s' = '%s'." % (nick, real) caller.nicks.add(nick, real, nick_type=switch) caller.msg(string) class CmdInventory(MuxCommand): """ inventory Usage: inventory inv Shows a player's inventory. """ key = "inventory" aliases = ["inv", "i"] locks = "cmd:all()" def func(self): "check inventory" items = self.caller.contents if not items: string = "You are not carrying anything." else: # format item list into nice collumns cols = [[],[]] for item in items: cols[0].append(item.name) desc = item.db.desc if not desc: desc = "" cols[1].append(utils.crop(str(desc))) # auto-format the columns to make them evenly wide ftable = utils.format_table(cols) string = "You are carrying:" for row in ftable: string += "\n " + "{C%s{n - %s" % (row[0], row[1]) self.caller.msg(string) class CmdGet(MuxCommand): """ get Usage: get Picks up an object from your location and puts it in your inventory. """ key = "get" aliases = "grab" locks = "cmd:all()" def func(self): "implements the command." caller = self.caller if not self.args: caller.msg("Get what?") return obj = caller.search(self.args) if not obj: return if caller == obj: caller.msg("You can't get yourself.") return if obj.player or obj.destination: # don't allow picking up player objects, nor exits. caller.msg("You can't get that.") return if obj.location == caller: caller.msg("You already hold that.") return if not obj.access(caller, 'get'): if obj.db.get_err_msg: caller.msg(obj.db.get_err_msg) else: caller.msg("You can't get that.") return obj.move_to(caller, quiet=True) caller.msg("You pick up %s." % obj.name) caller.location.msg_contents("%s picks up %s." % (caller.name, obj.name), exclude=caller) # calling hook method obj.at_get(caller) class CmdDrop(MuxCommand): """ drop Usage: drop Lets you drop an object from your inventory into the location you are currently in. """ key = "drop" locks = "cmd:all()" def func(self): "Implement command" caller = self.caller if not self.args: caller.msg("Drop what?") return results = caller.search(self.args, ignore_errors=True) # we process the results ourselves since we want to sift out only # those in our inventory. results = [obj for obj in results if obj in caller.contents] # now we send it into the handler. obj = AT_SEARCH_RESULT(caller, self.args, results, False) if not obj: return obj.move_to(caller.location, quiet=True) caller.msg("You drop %s." % (obj.name,)) caller.location.msg_contents("%s drops %s." % (caller.name, obj.name), exclude=caller) # Call the object script's at_drop() method. obj.at_drop(caller) class CmdQuit(MuxCommand): """ quit Usage: @quit Gracefully disconnect from the game. """ key = "@quit" locks = "cmd:all()" def func(self): "hook function" for session in self.caller.sessions: session.msg("{RQuitting{n. Hope to see you soon again.") session.session_disconnect() class CmdWho(MuxCommand): """ who Usage: who doing Shows who is currently online. Doing is an alias that limits info also for those with all permissions. """ key = "who" aliases = "doing" locks = "cmd:all()" def func(self): """ Get all connected players by polling session. """ caller = self.caller session_list = SESSIONS.get_sessions() if self.cmdstring == "doing": show_session_data = False else: show_session_data = caller.check_permstring("Immortals") or caller.check_permstring("Wizards") if show_session_data: table = [["Player Name"], ["On for"], ["Idle"], ["Room"], ["Cmds"], ["Host"]] else: table = [["Player Name"], ["On for"], ["Idle"]] for session in session_list: if not session.logged_in: continue delta_cmd = time.time() - session.cmd_last_visible delta_conn = time.time() - session.conn_time plr_pobject = session.get_character() if show_session_data: table[0].append(plr_pobject.name[:25]) table[1].append(utils.time_format(delta_conn, 0)) table[2].append(utils.time_format(delta_cmd, 1)) table[3].append(plr_pobject.location.id) table[4].append(session.cmd_total) table[5].append(session.address[0]) else: table[0].append(plr_pobject.name[:25]) table[1].append(utils.time_format(delta_conn,0)) table[2].append(utils.time_format(delta_cmd,1)) stable = [] for row in table: # prettify values stable.append([str(val).strip() for val in row]) ftable = utils.format_table(stable, 5) string = "" for ir, row in enumerate(ftable): if ir == 0: string += "\n" + "{w%s{n" % ("".join(row)) else: string += "\n" + "".join(row) nplayers = (SESSIONS.player_count()) if nplayers == 1: string += '\nOne player logged in.' else: string += '\n%d players logged in.' % nplayers caller.msg(string) class CmdSay(MuxCommand): """ say Usage: say Talk to those in your current location. """ key = "say" aliases = ['"'] locks = "cmd:all()" def func(self): "Run the say command" caller = self.caller if not self.args: caller.msg("Say what?") return speech = self.args # calling the speech hook on the location speech = caller.location.at_say(caller, speech) # Feedback for the object doing the talking. caller.msg('You say, "%s{n"' % speech) # Build the string to emit to neighbors. emit_string = '{c%s{n says, "%s{n"' % (caller.name, speech) caller.location.msg_contents(emit_string, exclude=caller) class CmdPose(MuxCommand): """ pose - strike a pose Usage: pose pose's Example: pose is standing by the wall, smiling. -> others will see: Tom is standing by the wall, smiling. Describe an script being taken. The pose text will automatically begin with your name. """ key = "pose" aliases = [":", "emote"] locks = "cmd:all()" def parse(self): """ Custom parse the cases where the emote starts with some special letter, such as 's, at which we don't want to separate the caller's name and the emote with a space. """ args = self.args if args and not args[0] in ["'", ",", ":"]: args = " %s" % args.strip() self.args = args def func(self): "Hook function" if not self.args: msg = "Do what?" else: msg = "%s%s" % (self.caller.name, self.args) self.caller.location.msg_contents(msg) class CmdEncoding(MuxCommand): """ encoding - set a custom text encoding Usage: @encoding/switches [] Switches: clear - clear your custom encoding This sets the text encoding for communicating with Evennia. This is mostly an issue only if you want to use non-ASCII characters (i.e. letters/symbols not found in English). If you see that your characters look strange (or you get encoding errors), you should use this command to set the server encoding to be the same used in your client program. Common encodings are utf-8 (default), latin-1, ISO-8859-1 etc. If you don't submit an encoding, the current encoding will be displayed instead. """ key = "@encoding" aliases = "@encode" locks = "cmd:all()" def func(self): """ Sets the encoding. """ caller = self.caller if hasattr(caller, 'player'): caller = caller.player if 'clear' in self.switches: # remove customization old_encoding = caller.db.encoding if old_encoding: string = "Your custom text encoding ('%s') was cleared." % old_encoding else: string = "No custom encoding was set." del caller.db.encoding elif not self.args: # just list the encodings supported pencoding = caller.db.encoding string = "" if pencoding: string += "Default encoding: {g%s{n (change with {w@encoding {n)" % pencoding encodings = settings.ENCODINGS if encodings: string += "\nServer's alternative encodings (tested in this order):\n {g%s{n" % ", ".join(encodings) if not string: string = "No encodings found." else: # change encoding old_encoding = caller.db.encoding encoding = self.args caller.db.encoding = encoding string = "Your custom text encoding was changed from '%s' to '%s'." % (old_encoding, encoding) caller.msg(string.strip()) class CmdAccess(MuxCommand): """ access - show access groups Usage: access This command shows you the permission hierarchy and which permission groups you are a member of. """ key = "access" aliases = ["groups", "hierarchy"] locks = "cmd:all()" def func(self): "Load the permission groups" caller = self.caller hierarchy_full = settings.PERMISSION_HIERARCHY string = "\n{wPermission Hierarchy{n (climbing):\n %s" % ", ".join(hierarchy_full) hierarchy = [p.lower() for p in hierarchy_full] if self.caller.player.is_superuser: cperms = "" pperms = "" else: cperms = ", ".join(caller.permissions) pperms = ", ".join(caller.player.permissions) string += "\n{wYour access{n:" string += "\nCharacter {c%s{n: %s" % (caller.key, cperms) if hasattr(caller, 'player'): string += "\nPlayer {c%s{n: %s" % (caller.player.key, pperms) caller.msg(string) # OOC commands class CmdOOCLook(CmdLook): """ ooc look Usage: look This is an OOC version of the look command. Since a Player doesn't have an in-game existence, there is no concept of location or "self". If we are controlling a character, pass control over to normal look. """ key = "look" aliases = ["l", "ls"] locks = "cmd:all()" help_cateogory = "General" def func(self): "implement the ooc look command" self.character = None if utils.inherits_from(self.caller, "src.objects.objects.Object"): # An object of some type is calling. Convert to player. print self.caller, self.caller.__class__ self.character = self.caller if hasattr(self.caller, "player"): self.caller = self.caller.player if not self.character: string = "You are out-of-character (OOC). " string += "Use {w@ic{n to get back to the game, {whelp{n for more info." self.caller.msg(string) else: self.caller = self.character # we have to put this back for normal look to work. super(CmdOOCLook, self).func() class CmdIC(MuxCommand): """ Switch control to an object Usage: @ic Go in-character (IC) as a given Character. This will attempt to "become" a different object assuming you have the right to do so. You cannot become an object that is already controlled by another player. In principle can be any in-game object as long as you have access right to puppet it. """ key = "@ic" locks = "cmd:all()" # must be all() or different puppeted objects won't be able to access it. aliases = "@puppet" help_category = "General" def func(self): """ Simple puppet method """ caller = self.caller if utils.inherits_from(caller, "src.objects.objects.Object"): caller = caller.player new_character = None if not self.args: new_character = caller.db.last_puppet if not new_character: caller.msg("Usage: @ic ") return if not new_character: # search for a matching character new_character = caller.search(self.args) if not new_character: # the search method handles error messages etc. return if new_character.player: if new_character.player == caller: caller.msg("{RYou already are {c%s{n." % new_character.name) else: caller.msg("{c%s{r is already acted by another player.{n" % new_character.name) return if not new_character.access(caller, "puppet"): caller.msg("{rYou may not become %s.{n" % new_character.name) return old_char = None if caller.character: # save the old character. We only assign this to last_puppet if swap is successful. old_char = caller.character if caller.swap_character(new_character): new_character.msg("\n{gYou become {c%s{n.\n" % new_character.name) caller.db.last_puppet = old_char new_character.execute_cmd("look") else: caller.msg("{rYou cannot become {C%s{n." % new_character.name) class CmdOOC(MuxCommand): """ @ooc - go ooc Usage: @ooc Go out-of-character (OOC). This will leave your current character and put you in a incorporeal OOC state. """ key = "@ooc" locks = "cmd:all()" # this must be all(), or different puppeted objects won't be able to access it. aliases = "@unpuppet" help_category = "General" def func(self): "Implement function" caller = self.caller if utils.inherits_from(caller, "src.objects.objects.Object"): caller = self.caller.player if not caller.character: string = "You are already OOC." caller.msg(string) return caller.db.last_puppet = caller.character # disconnect caller.character.player = None caller.character = None caller.msg("\n{GYou go OOC.{n\n") caller.execute_cmd("look")