""" Template module for Players Copy this module up one level and name it as you like, then use it as a template to create your own Player class. To make the default account login default to using a Player of your new type, change settings.BASE_PLAYER_TYPECLASS to point to your new class, e.g. settings.BASE_PLAYER_TYPECLASS = "game.gamesrc.objects.myplayer.MyPlayer" Note that objects already created in the database will not notice this change, you have to convert them manually e.g. with the @typeclass command. """ from ev import Player as DefaultPlayer class Player(DefaultPlayer): """ This class describes the actual OOC player (i.e. the user connecting to the MUD). It does NOT have visual appearance in the game world (that is handled by the character which is connected to this). Comm channels are attended/joined using this object. It can be useful e.g. for storing configuration options for your game, but should generally not hold any character-related info (that's best handled on the character level). Can be set using BASE_PLAYER_TYPECLASS. * available properties key (string) - name of player name (string)- wrapper for user.username aliases (list of strings) - aliases to the object. Will be saved to database as AliasDB entries but returned as strings. dbref (int, read-only) - unique #id-number. Also "id" can be used. dbobj (Player, read-only) - link to database model. dbobj.typeclass points back to this class typeclass (Player, read-only) - this links back to this class as an identified only. Use self.swap_typeclass() to switch. date_created (string) - time stamp of object creation permissions (list of strings) - list of permission strings user (User, read-only) - django User authorization object obj (Object) - game object controlled by player. 'character' can also be used. sessions (list of Sessions) - sessions connected to this player is_superuser (bool, read-only) - if the connected user is a superuser * Handlers locks - lock-handler: use locks.add() to add new lock strings db - attribute-handler: store/retrieve database attributes on this self.db.myattr=val, val=self.db.myattr ndb - non-persistent attribute handler: same as db but does not create a database entry when storing data scripts - script-handler. Add new scripts to object with scripts.add() cmdset - cmdset-handler. Use cmdset.add() to add new cmdsets to object nicks - nick-handler. New nicks with nicks.add(). * Helper methods msg(text=None, **kwargs) swap_character(new_character, delete_old_character=False) execute_cmd(raw_string, sessid=None) search(ostring, global_search=False, attribute_name=None, use_nicks=False, location=None, ignore_errors=False, player=False) is_typeclass(typeclass, exact=False) swap_typeclass(new_typeclass, clean_attributes=False, no_default=True) access(accessing_obj, access_type='read', default=False) check_permstring(permstring) * Hook methods (when re-implementation, remember methods need to have self as first arg) basetype_setup() at_player_creation() - note that the following hooks are also found on Objects and are usually handled on the character level: at_init() at_cmdset_get() at_first_login() at_post_login(sessid=None) at_disconnect() at_message_receive() at_message_send() at_server_reload() at_server_shutdown() """ pass