# Permissions A *permission* is simply a text string stored in the handler `permissions` on `Objects` and `Accounts`. Think of it as a specialized sort of [Tag](./Tags) - one specifically dedicated to access checking. They are thus often tightly coupled to [Locks](./Locks). Permissions are used as a convenient way to structure access levels and hierarchies. It is set by the `perm` command. Permissions are especially handled by the `perm()` and `pperm()` [lock functions](./Locks). Let's say we have a `red_key` object. We also have red chests that we want to unlock with this key. perm red_key = unlocks_red_chests This gives the `red_key` object the permission "unlocks_red_chests". Next we lock our red chests: lock red chest = unlock:perm(unlocks_red_chests) When trying to unlock the red chest with this key, the chest Typeclass could then take the key and do an access check: ```python # in some typeclass file where chest is defined class TreasureChest(Object): # ... def open_chest(self, who, tried_key): if not chest.access(who, tried_key, "unlock"): who.msg("The key does not fit!") return ``` All new accounts are given a default set of permissions defined by `settings.PERMISSION_ACCOUNT_DEFAULT`. Selected permission strings can be organized in a *permission hierarchy* by editing the tuple `settings.PERMISSION_HIERARCHY`. Evennia's default permission hierarchy is as follows: Developer # like superuser but affected by locks Admin # can administrate accounts Builder # can edit the world Helper # can edit help files Player # can chat and send tells (default level) (Also the plural form works, so you could use `Developers` etc too). > There is also a `Guest` level below `Player` that is only active if `settings.GUEST_ENABLED` is set. This is never part of `settings.PERMISSION_HIERARCHY`. The main use of this is that if you use the lock function `perm()` mentioned above, a lock check for a particular permission in the hierarchy will *also* grant access to those with *higher* hierarchy access. So if you have the permission "Admin" you will also pass a lock defined as `perm(Builder)` or any of those levels below "Admin". When doing an access check from an [Object](./Objects) or Character, the `perm()` lock function will always first use the permissions of any Account connected to that Object before checking for permissions on the Object. In the case of hierarchical permissions (Admins, Builders etc), the Account permission will always be used (this stops an Account from escalating their permission by puppeting a high-level Character). If the permission looked for is not in the hierarchy, an exact match is required, first on the Account and if not found there (or if no Account is connected), then on the Object itself. Here is how you use `perm` to give an account more permissions: perm/account Tommy = Builders perm/account/del Tommy = Builders # remove it again Note the use of the `/account` switch. It means you assign the permission to the [Accounts](./Accounts) Tommy instead of any [Character](./Objects) that also happens to be named "Tommy". Putting permissions on the *Account* guarantees that they are kept, *regardless* of which Character they are currently puppeting. This is especially important to remember when assigning permissions from the *hierarchy tree* - as mentioned above, an Account's permissions will overrule that of its character. So to be sure to avoid confusion you should generally put hierarchy permissions on the Account, not on their Characters (but see also [quelling](./Locks#Quelling)). Below is an example of an object without any connected account ```python obj1.permissions = ["Builders", "cool_guy"] obj2.locks.add("enter:perm_above(Accounts) and perm(cool_guy)") obj2.access(obj1, "enter") # this returns True! ``` And one example of a puppet with a connected account: ```python account.permissions.add("Accounts") puppet.permissions.add("Builders", "cool_guy") obj2.locks.add("enter:perm_above(Accounts) and perm(cool_guy)") obj2.access(puppet, "enter") # this returns False! ``` ## Superusers There is normally only one *superuser* account and that is the one first created when starting Evennia (User #1). This is sometimes known as the "Owner" or "God" user. A superuser has more than full access - it completely *bypasses* all locks so no checks are even run. This allows for the superuser to always have access to everything in an emergency. But it also hides any eventual errors you might have made in your lock definitions. So when trying out game systems you should either use quelling (see below) or make a second Developer-level character so your locks get tested correctly. ## Quelling The `quell` command can be used to enforce the `perm()` lockfunc to ignore permissions on the Account and instead use the permissions on the Character only. This can be used e.g. by staff to test out things with a lower permission level. Return to the normal operation with `unquell`. Note that quelling will use the smallest of any hierarchical permission on the Account or Character, so one cannot escalate one's Account permission by quelling to a high-permission Character. Also the superuser can quell their powers this way, making them affectable by locks.