""" These are the base object typeclasses, a convenient shortcut to the objects in src/objects/objects.py. You can start building your game from these bases if you want. To change these defaults to point to some other object, change some or all of these variables in settings.py: BASE_OBJECT_TYPECLASS BASE_CHARACTER_TYPECLASS BASE_ROOM_TYPECLASS BASE_EXIT_TYPECLASS BASE_PLAYER_TYPECLASS Some of the main uses for these settings are not hard-coded in Evennia, rather they are convenient defaults for in-game commands (which you may change) Example would be build commands like '@dig' knowing to create a particular room-type object). New instances of Objects (inheriting from these typeclasses) are created with src.utils.create.create_object(typeclass, ...) where typeclass is the python path to the class you want to use. """ from ev import Object as BaseObject from ev import Character as BaseCharacter from ev import Room as BaseRoom from ev import Exit as BaseExit from ev import Player as BasePlayer class Object(BaseObject): """ This is the root typeclass object, implementing an in-game Evennia game object, such as having a location, being able to be manipulated or looked at, etc. If you create a new typeclass, it must always inherit from this object (or any of the other objects in this file, since they all actually inherit from BaseObject, as seen in src.object.objects). The BaseObject class implements several hooks tying into the game engine. By re-implementing these hooks you can control the system. You should never need to re-implement special Python methods, such as __init__ and especially never __getattribute__ and __setattr__ since these are used heavily by the typeclass system of Evennia and messing with them might well break things for you. * Base properties defined/available on all Objects key (string) - name of object name (string)- same as key 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 (Object, read-only) - link to database model. dbobj.typeclass points back to this class typeclass (Object, 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 player (Player) - controlling player (will also return offline player) location (Object) - current location. Is None if this is a room home (Object) - safety start-location sessions (list of Sessions, read-only) - returns all sessions connected to this object has_player (bool, read-only)- will only return *connected* players contents (list of Objects, read-only) - returns all objects inside this object (including exits) exits (list of Objects, read-only) - returns all exits from this object, if any destination (Object) - only set if this object is an exit. is_superuser (bool, read-only) - True/False if this user is a superuser * Handlers available 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 (see src.objects.objects.py for full headers) search(ostring, global_search=False, attribute_name=None, use_nicks=False, location=None, ignore_errors=False, player=False) execute_cmd(raw_string) msg(message, from_obj=None, data=None) msg_contents(message, exclude=None, from_obj=None, data=None) move_to(destination, quiet=False, emit_to_obj=None, use_destination=True) copy(new_key=None) delete() 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) * Hooks (these are class methods, so their arguments should also start with self): basetype_setup() - only called once, used for behind-the-scenes setup. Normally not modified. basetype_posthook_setup() - customization in basetype, after the object has been created; Normally not modified. at_object_creation() - only called once, when object is first created. Object customizations go here. at_object_delete() - called just before deleting an object. If returning False, deletion is aborted. Note that all objects inside a deleted object are automatically moved to their , they don't need to be removed here. at_init() - called whenever typeclass is cached from memory, at least once every server restart/reload at_cmdset_get() - this is called just before the command handler requests a cmdset from this object at_first_login() - (player-controlled objects only) called once, the very first time user logs in. at_pre_login() - (player-controlled objects only) called every time the user connects, after they have identified, before other setup at_post_login() - (player-controlled objects only) called at the end of login, just before setting the player loose in the world. at_disconnect() - (player-controlled objects only) called just before the user disconnects (or goes linkless) at_server_reload() - called before server is reloaded at_server_shutdown() - called just before server is fully shut down at_before_move(destination) - called just before moving object to the destination. If returns False, move is cancelled. announce_move_from(destination) - called in old location, just before move, if obj.move_to() has quiet=False announce_move_to(source_location) - called in new location, just after move, if obj.move_to() has quiet=False at_after_move(source_location) - always called after a move has been successfully performed. at_object_leave(obj, target_location) - called when an object leaves this object in any fashion at_object_receive(obj, source_location) - called when this object receives another object at_before_traverse(traversing_object) - (exit-objects only) called just before an object traverses this object at_after_traverse(traversing_object, source_location) - (exit-objects only) called just after a traversal has happened. at_failed_traverse(traversing_object) - (exit-objects only) called if traversal fails and property err_traverse is not defined. at_msg_receive(self, msg, from_obj=None, data=None) - called when a message (via self.msg()) is sent to this obj. If returns false, aborts send. at_msg_send(self, msg, to_obj=None, data=None) - called when this objects sends a message to someone via self.msg(). return_appearance(looker) - describes this object. Used by "look" command by default at_desc(looker=None) - called by 'look' whenever the appearance is requested. at_get(getter) - called after object has been picked up. Does not stop pickup. at_drop(dropper) - called when this object has been dropped. at_say(speaker, message) - by default, called if an object inside this object speaks """ pass class Character(BaseCharacter): """ This is the default object created for a new user connecting - the in-game player character representation. The basetype_setup always assigns the default_cmdset as a fallback to objects of this type. The default hooks also hide the character object away (by moving it to a Null location whenever the player logs off (otherwise the character would remain in the world, "headless" so to say). """ pass class Room(BaseRoom): """ Rooms are like any object, except their location is None (which is default). Usually this object should be assigned to room-building commands by use of the settings.BASE_ROOM_TYPECLASS variable. """ pass class Exit(BaseExit): """ Exits are connectors between rooms. Exits defines the 'destination' property and sets up a command on itself with the same name as the Exit object - this command allows the player to traverse the exit to the destination just by writing the name of the object on the command line. Relevant hooks: at_before_traverse(traveller) - called just before traversing at_after_traverse(traveller, source_loc) - called just after traversing at_failed_traverse(traveller) - called if traversal failed for some reason. Will not be called if the attribute 'err_traverse' is defined, in which case that will simply be echoed. """ pass class Player(BasePlayer): """ 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(outgoing_string, from_obj=None, data=None) swap_character(new_character, delete_old_character=False) execute_cmd(raw_string) 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() at_disconnect() at_message_receive() at_message_send() at_server_reload() at_server_shutdown() """ pass