""" This will be the base object type/interface that all scripts are derived from by default. It will have the necessary outline for developers to sub-class and override. """ import ansi class BasicObject: def __init__(self, source_obj): """ Get our ducks in a row. source_obj: (Object) A reference to the object being scripted (the child). """ self.source_obj = source_obj def a_desc(self, values): """ Perform this action when someone uses the LOOK command on the object. values: (Dict) Script arguments with keys: * pobject: The object requesting the action. """ # Un-comment the line below for an example #print "SCRIPT TEST: %s looked at %s." % (values["pobject"], self.source_obj) pass def return_appearance(self, values): """ Returns a string representation of an object's appearance when LOOKed at. values: (Dict) Script arguments with keys: * pobject: The object requesting the action. """ target_obj = self.source_obj pobject = values["pobject"] description = target_obj.get_description() if description is not None: retval = "%s\r\n%s" % ( target_obj.get_name(), target_obj.get_description(), ) else: retval = "%s" % ( target_obj.get_name(), ) con_players = [] con_things = [] con_exits = [] for obj in target_obj.get_contents(): if obj.is_player(): if obj != pobject and obj.is_connected_plr(): con_players.append(obj) elif obj.is_exit(): con_exits.append(obj) else: con_things.append(obj) if not con_players == []: retval += "\n\r%sPlayers:%s" % (ansi.ansi["hilite"], ansi.ansi["normal"],) for player in con_players: retval +='\n\r%s' %(player.get_name(),) if not con_things == []: retval += "\n\r%sContents:%s" % (ansi.ansi["hilite"], ansi.ansi["normal"],) for thing in con_things: retval += '\n\r%s' %(thing.get_name(),) if not con_exits == []: retval += "\n\r%sExits:%s" % (ansi.ansi["hilite"], ansi.ansi["normal"],) for exit in con_exits: retval += '\n\r%s' %(exit.get_name(),) return retval def a_get(self, values): """ Perform this action when someone uses the GET command on the object. values: (Dict) Script arguments with keys: * pobject: The object requesting the action. """ # Un-comment the line below for an example #print "SCRIPT TEST: %s got %s." % (values["pobject"], self.source_obj) pass def a_drop(self, values): """ Perform this action when someone uses the GET command on the object. values: (Dict) Script arguments with keys: * pobject: The object requesting the action. """ # Un-comment the line below for an example #print "SCRIPT TEST: %s dropped %s." % (values["pobject"], self.source_obj) pass def default_lock(self, values): """ This method returns a True or False boolean value to determine whether the actor passes the lock. This is generally used for picking up objects or traversing exits. values: (Dict) Script arguments with keys: * pobject: The object requesting the action. """ # Assume everyone passes the default lock by default. return True def use_lock(self, values): """ This method returns a True or False boolean value to determine whether the actor passes the lock. This is generally used for seeing whether a player can use an object or any of its commands. values: (Dict) Script arguments with keys: * pobject: The object requesting the action. """ # Assume everyone passes the use lock by default. return True def enter_lock(self, values): """ This method returns a True or False boolean value to determine whether the actor passes the lock. This is generally used for seeing whether a player can enter another object. values: (Dict) Script arguments with keys: * pobject: The object requesting the action. """ # Assume everyone passes the enter lock by default. return True def class_factory(source_obj): """ This method is called any script you retrieve (via the scripthandler). It creates an instance of the class and returns it transparently. I'm not sure how well this will scale, but we'll find out. We may need to re-factor this eventually. source_obj: (Object) A reference to the object being scripted (the child). """ return BasicObject(source_obj)