""" Template for Objects Copy this module up one level and name it as you like, then use it as a template to create your own Objects. To make the default commands default to creating objects of your new type (and also change the "fallback" object used when typeclass creation fails), change settings.BASE_OBJECT_TYPECLASS to point to your new class, e.g. settings.BASE_OBJECT_TYPECLASS = "game.gamesrc.objects.myobj.MyObj" 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 Object class ExampleObject(Object): """ 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_access_success(accessing_obj, access_type) - called if an lock access check succeeded on this object at_access_failure(accessing_obj, access_type) - called if an lock access check failed on this object 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