""" This module defines the database models for all in-game objects, that is, all objects that has an actual existence in-game. Each database object is 'decorated' with a 'typeclass', a normal python class that implements all the various logics needed by the game in question. Objects created of this class transparently communicate with its related database object for storing all attributes. The admin should usually not have to deal directly with this database object layer. Attributes are separate objects that store values persistently onto the database object. Like everything else, they can be accessed transparently through the decorating TypeClass. """ import traceback from django.db import models from django.conf import settings from src.utils.idmapper.models import SharedMemoryModel from src.typeclasses.models import Attribute, TypedObject, TypeNick, TypeNickHandler from src.server.caches import get_field_cache, set_field_cache, del_field_cache from src.server.caches import get_prop_cache, set_prop_cache, del_prop_cache from src.typeclasses.typeclass import TypeClass from src.players.models import PlayerNick from src.objects.manager import ObjectManager from src.commands.cmdsethandler import CmdSetHandler from src.commands import cmdhandler from src.scripts.scripthandler import ScriptHandler from src.utils import logger from src.utils.utils import make_iter, to_unicode, variable_from_module, inherits_from from django.utils.translation import ugettext as _ #__all__ = ("ObjAttribute", "Alias", "ObjectNick", "ObjectDB") _ScriptDB = None _AT_SEARCH_RESULT = variable_from_module(*settings.SEARCH_AT_RESULT.rsplit('.', 1)) _GA = object.__getattribute__ _SA = object.__setattr__ _DA = object.__delattr__ _ME = _("me") _SELF = _("self") _HERE = _("here") #------------------------------------------------------------ # # ObjAttribute # #------------------------------------------------------------ class ObjAttribute(Attribute): "Attributes for ObjectDB objects." db_obj = models.ForeignKey("ObjectDB") class Meta: "Define Django meta options" verbose_name = "Object Attribute" verbose_name_plural = "Object Attributes" #------------------------------------------------------------ # # Alias # #------------------------------------------------------------ class Alias(SharedMemoryModel): """ This model holds a range of alternate names for an object. These are intrinsic properties of the object. The split is so as to allow for effective global searches also by alias. """ db_key = models.CharField('alias', max_length=255, db_index=True) db_obj = models.ForeignKey("ObjectDB", verbose_name='object') class Meta: "Define Django meta options" verbose_name = "Object alias" verbose_name_plural = "Object aliases" def __unicode__(self): return u"%s" % self.db_key def __str__(self): return str(self.db_key) #------------------------------------------------------------ # # Object Nicks # #------------------------------------------------------------ class ObjectNick(TypeNick): """ The default nick types used by Evennia are: inputline (default) - match against all input player - match against player searches obj - match against object searches channel - used to store own names for channels """ db_obj = models.ForeignKey("ObjectDB", verbose_name='object') class Meta: "Define Django meta options" verbose_name = "Nickname for Objects" verbose_name_plural = "Nicknames for Objects" unique_together = ("db_nick", "db_type", "db_obj") class ObjectNickHandler(TypeNickHandler): """ Handles nick access and setting. Accessed through ObjectDB.nicks """ NickClass = ObjectNick #------------------------------------------------------------ # # ObjectDB # #------------------------------------------------------------ class ObjectDB(TypedObject): """ All objects in the game use the ObjectDB model to store data in the database. This is handled transparently through the typeclass system. Note that the base objectdb is very simple, with few defined fields. Use attributes to extend your type class with new database-stored variables. The TypedObject supplies the following (inherited) properties: key - main name name - alias for key typeclass_path - the path to the decorating typeclass typeclass - auto-linked typeclass date_created - time stamp of object creation permissions - perm strings locks - lock definitions (handler) dbref - #id of object db - persistent attribute storage ndb - non-persistent attribute storage The ObjectDB adds the following properties: player - optional connected player location - in-game location of object home - safety location for object (handler) scripts - scripts assigned to object (handler from typeclass) cmdset - active cmdset on object (handler from typeclass) aliases - aliases for this object (property) nicks - nicknames for *other* things in Evennia (handler) sessions - sessions connected to this object (see also player) has_player - bool if an active player is currently connected contents - other objects having this object as location exits - exits from this object """ # # ObjectDB Database model setup # # # inherited fields (from TypedObject): # db_key (also 'name' works), db_typeclass_path, db_date_created, # db_permissions # # These databse fields (including the inherited ones) are all set # using their corresponding properties, named same as the field, # but withtout the db_* prefix. # If this is a character object, the player is connected here. db_player = models.ForeignKey("players.PlayerDB", blank=True, null=True, verbose_name='player', help_text='a Player connected to this object, if any.') # the session id associated with this player, if any db_sessid = models.IntegerField(null=True, verbose_name="session id", help_text="unique session id of connected Player, if any.") # The location in the game world. Since this one is likely # to change often, we set this with the 'location' property # to transparently handle Typeclassing. db_location = models.ForeignKey('self', related_name="locations_set",db_index=True, blank=True, null=True, verbose_name='game location') # a safety location, this usually don't change much. db_home = models.ForeignKey('self', related_name="homes_set", blank=True, null=True, verbose_name='home location') # destination of this object - primarily used by exits. db_destination = models.ForeignKey('self', related_name="destinations_set", db_index=True, blank=True, null=True, verbose_name='destination', help_text='a destination, used only by exit objects.') # database storage of persistant cmdsets. db_cmdset_storage = models.CharField('cmdset', max_length=255, null=True, blank=True, help_text="optional python path to a cmdset class.") # Database manager objects = ObjectManager() # Add the object-specific handlers def __init__(self, *args, **kwargs): "Parent must be initialized first." TypedObject.__init__(self, *args, **kwargs) # handlers _SA(self, "cmdset", CmdSetHandler(self)) _GA(self, "cmdset").update(init_mode=True) _SA(self, "scripts", ScriptHandler(self)) _SA(self, "nicks", ObjectNickHandler(self)) # store the attribute class # Wrapper properties to easily set database fields. These are # @property decorators that allows to access these fields using # normal python operations (without having to remember to save() # etc). So e.g. a property 'attr' has a get/set/del decorator # defined that allows the user to do self.attr = value, # value = self.attr and del self.attr respectively (where self # is the object in question). # aliases property (wraps (db_aliases) #@property def __aliases_get(self): "Getter. Allows for value = self.aliases" aliases = get_prop_cache(self, "_aliases") if aliases == None: aliases = list(Alias.objects.filter(db_obj=self).values_list("db_key", flat=True)) set_prop_cache(self, "_aliases", aliases) return aliases #@aliases.setter def __aliases_set(self, aliases): "Setter. Allows for self.aliases = value" for alias in make_iter(aliases): new_alias = Alias(db_key=alias, db_obj=self) new_alias.save() set_prop_cache(self, "_aliases", make_iter(aliases)) #@aliases.deleter def __aliases_del(self): "Deleter. Allows for del self.aliases" for alias in Alias.objects.filter(db_obj=self): alias.delete() del_prop_cache(self, "_aliases") aliases = property(__aliases_get, __aliases_set, __aliases_del) # player property (wraps db_player) #@property def __player_get(self): """ Getter. Allows for value = self.player. We have to be careful here since Player is also a TypedObject, so as to not create a loop. """ return get_field_cache(self, "player") #@player.setter def __player_set(self, player): "Setter. Allows for self.player = value" if inherits_from(player, TypeClass): player = player.dbobj set_field_cache(self, "player", player) # we must set this here or superusers won't be able to # bypass lockchecks unless they start the game connected # to the character in question. self.locks.cache_lock_bypass(self) #@player.deleter def __player_del(self): "Deleter. Allows for del self.player" del_field_cache(self, "player") player = property(__player_get, __player_set, __player_del) # sessid property (wraps db_sessid) #@property def __sessid_get(self): """ Getter. Allows for value = self.sessid. Since sessid is directly related to self.player, we cannot have a sessid without a player being connected (but the opposite could be true). """ if not get_field_cache(self, "sessid"): del_field_cache(self, "sessid") return get_field_cache(self, "sessid") #@sessid.setter def __sessid_set(self, sessid): "Setter. Allows for self.player = value" set_field_cache(self, "sessid", sessid) #@sessid.deleter def __sessid_del(self): "Deleter. Allows for del self.player" del_field_cache(self, "sessid") sessid = property(__sessid_get, __sessid_set, __sessid_del) # location property (wraps db_location) #@property def __location_get(self): "Getter. Allows for value = self.location." loc = get_field_cache(self, "location") if loc: return _GA(loc, "typeclass") return None #@location.setter def __location_set(self, location): "Setter. Allows for self.location = location" try: old_loc = _GA(self, "location") if ObjectDB.objects.dbref(location): # dbref search loc = ObjectDB.objects.dbref_search(location) loc = loc and _GA(loc, "dbobj") elif location and type(location) != ObjectDB: loc = _GA(location, "dbobj") else: loc = location # recursive location check def is_loc_loop(loc, depth=0): "Recursively traverse the target location to make sure we are not in it." if depth > 10: return elif loc == self: raise RuntimeError elif loc == None: raise RuntimeWarning # just to quickly get out return is_loc_loop(_GA(loc, "db_location"), depth+1) # check so we don't create a location loop - if so, RuntimeError will be raised. try: is_loc_loop(loc) except RuntimeWarning: pass # set the location set_field_cache(self, "location", loc) # update the contents of each location if old_loc: _GA(_GA(old_loc, "dbobj"), "contents_update")() if loc: _GA(loc, "contents_update")() except RuntimeError: string = "Cannot set location, " string += "%s.location = %s would create a location-loop." % (self.key, loc) _GA(self, "msg")(_(string)) logger.log_trace(string) raise RuntimeError(string) except Exception, e: string = "Cannot set location (%s): " % str(e) string += "%s is not a valid location." % location _GA(self, "msg")(_(string)) logger.log_trace(string) raise Exception(string) #@location.deleter def __location_del(self): "Deleter. Allows for del self.location" _GA(self, "location").contents_update() _SA(self, "db_location", None) _GA(self, "save")() del_field_cache(self, "location") location = property(__location_get, __location_set, __location_del) # home property (wraps db_home) #@property def __home_get(self): "Getter. Allows for value = self.home" home = get_field_cache(self, "home") if home: return _GA(home, "typeclass") return None #@home.setter def __home_set(self, home): "Setter. Allows for self.home = value" try: if home == None or type(home) == ObjectDB: hom = home elif ObjectDB.objects.dbref(home): hom = ObjectDB.objects.dbref_search(home) if hom and hasattr(hom,'dbobj'): hom = _GA(hom, "dbobj") else: hom = _GA(home, "dbobj") else: hom = _GA(home, "dbobj") set_field_cache(self, "home", hom) except Exception: string = "Cannot set home: " string += "%s is not a valid home." _GA(self, "msg")(_(string) % home) logger.log_trace(string) #raise #@home.deleter def __home_del(self): "Deleter. Allows for del self.home." _SA(self, "db_home", None) _GA(self, "save")() del_field_cache(self, "home") home = property(__home_get, __home_set, __home_del) # destination property (wraps db_destination) #@property def __destination_get(self): "Getter. Allows for value = self.destination." dest = get_field_cache(self, "destination") if dest: return _GA(dest, "typeclass") return None #@destination.setter def __destination_set(self, destination): "Setter. Allows for self.destination = destination" try: if destination == None or type(destination) == ObjectDB: # destination is None or a valid object dest = destination elif ObjectDB.objects.dbref(destination): # destination is a dbref; search dest = ObjectDB.objects.dbref_search(destination) if dest and _GA(self, "_hasattr")(dest,'dbobj'): dest = _GA(dest, "dbobj") else: dest = _GA(destination, "dbobj") else: dest = destination.dbobj set_field_cache(self, "destination", dest) except Exception: string = "Cannot set destination: " string += "%s is not a valid destination." % destination _GA(self, "msg")(string) logger.log_trace(string) raise #@destination.deleter def __destination_del(self): "Deleter. Allows for del self.destination" _SA(self, "db_destination", None) _GA(self, "save")() del_field_cache(self, "destination") destination = property(__destination_get, __destination_set, __destination_del) # cmdset_storage property. # This seems very sensitive to caching, so leaving it be for now. /Griatch #@property def __cmdset_storage_get(self): "Getter. Allows for value = self.name. Returns a list of cmdset_storage." if _GA(self, "db_cmdset_storage"): return [path.strip() for path in _GA(self, "db_cmdset_storage").split(',')] return [] #@cmdset_storage.setter def __cmdset_storage_set(self, value): "Setter. Allows for self.name = value. Stores as a comma-separated string." value = ",".join(str(val).strip() for val in make_iter(value)) _SA(self, "db_cmdset_storage", value) _GA(self, "save")() #@cmdset_storage.deleter def __cmdset_storage_del(self): "Deleter. Allows for del self.name" _SA(self, "db_cmdset_storage", "") _GA(self, "save")() cmdset_storage = property(__cmdset_storage_get, __cmdset_storage_set, __cmdset_storage_del) class Meta: "Define Django meta options" verbose_name = "Object" verbose_name_plural = "Objects" # # ObjectDB class access methods/properties # # this is required to properly handle attributes and typeclass loading. _typeclass_paths = settings.OBJECT_TYPECLASS_PATHS _attribute_class = ObjAttribute _db_model_name = "objectdb" # used by attributes to safely store objects _default_typeclass_path = settings.BASE_OBJECT_TYPECLASS or "src.objects.objects.Object" #@property def __sessions_get(self): """ Retrieve sessions connected to this object. """ # if the player is not connected, this will simply be an empty list. if _GA(self, "player"): return _GA(_GA(self, "player"), "sessions") return [] sessions = property(__sessions_get) #@property def __has_player_get(self): """ Convenience function for checking if an active player is currently connected to this object """ return any(_GA(self, "sessions")) has_player = property(__has_player_get) is_player = property(__has_player_get) #@property def __is_superuser_get(self): "Check if user has a player, and if so, if it is a superuser." return any(_GA(self, "sessions")) and _GA(_GA(self, "player"), "is_superuser") is_superuser = property(__is_superuser_get) # contents #@property def contents_get(self, exclude=None): """ Returns the contents of this object, i.e. all objects that has this object set as its location. This should be publically available. exclude is one or more objects to not return """ cont = get_prop_cache(self, "_contents") exclude = make_iter(exclude) if cont == None: cont = _GA(self, "contents_update")() return [obj for obj in cont if obj not in exclude] contents = property(contents_get) def contents_update(self): """ Updates the contents property of the object with a new object Called by self.location_set. obj - remove (true/false) - remove obj from content list """ cont = ObjectDB.objects.get_contents(self) set_prop_cache(self, "_contents", cont) return cont #@property def __exits_get(self): """ Returns all exits from this object, i.e. all objects at this location having the property destination != None. """ return [exi for exi in _GA(self, "contents") if exi.destination] exits = property(__exits_get) # # Main Search method # def search(self, ostring, global_search=False, global_dbref=False, attribute_name=None, use_nicks=False, location=None, player=False, ignore_errors=False, exact=False): """ Perform a standard object search in the database, handling multiple results and lack thereof gracefully. ostring: (str) The string to match object names against. Obs - To find a player, append * to the start of ostring. global_search: Search all objects, not just the current location/inventory. This is overruled if location keyword is given. global_dbref: Search globally -only- if a valid #dbref is given, otherwise local. attribute_name: (string) Which attribute to match (if None, uses default 'name') use_nicks : Use nickname replace (off by default) location : If None, use caller's current location, and caller.contents. This can also be a list of locations player: return the Objects' controlling Player, instead, if available ignore_errors : Don't display any error messages even if there are none/multiple matches - just return the result as a list. exact: Determines if the search must exactly match the key/alias of the given object or if partial matches the beginnings of one or more words in the name is enough. Exact matching is faster if using global search. Also, if attribute_name is set, matching is always exact. Returns - a unique Object/Player match or None. All error messages are handled by system-commands and the parser-handlers specified in settings. Use * to search for objects controlled by a specific player. Note that the object controlled by the player will be returned, not the player object itself. This also means that this will not find Players without a character. Use the keyword player=True to find player objects. Note - for multiple matches, the engine accepts a number linked to the key in order to separate the matches from each other without showing the dbref explicitly. Default syntax for this is 'N-searchword'. So for example, if there are three objects in the room all named 'ball', you could address the individual ball as '1-ball', '2-ball', '3-ball' etc. """ # handle some common self-references: if ostring == _HERE: return self.location if ostring in (_ME, _SELF, '*' + _ME, '*' + _SELF): return self if use_nicks: nick = None nicktype = "object" if player or ostring.startswith('*'): ostring = ostring.lstrip("*") nicktype = "player" # look up nicks nicks = ObjectNick.objects.filter(db_obj=self, db_type=nicktype) if self.has_player: nicks = list(nicks) + list(PlayerNick.objects.filter(db_obj=self.db_player, db_type=nicktype)) for nick in nicks: if ostring == nick.db_nick: ostring = nick.db_real break candidates=None if global_search or (global_dbref and ostring.startswith("#")): # only allow exact matching if searching the entire database exact = True elif location: # location(s) were given candidates = [] for obj in make_iter(location): candidates.extend([o.dbobj for o in obj.contents]) else: # local search. Candidates are self.contents, self.location and self.location.contents location = self.location candidates = self.contents if location: candidates = candidates + [location] + location.contents else: candidates.append(self) # normally we are included in location.contents # db manager expects database objects candidates = [obj.dbobj for obj in candidates] results = ObjectDB.objects.object_search(ostring, caller=self, attribute_name=attribute_name, candidates=candidates, exact=exact) if ignore_errors: return results result = _AT_SEARCH_RESULT(self, ostring, results, global_search) if player and result: return result.player return result # # Execution/action methods # def execute_cmd(self, raw_string, sessid=None): """ Do something as this object. This command transparently lets its typeclass execute the command. Evennia also calls this method whenever the player sends a command on the command line. Argument: raw_string (string) - raw command input Returns Deferred - this is an asynchronous Twisted object that will not fire until the command has actually finished executing. To overload this one needs to attach callback functions to it, with addCallback(function). This function will be called with an eventual return value from the command execution. This return is not used at all by Evennia by default, but might be useful for coders intending to implement some sort of nested command structure. """ # nick replacement - we require full-word matching. # do text encoding conversion raw_string = to_unicode(raw_string) raw_list = raw_string.split(None) raw_list = [" ".join(raw_list[:i+1]) for i in range(len(raw_list)) if raw_list[:i+1]] nicks = ObjectNick.objects.filter(db_obj=self, db_type__in=("inputline", "channel")) if self.has_player: nicks = list(nicks) + list(PlayerNick.objects.filter(db_obj=self.db_player, db_type__in=("inputline","channel"))) for nick in nicks: if nick.db_nick in raw_list: raw_string = raw_string.replace(nick.db_nick, nick.db_real, 1) break return cmdhandler.cmdhandler(_GA(self, "typeclass"), raw_string, sessid=sessid) def msg(self, msg=None, from_obj=None, data=None, sessid=0): """ Emits something to a session attached to the object. message (str): The message to send from_obj (obj): object that is sending. data (object): an optional data object that may or may not be used by the protocol. sessid (int): sessid to relay to, if any. If set to 0 (default), use either from_obj.sessid (if set) or self.sessid automatically If None, echo to all connected sessions """ if _GA(self, 'player'): # note that we must call the player *typeclass'* msg(), otherwise one couldn't overload it. if sessid == 0: sessid = None if from_obj and hasattr(from_obj, "sessid"): sessid = from_obj.sessid elif hasattr(self, "sessid"): sessid = self.sessid _GA(_GA(self, 'player'), "typeclass").msg(msg, from_obj=from_obj, data=data, sessid=sessid) def emit_to(self, message, from_obj=None, data=None): "Deprecated. Alias for msg" logger.log_depmsg("emit_to() is deprecated. Use msg() instead.") _GA(self, "msg")(message, from_obj, data) def msg_contents(self, message, exclude=None, from_obj=None, data=None): """ Emits something to all objects inside an object. exclude is a list of objects not to send to. See self.msg() for more info. """ contents = _GA(self, "contents") if exclude: exclude = make_iter(exclude) contents = [obj for obj in contents if (obj not in exclude and obj not in exclude)] for obj in contents: obj.msg(message, from_obj=from_obj, data=data) def emit_to_contents(self, message, exclude=None, from_obj=None, data=None): "Deprecated. Alias for msg_contents" logger.log_depmsg("emit_to_contents() is deprecated. Use msg_contents() instead.") self.msg_contents(message, exclude=exclude, from_obj=from_obj, data=data) def move_to(self, destination, quiet=False, emit_to_obj=None, use_destination=True, to_none=False): """ Moves this object to a new location. Moves this object to a new location. Note that if is an exit object (i.e. it has "destination"!=None), the move_to will happen to this destination and -not- into the exit object itself, unless use_destination=False. Note that no lock checks are done by this function, such things are assumed to have been handled before calling move_to. destination: (Object) Reference to the object to move to. This can also be an exit object, in which case the destination property is used as destination. quiet: (bool) If true, don't emit left/arrived messages. emit_to_obj: (Object) object to receive error messages use_destination (bool): Default is for objects to use the "destination" property of destinations as the target to move to. Turning off this keyword allows objects to move "inside" exit objects. to_none - allow destination to be None. Note that no hooks are run when moving to a None location. If you want to run hooks, run them manually. Returns True/False depending on if there were problems with the move. This method may also return various error messages to the emit_to_obj. """ def logerr(string=""): trc = traceback.format_exc() errstring = "%s%s" % (trc, string) logger.log_trace() _GA(self, "msg")(errstring) errtxt = _("Couldn't perform move ('%s'). Contact an admin.") if not emit_to_obj: emit_to_obj = self if not destination: if to_none: # immediately move to None. There can be no hooks called since # there is no destination to call them with. self.location = None return True emit_to_obj.msg(_("The destination doesn't exist.")) return if destination.destination and use_destination: # traverse exits destination = destination.destination # Before the move, call eventual pre-commands. try: if not self.at_before_move(destination): return except Exception: logerr(errtxt % "at_before_move()") #emit_to_obj.msg(errtxt % "at_before_move()") #logger.log_trace() return False # Save the old location source_location = _GA(self, "location") if not source_location: # there was some error in placing this room. # we have to set one or we won't be able to continue if _GA(self, "home"): source_location = _GA(self, "home") else: default_home = ObjectDB.objects.get_id(settings.CHARACTER_DEFAULT_HOME) source_location = default_home # Call hook on source location try: source_location.at_object_leave(self, destination) except Exception: logerr(errtxt % "at_object_leave()") #emit_to_obj.msg(errtxt % "at_object_leave()") #logger.log_trace() return False if not quiet: #tell the old room we are leaving try: self.announce_move_from(destination) except Exception: logerr(errtxt % "at_announce_move()") #emit_to_obj.msg(errtxt % "at_announce_move()" ) #logger.log_trace() return False # Perform move try: _SA(self, "location", destination) except Exception: emit_to_obj.msg(errtxt % "location change") logger.log_trace() return False if not quiet: # Tell the new room we are there. try: self.announce_move_to(source_location) except Exception: logerr(errtxt % "announce_move_to()") #emit_to_obj.msg(errtxt % "announce_move_to()") #logger.log_trace() return False # Perform eventual extra commands on the receiving location # (the object has already arrived at this point) try: destination.at_object_receive(self, source_location) except Exception: logerr(errtxt % "at_object_receive()") #emit_to_obj.msg(errtxt % "at_object_receive()") #logger.log_trace() return False # Execute eventual extra commands on this object after moving it # (usually calling 'look') try: self.at_after_move(source_location) except Exception: logerr(errtxt % "at_after_move") #emit_to_obj.msg(errtxt % "at_after_move()") #logger.log_trace() return False return True # # Object Swap, Delete and Cleanup methods # def clear_exits(self): """ Destroys all of the exits and any exits pointing to this object as a destination. """ for out_exit in [exi for exi in ObjectDB.objects.get_contents(self) if exi.db_destination]: out_exit.delete() for in_exit in ObjectDB.objects.filter(db_destination=self): in_exit.delete() def clear_contents(self): """ Moves all objects (players/things) to their home location or to default home. """ # Gather up everything that thinks this is its location. objs = ObjectDB.objects.filter(db_location=self) default_home_id = int(settings.CHARACTER_DEFAULT_HOME.lstrip("#")) try: default_home = ObjectDB.objects.get(id=default_home_id) if default_home.dbid == _GA(self, "dbid"): # we are deleting default home! default_home = None except Exception: string = _("Could not find default home '(#%d)'.") logger.log_errmsg(string % default_home_id) default_home = None for obj in objs: home = obj.home # Obviously, we can't send it back to here. if not home or (home and home.dbid == _GA(self, "dbid")): obj.home = default_home # If for some reason it's still None... if not obj.home: string = "Missing default home, '%s(#%d)' " string += "now has a null location." obj.location = None obj.msg(_("Something went wrong! You are dumped into nowhere. Contact an admin.")) logger.log_errmsg(string % (obj.name, obj.dbid)) return if obj.has_player: if home: string = "Your current location has ceased to exist," string += " moving you to %s(#%d)." obj.msg(_(string) % (home.name, home.dbid)) else: # Famous last words: The player should never see this. string = "This place should not exist ... contact an admin." obj.msg(_(string)) obj.move_to(home) def copy(self, new_key=None): """ Makes an identical copy of this object. If you want to customize the copy by changing some settings, use ObjectDB.object.copy_object() directly. new_key (string) - new key/name of copied object. If new_key is not specified, the copy will be named _copy by default. Returns: Object (copy of this one) """ def find_clone_key(): """ Append 01, 02 etc to obj.key. Checks next higher number in the same location, then adds the next number available returns the new clone name on the form keyXX """ key = _GA(self, "key") num = 1 for obj in (obj for obj in self.location.contents if obj.key.startswith(key) and obj.key.lstrip(key).isdigit()): num += 1 return "%s%03i" % (key, num) new_key = new_key or find_clone_key() return ObjectDB.objects.copy_object(self, new_key=new_key) delete_iter = 0 def delete(self): """ Deletes this object. Before deletion, this method makes sure to move all contained objects to their respective home locations, as well as clean up all exits to/from the object. """ global _ScriptDB if not _ScriptDB: from src.scripts.models import ScriptDB as _ScriptDB if _GA(self, "delete_iter") > 0: # make sure to only call delete once on this object # (avoid recursive loops) return False if not self.at_object_delete(): # this is an extra pre-check # run before deletion mechanism # is kicked into gear. _SA(self, "delete_iter", 0) return False self.delete_iter += 1 # See if we need to kick the player off. for session in _GA(self, "sessions"): session.msg(_("Your character %s has been destroyed.") % _GA(self, "key")) # no need to disconnect, Player just jumps to OOC mode. # sever the connection (important!) if _GA(self, 'player'): _SA(_GA(self, "player"), "character", None) _SA(self, "player", None) for script in _ScriptDB.objects.get_all_scripts_on_obj(self): script.stop() #for script in _GA(self, "scripts").all(): # script.stop() # if self.player: # self.player.user.is_active = False # self.player.user.save( # Destroy any exits to and from this room, if any _GA(self, "clear_exits")() # Clear out any non-exit objects located within the object _GA(self, "clear_contents")() old_loc = _GA(self, "location") # Perform the deletion of the object super(ObjectDB, self).delete() # clear object's old location's content cache of this object if old_loc: old_loc.contents_update() return True