""" This is the basis of the typeclass system. The idea is have the object as a normal class with the database-connection tied to itself through a property. The instances of all the different object types are all tied to their own database object stored in the 'dbobj' property. All attribute get/set operations are channeled transparently to the database object as desired. You should normally never have to worry about the database abstraction, just do everything on the TypeClass object. That an object is controlled by a player/user is just defined by its 'user' property being set. This means a user may switch which object they control by simply linking to a new object's user property. """ from django.conf import settings from src.typeclasses.typeclass import TypeClass from src.commands import cmdset, command __all__ = ("Object", "Character", "Room", "Exit") _GA = object.__getattribute__ _SA = object.__setattr__ _DA = object.__delattr__ # # Base class to inherit from. # class Object(TypeClass): """ This is the base class for all in-game objects. Inherit from this to create different types of objects in the game. """ # __init__ is only defined here in order to present docstring to API. def __init__(self, dbobj): """ This is the root typeclass object representing all entities that has and actual presence in-game. Objects generally has a location, can be manipulated and looked at. Most game entities you define should inherit from Object at some distance. Important subclasses of Object are that Evennia defines by default for you are Characters, Exits and Rooms. Note that all Objects and its subclasses *must* always be created using the ev.create_object() function. This is so the typeclass system can be correctly initiated behind the scenes. Object Typeclass API: * Available properties (only available on *initiated* typeclass 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 (if any, only set together with sessid below) sessid (int, read-only) - session id (if any, only set together with player above) 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, global_dbref=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, to_none=False) 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) * Hook methods 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 objecth at_pre_puppet(player)- (player-controlled objects only) called just before puppeting at_post_puppet() - (player-controlled objects only) called just after completing connection player<->object at_pre_unpuppet() - (player-controlled objects only) called just before un-puppeting at_post_unpuppet(player) - (player-controlled objects only) called just after disconnecting player<->object link 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 """ super(Object, self).__init__(dbobj) ## methods inherited from the database object (overload them here) def search(self, ostring, global_search=False, use_nicks=False, typeclass=None, location=None, attribute_name=None, quiet=False, exact=False): """ Returns the typeclass of an Object matching a search string/condition Perform a standard object search in the database, handling multiple results and lack thereof gracefully. By default, only objects in self's current location or inventory is searched. Note: to find Players, use eg. ev.player_search. Inputs: ostring (str): Primary search criterion. Will be matched against object.key (with object.aliases second) unless the keyword attribute_name specifies otherwise. Special strings: # - search by unique dbref. This is always a global search. me,self - self-reference to this object - - can be used to differentiate between multiple same-named matches global_search (bool): Search all objects globally. This is overruled by "location" keyword. use_nicks (bool): Use nickname-replace (nicktype "object") on the search string typeclass (str or Typeclass): Limit search only to Objects with this typeclass. May be a list of typeclasses for a broader search. location (Object): Specify a location to search, if different from the self's given location plus its contents. This can also be a list of locations. attribute_name (str): Use this named Attribute to match ostring against, instead of object.key. quiet (bool) - don't display default error messages - return multiple matches as a list and no matches as None. If not set (default), will echo error messages and return None. exact (bool) - if unset (default) - prefers to match to beginning of string rather than not matching at all. If set, requires exact mathing of entire string. Returns: quiet=False (default): no match or multimatch: auto-echoes errors to self.msg, then returns None (results are handled by modules set by settings.SEARCH_AT_RESULT and settings.SEARCH_AT_MULTIMATCH_INPUT) match: a unique object match quiet=True: no match or multimatch: returns None or list of multi-matches match: a unique object match """ return self.dbobj.search(ostring, global_search=global_search, use_nicks=use_nicks, typeclass=typeclass, location=location, attribute_name=attribute_name, quiet=quiet, exact=quiet) 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 sessid (int) - id of session executing the command. This sets the sessid property on the command. 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. """ return self.dbobj.execute_cmd(raw_string, sessid=sessid) def msg(self, message, from_obj=None, data=None, sessid=0): """ Emits something to any sessions 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: optional session target. If sessid=0, the session will default to self.sessid or from_obj.sessid. """ self.dbobj.msg(message, from_obj=from_obj, data=data, sessid=0) 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. """ self.dbobj.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. 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. """ return self.dbobj.move_to(destination, quiet=quiet, emit_to_obj=emit_to_obj, use_destination=use_destination) 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) """ return self.dbobj.copy(new_key=new_key) 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. Returns: boolean True if deletion succeded, False if there were errors during deletion or deletion otherwise failed. """ return self.dbobj.delete() # methods inherited from the typeclass system def is_typeclass(self, typeclass, exact=False): """ Returns true if this object has this type OR has a typeclass which is an subclass of the given typeclass. typeclass - can be a class object or the python path to such an object to match against. exact - returns true only if the object's type is exactly this typeclass, ignoring parents. Returns: Boolean """ return self.dbobj.is_typeclass(typeclass, exact=exact) def swap_typeclass(self, new_typeclass, clean_attributes=False, no_default=True): """ This performs an in-situ swap of the typeclass. This means that in-game, this object will suddenly be something else. Player will not be affected. To 'move' a player to a different object entirely (while retaining this object's type), use self.player.swap_object(). Note that this might be an error prone operation if the old/new typeclass was heavily customized - your code might expect one and not the other, so be careful to bug test your code if using this feature! Often its easiest to create a new object and just swap the player over to that one instead. Arguments: new_typeclass (path/classobj) - type to switch to clean_attributes (bool/list) - will delete all attributes stored on this object (but not any of the database fields such as name or location). You can't get attributes back, but this is often the safest bet to make sure nothing in the new typeclass clashes with the old one. If you supply a list, only those named attributes will be cleared. no_default - if this is active, the swapper will not allow for swapping to a default typeclass in case the given one fails for some reason. Instead the old one will be preserved. Returns: boolean True/False depending on if the swap worked or not. """ return self.dbobj.swap_typeclass(new_typeclass, clean_attributes=clean_attributes, no_default=no_default) def access(self, accessing_obj, access_type='read', default=False): """ Determines if another object has permission to access this object in whatever way. accessing_obj (Object)- object trying to access this one access_type (string) - type of access sought default (bool) - what to return if no lock of access_type was found This function will call at_access_success or at_access_failure depending on the outcome of the access check. """ if self.dbobj.access(accessing_obj, access_type=access_type, default=default): self.at_access_success(accessing_obj, access_type) return True else: self.at_access_failure(accessing_obj, access_type) return False def check_permstring(self, permstring): """ This explicitly checks the given string against this object's 'permissions' property without involving any locks. permstring (string) - permission string that need to match a permission on the object. (example: 'Builders') """ return self.dbobj.check_permstring(permstring) def __eq__(self, other): """ Checks for equality against an id string or another object or user. This has be located at this level, having it in the parent doesn't work. """ try: return _GA(_GA(self, "dbobj"),"dbid") == _GA(_GA(other,"dbobj"),"dbid") except AttributeError: # compare players instead try: return _GA(_GA(_GA(self, "dbobj"),"player"),"uid") == _GA(_GA(other, "player"),"uid") except AttributeError: return False ## hooks called by the game engine def basetype_setup(self): """ This sets up the default properties of an Object, just before the more general at_object_creation. You normally don't need to change this unless you change some fundamental things like names of permission groups. """ # the default security setup fallback for a generic # object. Overload in child for a custom setup. Also creation # commands may set this (create an item and you should be its # controller, for example) dbref = self.dbobj.dbref self.locks.add(";".join(["control:perm(Immortals)", # edit locks/permissions, delete "examine:perm(Builders)", # examine properties "view:all()", # look at object (visibility) "edit:perm(Wizards)", # edit properties/attributes "delete:perm(Wizards)", # delete object "get:all()", # pick up object "call:true()", # allow to call commands on this object "tell:perm(Wizards)", # allow emits to this object "puppet:id(%s) or perm(Immortals) or pperm(Immortals)" % dbref])) # restricts puppeting of this object def basetype_posthook_setup(self): """ Called once, after basetype_setup and at_object_creation. This should generally not be overloaded unless you are redefining how a room/exit/object works. It allows for basetype-like setup after the object is created. An example of this is EXITs, who need to know keys, aliases, locks etc to set up their exit-cmdsets. """ pass def at_object_creation(self): """ Called once, when this object is first created. """ pass def at_object_delete(self): """ Called just before the database object is permanently delete()d from the database. If this method returns False, deletion is aborted. """ return True def at_init(self): """ This is always called whenever this object is initiated -- that is, whenever it its typeclass is cached from memory. This happens on-demand first time the object is used or activated in some way after being created but also after each server restart or reload. """ pass def at_cmdset_get(self): """ Called just before cmdsets on this object are requested by the command handler. If changes need to be done on the fly to the cmdset before passing them on to the cmdhandler, this is the place to do it. This is called also if the object currently have no cmdsets. """ pass def at_pre_puppet(self, player): """ Called just before a Player connects to this object to puppet it. player - connecting player object """ pass def at_post_puppet(self): """ Called just after puppeting has been completed and all Player<->Object links have been established. """ pass def at_pre_unpuppet(self): """ Called just before beginning to un-connect a puppeting from this Player. """ pass def at_post_unpuppet(self, player): """ Called just after the Player successfully disconnected from this object, severing all connections. player - the player object that just disconnected from this object. """ pass def at_server_reload(self): """ This hook is called whenever the server is shutting down for restart/reboot. If you want to, for example, save non-persistent properties across a restart, this is the place to do it. """ pass def at_server_shutdown(self): """ This hook is called whenever the server is shutting down fully (i.e. not for a restart). """ pass def at_access_success(self, accessing_obj, access_type): """ This hook is called whenever accessing_obj succeed a lock check of type access_type on this object, for whatever reason. The return value of this hook is not used, the lock will still pass regardless of what this hook does (use lockstring/funcs to tweak the lock result). """ pass def at_access_failure(self, accessing_obj, access_type): """ This hook is called whenever accessing_obj fails a lock check of type access_type on this object, for whatever reason. The return value of this hook is not used, the lock will still fail regardless of what this hook does (use lockstring/funcs to tweak the lock result). """ pass # hooks called when moving the object def at_before_move(self, destination): """ Called just before starting to move this object to destination. destination - the object we are moving to If this method returns False/None, the move is cancelled before it is even started. """ #return has_perm(self, destination, "can_move") return True def announce_move_from(self, destination): """ Called if the move is to be announced. This is called while we are still standing in the old location. destination - the place we are going to. """ if not self.location: return name = self.name loc_name = "" loc_name = self.location.name dest_name = destination.name string = "%s is leaving %s, heading for %s." self.location.msg_contents(string % (name, loc_name, dest_name), exclude=self) def announce_move_to(self, source_location): """ Called after the move if the move was not quiet. At this point we are standing in the new location. source_location - the place we came from """ name = self.name if not source_location and self.location.has_player: # This was created from nowhere and added to a player's # inventory; it's probably the result of a create command. string = "You now have %s in your possession." % name self.location.msg(string) return src_name = "nowhere" loc_name = self.location.name if source_location: src_name = source_location.name string = "%s arrives to %s from %s." self.location.msg_contents(string % (name, loc_name, src_name), exclude=self) def at_after_move(self, source_location): """ Called after move has completed, regardless of quiet mode or not. Allows changes to the object due to the location it is now in. source_location - where we came from """ pass def at_object_leave(self, moved_obj, target_location): """ Called just before an object leaves from inside this object moved_obj - the object leaving target_location - where the object is going. """ pass def at_object_receive(self, moved_obj, source_location): """ Called after an object has been moved into this object. moved_obj - the object moved into this one source_location - where moved_object came from. """ pass def at_before_traverse(self, traversing_object): """ Called just before an object uses this object to traverse to another object (i.e. this object is a type of Exit) The target location should normally be available as self.destination. """ pass def at_traverse(self, traversing_object, target_location): """ This hook is responsible for handling the actual traversal, normally by calling traversing_object.move_to(target_location). It is normally only implemented by Exit objects. If it returns False (usually because move_to returned False), at_after_traverse below should not be called and instead at_failed_traverse should be called. """ pass def at_after_traverse(self, traversing_object, source_location): """ Called just after an object successfully used this object to traverse to another object (i.e. this object is a type of Exit) The target location should normally be available as self.destination. """ pass def at_failed_traverse(self, traversing_object): """ This is called if an object fails to traverse this object for some reason. It will not be called if the attribute err_traverse is defined, that attribute will then be echoed back instead. """ pass def at_msg_receive(self, msg, from_obj=None, data=None): """ This hook is called whenever someone sends a message to this object. Note that from_obj may be None if the sender did not include itself as an argument to the obj.msg() call - so you have to check for this. . Consider this a pre-processing method before msg is passed on to the user sesssion. If this method returns False, the msg will not be passed on. Input: msg = the message received from_obj = the one sending the message Output: boolean True/False """ return True def at_msg_send(self, msg, to_obj=None, data=None): """ This is a hook that is called when /this/ object sends a message to another object with obj.msg() while also specifying that it is the one sending. Note that this method is executed on the object passed along with the msg() function (i.e. using obj.msg(msg, caller) will then launch caller.at_msg()) and if no object was passed, it will never be called. """ pass # hooks called by the default cmdset. def return_appearance(self, pobject): """ This is a convenient hook for a 'look' command to call. """ if not pobject: return # get and identify all objects visible = (con for con in self.contents if con != pobject and con.access(pobject, "view")) exits, users, things = [], [], [] for con in visible: key = con.key if con.destination: exits.append(key) elif con.has_player: users.append("{c%s{n" % key) else: things.append(key) # get description, build string string = "{c%s{n" % self.key desc = self.db.desc if desc: string += "\n %s" % desc if exits: string += "\n{wExits:{n " + ", ".join(exits) if users or things: string += "\n{wYou see:{n " + ", ".join(users + things) return string def at_desc(self, looker=None): """ This is called whenever someone looks at this object. Looker is the looking object. """ pass def at_get(self, getter): """ Called when this object has been picked up. Obs- this method cannot stop the pickup - use permissions for that! getter - the object getting this object. """ pass def at_drop(self, dropper): """ Called when this object has been dropped. dropper - the object which just dropped this object. """ pass def at_say(self, speaker, message): """ Called on this object if an object inside this object speaks. The string returned from this method is the final form of the speech. Obs - you don't have to add things like 'you say: ' or similar, that is handled by the say command. speaker - the object speaking message - the words spoken. """ return message # # Base Player object # class Character(Object): """ This is just like the Object except it implements its own version of the at_object_creation to set up the script that adds the default cmdset to the object. """ def basetype_setup(self): """ Setup character-specific security You should normally not need to overload this, but if you do, make sure to reproduce at least the two last commands in this method (unless you want to fundamentally change how a Character object works). """ super(Character, self).basetype_setup() self.locks.add(";".join(["get:false()", # noone can pick up the character "call:false()"])) # no commands can be called on character from outside # add the default cmdset self.cmdset.add_default(settings.CMDSET_CHARACTER, permanent=True) def at_object_creation(self): """ All this does (for now) is to add the default cmdset. Since the script is permanently stored to this object (the permanent keyword creates a script to do this), we should never need to do this again for as long as this object exists. """ pass def at_after_move(self, source_location): "Default is to look around after a move." self.execute_cmd('look') def at_pre_puppet(self, player): """ This recovers the character again after having been "stoved away" at the unpuppet """ if self.db.prelogout_location: # try to recover self.location = self.db.prelogout_location if self.location == None: # make sure location is never None (home should always exist) self.location = self.home if self.location: # save location again to be sure self.db.prelogout_location = self.location self.location.msg_contents("%s has entered the game." % self.name, exclude=[self]) self.location.at_object_receive(self, self.location) else: player.msg("{r%s has no location and no home is set.{n" % self) def at_post_puppet(self): """ Called just after puppeting has completed. """ self.msg("\nYou become {c%s{n.\n" % self.name) self.execute_cmd("look") if self.location: self.location.msg_contents("%s has entered the game." % self.name, exclude=[self]) def at_post_unpuppet(self, player): """ We stove away the character when the player goes ooc/logs off, otherwise the character object will remain in the room also after the player logged off ("headless", so to say). """ if self.location: # have to check, in case of multiple connections closing self.location.msg_contents("%s has left the game." % self.name, exclude=[self]) self.db.prelogout_location = self.location self.location = None # # Base Room object # class Room(Object): """ This is the base room object. It's basically like any Object except its location is None. """ def basetype_setup(self): """ Simple setup, shown as an example (since default is None anyway) """ super(Room, self).basetype_setup() self.locks.add(";".join(["get:false()", "puppet:false()"])) # would be weird to puppet a room ... self.location = None # # Exits # class Exit(Object): """ This is the base exit object - it connects a location to another. This is done by the exit assigning a "command" on itself with the same name as the exit object (to do this we need to remember to re-create the command when the object is cached since it must be created dynamically depending on what the exit is called). This command (which has a high priority) will thus allow us to traverse exits simply by giving the exit-object's name on its own. """ # Helper classes and methods to implement the Exit. These need not # be overloaded unless one want to change the foundation for how # Exits work. See the end of the class for hook methods to overload. def create_exit_cmdset(self, exidbobj): """ Helper function for creating an exit command set + command. The command of this cmdset has the same name as the Exit object and allows the exit to react when the player enter the exit's name, triggering the movement between rooms. Note that exitdbobj is an ObjectDB instance. This is necessary for handling reloads and avoid tracebacks if this is called while the typeclass system is rebooting. """ class ExitCommand(command.Command): """ This is a command that simply cause the caller to traverse the object it is attached to. """ locks = "cmd:all()" # should always be set to this. obj = None arg_regex=r"\s.*?|$" is_exit = True # this helps cmdhandler disable exits in cmdsets with no_exits=True. def func(self): "Default exit traverse if no syscommand is defined." if self.obj.access(self.caller, 'traverse'): # we may traverse the exit. self.obj.at_traverse(self.caller, self.obj.destination) else: # exit is locked if self.obj.db.err_traverse: # if exit has a better error message, let's use it. self.caller.msg(self.obj.db.err_traverse) else: # No shorthand error message. Call hook. self.obj.at_failed_traverse(self.caller) # create an exit command. cmd = ExitCommand() cmd.key = exidbobj.db_key.strip().lower() cmd.obj = exidbobj cmd.aliases = exidbobj.aliases cmd.locks = str(exidbobj.locks) cmd.destination = exidbobj.db_destination cmd.auto_help = False # create a cmdset exit_cmdset = cmdset.CmdSet(None) exit_cmdset.key = '_exitset' exit_cmdset.priority = 9 exit_cmdset.duplicates = True # add command to cmdset exit_cmdset.add(cmd) return exit_cmdset # Command hooks def basetype_setup(self): """ Setup exit-security You should normally not need to overload this - if you do make sure you include all the functionality in this method. """ super(Exit, self).basetype_setup() # setting default locks (overload these in at_object_creation() self.locks.add(";".join(["puppet:false()", # would be weird to puppet an exit ... "traverse:all()", # who can pass through exit by default "get:false()"])) # noone can pick up the exit # an exit should have a destination (this is replaced at creation time) if self.dbobj.location: self.destination = self.dbobj.location def at_cmdset_get(self): """ Called when the cmdset is requested from this object, just before the cmdset is actually extracted. If no Exit-cmdset is cached, create it now. """ if self.ndb.exit_reset or not self.cmdset.has_cmdset("_exitset", must_be_default=True): # we are resetting, or no exit-cmdset was set. Create one dynamically. self.cmdset.add_default(self.create_exit_cmdset(self.dbobj), permanent=False) self.ndb.exit_reset = False # this and other hooks are what usually can be modified safely. def at_object_creation(self): "Called once, when object is first created (after basetype_setup)." pass def at_traverse(self, traversing_object, target_location): """ This implements the actual traversal. The traverse lock has already been checked (in the Exit command) at this point. """ source_location = traversing_object.location if traversing_object.move_to(target_location): self.at_after_traverse(traversing_object, source_location) else: if self.db.err_traverse: # if exit has a better error message, let's use it. self.caller.msg(self.db.err_traverse) else: # No shorthand error message. Call hook. self.at_failed_traverse(traversing_object) def at_after_traverse(self, traversing_object, source_location): """ Called after a successful traverse. """ pass def at_failed_traverse(self, traversing_object): """ This is called if an object fails to traverse this object for some reason. It will not be called if the attribute "err_traverse" is defined, that attribute will then be echoed back instead as a convenient shortcut. (See also hooks at_before_traverse and at_after_traverse). """ traversing_object.msg("You cannot go there.")