""" This is where all of the crucial, core object models reside. """ import re import traceback try: import cPickle as pickle except ImportError: import pickle from django.db import models from django.contrib.auth.models import User from django.conf import settings from src.objects.util import object as util_object from src.objects.managers.object import ObjectManager from src.objects.managers.attribute import AttributeManager from src.config.models import ConfigValue from src.ansi import ANSITable, parse_ansi from src import scripthandler from src import defines_global from src import session_mgr from src import logger # Import as the absolute path to avoid local variable clashes. import src.flags from src.util import functions_general class Attribute(models.Model): """ Attributes are things that are specific to different types of objects. For example, a drink container needs to store its fill level, whereas an exit needs to store its open/closed/locked/unlocked state. These are done via attributes, rather than making different classes for each object type and storing them directly. The added benefit is that we can add/remove attributes on the fly as we like. """ attr_name = models.CharField(max_length=255) attr_value = models.TextField(blank=True, null=True) attr_hidden = models.BooleanField(default=False) attr_object = models.ForeignKey("Object") attr_ispickled = models.BooleanField(default=False) objects = AttributeManager() def __str__(self): return "%s(%s)" % (self.attr_name, self.id) # # BEGIN COMMON METHODS # def get_name(self): """ Returns an attribute's name. """ return self.attr_name def get_value(self): """ Returns an attribute's value. """ attr_value = str(self.attr_value) if self.attr_ispickled: attr_value = pickle.loads(attr_value) return attr_value def get_object(self): """ Returns the object that the attribute resides on. """ return self.attr_object def is_hidden(self): """ Returns True if the attribute is hidden. """ if self.attr_hidden or self.get_name().upper() \ in defines_global.HIDDEN_ATTRIBS: return True else: return False def is_noset(self): """ Returns True if the attribute is unsettable. """ if self.get_name().upper() in defines_global.NOSET_ATTRIBS: return True else: return False def get_attrline(self): """ Best described as a __str__ method for in-game. Renders the attribute's name and value as per MUX. """ return "%s%s%s: %s" % (ANSITable.ansi["hilite"], self.get_name(),ANSITable.ansi["normal"], self.get_value()) class Object(models.Model): """ The Object class is very generic representation of a THING, PLAYER, EXIT, ROOM, or other entities within the database. Pretty much anything in the game is an object. Objects may be one of several different types, and may be parented to allow for differing behaviors. """ name = models.CharField(max_length=255) ansi_name = models.CharField(max_length=255) owner = models.ForeignKey('self', related_name="obj_owner", blank=True, null=True) zone = models.ForeignKey('self', related_name="obj_zone", blank=True, null=True) script_parent = models.CharField(max_length=255, blank=True, null=True) home = models.ForeignKey('self', related_name="obj_home", blank=True, null=True) type = models.SmallIntegerField(choices=defines_global.OBJECT_TYPES) location = models.ForeignKey('self', related_name="obj_location", blank=True, null=True) flags = models.TextField(blank=True, null=True) nosave_flags = models.TextField(blank=True, null=True) date_created = models.DateField(editable=False, auto_now_add=True) # 'scriptlink' is a 'get' property for retrieving a reference to the correct # script object. Defined down by get_scriptlink() scriptlink_cached = None objects = ObjectManager() # state system can set a particular command # table to be used (not persistent). state = None class Meta: """ Define permission types on the object class and how it is ordered in the database. """ ordering = ['-date_created', 'id'] permissions = settings.PERM_OBJECTS def __cmp__(self, other): """ Used to figure out if one object is the same as another. """ return self.id == other.id def __str__(self): return "%s" % (self.get_name(no_ansi=True),) def dbref(self): """Returns the object's dbref id on the form #NN, directly usable by Object.objects.dbref_search() """ return "#%s" % str(self.id) # # BEGIN COMMON METHODS # def search_for_object(self, ostring, emit_to_obj=None, search_contents=True, search_location=True, dbref_only=False, limit_types=False, search_aliases=False, attribute_name=None): """ Perform a standard object search, 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. emit_to_obj: (obj) An object (instead of caller) to receive search feedback search_contents: (bool) Search the caller's inventory search_location: (bool) Search the caller's location dbref_only: (bool) Requires ostring to be a #dbref limit_types: (list) Object identifiers from defines_global.OTYPE:s search_aliases: (bool) Search player aliases first attribute_name: (string) Which attribute to match (if None, uses default 'name') """ # This is the object that gets the duplicate/no match emits. if not emit_to_obj: emit_to_obj = self if search_aliases: # If an alias match is found, get out of here and skip the rest. alias_results = Object.objects.player_alias_search(self, ostring) if alias_results: return alias_results[0] results = Object.objects.local_and_global_search(self, ostring, search_contents=search_contents, search_location=search_location, dbref_only=dbref_only, limit_types=limit_types, attribute_name=attribute_name) if len(results) > 1: string = "More than one match for '%s' (please narrow target):" % ostring for num, result in enumerate(results): invtext = "" if result.get_location() == self: invtext = " (carried)" string += "\n %i-%s%s" % (num+1, result.get_name(show_dbref=False), invtext) emit_to_obj.emit_to(string) return False elif len(results) == 0: emit_to_obj.emit_to("I don't see that here.") return False else: return results[0] def search_for_object_global(self, ostring, exact_match=True, limit_types=[], emit_to_obj=None, dbref_limits=()): """ Search for ostring in all objects, globally. Handle multiple-matches and no matches gracefully. This is mainly intended to be used by admin and build-type commands. It also accepts #dbref search queries. """ if not emit_to_obj: emit_to_obj = self results = Object.objects.global_object_name_search(ostring, exact_match=exact_match, limit_types=limit_types) if dbref_limits: # if this is set we expect a tuple of 2, even if one is None. try: if dbref_limits[0]: results = [result for result in results if result.id >= int(dbref_limits[0].strip('#'))] if dbref_limits[1]: results = [result for result in results if result.id <= int(dbref_limits[1].strip("#"))] except KeyError: pass if not results: emit_to_obj.emit_to("No matches found for '%s'." % ostring) return if len(results) > 1: string = "Multiple matches for '%s':" % ostring for res in results: string += "\n %s" % res.get_name() emit_to_obj.emit_to(string) return return results[0] def get_sessions(self): """ Returns a list of sessions matching this object. """ if self.is_player(): return session_mgr.sessions_from_object(self) else: return [] def emit_to(self, message): """ Emits something to any sessions attached to the object. message: (str) The message to send """ # We won't allow emitting to objects... yet. if not self.is_player(): return False sessions = self.get_sessions() for session in sessions: session.msg(parse_ansi(message)) def execute_cmd(self, command_str, session=None, ignore_state=False): """ Do something as this object. bypass_state - ignore the fact that a player is in a state (means the normal command table will be used no matter what) """ # The Command object has all of the methods for parsing and preparing # for searching and execution. Send it to the handler once populated. cmdhandler.handle(cmdhandler.Command(self, command_str, session=session), ignore_state=ignore_state) def emit_to_contents(self, message, exclude=None): """ Emits something to all objects inside an object. """ contents = self.get_contents() if exclude: try: contents.remove(exclude) except ValueError: # Sometimes very weird things happen with locations, fail # silently. pass for obj in contents: obj.emit_to(message) def get_user_account(self): """ Returns the player object's account object (User object). """ try: return User.objects.get(id=self.id) except User.DoesNotExist: logger.log_errmsg("No account match for object id: %s" % self.id) return None def is_staff(self): """ Returns True if the object is a staff player. """ if not self.is_player(): return False try: profile = self.get_user_account() return profile.is_staff except User.DoesNotExist: return False def is_superuser(self): """ Returns True if the object is a super user player. """ if not self.is_player(): return False try: profile = self.get_user_account() return profile.is_superuser except User.DoesNotExist: return False def sees_dbrefs(self): """ Returns True if the object sees dbrefs in messages. This is here instead of session.py due to potential future expansion in the direction of MUX-style puppets. """ looker_user = self.get_user_account() if looker_user: # Builders see dbrefs return looker_user.has_perm('objects.see_dbref') else: return False def has_perm(self, perm): """ Checks to see whether a user has the specified permission or is a super user. perm: (string) A string representing the desired permission. This is on the form app.perm , e.g. 'objects.see_dbref' as defined in the settings file. """ if not self.is_player(): return False if self.is_superuser(): return True if self.get_user_account().has_perm(perm): return True else: return False def has_perm_list(self, perm_list): """ Checks to see whether a user has the specified permission or is a super user. This form accepts an iterable of strings representing permissions, if the user has any of them return true. perm_list: (iterable) An iterable of strings of permissions. """ if not self.is_player(): return False if self.is_superuser(): return True for perm in perm_list: # Stop searching perms on the first match. if self.get_user_account().has_perm(perm): return True # Fall through to failure return False def has_group(self, group): """ Checks if a user is member of a particular user group. """ if not self.is_player(): return False if self.is_superuser(): return True if group in [g.name for g in self.get_user_account().groups.all()]: return True else: return False def owns_other(self, other_obj): """ See if the envoked object owns another object. other_obj: (Object) Reference for object to check ownership of. """ return self.id == other_obj.get_owner().id def controls_other(self, other_obj, builder_override=False): """ See if the envoked object controls another object. other_obj: (Object) Reference for object to check dominance of. builder_override: (bool) True if builder perm allows controllership. """ if self == other_obj: return True if self.is_superuser(): # Don't allow superusers to dominate other superusers. if not other_obj.is_superuser(): return True else: return False if self.owns_other(other_obj): # If said object owns the target, then give it the green. return True # When builder_override is enabled, a builder permission means # the object controls the other. if builder_override and not other_obj.is_player() \ and self.has_group('Builders'): return True # They've failed to meet any of the above conditions. return False def set_home(self, new_home): """ Sets an object's home. """ self.home = new_home self.save() def set_owner(self, new_owner): """ Sets an object's owner. """ self.owner = new_owner self.save() def set_name(self, new_name): """ Rename an object. """ self.name = parse_ansi(new_name, strip_ansi=True) self.ansi_name = parse_ansi(new_name, strip_formatting=True) self.save() # If it's a player, we need to update their user object as well. if self.is_player(): pobject = self.get_user_account() pobject.username = new_name pobject.save() def get_name(self, fullname=False, show_dbref=True, show_flags=True, no_ansi=False): """ Returns an object's name. """ if not no_ansi and self.ansi_name: name_string = self.ansi_name else: name_string = self.name if show_dbref: # Allow hiding of the flags but show the dbref. if show_flags: flag_string = self.flag_string() else: flag_string = "" dbref_string = "(#%s%s)" % (self.id, flag_string) else: dbref_string = "" if fullname: return "%s%s" % (parse_ansi(name_string, strip_ansi=no_ansi), dbref_string) else: return "%s%s" % (parse_ansi(name_string.split(';')[0], strip_ansi=no_ansi), dbref_string) def destroy(self): """ Destroys an object, sets it to GOING. Can still be recovered if the user decides to. """ # See if we need to kick the player off. sessions = self.get_sessions() for session in sessions: session.msg("You have been destroyed, goodbye.") session.handle_close() # If the object is a player, set the player account object to inactive. # It can still be recovered at this point. if self.is_player(): try: uobj = User.objects.get(id=self.id) uobj.is_active = False uobj.save() except: string = 'Destroying object %s but no matching player.' % (self,) functions_general.log_errmsg(string) # Clear out any objects located within the object self.clear_objects() # Set the object type to GOING self.type = defines_global.OTYPE_GOING # Destroy any exits to and from this room, do this first self.clear_exits() self.save() def delete(self): """ Deletes an object permanently. Marks it for re-use by a new object. """ # Delete the associated player object permanently. uobj = User.objects.filter(id=self.id) if len(uobj) > 0: uobj[0].delete() # Set the object to type GARBAGE. self.type = defines_global.OTYPE_GARBAGE self.save() # Clear all attributes & flags self.clear_all_attributes() self.clear_all_flags() def clear_exits(self): """ Destroys all of the exits and any exits pointing to this object as a destination. """ exits = self.get_contents(filter_type=defines_global.OTYPE_EXIT) exits += self.obj_home.all().filter(type__exact=defines_global.OTYPE_EXIT) for exit in exits: exit.destroy() def clear_objects(self): """ Moves all objects (players/things) currently in a GOING -> GARBAGE location to their home or default home (if it can be found). """ # Gather up everything, other than exits and going/garbage, that is under # the belief this is its location. objs = self.obj_location.filter(type__in=[1, 2, 3]) default_home_id = ConfigValue.objects.get_configvalue('default_home') try: default_home = Object.objects.get(id=default_home_id) except: functions_general.log_errmsg("Could not find default home '(#%d)'." % (default_home_id)) for obj in objs: home = obj.get_home() text = "object" if obj.is_player(): text = "player" # Obviously, we can't send it back to here. if home and home.id == self.id: obj.home = default_home obj.save() home = default_home # If for some reason it's still None... if not home: functions_general.log_errmsg("Missing default home, %s '%s(#%d)' now has a null location." % (text, obj.name, obj.id)) if obj.is_player(): if obj.is_connected_plr(): if home: obj.emit_to("Your current location has ceased to exist, moving you to your home %s(#%d)." % (home.name, home.id)) else: # Famous last words: The player should never see this. obj.emit_to("You seem to have found a place that does not exist ...") # If home is still None, it goes to a null location. obj.move_to(home) def set_attribute(self, attribute, new_value=None): """ Sets an attribute on an object. Creates the attribute if need be. attribute: (str) The attribute's name. new_value: (python obj) The value to set the attribute to. If this is not a str, the object will be stored as a pickle. """ attrib_obj = None if self.has_attribute(attribute): attrib_obj = \ Attribute.objects.filter(attr_object=self).filter(attr_name__iexact=attribute)[0] if new_value != None: #pickle if anything else than str if type(new_value) != type(str()): new_value = pickle.dumps(new_value)#,pickle.HIGHEST_PROTOCOL) ispickled = True else: new_value = new_value ispickled = False if attrib_obj: # Save over the existing attribute's value. attrib_obj.attr_value = new_value attrib_obj.attr_ispickled = ispickled attrib_obj.save() else: # Create a new attribute new_attrib = Attribute() new_attrib.attr_name = attribute new_attrib.attr_value = new_value new_attrib.attr_object = self new_attrib.attr_hidden = False new_attrib.attr_ispickled = ispickled new_attrib.save() elif attrib_obj: # If you do something like @set me=attrib: , destroy the attrib. attrib_obj.delete() def get_attribute_value(self, attrib, default=None): """ Returns the value of an attribute on an object. You may need to type cast the returned value from this function since the attribute can be of any type. attrib: (str) The attribute's name. """ if self.has_attribute(attrib): try: attrib = Attribute.objects.filter(attr_object=self).filter(attr_name=attrib)[0] except: # safety, if something goes wrong (like unsynced db), catch it. logger.log_errmsg(traceback.print_exc()) return default return attrib.get_value() else: return default def get_attribute_obj(self, attrib): """ Returns the attribute object matching the specified name. attrib: (str) The attribute's name. """ if self.has_attribute(attrib): return Attribute.objects.filter(attr_object=self).filter(attr_name=attrib) else: return False def clear_attribute(self, attribute): """ Removes an attribute entirely. attribute: (str) The attribute's name. """ if self.has_attribute(attribute): attrib_obj = self.get_attribute_obj(attribute) attrib_obj.delete() return True else: return False def get_all_attributes(self): """ Returns a QuerySet of an object's attributes. """ return [attr for attr in self.attribute_set.all() if not attr.is_hidden()] def clear_all_attributes(self): """ Clears all of an object's attributes. """ attribs = self.get_all_attributes() for attrib in attribs: attrib.delete() def has_attribute(self, attribute): """ See if we have an attribute set on the object. attribute: (str) The attribute's name. """ attr = Attribute.objects.filter(attr_object=self).filter(attr_name__iexact=attribute) if attr.count() == 0: return False else: return True def attribute_namesearch(self, searchstr, exclude_noset=False): """ Searches the object's attributes for name matches against searchstr via regular expressions. Returns a list. searchstr: (str) A string (maybe with wildcards) to search for. """ # Retrieve the list of attributes for this object. attrs = Attribute.objects.filter(attr_object=self) # Compile a regular expression that is converted from the user's # wild-carded search string. match_exp = re.compile(functions_general.wildcard_to_regexp(searchstr), re.IGNORECASE) # If the regular expression search returns a match object, add to results. if exclude_noset: return [attr for attr in attrs if match_exp.search(attr.get_name()) and not attr.is_hidden() and not attr.is_noset()] else: return [attr for attr in attrs if match_exp.search(attr.get_name()) and not attr.is_hidden()] def has_flag(self, flag): """ Does our object have a certain flag? flag: (str) Flag name """ # For whatever reason, we have to do this so things work # in SQLite. flags = str(self.flags).split() nosave_flags = str(self.nosave_flags).split() return flag.upper() in flags or flag in nosave_flags def set_flag(self, flag, value=True): """ Add a flag to our object's flag list. flag: (str) Flag name value: (bool) Set (True) or un-set (False) """ flag = flag.upper() has_flag = self.has_flag(flag) if value == False and has_flag: # Clear the flag. if src.flags.is_unsavable_flag(flag): # Not a savable flag (CONNECTED, etc) flags = self.nosave_flags.split() flags.remove(flag) self.nosave_flags = ' '.join(flags) else: # Is a savable flag. flags = self.flags.split() flags.remove(flag) self.flags = ' '.join(flags) self.save() elif value == False and not has_flag: # Object doesn't have the flag to begin with. pass elif value == True and has_flag: # We've already got it. pass else: # Setting a flag. if src.flags.is_unsavable_flag(flag): # Not a savable flag (CONNECTED, etc) flags = str(self.nosave_flags).split() flags.append(flag) self.nosave_flags = ' '.join(flags) else: # Is a savable flag. if self.flags is not None: flags = str(self.flags).split() else: # This prevents conversion of None to strings flags = [] flags.append(flag) self.flags = ' '.join(flags) self.save() def unset_flag(self, flag): """ Clear the flag. """ self.set_flag(flag, value=False) def get_flags(self): """ Returns an object's flag list. """ all_flags = [] if self.flags is not None: # Add saved flags to the display list all_flags = all_flags + self.flags.split() if self.nosave_flags is not None: # Add non-saved flags to the display list all_flags = all_flags + self.nosave_flags.split() if not all_flags: # Guard against returning 'None' return "" else: # Format the Python list to a space separated string of flags return " ".join(all_flags) def clear_all_flags(self): "Clears all the flags set on object." flags = self.get_flags() for flag in flags.split(): self.unset_flag(flag) def is_connected_plr(self): """ Is this object a connected player? """ if self.is_player(): if self.get_sessions(): return True # No matches or not a player return False def get_owner(self): """ Returns an object's owner. """ # Players always own themselves. if self.is_player(): return self else: return self.owner def get_home(self): """ Returns an object's home. """ try: return self.home except: return None def get_location(self): """ Returns an object's location. """ try: return self.location except: functions_general.log_errmsg("Object '%s(#%d)' has invalid location: #%s" % \ (self.name,self.id,self.location_id)) return False def get_scriptlink(self): """ Returns an object's script parent. """ if not self.scriptlink_cached: script_to_load = self.get_script_parent() # Load the script reference into the object's attribute. self.scriptlink_cached = scripthandler.scriptlink(self, script_to_load) if self.scriptlink_cached: # If the scriptlink variable can't be populated, this will fail # silently and let the exception hit in the scripthandler. return self.scriptlink_cached return None # Set a property to make accessing the scriptlink more transparent. scriptlink = property(fget=get_scriptlink) def get_script_parent(self): """ Returns a string representing the object's script parent. """ if not self.script_parent or self.script_parent.strip() == '': # No parent value, assume the defaults based on type. if self.is_player(): return settings.SCRIPT_DEFAULT_PLAYER else: return settings.SCRIPT_DEFAULT_OBJECT else: # A parent has been set, load it from the field's value. return self.script_parent def set_script_parent(self, script_parent=None): """ Sets the object's script_parent attribute and does any logistics. script_parent: (string) String pythonic import path of the script parent assuming the python path is game/gamesrc/parents. """ if script_parent != None and scripthandler.scriptlink(self, str(script_parent).strip()): #assigning a custom parent self.script_parent = str(script_parent).strip() self.save() return #use a default parent instead if self.is_player(): self.script_parent = settings.SCRIPT_DEFAULT_PLAYER else: self.script_parent = settings.SCRIPT_DEFAULT_OBJECT self.save() def get_contents(self, filter_type=None): """ Returns the contents of an object. filter_type: (int) An object type number to filter by. """ if filter_type: return list(Object.objects.filter(location__id=self.id).filter(type=filter_type)) else: return list(Object.objects.filter(location__id=self.id).exclude(type__gt=4)) def get_zone(self): """ Returns the object that is marked as this object's zone. """ try: return self.zone except: return None def set_zone(self, new_zone): """ Sets an object's zone. """ self.zone = new_zone self.save() def move_to(self, target, quiet=False, force_look=True): """ Moves the object to a new location. target: (Object) Reference to the object to move to. quiet: (bool) If true, don't emit left/arrived messages. force_look: (bool) If true and self is a player, make them 'look'. """ # First, check if we can enter that location at all. if not target.scriptlink.enter_lock(self): lock_desc = self.get_attribute_value("enter_lock_msg") if lock_desc: self.emit_to(lock_desc) else: self.emit_to("That destination is blocked from you.") return # Before the move, call eventual pre-commands. if self.scriptlink.at_before_move(target) != None: return if not quiet: #tell the old room we are leaving self.scriptlink.announce_move_from(target) source_location = self.location # Perform move self.location = target self.save() if not quiet: # Tell the new room we are there. self.scriptlink.announce_move_to(source_location) # Execute eventual extra commands on this object after moving it self.scriptlink.at_after_move() # Perform eventual extra commands on the receiving location target.scriptlink.at_obj_receive(self) if force_look and self.is_player(): self.execute_cmd('look') def dbref_match(self, oname): """ Check if the input (oname) can be used to identify this particular object by means of a dbref match. oname: (str) Name to match against. """ if not util_object.is_dbref(oname): return False try: is_match = int(oname[1:]) == self.id except ValueError: return False return is_match def name_match(self, oname, match_type="fuzzy"): """ See if the input (oname) can be used to identify this particular object. Check the # sign for dbref (exact) reference, and anything else is a name comparison. NOTE: A 'name' can be a dbref or the actual name of the object. See dbref_match for an exclusively name-based match. """ if util_object.is_dbref(oname): # First character is a pound sign, looks to be a dbref. return self.dbref_match(oname) oname = oname.lower() if match_type == "exact": #exact matching name_chunks = self.name.lower().split(';') #False=0 and True=1 in python, so if sum>0, we #have at least one exact match. return sum(map(lambda o: oname == o, name_chunks)) > 0 else: #fuzzy matching return oname in self.name.lower() def filter_contents_from_str(self, oname): """ Search an object's contents for name and dbref matches. Don't put any logic in here, we'll do that from the end of the command or function. oname: (str) The string to filter from. """ contents = self.get_contents() return [prospect for prospect in contents if prospect.name_match(oname)] # Type comparison methods. def is_player(self): return self.type == defines_global.OTYPE_PLAYER def is_room(self): return self.type == defines_global.OTYPE_ROOM def is_thing(self): return self.type == defines_global.OTYPE_THING def is_exit(self): return self.type == defines_global.OTYPE_EXIT def is_going(self): return self.type == defines_global.OTYPE_GOING def is_garbage(self): return self.type == defines_global.OTYPE_GARBAGE def get_type(self, return_number=False): """ Returns the numerical or string representation of an object's type. return_number: (bool) True returns numeric type, False returns string. """ if return_number: return self.type else: return defines_global.OBJECT_TYPES[self.type][1] def is_type(self, otype): """ See if an object is a certain type. otype: (str) A string representation of the object's type (ROOM, THING) """ otype = otype[0] if otype == 'p': return self.is_player() elif otype == 'r': return self.is_room() elif otype == 't': return self.is_thing() elif otype == 'e': return self.is_exit() elif otype == 'g': return self.is_garbage() def flag_string(self): """ Returns the flag string for an object. This abbreviates all of the flags set on the object into a list of single-character flag characters. """ # We have to cast this because the admin interface is really picky # about tuple index types. Bleh. otype = int(self.type) return defines_global.OBJECT_TYPES[otype][1][0] #state access functions def get_state(self): """ Returns the player's current state. """ return self.state def set_state(self, state_name=None): """ Only allow setting a state on a player object, otherwise fail silently. This command safeguards the batch processor against dropping out of interactive mode; it also allows builders to sidestep room-based states when building (the genperm.admin_nostate permission is not set on anyone by default, set it temporarily when building a state-based room). """ if not self.is_player(): return False if self.is_superuser(): # we have to deal with superusers separately since # they would always appear to have the genperm.admin_nostate # permission. Instead we expect them to set the flag # ADMIN_NOSTATE on themselves if they don't want to # enter states. nostate = self.has_flag("admin_nostate") else: # for other users we request the permission as normal. nostate = self.has_perm("genperms.admin_nostate") # we never enter other states if we are in the interactive batch processor. nostate = nostate or self.state == "_interactive batch processor" if nostate: return False self.state = state_name return True def clear_state(self): """ Set to no state (return to normal operation) This safeguards the batch processor from exiting its interactive mode when entering a room cancelling states. (batch processor clears the state directly instead) """ if not self.state == "_interactive batch processor": self.state = None def purge_object(self): "Completely clears all aspects of the object." self.clear_all_attributes() self.clear_all_flags() self.clear_state() self.home = None self.owner = None self.location = None self.save() # Deferred imports are poopy. This will require some thought to fix. from src import cmdhandler