evennia/src/objects/models.py

818 lines
30 KiB
Python

"""
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 django.contrib.contenttypes.models import ContentType
from src.utils.idmapper.models import SharedMemoryModel
from src.typeclasses.models import Attribute, TypedObject, TypeNick, TypeNickHandler
from src.typeclasses.typeclass import TypeClass
from src.objects.manager import ObjectManager
from src.players.models import PlayerDB
from src.server.models import ServerConfig
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 is_iter, to_unicode, to_str, mod_import
#PlayerDB = ContentType.objects.get(app_label="players", model="playerdb").model_class()
FULL_PERSISTENCE = settings.FULL_PERSISTENCE
AT_SEARCH_RESULT = mod_import(*settings.SEARCH_AT_RESULT.rsplit('.', 1))
#------------------------------------------------------------
#
# 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(max_length=255)
db_obj = models.ForeignKey("ObjectDB")
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")
class Meta:
"Define Django meta options"
verbose_name = "Nickname for Objects"
verbose_name_plural = "Nicknames 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)
# 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",
blank=True, null=True)
# a safety location, this usually don't change much.
db_home = models.ForeignKey('self', related_name="homes_set",
blank=True, null=True)
# destination of this object - primarily used by exits.
db_destination = models.ForeignKey('self', related_name="destinations_set",
blank=True, null=True)
# database storage of persistant cmdsets.
db_cmdset_storage = models.TextField(null=True)
# 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
self.cmdset = CmdSetHandler(self)
self.cmdset.update(init_mode=True)
self.scripts = ScriptHandler(self)
self.scripts.validate(init_mode=True)
self.nicks = ObjectNickHandler(self)
# 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"
return list(Alias.objects.filter(db_obj=self).values_list("db_key", flat=True))
#@aliases.setter
def aliases_set(self, aliases):
"Setter. Allows for self.aliases = value"
if not is_iter(aliases):
aliases = [aliases]
for alias in aliases:
new_alias = Alias(db_key=alias, db_obj=self)
new_alias.save()
#@aliases.deleter
def aliases_del(self):
"Deleter. Allows for del self.aliases"
for alias in Alias.objects.filter(db_obj=self):
alias.delete()
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.
"""
try:
return object.__getattribute__(self, 'db_player')
except AttributeError:
return None
#@player.setter
def player_set(self, player):
"Setter. Allows for self.player = value"
if isinstance(player, TypeClass):
player = player.dbobj
self.db_player = player
self.save()
#@player.deleter
def player_del(self):
"Deleter. Allows for del self.player"
self.db_player = None
self.save()
player = property(player_get, player_set, player_del)
# location property (wraps db_location)
#@property
def location_get(self):
"Getter. Allows for value = self.location."
loc = self.db_location
if loc:
return loc.typeclass(loc)
return None
#@location.setter
def location_set(self, location):
"Setter. Allows for self.location = location"
try:
if location == None or type(location) == ObjectDB:
# location is None or a valid object
loc = location
elif ObjectDB.objects.dbref(location):
# location is a dbref; search
loc = ObjectDB.objects.dbref_search(ocation)
if loc and hasattr(loc,'dbobj'):
loc = loc.dbobj
else:
loc = location.dbobj
else:
loc = location.dbobj
self.db_location = loc
self.save()
except Exception:
string = "Cannot set location: "
string += "%s is not a valid location."
self.msg(string % location)
logger.log_trace(string)
raise
#@location.deleter
def location_del(self):
"Deleter. Allows for del self.location"
self.db_location = None
self.save()
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 = self.db_home
if home:
return home.typeclass(home)
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 = hom.dbobj
else:
hom = home.dbobj
else:
hom = home.dbobj
if home:
self.db_home = hom
except Exception:
string = "Cannot set home: "
string += "%s is not a valid home."
self.msg(string % home)
logger.log_trace(string)
raise
self.save()
#@home.deleter
def home_del(self):
"Deleter. Allows for del self.home."
self.db_home = None
self.save()
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 = self.db_destination
if dest:
return dest.typeclass(dest)
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 hasattr(dest,'dbobj'):
dest = dest.dbobj
else:
dest = destination.dbobj
else:
dest = destination.dbobj
self.db_destination = dest
self.save()
except Exception:
string = "Cannot set destination: "
string += "%s is not a valid destination."
self.msg(string % destination)
logger.log_trace(string)
raise
#@destination.deleter
def destination_del(self):
"Deleter. Allows for del self.destination"
self.db_destination = None
self.save()
destination = property(destination_get, destination_set, destination_del)
#@property for consistent aliases access throughout Evennia
#@aliases.setter
def aliases_set(self, aliases):
"Adds an alias to object"
if not is_iter(aliases):
aliases = [aliases]
for alias in aliases:
query = Alias.objects.filter(db_obj=self, db_key__iexact=alias)
if query.count():
continue
new_alias = Alias(db_key=alias, db_obj=self)
new_alias.save()
#@aliases.getter
def aliases_get(self):
"Return a list of all aliases defined on this object."
return list(Alias.objects.filter(db_obj=self).values_list("db_key", flat=True))
#@aliases.deleter
def aliases_del(self):
"Removes aliases from object"
query = Alias.objects.filter(db_obj=self)
if query:
query.delete()
aliases = property(aliases_get, aliases_set, aliases_del)
# cmdset_storage property
#@property
def cmdset_storage_get(self):
"Getter. Allows for value = self.name. Returns a list of cmdset_storage."
if self.db_cmdset_storage:
return [path.strip() for path in 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."
if is_iter(value):
value = ",".join([str(val).strip() for val in value])
self.db_cmdset_storage = value
self.save()
#@cmdset_storage.deleter
def cmdset_storage_del(self):
"Deleter. Allows for del self.name"
self.db_cmdset_storage = ""
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.
attribute_model_path = "src.objects.models"
attribute_model_name = "ObjAttribute"
typeclass_paths = settings.OBJECT_TYPECLASS_PATHS
# this is used by all typedobjects as a fallback
try:
default_typeclass_path = settings.BASE_OBJECT_TYPECLASS
except Exception:
default_typeclass_path = "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 self.player:
return 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(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(self.sessions) and self.player.is_superuser
is_superuser = property(is_superuser_get)
#@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.
"""
return ObjectDB.objects.get_contents(self, excludeobj=exclude)
contents = property(contents_get)
#@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 self.contents
if exi.destination]
exits = property(exits_get)
#
# Main Search method
#
def search(self, ostring,
global_search=False,
attribute_name=None,
use_nicks=False, location=None,
ignore_errors=False, player=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
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
ignore_errors : Don't display any error messages even
if there are none/multiple matches -
just return the result as a list.
player : Don't search for an Object but a Player.
This will also find players that don't
currently have a character.
Use *<string> 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.
"""
if use_nicks:
if ostring.startswith('*') or player:
# player nick replace
ostring = self.nicks.get(ostring.lstrip('*'), nick_type="player")
if not player:
ostring = "*%s" % ostring
else:
# object nick replace
ostring = self.nicks.get(ostring, nick_type="object")
if player:
if ostring in ("me", "self", "*me", "*self"):
results = [self.player]
else:
results = PlayerDB.objects.player_search(ostring.lstrip('*'))
else:
results = ObjectDB.objects.object_search(ostring, caller=self,
global_search=global_search,
attribute_name=attribute_name,
location=location)
if ignore_errors:
return results
# this import is cache after the first call.
return AT_SEARCH_RESULT(self, ostring, results, global_search)
#
# Execution/action methods
#
def execute_cmd(self, raw_string):
"""
Do something as this object. This command transparently
lets its typeclass execute the command.
raw_string - raw command input coming from the command line.
"""
# 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]]
for nick in ObjectNick.objects.filter(db_obj=self, db_type__in=("inputline","channel")):
if nick.db_nick in raw_list:
raw_string = raw_string.replace(nick.db_nick, nick.db_real, 1)
break
cmdhandler.cmdhandler(self.typeclass(self), raw_string)
def msg(self, message, from_obj=None, data=None):
"""
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.
"""
# This is an important function that must always work.
# we use a different __getattribute__ to avoid recursive loops.
if object.__getattribute__(self, 'player'):
object.__getattribute__(self, 'player').msg(message, from_obj=from_obj, data=data)
def emit_to(self, message, from_obj=None, data=None):
"Deprecated. Alias for msg"
logger.log_depmsg("emit_to() is deprecated. Use msg() instead.")
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 = self.contents
if exclude:
if not is_iter(exclude):
exclude = [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):
"""
Moves this object to a new location.
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
"""
def logerr(string=""):
trc = traceback.format_exc()
errstring = "%s%s" % (trc, string)
logger.log_trace()
self.msg(errstring)
errtxt = "Couldn't perform move ('%s'). Contact an admin."
if not emit_to_obj:
emit_to_obj = self
if not destination:
emit_to_obj.msg("The destination doesn't exist.")
return
if destination.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 = 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 self.home:
source_location = 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:
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 self.exits:
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)
try:
default_home = ObjectDB.objects.get(id=default_home_id)
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 home and home.id == self.id:
home = default_home
# If for some reason it's still None...
if not home:
string = "Missing default home, '%s(#%d)' "
string += "now has a null location."
logger.log_errmsg(string % (obj.name, obj.id))
return
if self.has_player:
if home:
string = "Your current location has ceased to exist,"
string += " moving you to %s(#%d)."
obj.msg(string % (home.name, home.id))
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 and returns
it. The copy will be named <key>_copy by default. If you
want to customize the copy by changing some settings, use
the manager method copy_object directly.
"""
if not new_key:
new_key = "%s_copy" % self.key
return ObjectDB.objects.copy_object(self, 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.
"""
if not self.at_object_delete():
# this is an extra pre-check
# run before deletion mechanism
# is kicked into gear.
return False
# See if we need to kick the player off.
for session in self.sessions:
session.msg("Your character %s has been destroyed." % self.name)
#session.session_disconnect()
# sever the connection (important!)
if object.__getattribute__(self, 'player') and self.player:
self.player.character = None
self.player = None
# if self.player:
# self.player.user.is_active = False
# self.player.user.save()
# Destroy any exits to and from this room, if any
self.clear_exits()
# Clear out any non-exit objects located within the object
self.clear_contents()
# Perform the deletion of the object
super(ObjectDB, self).delete()
return True