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As a side-effect of all of this, logging in more than once acts as behaves now. Also, this will allow things/rooms/exits (IE: not players) or un-logged in players to run commands or be forced to run them via @fo. All of this will bring us more in-line with MUX behavior.
36 lines
1.4 KiB
Python
36 lines
1.4 KiB
Python
"""
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This is the basic Evennia-standard player parent.
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NOTE: This file should NOT be directly modified. Sub-class the BasicPlayer
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class in game/gamesrc/parents/base/basicplayer.py and change the
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SCRIPT_DEFAULT_PLAYER variable in settings.py to point to the new class.
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"""
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import time
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from src import comsys
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class EvenniaBasicPlayer(object):
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def at_pre_login(self, session):
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"""
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Everything done here takes place before the player is actually
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'logged in', in a sense that they're not ready to send logged in
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commands or receive communication.
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"""
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pobject = self.source_obj
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# Load the player's channels from their JSON __CHANLIST attribute.
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comsys.load_object_channels(pobject)
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pobject.set_attribute("Last", "%s" % (time.strftime("%a %b %d %H:%M:%S %Y", time.localtime()),))
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pobject.set_attribute("Lastsite", "%s" % (session.address[0],))
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pobject.set_flag("CONNECTED", True)
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def at_post_login(self, session):
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"""
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The user is now logged in. This is what happens right after the moment
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they are 'connected'.
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"""
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pobject = self.source_obj
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pobject.emit_to("You are now logged in as %s." % (pobject.name,))
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pobject.get_location().emit_to_contents("%s has connected." %
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(pobject.get_name(show_dbref=False),), exclude=pobject)
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pobject.execute_cmd("look")
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