evennia/src/commands/default/building.py

2063 lines
78 KiB
Python

"""
Building and world design commands
"""
from django.conf import settings
from src.objects.models import ObjectDB, ObjAttribute
from src.players.models import PlayerAttribute
from src.utils import create, utils, debug
from src.commands.default.muxcommand import MuxCommand
from src.commands.cmdhandler import get_and_merge_cmdsets
# limit symbol import for API
__all__ = ("ObjManipCommand", "CmdSetObjAlias", "CmdCopy",
"CmdCpAttr", "CmdMvAttr", "CmdCreate", "CmdDebug",
"CmdDesc", "CmdDestroy", "CmdDig", "CmdTunnel", "CmdLink",
"CmdUnLink", "CmdSetHome", "CmdListCmdSets", "CmdName",
"CmdOpen", "CmdSetAttribute", "CmdTypeclass", "CmdWipe",
"CmdLock", "CmdExamine", "CmdFind", "CmdTeleport",
"CmdScript")
try:
# used by @set
from ast import literal_eval as _LITERAL_EVAL
except ImportError:
# literal_eval is not available before Python 2.6
_LITERAL_EVAL = None
# used by @find
CHAR_TYPECLASS = settings.BASE_CHARACTER_TYPECLASS
class ObjManipCommand(MuxCommand):
"""
This is a parent class for some of the defining objmanip commands
since they tend to have some more variables to define new objects.
Each object definition can have several components. First is
always a name, followed by an optional alias list and finally an
some optional data, such as a typeclass or a location. A comma ','
separates different objects. Like this:
name1;alias;alias;alias:option, name2;alias;alias ...
Spaces between all components are stripped.
A second situation is attribute manipulation. Such commands
are simpler and offer combinations
objname/attr/attr/attr, objname/attr, ...
"""
# OBS - this is just a parent - it's not intended to actually be
# included in a commandset on its own!
def parse(self):
"""
We need to expand the default parsing to get all
the cases, see the module doc.
"""
# get all the normal parsing done (switches etc)
super(ObjManipCommand, self).parse()
obj_defs = ([],[]) # stores left- and right-hand side of '='
obj_attrs = ([], []) # "
for iside, arglist in enumerate((self.lhslist, self.rhslist)):
# lhslist/rhslist is already split by ',' at this point
for objdef in arglist:
aliases, option, attrs = [], None, []
if ':' in objdef:
objdef, option = [part.strip() for part in objdef.rsplit(':', 1)]
if ';' in objdef:
objdef, aliases = [part.strip() for part in objdef.split(';', 1)]
aliases = [alias.strip() for alias in aliases.split(';') if alias.strip()]
if '/' in objdef:
objdef, attrs = [part.strip() for part in objdef.split('/', 1)]
attrs = [part.strip().lower() for part in attrs.split('/') if part.strip()]
# store data
obj_defs[iside].append({"name":objdef, 'option':option, 'aliases':aliases})
obj_attrs[iside].append({"name":objdef, 'attrs':attrs})
# store for future access
self.lhs_objs = obj_defs[0]
self.rhs_objs = obj_defs[1]
self.lhs_objattr = obj_attrs[0]
self.rhs_objattr = obj_attrs[1]
class CmdSetObjAlias(MuxCommand):
"""
Adding permanent aliases
Usage:
@alias <obj> [= [alias[,alias,alias,...]]]
Assigns aliases to an object so it can be referenced by more
than one name. Assign empty to remove all aliases from object.
Observe that this is not the same thing as aliases
created with the 'alias' command! Aliases set with @alias are
changing the object in question, making those aliases usable
by everyone.
"""
key = "@alias"
aliases = "@setobjalias"
locks = "cmd:perm(setobjalias) or perm(Builders)"
help_category = "Building"
def func(self):
"Set the aliases."
caller = self.caller
if not self.lhs:
string = "Usage: @alias <obj> [= [alias[,alias ...]]]"
self.caller.msg(string)
return
objname = self.lhs
# Find the object to receive aliases
obj = caller.search(objname)
if not obj:
return
if self.rhs == None:
# no =, so we just list aliases on object.
aliases = obj.aliases
if aliases:
caller.msg("Aliases for '%s': %s" % (obj.key, ", ".join(aliases)))
else:
caller.msg("No aliases exist for '%s'." % obj.key)
return
if not obj.access(caller, 'edit'):
caller.msg("You don't have permission to do that.")
return
if not self.rhs:
# we have given an empty =, so delete aliases
old_aliases = obj.aliases
if old_aliases:
caller.msg("Cleared aliases from %s: %s" % (obj.key, ", ".join(old_aliases)))
del obj.dbobj.aliases
else:
caller.msg("No aliases to clear.")
return
# merge the old and new aliases (if any)
old_aliases = obj.aliases
new_aliases = [alias.strip().lower() for alias in self.rhs.split(',') if alias.strip()]
# make the aliases only appear once
old_aliases.extend(new_aliases)
aliases = list(set(old_aliases))
# save back to object.
obj.aliases = aliases
# we treat this as a re-caching (relevant for exits to re-build their exit commands with the correct aliases)
caller.msg("Aliases for '%s' are now set to %s." % (obj.key, ", ".join(obj.aliases)))
class CmdCopy(ObjManipCommand):
"""
@copy - copy objects
Usage:
@copy[/reset] <original obj> [= new_name][;alias;alias..][:new_location] [,new_name2 ...]
switch:
reset - make a 'clean' copy off the object, thus
removing any changes that might have been made to the original
since it was first created.
Create one or more copies of an object. If you don't supply any targets, one exact copy
of the original object will be created with the name *_copy.
"""
key = "@copy"
locks = "cmd:perm(copy) or perm(Builders)"
help_category = "Building"
def func(self):
"Uses ObjManipCommand.parse()"
caller = self.caller
args = self.args
if not args:
caller.msg("Usage: @copy <obj> [=new_name[;alias;alias..]][:new_location] [, new_name2...]")
return
if not self.rhs:
# this has no target =, so an identical new object is created.
from_obj_name = self.args
from_obj = caller.search(from_obj_name)
if not from_obj:
return
to_obj_name = "%s_copy" % from_obj_name
to_obj_aliases = ["%s_copy" % alias for alias in from_obj.aliases]
copiedobj = ObjectDB.objects.copy_object(from_obj, new_key=to_obj_name,
new_aliases=to_obj_aliases)
if copiedobj:
string = "Identical copy of %s, named '%s' was created." % (from_obj_name, to_obj_name)
else:
string = "There was an error copying %s."
else:
# we have specified =. This might mean many object targets
from_obj_name = self.lhs_objs[0]['name']
from_obj = caller.search(from_obj_name)
if not from_obj:
return
for objdef in self.rhs_objs:
# loop through all possible copy-to targets
to_obj_name = objdef['name']
to_obj_aliases = objdef['aliases']
to_obj_location = objdef['option']
if to_obj_location:
to_obj_location = caller.search(to_obj_location, global_search=True)
if not to_obj_location:
return
copiedobj = ObjectDB.objects.copy_object(from_obj, new_key=to_obj_name,
new_location=to_obj_location, new_aliases=to_obj_aliases)
if copiedobj:
string = "Copied %s to '%s' (aliases: %s)." % (from_obj_name, to_obj_name,
to_obj_aliases)
else:
string = "There was an error copying %s to '%s'." % (from_obj_name,
to_obj_name)
# we are done, echo to user
caller.msg(string)
class CmdCpAttr(ObjManipCommand):
"""
@cpattr - copy attributes
Usage:
@cpattr[/switch] <obj>/<attr> = <obj1>/<attr1> [,<obj2>/<attr2>,<obj3>/<attr3>,...]
@cpattr[/switch] <obj>/<attr> = <obj1> [,<obj2>,<obj3>,...]
@cpattr[/switch] <attr> = <obj1>/<attr1> [,<obj2>/<attr2>,<obj3>/<attr3>,...]
@cpattr[/switch] <attr> = <obj1>[,<obj2>,<obj3>,...]
Switches:
move - delete the attribute from the source object after copying.
Example:
@cpattr coolness = Anna/chillout, Anna/nicety, Tom/nicety
->
copies the coolness attribute (defined on yourself), to attributes
on Anna and Tom.
Copy the attribute one object to one or more attributes on another object. If
you don't supply a source object, yourself is used.
"""
key = "@cpattr"
locks = "cmd:perm(cpattr) or perm(Builders)"
help_category = "Building"
def func(self):
"""
Do the copying.
"""
caller = self.caller
if not self.rhs:
string = """Usage:
@cpattr[/switch] <obj>/<attr> = <obj1>/<attr1> [,<obj2>/<attr2>,<obj3>/<attr3>,...]
@cpattr[/switch] <obj>/<attr> = <obj1> [,<obj2>,<obj3>,...]
@cpattr[/switch] <attr> = <obj1>/<attr1> [,<obj2>/<attr2>,<obj3>/<attr3>,...]
@cpattr[/switch] <attr> = <obj1>[,<obj2>,<obj3>,...]"""
caller.msg(string)
return
lhs_objattr = self.lhs_objattr
to_objs = self.rhs_objattr
from_obj_name = lhs_objattr[0]['name']
from_obj_attrs = lhs_objattr[0]['attrs']
if not from_obj_attrs:
# this means the from_obj_name is actually an attribute name on self.
from_obj_attrs = [from_obj_name]
from_obj = self.caller
from_obj_name = self.caller.name
else:
from_obj = caller.search(from_obj_name)
if not from_obj or not to_objs:
caller.msg("You have to supply both source object and target(s).")
return
if not from_obj.has_attribute(from_obj_attrs[0]):
caller.msg("%s doesn't have an attribute %s." % (from_obj_name, from_obj_attrs[0]))
return
srcvalue = from_obj.get_attribute(from_obj_attrs[0])
#copy to all to_obj:ects
if "move" in self.switches:
string = "Moving "
else:
string = "Copying "
string += "%s/%s (with value %s) ..." % (from_obj_name, from_obj_attrs[0], srcvalue)
for to_obj in to_objs:
to_obj_name = to_obj['name']
to_obj_attrs = to_obj['attrs']
to_obj = caller.search(to_obj_name)
if not to_obj:
string += "\nCould not find object '%s'" % to_obj_name
continue
for inum, from_attr in enumerate(from_obj_attrs):
try:
to_attr = to_obj_attrs[inum]
except IndexError:
# if there are too few attributes given
# on the to_obj, we copy the original name instead.
to_attr = from_attr
to_obj.set_attribute(to_attr, srcvalue)
if "move" in self.switches and not (from_obj == to_obj and from_attr == to_attr):
from_obj.del_attribute(from_attr)
string += "\nMoved %s.%s -> %s.%s." % (from_obj.name, from_attr,
to_obj_name, to_attr)
else:
string += "\nCopied %s.%s -> %s.%s." % (from_obj.name, from_attr,
to_obj_name, to_attr)
caller.msg(string)
class CmdMvAttr(ObjManipCommand):
"""
@mvattr - move attributes
Usage:
@mvattr[/switch] <obj>/<attr> = <obj1>/<attr1> [,<obj2>/<attr2>,<obj3>/<attr3>,...]
@mvattr[/switch] <obj>/<attr> = <obj1> [,<obj2>,<obj3>,...]
@mvattr[/switch] <attr> = <obj1>/<attr1> [,<obj2>/<attr2>,<obj3>/<attr3>,...]
@mvattr[/switch] <attr> = <obj1>[,<obj2>,<obj3>,...]
Switches:
copy - Don't delete the original after moving.
Move an attribute from one object to one or more attributes on another object. If
you don't supply a source object, yourself is used.
"""
key = "@mvattr"
locks = "cmd:perm(mvattr) or perm(Builders)"
help_category = "Building"
def func(self):
"""
Do the moving
"""
if not self.rhs:
string = """Usage:
@mvattr[/switch] <obj>/<attr> = <obj1>/<attr1> [,<obj2>/<attr2>,<obj3>/<attr3>,...]
@mvattr[/switch] <obj>/<attr> = <obj1> [,<obj2>,<obj3>,...]
@mvattr[/switch] <attr> = <obj1>/<attr1> [,<obj2>/<attr2>,<obj3>/<attr3>,...]
@mvattr[/switch] <attr> = <obj1>[,<obj2>,<obj3>,...]"""
self.caller.msg(string)
return
# simply use @cpattr for all the functionality
if "copy" in self.switches:
self.caller.execute_cmd("@cpattr %s" % self.args)
else:
self.caller.execute_cmd("@cpattr/move %s" % self.args)
class CmdCreate(ObjManipCommand):
"""
@create - create new objects
Usage:
@create[/drop] objname[;alias;alias...][:typeclass], objname...
switch:
drop - automatically drop the new object into your current location (this is not echoed)
this also sets the new object's home to the current location rather than to you.
Creates one or more new objects. If typeclass is given, the object
is created as a child of this typeclass. The typeclass script is
assumed to be located under game/gamesrc/types and any further
directory structure is given in Python notation. So if you have a
correct typeclass object defined in
game/gamesrc/types/examples/red_button.py, you could create a new
object of this type like this:
@create button;red : examples.red_button.RedButton
"""
key = "@create"
locks = "cmd:perm(create) or perm(Builders)"
help_category = "Building"
def func(self):
"""
Creates the object.
"""
caller = self.caller
if not self.args:
string = "Usage: @create[/drop] <newname>[;alias;alias...] [:typeclass_path]"
caller.msg(string)
return
# create the objects
for objdef in self.lhs_objs:
string = ""
name = objdef['name']
aliases = objdef['aliases']
typeclass = objdef['option']
# create object (if not a valid typeclass, the default
# object typeclass will automatically be used)
lockstring = "control:id(%s);examine:perm(Builders);delete:id(%s) or perm(Wizards);get:all()" % (caller.id, caller.id)
obj = create.create_object(typeclass, name, caller,
home=caller, aliases=aliases, locks=lockstring, report_to=caller)
if not obj:
continue
if aliases:
string = "You create a new %s: %s (aliases: %s)."
string = string % (obj.typeclass.typename, obj.name, ", ".join(aliases))
else:
string = "You create a new %s: %s."
string = string % (obj.typeclass.typename, obj.name)
# set a default desc
if not obj.db.desc:
obj.db.desc = "You see nothing special."
if 'drop' in self.switches:
if caller.location:
obj.home = caller.location
obj.move_to(caller.location, quiet=True)
if string:
caller.msg(string)
class CmdDebug(MuxCommand):
"""
Debug game entities
Usage:
@debug[/switch] <path to code>
Switches:
obj - debug an object
script - debug a script
Examples:
@debug/script game.gamesrc.scripts.myscript.MyScript
@debug/script myscript.MyScript
@debug/obj examples.red_button.RedButton
This command helps when debugging the codes of objects and scripts.
It creates the given object and runs tests on its hooks.
"""
key = "@debug"
locks = "cmd:perm(debug) or perm(Builders)"
help_category = "Building"
def func(self):
"Running the debug"
if not self.args or not self.switches:
self.caller.msg("Usage: @debug[/obj][/script] <path>")
return
path = self.args
if 'obj' in self.switches or 'object' in self.switches:
# create and debug the object
self.caller.msg(debug.debug_object(path, self.caller))
self.caller.msg(debug.debug_object_scripts(path, self.caller))
elif 'script' in self.switches:
self.caller.msg(debug.debug_syntax_script(path))
class CmdDesc(MuxCommand):
"""
@desc - describe an object or room
Usage:
@desc [<obj> =] >description>
Setts the "desc" attribute on an
object. If an object is not given,
describe the current room.
"""
key = "@desc"
aliases = "@describe"
locks = "cmd:perm(desc) or perm(Builders)"
help_category = "Building"
def func(self):
"Define command"
caller = self.caller
if not self.args:
caller.msg("Usage: @desc [<obj> =] >description>")
return
if self.rhs:
# We have an =
obj = caller.search(self.lhs)
if not obj:
return
desc = self.rhs
else:
obj = caller.location
desc = self.args
# storing the description
obj.db.desc = desc
caller.msg("The description was set on %s." % obj.key)
class CmdDestroy(MuxCommand):
"""
@destroy - remove objects from the game
Usage:
@destroy[/switches] [obj, obj2, obj3, [dbref-dbref], ...]
switches:
override - The @destroy command will usually avoid accidentally destroying
player objects. This switch overrides this safety.
examples:
@destroy house, roof, door, 44-78
@destroy 5-10, flower, 45
Destroys one or many objects. If dbrefs are used, a range to delete can be
given, e.g. 4-10. Also the end points will be deleted.
"""
key = "@destroy"
aliases = ["@delete", "@del"]
locks = "cmd:perm(destroy) or perm(Builders)"
help_category = "Building"
def func(self):
"Implements the command."
caller = self.caller
if not self.args or not self.lhslist:
caller.msg("Usage: @destroy[/switches] [obj, obj2, obj3, [dbref-dbref],...]")
return ""
def delobj(objname):
# helper function for deleting a single object
string = ""
obj = caller.search(objname)
if not obj:
self.caller.msg(" (Objects to destroy must either be local or specified with a unique dbref.)")
return ""
if not "override" in self.switches and obj.dbid == int(settings.CHARACTER_DEFAULT_HOME.lstrip("#")):
return "\nYou are trying to delete CHARACTER_DEFAULT_HOME. If you want to do this, use the /override switch."
objname = obj.name
if not obj.access(caller, 'delete'):
return "\nYou don't have permission to delete %s." % objname
if obj.player and not 'override' in self.switches:
return "\nObject %s is controlled by an active player. Use /override to delete anyway." % objname
had_exits = hasattr(obj, "exits") and obj.exits
had_objs = hasattr(obj, "contents") and any(obj for obj in obj.contents
if not (hasattr(obj, "exits") and obj not in obj.exits))
# do the deletion
okay = obj.delete()
if not okay:
string += "\nERROR: %s not deleted, probably because at_obj_delete() returned False." % objname
else:
string += "\n%s was destroyed." % objname
if had_exits:
string += " Exits to and from %s were destroyed as well." % objname
if had_objs:
string += " Objects inside %s were moved to their homes." % objname
return string
string = ""
for objname in self.lhslist:
if '-' in objname:
# might be a range of dbrefs
dmin, dmax = [utils.dbref(part, reqhash=False) for part in objname.split('-', 1)]
if dmin and dmax:
for dbref in range(int(dmin),int(dmax+1)):
string += delobj("#" + str(dbref))
else:
string += delobj(objname)
else:
string += delobj(objname)
if string:
caller.msg(string.strip())
class CmdDig(ObjManipCommand):
"""
@dig - build and connect new rooms to the current one
Usage:
@dig[/switches] roomname[;alias;alias...][:typeclass]
[= exit_to_there[;alias][:typeclass]]
[, exit_to_here[;alias][:typeclass]]
Switches:
tel or teleport - move yourself to the new room
Examples:
@dig kitchen = north;n, south;s
@dig house:myrooms.MyHouseTypeclass
@dig sheer cliff;cliff;sheer = climb up, climb down
This command is a convenient way to build rooms quickly; it creates the new room and you can optionally
set up exits back and forth between your current room and the new one. You can add as many aliases as you
like to the name of the room and the exits in question; an example would be 'north;no;n'.
"""
key = "@dig"
locks = "cmd:perm(dig) or perm(Builders)"
help_category = "Building"
def func(self):
"Do the digging. Inherits variables from ObjManipCommand.parse()"
caller = self.caller
if not self.lhs:
string = "Usage: @dig[/teleport] roomname[;alias;alias...][:parent] [= exit_there"
string += "[;alias;alias..][:parent]] "
string += "[, exit_back_here[;alias;alias..][:parent]]"
caller.msg(string)
return
room = self.lhs_objs[0]
if not room["name"]:
caller.msg("You must supply a new room name.")
return
location = caller.location
# Create the new room
typeclass = room['option']
if not typeclass:
typeclass = settings.BASE_ROOM_TYPECLASS
# create room
lockstring = "control:id(%s) or perm(Immortals); delete:id(%s) or perm(Wizards); edit:id(%s) or perm(Wizards)"
lockstring = lockstring % (caller.dbref, caller.dbref, caller.dbref)
new_room = create.create_object(typeclass, room["name"],
aliases=room["aliases"], report_to=caller)
new_room.locks.add(lockstring)
alias_string = ""
if new_room.aliases:
alias_string = " (%s)" % ", ".join(new_room.aliases)
room_string = "Created room %s(%s)%s of type %s." % (new_room, new_room.dbref, alias_string, typeclass)
# create exit to room
exit_to_string = ""
exit_back_string = ""
if self.rhs_objs:
to_exit = self.rhs_objs[0]
if not to_exit["name"]:
exit_to_string = \
"\nNo exit created to new room."
elif not location:
exit_to_string = \
"\nYou cannot create an exit from a None-location."
else:
# Build the exit to the new room from the current one
typeclass = to_exit["option"]
if not typeclass:
typeclass = settings.BASE_EXIT_TYPECLASS
new_to_exit = create.create_object(typeclass, to_exit["name"], location,
aliases=to_exit["aliases"],
locks=lockstring, destination=new_room, report_to=caller)
alias_string = ""
if new_to_exit.aliases:
alias_string = " (%s)" % ", ".join(new_to_exit.aliases)
exit_to_string = "\nCreated Exit from %s to %s: %s(%s)%s."
exit_to_string = exit_to_string % (location.name, new_room.name, new_to_exit,
new_to_exit.dbref, alias_string)
# Create exit back from new room
if len(self.rhs_objs) > 1:
# Building the exit back to the current room
back_exit = self.rhs_objs[1]
if not back_exit["name"]:
exit_back_string = \
"\nNo back exit created."
elif not location:
exit_back_string = \
"\nYou cannot create an exit back to a None-location."
else:
typeclass = back_exit["option"]
if not typeclass:
typeclass = settings.BASE_EXIT_TYPECLASS
new_back_exit = create.create_object(typeclass, back_exit["name"],
new_room, aliases=back_exit["aliases"],
locks=lockstring, destination=location, report_to=caller)
alias_string = ""
if new_back_exit.aliases:
alias_string = " (%s)" % ", ".join(new_back_exit.aliases)
exit_back_string = "\nCreated Exit back from %s to %s: %s(%s)%s."
exit_back_string = exit_back_string % (new_room.name, location.name,
new_back_exit, new_back_exit.dbref, alias_string)
caller.msg("%s%s%s" % (room_string, exit_to_string, exit_back_string))
if new_room and ('teleport' in self.switches or "tel" in self.switches):
caller.move_to(new_room)
class CmdTunnel(MuxCommand):
"""
dig in often-used directions
Usage:
@tunnel[/switch] <direction> [= roomname[;alias;alias;...][:typeclass]]
Switches:
oneway - do not create an exit back to the current location
tel - teleport to the newly created room
Example:
@tunnel n
@tunnel n = house;mike's place;green building
This is a simple way to build using pre-defined directions:
{wn,ne,e,se,s,sw,w,nw{n (north, northeast etc)
{wu,d{n (up and down)
{wi,o{n (in and out)
The full names (north, in, southwest, etc) will always be put as
main name for the exit, using the abbreviation as an alias (so an
exit will always be able to be used with both "north" as well as
"n" for example). Opposite directions will automatically be
created back from the new room unless the /oneway switch is given.
For more flexibility and power in creating rooms, use @dig.
"""
key = "@tunnel"
aliases = ["@tun"]
locks = "cmd: perm(tunnel) or perm(Builders)"
help_category = "Building"
# store the direction, full name and its opposite
directions = {"n" : ("north", "s"),
"ne": ("northeast", "sw"),
"e" : ("east", "w"),
"se": ("southeast", "nw"),
"s" : ("south", "n"),
"sw": ("southwest", "ne"),
"w" : ("west", "e"),
"nw": ("northwest", "se"),
"u" : ("up", "d"),
"d" : ("down", "u"),
"i" : ("in", "o"),
"o" : ("out", "i")}
def func(self):
"Implements the tunnel command"
if not self.args or not self.lhs:
string = "Usage: @tunnel[/switch] <direction> [= roomname[;alias;alias;...][:typeclass]]"
self.caller.msg(string)
return
if self.lhs not in self.directions:
string = "@tunnel can only understand the following directions: %s." % ",".join(sorted(self.directions.keys()))
string += "\n(use @dig for more freedom)"
self.caller.msg(string)
return
# retrieve all input and parse it
exitshort = self.lhs
exitname, backshort = self.directions[exitshort]
backname = self.directions[backshort][0]
roomname = "Some place"
if self.rhs:
roomname = self.rhs # this may include aliases; that's fine.
telswitch = ""
if "tel" in self.switches:
telswitch = "/teleport"
backstring = ""
if not "oneway" in self.switches:
backstring = ", %s;%s" % (backname, backshort)
# build the string we will use to call @dig
digstring = "@dig%s %s = %s;%s%s" % (telswitch, roomname, exitname, exitshort, backstring)
self.caller.execute_cmd(digstring)
class CmdLink(MuxCommand):
"""
@link - connect objects
Usage:
@link[/switches] <object> = <target>
@link[/switches] <object> =
@link[/switches] <object>
Switch:
twoway - connect two exits. For this to work, BOTH <object>
and <target> must be exit objects.
If <object> is an exit, set its destination to <target>. Two-way operation
instead sets the destination to the *locations* of the respective given
arguments.
The second form (a lone =) sets the destination to None (same as the @unlink command)
and the third form (without =) just shows the currently set destination.
"""
key = "@link"
locks = "cmd:perm(link) or perm(Builders)"
help_category = "Building"
def func(self):
"Perform the link"
caller = self.caller
if not self.args:
caller.msg("Usage: @link[/twoway] <object> = <target>")
return
object_name = self.lhs
# get object
obj = caller.search(object_name, global_search=True)
if not obj:
return
string = ""
if self.rhs:
# this means a target name was given
target = caller.search(self.rhs, global_search=True)
if not target:
return
string = ""
if not obj.destination:
string += "Note: %s(%s) did not have a destination set before. Make sure you linked the right thing." % (obj.name,obj.dbref)
if "twoway" in self.switches:
if not (target.location and obj.location):
string = "To create a two-way link, %s and %s must both have a location" % (obj, target)
string += " (i.e. they cannot be rooms, but should be exits)."
self.caller.msg(string)
return
if not target.destination:
string += "\nNote: %s(%s) did not have a destination set before. Make sure you linked the right thing." % (target.name, target.dbref)
obj.destination = target.location
target.destination = obj.location
string += "\nLink created %s (in %s) <-> %s (in %s) (two-way)." % (obj.name, obj.location, target.name, target.location)
else:
obj.destination = target
string += "\nLink created %s -> %s (one way)." % (obj.name, target)
elif self.rhs == None:
# this means that no = was given (otherwise rhs
# would have been an empty string). So we inspect
# the home/destination on object
dest = obj.destination
if dest:
string = "%s is an exit to %s." % (obj.name, dest.name)
else:
string = "%s is not an exit. Its home location is %s." % (obj.name, obj.home)
else:
# We gave the command @link 'obj = ' which means we want to
# clear destination.
if obj.destination:
obj.destination = None
string = "Former exit %s no longer links anywhere." % obj.name
else:
string = "%s had no destination to unlink." % obj.name
# give feedback
caller.msg(string.strip())
class CmdUnLink(CmdLink):
"""
@unlink - unconnect objects
Usage:
@unlink <Object>
Unlinks an object, for example an exit, disconnecting
it from whatever it was connected to.
"""
# this is just a child of CmdLink
key = "@unlink"
locks = "cmd:perm(unlink) or perm(Builders)"
help_key = "Building"
def func(self):
"""
All we need to do here is to set the right command
and call func in CmdLink
"""
caller = self.caller
if not self.args:
caller.msg("Usage: @unlink <object>")
return
# This mimics '@link <obj> = ' which is the same as @unlink
self.rhs = ""
# call the @link functionality
super(CmdUnLink, self).func()
class CmdSetHome(CmdLink):
"""
@home - control an object's home location
Usage:
@home <obj> [= home_location]
The "home" location is a "safety" location for objects; they
will be moved there if their current location ceases to exist. All
objects should always have a home location for this reason.
It is also a convenient target of the "home" command.
If no location is given, just view the object's home location.
"""
key = "@home"
aliases = "@sethome"
locks = "cmd:perm(@home) or perm(Builders)"
help_category = "Building"
def func(self):
"implement the command"
if not self.args:
string = "Usage: @home <obj> [= home_location]"
self.caller.msg(string)
return
obj = self.caller.search(self.lhs, global_search=True)
if not obj:
return
if not self.rhs:
# just view
home = obj.home
if not home:
string = "This object has no home location set!"
else:
string = "%s's current home is %s(%s)." % (obj, home, home.dbref)
else:
# set a home location
new_home = self.caller.search(self.rhs, global_search=True)
if not new_home:
return
old_home = obj.home
obj.home = new_home
if old_home:
string = "%s's home location was changed from %s(%s) to %s(%s)." % (obj, old_home, old_home.dbref, new_home, new_home.dbref)
else:
string = "%s' home location was set to %s(%s)." % (obj, new_home, new_home.dbref)
self.caller.msg(string)
class CmdListCmdSets(MuxCommand):
"""
list command sets on an object
Usage:
@cmdsets [obj]
This displays all cmdsets assigned
to a user. Defaults to yourself.
"""
key = "@cmdsets"
aliases = "@listcmsets"
locks = "cmd:perm(listcmdsets) or perm(Builders)"
help_category = "Building"
def func(self):
"list the cmdsets"
caller = self.caller
if self.arglist:
obj = caller.search(self.arglist[0])
if not obj:
return
else:
obj = caller
string = "%s" % obj.cmdset
caller.msg(string)
class CmdName(ObjManipCommand):
"""
cname - change the name and/or aliases of an object
Usage:
@name obj = name;alias1;alias2
Rename an object to something new.
"""
key = "@name"
aliases = ["@rename"]
locks = "cmd:perm(rename) or perm(Builders)"
help_category = "Building"
def func(self):
"change the name"
caller = self.caller
if not self.args:
string = "Usage: @name <obj> = <newname>[;alias;alias;...]"
caller.msg(string)
return
if self.lhs_objs:
objname = self.lhs_objs[0]['name']
obj = caller.search(objname)
if not obj:
return
if self.rhs_objs:
newname = self.rhs_objs[0]['name']
aliases = self.rhs_objs[0]['aliases']
else:
newname = self.rhs
aliases = None
if not newname and not aliases:
caller.msg("No names or aliases defined!")
return
# change the name and set aliases:
if newname:
obj.name = newname
astring = ""
if aliases:
obj.aliases = aliases
astring = " (%s)" % (", ".join(aliases))
# fix for exits - we need their exit-command to change name too
if obj.destination:
obj.flush_from_cache()
caller.msg("Object's name changed to '%s'%s." % (newname, astring))
class CmdOpen(ObjManipCommand):
"""
@open - create new exit
Usage:
@open <new exit>[;alias;alias..][:typeclass] [,<return exit>[;alias;..][:typeclass]]] = <destination>
Handles the creation of exits. If a destination is given, the exit
will point there. The <return exit> argument sets up an exit at the
destination leading back to the current room. Destination name
can be given both as a #dbref and a name, if that name is globally
unique.
"""
key = "@open"
locks = "cmd:perm(open) or perm(Builders)"
help_category = "Building"
# a custom member method to chug out exits and do checks
def create_exit(self, exit_name, location, destination, exit_aliases=None, typeclass=None):
"""
Helper function to avoid code duplication.
At this point we know destination is a valid location
"""
caller = self.caller
string = ""
# check if this exit object already exists at the location.
# we need to ignore errors (so no automatic feedback)since we
# have to know the result of the search to decide what to do.
exit_obj = caller.search(exit_name, location=location, ignore_errors=True)
if len(exit_obj) > 1:
# give error message and return
caller.search(exit_name, location=location)
return
if exit_obj:
exit_obj = exit_obj[0]
if not exit_obj.destination:
# we are trying to link a non-exit
string = "'%s' already exists and is not an exit!\nIf you want to convert it "
string += "to an exit, you must assign an object to the 'destination' property first."
caller.msg(string % exit_name)
return None
# we are re-linking an old exit.
old_destination = exit_obj.destination
if old_destination:
string = "Exit %s already exists." % exit_name
if old_destination.id != destination.id:
# reroute the old exit.
exit_obj.destination = destination
exit_obj.aliases = exit_aliases
string += " Rerouted its old destination '%s' to '%s' and changed aliases." % \
(old_destination.name, destination.name)
else:
string += " It already points to the correct place."
else:
# exit does not exist before. Create a new one.
if not typeclass:
typeclass = settings.BASE_EXIT_TYPECLASS
exit_obj = create.create_object(typeclass, key=exit_name,
location=location,
aliases=exit_aliases, report_to=caller)
if exit_obj:
# storing a destination is what makes it an exit!
exit_obj.destination = destination
string = "Created new Exit '%s' from %s to %s (aliases: %s)." % (exit_name,location.name,
destination.name,
", ".join([str(e) for e in exit_aliases]))
else:
string = "Error: Exit '%s' not created." % (exit_name)
# emit results
caller.msg(string)
return exit_obj
def func(self):
"""
This is where the processing starts.
Uses the ObjManipCommand.parser() for pre-processing
as well as the self.create_exit() method.
"""
caller = self.caller
if not self.args or not self.rhs:
string = "Usage: @open <new exit>[;alias...][:typeclass][,<return exit>[;alias..][:typeclass]]] "
string += "= <destination>"
caller.msg(string)
return
# We must have a location to open an exit
location = caller.location
if not location:
caller.msg("You cannot create an exit from a None-location.")
return
# obtain needed info from cmdline
exit_name = self.lhs_objs[0]['name']
exit_aliases = self.lhs_objs[0]['aliases']
exit_typeclass = self.lhs_objs[0]['option']
dest_name = self.rhs
# first, check so the destination exists.
destination = caller.search(dest_name, global_search=True)
if not destination:
return
# Create exit
ok = self.create_exit(exit_name, location, destination, exit_aliases, exit_typeclass)
if not ok:
# an error; the exit was not created, so we quit.
return
# Create back exit, if any
if len(self.lhs_objs) > 1:
back_exit_name = self.lhs_objs[1]['name']
back_exit_aliases = self.lhs_objs[1]['aliases']
back_exit_typeclass = self.lhs_objs[1]['option']
ok = self.create_exit(back_exit_name, destination, location, back_exit_aliases, back_exit_typeclass)
class CmdSetAttribute(ObjManipCommand):
"""
@set - set attributes
Usage:
@set <obj>/<attr> = <value>
@set <obj>/<attr> =
@set <obj>/<attr>
Sets attributes on objects. The second form clears
a previously set attribute while the last form
inspects the current value of the attribute
(if any).
The most common data to save with this command are strings and
numbers. You can however also set Python primities such as lists,
dictionaries and tuples on objects (this might be important for
the functionality of certain custom objects). This is indicated
by you starting your value with one of {c'{n, {c"{n, {c({n, {c[{n or {c{ {n.
Note that you should leave a space after starting a dictionary ('{ ')
so as to not confuse the dictionary start with a colour code like \{g.
Remember that if you use Python primitives like this, you must
write proper Python syntax too - notably you must include quotes
around your strings or you will get an error.
"""
key = "@set"
locks = "cmd:perm(set) or perm(Builders)"
help_category = "Building"
def convert_from_string(self, strobj):
"""
Converts a single object in *string form* to its equivalent python
type.
Python earlier than 2.6:
Handles floats, ints, and limited nested lists and dicts
(can't handle lists in a dict, for example, this is mainly due to
the complexity of parsing this rather than any technical difficulty -
if there is a need for @set-ing such complex structures on the
command line we might consider adding it).
Python 2.6 and later:
Supports all Python structures through literal_eval as long as they
are valid Python syntax. If they are not (such as [test, test2], ie
withtout the quotes around the strings), the entire structure will
be converted to a string and a warning will be given.
We need to convert like this since all data being sent over the
telnet connection by the Player is text - but we will want to
store it as the "real" python type so we can do convenient
comparisons later (e.g. obj.db.value = 2, if value is stored as a
string this will always fail).
"""
def rec_convert(obj):
"""
Helper function of recursive conversion calls. This is only
used for Python <=2.5. After that literal_eval is available.
"""
# simple types
try: return int(obj)
except ValueError: pass
try: return float(obj)
except ValueError: pass
# iterables
if obj.startswith('[') and obj.endswith(']'):
"A list. Traverse recursively."
return [rec_convert(val) for val in obj[1:-1].split(',')]
if obj.startswith('(') and obj.endswith(')'):
"A tuple. Traverse recursively."
return tuple([rec_convert(val) for val in obj[1:-1].split(',')])
if obj.startswith('{') and obj.endswith('}') and ':' in obj:
"A dict. Traverse recursively."
return dict([(rec_convert(pair.split(":",1)[0]), rec_convert(pair.split(":",1)[1]))
for pair in obj[1:-1].split(',') if ":" in pair])
# if nothing matches, return as-is
return obj
if _LITERAL_EVAL:
# Use literal_eval to parse python structure exactly.
try:
return _LITERAL_EVAL(strobj)
except (SyntaxError, ValueError):
# treat as string
string = "{RNote: Value was converted to string. If you don't want this, "
string += "use proper Python syntax, like enclosing strings in quotes.{n"
self.caller.msg(string)
return utils.to_str(strobj)
else:
# fall back to old recursive solution (does not support nested lists/dicts)
return rec_convert(strobj.strip())
def func(self):
"Implement the set attribute - a limited form of @py."
caller = self.caller
if not self.args:
caller.msg("Usage: @set obj/attr = value. Use empty value to clear.")
return
# get values prepared by the parser
value = self.rhs
objname = self.lhs_objattr[0]['name']
attrs = self.lhs_objattr[0]['attrs']
obj = caller.search(objname)
if not obj:
return
string = ""
if not value:
if self.rhs == None:
# no = means we inspect the attribute(s)
if not attrs:
attrs = [attr.key for attr in obj.get_all_attributes()]
for attr in attrs:
if obj.has_attribute(attr):
string += "\nAttribute %s/%s = %s" % (obj.name, attr, obj.get_attribute(attr))
else:
string += "\n%s has no attribute '%s'." % (obj.name, attr)
# we view it without parsing markup.
self.caller.msg(string.strip(), data={"raw":True})
return
else:
# deleting the attribute(s)
for attr in attrs:
if obj.has_attribute(attr):
val = obj.get_attribute(attr)
obj.del_attribute(attr)
string += "\nDeleted attribute '%s' (= %s) from %s." % (attr, val, obj.name)
else:
string += "\n%s has no attribute '%s'." % (obj.name, attr)
else:
# setting attribute(s). Make sure to convert to real Python type before saving.
for attr in attrs:
try:
obj.set_attribute(attr, self.convert_from_string(value))
string += "\nCreated attribute %s/%s = %s" % (obj.name, attr, value)
except SyntaxError:
# this means literal_eval tried to parse a faulty string
string = "{RCritical Python syntax error in your value. Only primitive Python structures"
string += "\nare allowed. You also need to use correct Python syntax. Remember especially"
string += "\nto put quotes around all strings inside lists and dicts.{n"
# send feedback
caller.msg(string.strip('\n'))
class CmdTypeclass(MuxCommand):
"""
@typeclass - set object typeclass
Usage:
@typclass[/switch] <object> [= <typeclass.path>]
@type ''
@parent ''
Switch:
reset - clean out *all* the attributes on the object -
basically making this a new clean object.
force - change to the typeclass also if the object
already has a typeclass of the same name.
Example:
@type button = examples.red_button.RedButton
View or set an object's typeclass. If setting, the creation hooks
of the new typeclass will be run on the object. If you have
clashing properties on the old class, use /reset. By default you
are protected from changing to a typeclass of the same name as the
one you already have, use /force to override this protection.
The given typeclass must be identified by its location using
python dot-notation pointing to the correct module and class. If
no typeclass is given (or a wrong typeclass is given). Errors in
the path or new typeclass will lead to the old typeclass being
kept. The location of the typeclass module is searched from the
default typeclass directory, as defined in the server settings.
"""
key = "@typeclass"
aliases = "@type, @parent"
locks = "cmd:perm(typeclass) or perm(Builders)"
help_category = "Building"
def func(self):
"Implements command"
caller = self.caller
if not self.args:
caller.msg("Usage: @type <object> [=<typeclass]")
return
# get object to swap on
obj = caller.search(self.lhs)
if not obj:
return
if not self.rhs:
# we did not supply a new typeclass, view the
# current one instead.
if hasattr(obj, "typeclass"):
string = "%s's current typeclass is '%s' (%s)." % (obj.name, obj.typeclass.typename, obj.typeclass.path)
else:
string = "%s is not a typed object." % obj.name
caller.msg(string)
return
# we have an =, a typeclass was supplied.
typeclass = self.rhs
if not obj.access(caller, 'edit'):
caller.msg("You are not allowed to do that.")
return
if not hasattr(obj, 'swap_typeclass') or not hasattr(obj, 'typeclass'):
caller.msg("This object cannot have a type at all!")
return
is_same = obj.is_typeclass(typeclass)
if is_same and not 'force' in self.switches:
string = "%s already has the typeclass '%s'. Use /force to override." % (obj.name, typeclass)
else:
reset = "reset" in self.switches
old_typeclass_path = obj.typeclass.path
ok = obj.swap_typeclass(typeclass, clean_attributes=reset)
if ok:
if is_same:
string = "%s updated its existing typeclass (%s).\n" % (obj.name, obj.typeclass.path)
else:
string = "%s's changed typeclass from %s to %s.\n" % (obj.name,
old_typeclass_path,
obj.typeclass.path)
string += "Creation hooks were run."
if reset:
string += " All old attributes where deleted before the swap."
else:
string += " Note that the typeclassed object could have ended up with a mixture of old"
string += "\nand new attributes. Use /reset to remove old attributes if you don't want this."
else:
string = obj.typeclass_last_errmsg
string += "\nCould not swap '%s' (%s) to typeclass '%s'." % (obj.name,
old_typeclass_path,
typeclass)
caller.msg(string)
class CmdWipe(ObjManipCommand):
"""
@wipe - clears attributes
Usage:
@wipe <object>[/attribute[/attribute...]]
Example:
@wipe box
@wipe box/colour
Wipes all of an object's attributes, or optionally only those
matching the given attribute-wildcard search string.
"""
key = "@wipe"
locks = "cmd:perm(wipe) or perm(Builders)"
help_category = "Building"
def func(self):
"""
inp is the dict produced in ObjManipCommand.parse()
"""
caller = self.caller
if not self.args:
caller.msg("Usage: @wipe <object>[/attribute/attribute...]")
return
# get the attributes set by our custom parser
objname = self.lhs_objattr[0]['name']
attrs = self.lhs_objattr[0]['attrs']
obj = caller.search(objname)
if not obj:
return
if not obj.access(caller, 'edit'):
caller.msg("You are not allowed to do that.")
return
if not attrs:
# wipe everything
for attr in obj.get_all_attributes():
attr.delete()
string = "Wiped all attributes on %s." % obj.name
else:
for attrname in attrs:
obj.attr(attrname, delete=True )
string = "Wiped attributes %s on %s."
string = string % (",".join(attrs), obj.name)
caller.msg(string)
class CmdLock(ObjManipCommand):
"""
lock - assign a lock definition to an object
Usage:
@lock <object>[ = <lockstring>]
or
@lock[/switch] object/<access_type>
Switch:
del - delete given access type
view - view lock associated with given access type (default)
If no lockstring is given, shows all locks on
object.
Lockstring is on the form
'access_type:[NOT] func1(args)[ AND|OR][ NOT] func2(args) ...]
Where func1, func2 ... valid lockfuncs with or without arguments.
Separator expressions need not be capitalized.
For example:
'get: id(25) or perm(Wizards)'
The 'get' access_type is checked by the get command and will
an object locked with this string will only be possible to
pick up by Wizards or by object with id 25.
You can add several access_types after oneanother by separating
them by ';', i.e:
'get:id(25);delete:perm(Builders)'
"""
key = "@lock"
aliases = ["@locks", "lock", "locks"]
locks = "cmd: perm(@locks) or perm(Builders)"
help_category = "Building"
def func(self):
"Sets up the command"
caller = self.caller
if not self.args:
string = "@lock <object>[ = <lockstring>] or @lock[/switch] object/<access_type>"
caller.msg(string)
return
if '/' in self.lhs:
# call on the form @lock obj/access_type
objname, access_type = [p.strip() for p in self.lhs.split('/', 1)]
obj = caller.search(objname)
if not obj:
return
lockdef = obj.locks.get(access_type)
if lockdef:
if 'del' in self.switches:
if not obj.access(caller, 'control'):
caller.msg("You are not allowed to do that.")
return
obj.locks.delete(access_type)
string = "deleted lock %s" % lockdef
else:
string = "%s has no lock of access type '%s'." % (obj, access_type)
caller.msg(string)
return
if self.rhs:
# we have a = separator, so we are assigning a new lock
objname, lockdef = self.lhs, self.rhs
obj = caller.search(objname)
if not obj:
return
if not obj.access(caller, 'control'):
caller.msg("You are not allowed to do that.")
return
ok = obj.locks.add(lockdef, caller)
if ok:
caller.msg("Added lock '%s' to %s." % (lockdef, obj))
return
# if we get here, we are just viewing all locks
obj = caller.search(self.lhs)
if not obj:
return
caller.msg(obj.locks)
class CmdExamine(ObjManipCommand):
"""
examine - detailed info on objects
Usage:
examine [<object>[/attrname]]
examine [*<player>[/attrname]]
Switch:
player - examine a Player (same as adding *)
raw - don't parse escape codes for data.
The examine command shows detailed game info about an
object and optionally a specific attribute on it.
If object is not specified, the current location is examined.
Append a * before the search string to examine a player.
"""
key = "@examine"
aliases = ["@ex","ex", "exam", "examine"]
locks = "cmd:perm(examine) or perm(Builders)"
help_category = "Building"
arg_regex = r"(/\w+?(\s|$))|\s|$"
player_mode = False
def format_attributes(self, obj, attrname=None, crop=True, raw=False):
"""
Helper function that returns info about attributes and/or
non-persistent data stored on object
"""
headers = {"persistent":"\n{wPersistent attributes{n:",
"nonpersistent":"\n{wNon-persistent attributes{n:"}
headers_noansi = {"persistent":"\nPersistent attributes:",
"nonpersistent":"\nNon-persistent attributes:"}
if raw:
headers = headers_noansi
if attrname:
db_attr = [(attrname, obj.attr(attrname))]
try:
ndb_attr = [(attrname, object.__getattribute__(obj.ndb, attrname))]
except Exception:
ndb_attr = None
else:
if self.player_mode:
db_attr = [(attr.key, attr.value) for attr in PlayerAttribute.objects.filter(db_obj=obj)]
else:
db_attr = [(attr.key, attr.value) for attr in ObjAttribute.objects.filter(db_obj=obj)]
try:
ndb_attr = [(aname, avalue) for aname, avalue in obj.ndb.__dict__.items() if not aname.startswith("_")]
except Exception:
ndb_attr = None
string = ""
if db_attr and db_attr[0]:
#self.caller.msg(db_attr)
string += headers["persistent"]
for attr, value in db_attr:
if crop and isinstance(value, basestring):
value = utils.crop(value)
string += "\n %s = %s" % (attr, value)
if ndb_attr and ndb_attr[0]:
string += headers["nonpersistent"]
for attr, value in ndb_attr:
if crop and isinstance(value, basestring):
value = utils.crop(value)
string += "\n %s = %s" % (attr, value)
return string
def format_output(self, obj, avail_cmdset, raw=False):
"""
Helper function that creates a nice report about an object.
returns a string.
"""
headers = {"name":"\n{wName/key{n: {c%s{n (%s)",
"aliases":"\n{wAliases{n: %s",
"player":"\n{wPlayer{n: {c%s{n",
"playerperms":"\n{wPlayer Perms{n: %s",
"typeclass":"\n{wTypeclass{n: %s (%s)",
"location":"\n{wLocation{n: %s (#%s)",
"destination":"\n{wDestination{n: %s (#%s)",
"perms":"\n{wPermissions{n: %s",
"locks":"\n{wLocks{n:",
"cmdset":"\n{wCurrent Cmdset(s){n:\n %s",
"cmdset_avail":"\n{wCommands available to %s (all cmdsets + exits and external cmds){n:\n %s",
"scripts":"\n{wScripts{n:\n %s",
"exits":"\n{wExits{n: ",
"characters":"\n{wCharacters{n: ",
"contents":"\n{wContents{n: "}
headers_noansi = {"name":"\nName/key: %s (%s)",
"aliases":"\nAliases: %s",
"player":"\nPlayer: %s",
"playerperms":"\nPlayer Perms: %s",
"typeclass":"\nTypeclass: %s%s",
"location":"\nLocation: %s (#%s)",
"destination":"\nDestination: %s (#%s)",
"perms":"\nPermissions: %s",
"locks":"\nLocks:",
"cmdset":"\nCurrent Cmdset(s):\n %s",
"cmdset_avail":"\nCommands available to %s (all cmdsets + exits and external cmds):\n %s",
"scripts":"\nScripts:\n %s",
"exits":"\nExits: ",
"characters":"\nCharacters: ",
"contents":"\nContents: "}
if raw:
headers = headers_noansi
if hasattr(obj, "has_player") and obj.has_player:
string = headers["name"] % (obj.name, obj.dbref)
else:
string = headers["name"] % (obj.name, obj.dbref)
if hasattr(obj, "aliases") and obj.aliases:
string += headers["aliases"] % (", ".join(obj.aliases))
if hasattr(obj, "has_player") and obj.has_player:
string += headers["player"] % obj.player.name
perms = obj.player.permissions
if obj.player.is_superuser:
perms = ["<Superuser>"]
elif not perms:
perms = ["<None>"]
string += headers["playerperms"] % (", ".join(perms))
string += headers["typeclass"] % (obj.typeclass.typename, obj.typeclass_path)
if hasattr(obj, "location") and obj.location:
string += headers["location"] % (obj.location, obj.location.id)
if hasattr(obj, "destination") and obj.destination:
string += headers["destination"] % (obj.destination, obj.destination.id)
perms = obj.permissions
if perms:
string += headers["perms"] % (", ".join(perms))
locks = str(obj.locks)
if locks:
string += headers["locks"] + utils.fill("; ".join([lock for lock in locks.split(';')]), indent=6)
if not (len(obj.cmdset.all()) == 1 and obj.cmdset.current.key == "Empty"):
# list the current cmdsets
all_cmdsets = obj.cmdset.all() + (hasattr(obj, "player") and obj.player and obj.player.cmdset.all() or [])
all_cmdsets.sort(key=lambda x:x.priority, reverse=True)
string += headers["cmdset"] % ("\n ".join("%s (prio %s)" % (cmdset.path, cmdset.priority) for cmdset in all_cmdsets))
#cmdsetstr = "\n".join([utils.fill(cmdset, indent=2) for cmdset in str(obj.cmdset).split("\n")])
# list the commands available to this object
avail_cmdset = sorted([cmd.key for cmd in avail_cmdset if cmd.access(obj, "cmd")])
cmdsetstr = utils.fill(", ".join(avail_cmdset), indent=2)
string += headers["cmdset_avail"] % (obj.key, cmdsetstr)
if hasattr(obj, "scripts") and hasattr(obj.scripts, "all") and obj.scripts.all():
string += headers["scripts"] % obj.scripts
# add the attributes
string += self.format_attributes(obj, raw=raw)
# add the contents
exits = []
pobjs = []
things = []
if hasattr(obj, "contents"):
for content in obj.contents:
if content.destination:
exits.append(content)
elif content.player:
pobjs.append(content)
else:
things.append(content)
if exits:
string += headers["exits"] + ", ".join([exit.name for exit in exits])
if pobjs:
string += headers["characters"] + ", ".join(["{c%s{n" % pobj.name for pobj in pobjs])
if things:
string += headers["contents"] + ", ".join([cont.name for cont in obj.contents
if cont not in exits and cont not in pobjs])
#output info
return "-"*78 + '\n' + string.strip() + "\n" + '-'*78
def func(self):
"Process command"
caller = self.caller
msgdata = None
if "raw" in self.switches:
msgdata = {"raw":True}
def get_cmdset_callback(cmdset):
"""
We make use of the cmdhandeler.get_and_merge_cmdsets below. This
is an asynchronous function, returning a Twisted deferred.
So in order to properly use this we need use this callback;
it is called with the result of get_and_merge_cmdsets, whenever
that function finishes. Taking the resulting cmdset, we continue
to format and output the result.
"""
string = self.format_output(obj, cmdset, raw=msgdata)
caller.msg(string.strip(), data=msgdata)
if not self.args:
# If no arguments are provided, examine the invoker's location.
obj = caller.location
if not obj.access(caller, 'examine'):
#If we don't have special info access, just look at the object instead.
caller.execute_cmd('look %s' % obj.name)
return
# using callback for printing result whenever function returns.
get_and_merge_cmdsets(obj).addCallback(get_cmdset_callback)
return
# we have given a specific target object
for objdef in self.lhs_objattr:
obj_name = objdef['name']
obj_attrs = objdef['attrs']
self.player_mode = "player" in self.switches or obj_name.startswith('*')
obj = caller.search(obj_name, player=self.player_mode, global_dbref=True)
if not obj:
continue
if not obj.access(caller, 'examine'):
#If we don't have special info access, just look at the object instead.
caller.execute_cmd('look %s' % obj_name)
continue
if obj_attrs:
for attrname in obj_attrs:
# we are only interested in specific attributes
caller.msg(self.format_attributes(obj, attrname, crop=False, raw=msgdata))
else:
# using callback to print results whenever function returns.
get_and_merge_cmdsets(obj).addCallback(get_cmdset_callback)
class CmdFind(MuxCommand):
"""
find objects
Usage:
@find[/switches] <name or dbref or *player> [= dbrefmin[-dbrefmax]]
Switches:
room - only look for rooms (location=None)
exit - only look for exits (destination!=None)
char - only look for characters (BASE_CHARACTER_TYPECLASS)
Searches the database for an object of a particular name or dbref.
Use *playername to search for a player. The switches allows for
limiting object matches to certain game entities. Dbrefmin and dbrefmax
limits matches to within the given dbrefs, or above/below if only one is given.
"""
key = "@find"
aliases = "find, @search, search, @locate, locate"
locks = "cmd:perm(find) or perm(Builders)"
help_category = "Building"
def func(self):
"Search functionality"
caller = self.caller
switches = self.switches
if not self.args:
caller.msg("Usage: @find <string> [= low [-high]]")
return
searchstring = self.lhs
low, high = 1, ObjectDB.objects.all().order_by("-id")[0].id
if self.rhs:
if "-" in self.rhs:
# also support low-high syntax
limlist = [part.strip() for part in self.rhs.split("-", 1)]
else:
# otherwise split by space
limlist = self.rhs.split(None, 1)
if limlist and limlist[0].isdigit():
low = max(low, int(limlist[0]))
if len(limlist) > 1 and limlist[1].isdigit():
high = min(high, int(limlist[1]))
low = min(low, high)
high = max(low, high)
if searchstring.startswith("*") or utils.dbref(searchstring):
# A player/dbref search.
# run a normal player- or dbref search. This should be unique.
string = "{wMatch{n(#%i-#%i):" % (low, high)
result = caller.search(searchstring, global_search=True)
if not result:
return
if not low <= int(result.id) <= high:
string += "\n {RNo match found for '%s' within the given dbref limits.{n" % searchstring
else:
string += "\n{g %s(%s) - %s{n" % (result.key, result.dbref, result.typeclass.path)
else:
# Not a player/dbref search but a wider search; build a queryset.
results = ObjectDB.objects.filter(db_key__istartswith=searchstring, id__gte=low, id__lte=high)
if "room" in switches:
results = results.filter(db_location__isnull=True)
if "exit" in switches:
results = results.filter(db_destination__isnull=False)
if "char" in switches:
results = results.filter(db_typeclass_path=CHAR_TYPECLASS)
nresults = results.count()
if not nresults:
# no matches on the keys. Try aliases instead.
results = results = ObjectDB.alias_set.related.model.objects.filter(db_key=searchstring)
if "room" in switches:
results = results.filter(db_obj__db_location__isnull=True)
if "exit" in switches:
results = results.filter(db_obj__db_destination__isnull=False)
if "char" in switches:
results = results.filter(db_obj__db_typeclass_path=CHAR_TYPECLASS)
# we have to parse alias -> real object here
results = [result.db_obj for result in results]
nresults = len(results)
restrictions = ""
if self.switches:
restrictions = ", %s" % (",".join(self.switches))
if nresults:
# convert result to typeclasses.
results = [result.typeclass for result in results]
if nresults > 1:
string = "{w%i Matches{n(#%i-#%i%s):" % (nresults, low, high, restrictions)
for res in results:
string += "\n {g%s(%s) - %s{n" % (res.key, res.dbref, res.path)
else:
string = "{wOne Match{n(#%i-#%i%s):" % (low, high, restrictions)
string += "\n {g%s(%s) - %s{n" % (results[0].key, results[0].dbref, results[0].path)
else:
string = "{wMatch{n(#%i-#%i%s):" % (low, high, restrictions)
string += "\n {RNo matches found for '%s'{n" % searchstring
# send result
caller.msg(string.strip())
class CmdTeleport(MuxCommand):
"""
teleport object to another location
Usage:
@tel/switch [<object> =] <target location>
Examples:
@tel Limbo
@tel/quiet box Limbo
@tel/tonone box
Switches:
quiet - don't echo leave/arrive messages to the source/target
locations for the move.
intoexit - if target is an exit, teleport INTO
the exit object instead of to its destination
tonone - if set, teleport the object to a None-location. If this
switch is set, <target location> is ignored.
Note that the only way to retrieve
an object from a None location is by direct #dbref
reference.
Teleports an object somewhere. If no object is given, you yourself
is teleported to the target location. """
key = "@tel"
aliases = "@teleport"
locks = "cmd:perm(teleport) or perm(Builders)"
help_category = "Building"
def func(self):
"Performs the teleport"
caller = self.caller
args = self.args
lhs, rhs = self.lhs, self.rhs
switches = self.switches
# setting switches
tel_quietly = "quiet" in switches
to_none = "tonone" in switches
if to_none:
# teleporting to None
if not args:
obj_to_teleport = caller
caller.msg("Teleported to None-location.")
if caller.location and not tel_quietly:
caller.location.msg_contents("%s teleported into nothingness." % caller, exclude=caller)
else:
obj_to_teleport = caller.search(lhs, global_search=True)
if not obj_to_teleport:
caller.msg("Did not find object to teleport.")
return
caller.msg("Teleported %s -> None-location." % obj_to_teleport)
if obj_to_teleport.location and not tel_quietly:
obj_to_teleport.location.msg_contents("%s teleported %s into nothingness."
% (caller, obj_to_teleport),
exclude=caller)
obj_to_teleport.location=None
return
# not teleporting to None location
if not args and not to_none:
caller.msg("Usage: teleport[/switches] [<obj> =] <target_loc>|home")
return
if rhs:
obj_to_teleport = caller.search(lhs, global_search=True)
destination = caller.search(rhs, global_search=True)
else:
obj_to_teleport = caller
destination = caller.search(lhs, global_search=True)
if not obj_to_teleport:
caller.msg("Did not find object to teleport.")
return
if not destination:
caller.msg("Destination not found.")
return
if obj_to_teleport == destination:
caller.msg("You can't teleport an object inside of itself!")
return
if obj_to_teleport.location and obj_to_teleport.location == destination:
caller.msg("%s is already at %s." % (obj_to_teleport, destination))
return
use_destination = True
if "intoexit" in self.switches:
use_destination = False
# try the teleport
if obj_to_teleport.move_to(destination, quiet=tel_quietly, emit_to_obj=caller,
use_destination=use_destination):
if obj_to_teleport == caller:
caller.msg("Teleported to %s." % destination)
else:
caller.msg("Teleported %s -> %s." % (obj_to_teleport, destination))
class CmdScript(MuxCommand):
"""
attach scripts
Usage:
@script[/switch] <obj> [= <script.path or scriptkey>]
Switches:
start - start all non-running scripts on object, or a given script only
stop - stop all scripts on objects, or a given script only
If no script path/key is given, lists all scripts active on the given
object.
Script path can be given from the base location for scripts as given in
settings. If adding a new script, it will be started automatically (no /start
switch is needed). Using the /start or /stop switches on an object without
specifying a script key/path will start/stop ALL scripts on the object.
"""
key = "@script"
aliases = "@addscript"
locks = "cmd:perm(script) or perm(Builders)"
help_category = "Building"
def func(self):
"Do stuff"
caller = self.caller
if not self.args:
string = "Usage: @script[/switch] <obj> [= <script.path or script key>]"
caller.msg(string)
return
obj = caller.search(self.lhs)
if not obj:
return
string = ""
if not self.rhs:
# no rhs means we want to operate on all scripts
scripts = obj.scripts.all()
if not scripts:
string += "No scripts defined on %s." % obj.key
elif not self.switches:
# view all scripts
from src.commands.default.system import format_script_list
string += format_script_list(scripts)
elif "start" in self.switches:
num = sum([obj.scripts.start(script.key) for script in scripts])
string += "%s scripts started on %s." % (num, obj.key)
elif "stop" in self.switches:
for script in scripts:
string += "Stopping script %s on %s." % (script.key, obj.key)
script.stop()
string = string.strip()
obj.scripts.validate()
else: # rhs exists
if not self.switches:
# adding a new script, and starting it
ok = obj.scripts.add(self.rhs, autostart=True)
if not ok:
string += "\nScript %s could not be added and/or started on %s." % (self.rhs, obj.key)
else:
string = "Script {w%s{n successfully added and started on %s." % (self.rhs, obj.key)
else:
paths = [self.rhs] + ["%s.%s" % (prefix, self.rhs)
for prefix in settings.SCRIPT_TYPECLASS_PATHS]
if "stop" in self.switches:
# we are stopping an already existing script
for path in paths:
ok = obj.scripts.stop(path)
if not ok:
string += "\nScript %s could not be stopped. Does it exist?" % path
else:
string = "Script stopped and removed from object."
break
if "start" in self.switches:
# we are starting an already existing script
for path in paths:
ok = obj.scripts.start(path)
if not ok:
string += "\nScript %s could not be (re)started." % path
else:
string = "Script started successfully."
break
caller.msg(string.strip())