evennia/game/gamesrc/objects/baseobjects.py

200 lines
11 KiB
Python

"""
These are the base object typeclasses, a convenient shortcut to the
objects in src/objects/objects.py. You can start building your game
from these bases if you want.
To change these defaults to point to some other object,
change some or all of these variables in settings.py:
BASE_OBJECT_TYPECLASS
BASE_CHARACTER_TYPECLASS
BASE_ROOM_TYPECLASS
BASE_EXIT_TYPECLASS
BASE_PLAYER_TYPECLASS
Some of the main uses for these settings are not hard-coded in
Evennia, rather they are convenient defaults for in-game commands
(which you may change) Example would be build commands like '@dig'
knowing to create a particular room-type object).
New instances of Objects (inheriting from these typeclasses)
are created with src.utils.create.create_object(typeclass, ...)
where typeclass is the python path to the class you want to use.
"""
from src.objects.objects import Object as BaseObject
from src.objects.objects import Character as BaseCharacter
from src.objects.objects import Room as BaseRoom
from src.objects.objects import Exit as BaseExit
from src.players.player import Player as BasePlayer
class Object(BaseObject):
"""
This is the root typeclass object, implementing an in-game Evennia
game object, such as having a location, being able to be
manipulated or looked at, etc. If you create a new typeclass, it
must always inherit from this object (or any of the other objects
in this file, since they all actually inherit from BaseObject, as
seen in src.object.objects).
The BaseObject class implements several hooks tying into the game
engine. By re-implementing these hooks you can control the
system. You should never need to re-implement special Python
methods, such as __init__ and especially never __getattribute__ and
__setattr__ since these are used heavily by the typeclass system
of Evennia and messing with them might well break things for you.
* Base properties defined/available on all Objects
key (string) - name of object
name (string)- same as key
aliases (list of strings) - aliases to the object. Will be saved to database as AliasDB entries but returned as strings.
dbref (int, read-only) - unique #id-number. Also "id" can be used.
dbobj (Object, read-only) - link to database model. dbobj.typeclass points back to this class
typeclass (Object, read-only) - this links back to this class as an identified only. Use self.swap_typeclass() to switch.
date_created (string) - time stamp of object creation
permissions (list of strings) - list of permission strings
player (Player) - controlling player (will also return offline player)
location (Object) - current location. Is None if this is a room
home (Object) - safety start-location
sessions (list of Sessions, read-only) - returns all sessions connected to this object
has_player (bool, read-only)- will only return *connected* players
contents (list of Objects, read-only) - returns all objects inside this object (including exits)
exits (list of Objects, read-only) - returns all exits from this object, if any
destination (Object) - only set if this object is an exit.
is_superuser (bool, read-only) - True/False if this user is a superuser
* Handlers available
locks - lock-handler: use locks.add() to add new lock strings
db - attribute-handler: store/retrieve database attributes on this self.db.myattr=val, val=self.db.myattr
ndb - non-persistent attribute handler: same as db but does not create a database entry when storing data
scripts - script-handler. Add new scripts to object with scripts.add()
cmdset - cmdset-handler. Use cmdset.add() to add new cmdsets to object
nicks - nick-handler. New nicks with nicks.add().
* Helper methods (see src.objects.objects.py for full headers)
search(ostring, global_search=False, attribute_name=None, use_nicks=False, location=None, ignore_errors=False, player=False)
execute_cmd(raw_string)
msg(message, from_obj=None, data=None)
msg_contents(message, exclude=None, from_obj=None, data=None)
move_to(destination, quiet=False, emit_to_obj=None, use_destination=True)
copy(new_key=None)
delete()
is_typeclass(typeclass, exact=False)
swap_typeclass(new_typeclass, clean_attributes=False, no_default=True)
access(accessing_obj, access_type='read', default=False)
check_permstring(permstring)
* Hooks (these are class methods, so their arguments should also start with self):
basetype_setup() - only called once, used for behind-the-scenes setup. Normally not modified.
basetype_posthook_setup() - customization in basetype, after the object has been created; Normally not modified.
at_object_creation() - only called once, when object is first created. Object customizations go here.
at_object_delete() - called just before deleting an object. If returning False, deletion is aborted. Note that all objects
inside a deleted object are automatically moved to their <home>, they don't need to be removed here.
at_init() - called whenever typeclass is cached from memory, at least once every server restart/reload
at_cmdset_get() - this is called just before the command handler requests a cmdset from this object
at_first_login() - (player-controlled objects only) called once, the very first time user logs in.
at_pre_login() - (player-controlled objects only) called every time the user connects, after they have identified, before other setup
at_post_login() - (player-controlled objects only) called at the end of login, just before setting the player loose in the world.
at_disconnect() - (player-controlled objects only) called just before the user disconnects (or goes linkless)
at_server_reload() - called before server is reloaded
at_server_shutdown() - called just before server is fully shut down
at_before_move(destination) - called just before moving object to the destination. If returns False, move is cancelled.
announce_move_from(destination) - called in old location, just before move, if obj.move_to() has quiet=False
announce_move_to(source_location) - called in new location, just after move, if obj.move_to() has quiet=False
at_after_move(source_location) - always called after a move has been successfully performed.
at_object_leave(obj, target_location) - called when an object leaves this object in any fashion
at_object_receive(obj, source_location) - called when this object receives another object
at_before_traverse(traversing_object) - (exit-objects only) called just before an object traverses this object
at_after_traverse(traversing_object, source_location) - (exit-objects only) called just after a traversal has happened.
at_failed_traverse(traversing_object) - (exit-objects only) called if traversal fails and property err_traverse is not defined.
at_msg_receive(self, msg, from_obj=None, data=None) - called when a message (via self.msg()) is sent to this obj.
If returns false, aborts send.
at_msg_send(self, msg, to_obj=None, data=None) - called when this objects sends a message to someone via self.msg().
return_appearance(looker) - describes this object. Used by "look" command by default
at_desc(looker=None) - called by 'look' whenever the appearance is requested.
at_get(getter) - called after object has been picked up. Does not stop pickup.
at_drop(dropper) - called when this object has been dropped.
at_say(speaker, message) - by default, called if an object inside this object speaks
"""
pass
class Character(BaseCharacter):
"""
This is the default object created for a new user connecting - the
in-game player character representation. The basetype_setup always
assigns the default_cmdset as a fallback to objects of this type.
The default hooks also hide the character object away (by moving
it to a Null location whenever the player logs off (otherwise the
character would remain in the world, "headless" so to say).
"""
pass
class Room(BaseRoom):
"""
Rooms are like any object, except their location is None
(which is default). Usually this object should be
assigned to room-building commands by use of the
settings.BASE_ROOM_TYPECLASS variable.
"""
pass
class Exit(BaseExit):
"""
Exits are connectors between rooms. Exits defines the
'destination' property and sets up a command on itself with the
same name as the Exit object - this command allows the player to
traverse the exit to the destination just by writing the name of
the object on the command line.
Relevant hooks:
at_before_traverse(traveller) - called just before traversing
at_after_traverse(traveller, source_loc) - called just after traversing
at_failed_traverse(traveller) - called if traversal failed for some reason. Will
not be called if the attribute 'err_traverse' is
defined, in which case that will simply be echoed.
"""
pass
class Player(BasePlayer):
"""
This class describes the actual OOC player (i.e. the user connecting
to the MUD). It does NOT have visual appearance in the game world (that
is handled by the character which is connected to this). Comm channels
are attended/joined using this object.
It can be useful e.g. for storing configuration options for your game, but
should generally not hold any character-related info (that's best handled
on the character level).
Can be set using BASE_PLAYER_TYPECLASS.
The following hooks are called by the engine. Note that all of the following
are called on the character object too, and mostly at the same time.
at_player_creation() - This is called once, the very first time
the player is created (i.e. first time they
register with the game). It's a good place
to store attributes all players should have,
like configuration values etc.
at_pre_login() - called every time the user connects, after they have
identified, just before the system actually logs them in.
at_post_login() - called at the end of login, just before setting the
player loose in the world.
at_disconnect() - called just before the use is disconnected (this is also
called if the system determines the player lost their link)
"""
pass