mirror of
https://github.com/evennia/evennia.git
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388 lines
15 KiB
Python
388 lines
15 KiB
Python
"""
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Player
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The Player class is a simple extension of the django User model using
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the 'profile' system of django. A profile is a model that tack new
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fields to the User model without actually editing the User model
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(which would mean hacking into django internals which we want to avoid
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for future compatability reasons). The profile, which we call
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'Player', is accessed with user.get_profile() by the property 'player'
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defined on ObjectDB objects. Since we can customize it, we will try to
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abstract as many operations as possible to work on Player rather than
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on User.
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We use the Player to store a more mud-friendly style of permission
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system as well as to allow the admin more flexibility by storing
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attributes on the Player. Within the game we should normally use the
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Player manager's methods to create users, since that automatically
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adds the profile extension.
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The default Django permission system is geared towards web-use, and is
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defined on a per-application basis permissions. In django terms,
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'src/objects' is one application, 'src/scripts' another, indeed all
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folders in /src with a model.py inside them is an application. Django
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permissions thus have the form
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e.g. 'applicationlabel.permissionstring' and django automatically
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defines a set of these for editing each application from its automatic
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admin interface. These are still available should you want them.
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For most in-game mud-use however, like commands and other things, it
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does not make sense to tie permissions to the applications in src/ -
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To the user these should all just be considered part of the game
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engine. So instead we define our own separate permission system here,
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borrowing heavily from the django original, but allowing the
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permission string to look however we want, making them unrelated to
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the applications.
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To make the Player model more flexible for your own game, it can also
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persistently store attributes of its own. This is ideal for extra
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account info and OOC account configuration variables etc.
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"""
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from django.conf import settings
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from django.db import models
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from django.contrib.auth.models import User
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from django.utils.encoding import smart_str
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from django.contrib.contenttypes.models import ContentType
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from src.server.sessionhandler import SESSIONS
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from src.players import manager
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from src.typeclasses.models import Attribute, TypedObject, TypeNick, TypeNickHandler
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from src.utils import logger, utils
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from src.commands.cmdsethandler import CmdSetHandler
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from src.commands import cmdhandler
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AT_SEARCH_RESULT = utils.mod_import(*settings.SEARCH_AT_RESULT.rsplit('.', 1))
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#------------------------------------------------------------
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#
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# PlayerAttribute
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#
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#------------------------------------------------------------
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class PlayerAttribute(Attribute):
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"""
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PlayerAttributes work the same way as Attributes on game objects,
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but are intended to store OOC information specific to each user
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and game (example would be configurations etc).
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"""
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db_obj = models.ForeignKey("PlayerDB")
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class Meta:
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"Define Django meta options"
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verbose_name = "Player Attribute"
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#------------------------------------------------------------
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#
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# Player Nicks
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#
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#------------------------------------------------------------
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class PlayerNick(TypeNick):
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"""
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The default nick types used by Evennia are:
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inputline (default) - match against all input
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player - match against player searches
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obj - match against object searches
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channel - used to store own names for channels
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"""
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db_obj = models.ForeignKey("PlayerDB", verbose_name="player")
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class Meta:
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"Define Django meta options"
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verbose_name = "Nickname for Players"
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verbose_name_plural = "Nicknames Players"
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unique_together = ("db_nick", "db_type", "db_obj")
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class PlayerNickHandler(TypeNickHandler):
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"""
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Handles nick access and setting. Accessed through ObjectDB.nicks
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"""
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NickClass = PlayerNick
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#------------------------------------------------------------
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#
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# PlayerDB
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#
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#------------------------------------------------------------
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class PlayerDB(TypedObject):
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"""
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This is a special model using Django's 'profile' functionality
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and extends the default Django User model. It is defined as such
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by use of the variable AUTH_PROFILE_MODULE in the settings.
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One accesses the fields/methods. We try use this model as much
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as possible rather than User, since we can customize this to
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our liking.
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The TypedObject supplies the following (inherited) properties:
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key - main name
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name - alias for key
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typeclass_path - the path to the decorating typeclass
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typeclass - auto-linked typeclass
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date_created - time stamp of object creation
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permissions - perm strings
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dbref - #id of object
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db - persistent attribute storage
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ndb - non-persistent attribute storage
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The PlayerDB adds the following properties:
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user - Connected User object. django field, needs to be save():d.
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obj - game object controlled by player
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character - alias for obj
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name - alias for user.username
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sessions - sessions connected to this player
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is_superuser - bool if this player is a superuser
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"""
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#
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# PlayerDB Database model setup
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#
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# inherited fields (from TypedObject):
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# db_key, db_typeclass_path, db_date_created, db_permissions
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# this is the one-to-one link between the customized Player object and
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# this profile model. It is required by django.
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user = models.ForeignKey(User, unique=True,
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help_text="The <I>User</I> object holds django-specific authentication for each Player. A unique User should be created and tied to each Player, the two should never be switched or changed around. The User will be deleted automatically when the Player is.")
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# the in-game object connected to this player (if any).
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# Use the property 'obj' to access.
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db_obj = models.ForeignKey("objects.ObjectDB", null=True, blank=True, verbose_name="character", help_text='In-game object.')
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# database storage of persistant cmdsets.
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db_cmdset_storage = models.CharField('cmdset', max_length=255, null=True,
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help_text="optional python path to a cmdset class. If creating a Character, this will default to settings.CMDSET_DEFAULT.")
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# Database manager
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objects = manager.PlayerManager()
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class Meta:
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app_label = 'players'
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verbose_name = 'Player'
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def __init__(self, *args, **kwargs):
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"Parent must be initiated first"
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TypedObject.__init__(self, *args, **kwargs)
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# handlers
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self.cmdset = CmdSetHandler(self)
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self.cmdset.update(init_mode=True)
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self.nicks = PlayerNickHandler(self)
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# Wrapper properties to easily set database fields. These are
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# @property decorators that allows to access these fields using
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# normal python operations (without having to remember to save()
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# etc). So e.g. a property 'attr' has a get/set/del decorator
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# defined that allows the user to do self.attr = value,
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# value = self.attr and del self.attr respectively (where self
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# is the object in question).
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# obj property (wraps db_obj)
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#@property
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def obj_get(self):
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"Getter. Allows for value = self.obj"
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return self.db_obj
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#@obj.setter
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def obj_set(self, value):
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"Setter. Allows for self.obj = value"
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from src.typeclasses.typeclass import TypeClass
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if isinstance(value, TypeClass):
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value = value.dbobj
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try:
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self.db_obj = value
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self.save()
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except Exception:
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logger.log_trace()
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raise Exception("Cannot assign %s as a player object!" % value)
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#@obj.deleter
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def obj_del(self):
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"Deleter. Allows for del self.obj"
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self.db_obj = None
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self.save()
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obj = property(obj_get, obj_set, obj_del)
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# whereas the name 'obj' is consistent with the rest of the code,
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# 'character' is a more intuitive property name, so we
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# define this too, as an alias to player.obj.
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#@property
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def character_get(self):
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"Getter. Allows for value = self.character"
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return self.db_obj
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#@character.setter
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def character_set(self, value):
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"Setter. Allows for self.character = value"
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self.obj = value
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#@character.deleter
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def character_del(self):
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"Deleter. Allows for del self.character"
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self.db_obj = None
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self.save()
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character = property(character_get, character_set, character_del)
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# cmdset_storage property
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#@property
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def cmdset_storage_get(self):
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"Getter. Allows for value = self.name. Returns a list of cmdset_storage."
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if self.db_cmdset_storage:
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return [path.strip() for path in self.db_cmdset_storage.split(',')]
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return []
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#@cmdset_storage.setter
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def cmdset_storage_set(self, value):
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"Setter. Allows for self.name = value. Stores as a comma-separated string."
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if utils.is_iter(value):
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value = ",".join([str(val).strip() for val in value])
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self.db_cmdset_storage = value
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self.save()
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#@cmdset_storage.deleter
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def cmdset_storage_del(self):
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"Deleter. Allows for del self.name"
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self.db_cmdset_storage = ""
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self.save()
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cmdset_storage = property(cmdset_storage_get, cmdset_storage_set, cmdset_storage_del)
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class Meta:
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"Define Django meta options"
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verbose_name = "Player"
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verbose_name_plural = "Players"
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#
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# PlayerDB main class properties and methods
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#
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def __str__(self):
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return smart_str("%s(player %i)" % (self.name, self.id))
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def __unicode__(self):
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return u"%s(player#%i)" % (self.name, self.id)
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# this is used by all typedobjects as a fallback
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try:
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default_typeclass_path = settings.BASE_PLAYER_TYPECLASS
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except Exception:
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default_typeclass_path = "src.players.player.Player"
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# this is required to properly handle attributes and typeclass loading
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#attribute_model_path = "src.players.models"
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#attribute_model_name = "PlayerAttribute"
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typeclass_paths = settings.PLAYER_TYPECLASS_PATHS
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attribute_class = PlayerAttribute
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# name property (wraps self.user.username)
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#@property
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def name_get(self):
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"Getter. Allows for value = self.name"
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return self.user.username
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#@name.setter
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def name_set(self, value):
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"Setter. Allows for player.name = newname"
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self.user.username = value
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self.user.save() # this might be stopped by Django?
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#@name.deleter
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def name_del(self):
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"Deleter. Allows for del self.name"
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raise Exception("Player name cannot be deleted!")
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name = property(name_get, name_set, name_del)
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key = property(name_get, name_set, name_del)
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# sessions property
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#@property
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def sessions_get(self):
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"Getter. Retrieve sessions related to this player/user"
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return SESSIONS.sessions_from_player(self)
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#@sessions.setter
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def sessions_set(self, value):
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"Setter. Protects the sessions property from adding things"
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raise Exception("Cannot set sessions manually!")
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#@sessions.deleter
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def sessions_del(self):
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"Deleter. Protects the sessions property from deletion"
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raise Exception("Cannot delete sessions manually!")
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sessions = property(sessions_get, sessions_set, sessions_del)
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#@property
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def is_superuser_get(self):
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"Superusers have all permissions."
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return self.user.is_superuser
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is_superuser = property(is_superuser_get)
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#
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# PlayerDB class access methods
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#
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def msg(self, outgoing_string, from_obj=None, data=None):
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"""
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Evennia -> User
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This is the main route for sending data back to the user from the server.
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"""
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if from_obj:
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try:
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from_obj.at_msg_send(outgoing_string, to_obj=self, data=data)
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except Exception:
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pass
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if (object.__getattribute__(self, "character")
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and not self.character.at_msg_receive(outgoing_string, from_obj=from_obj, data=data)):
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# the at_msg_receive() hook may block receiving of certain messages
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return
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outgoing_string = utils.to_str(outgoing_string, force_string=True)
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for session in object.__getattribute__(self, 'sessions'):
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session.msg(outgoing_string, data)
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def swap_character(self, new_character, delete_old_character=False):
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"""
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Swaps character, if possible
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"""
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return self.__class__.objects.swap_character(self, new_character, delete_old_character=delete_old_character)
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#
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# Execution/action methods
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#
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def execute_cmd(self, raw_string):
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"""
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Do something as this playe. This command transparently
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lets its typeclass execute the command.
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raw_string - raw command input coming from the command line.
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"""
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# nick replacement - we require full-word matching.
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raw_string = utils.to_unicode(raw_string)
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raw_list = raw_string.split(None)
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raw_list = [" ".join(raw_list[:i+1]) for i in range(len(raw_list)) if raw_list[:i+1]]
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for nick in PlayerNick.objects.filter(db_obj=self, db_type__in=("inputline","channel")):
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if nick.db_nick in raw_list:
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raw_string = raw_string.replace(nick.db_nick, nick.db_real, 1)
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break
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cmdhandler.cmdhandler(self.typeclass, raw_string)
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def search(self, ostring, global_search=False, attribute_name=None, use_nicks=False,
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location=None, ignore_errors=False, player=False):
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"""
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A shell method mimicking the ObjectDB equivalent, for easy inclusion from
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commands regardless of if the command is run by a Player or an Object.
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"""
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if self.character:
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# run the normal search
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return self.character.search(ostring, global_search=global_search, attribute_name=attribute_name,
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use_nicks=use_nicks, location=location,
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ignore_errors=ignore_errors, player=player)
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if player:
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# seach for players
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matches = self.__class__.objects.player_search(ostring)
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else:
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# more limited player-only search. Still returns an Object.
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ObjectDB = ContentType.objects.get(app_label="objects", model="objectdb").model_class()
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matches = ObjectDB.objects.object_search(ostring, caller=self, global_search=global_search)
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# deal with results
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matches = AT_SEARCH_RESULT(self, ostring, matches, global_search=global_search)
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return matches
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