evennia/lib/scripts/models.py

176 lines
6.7 KiB
Python

"""
Scripts are entities that perform some sort of action, either only
once or repeatedly. They can be directly linked to a particular
Evennia Object or be stand-alonw (in the latter case it is considered
a 'global' script). Scripts can indicate both actions related to the
game world as well as pure behind-the-scenes events and
effects. Everything that has a time component in the game (i.e. is not
hard-coded at startup or directly created/controlled by players) is
handled by Scripts.
Scripts have to check for themselves that they should be applied at a
particular moment of time; this is handled by the is_valid() hook.
Scripts can also implement at_start and at_end hooks for preparing and
cleaning whatever effect they have had on the game object.
Common examples of uses of Scripts:
- load the default cmdset to the player object's cmdhandler
when logging in.
- switch to a different state, such as entering a text editor,
start combat or enter a dark room.
- Weather patterns in-game
- merge a new cmdset with the default one for changing which
commands are available at a particular time
- give the player/object a time-limited bonus/effect
"""
from django.conf import settings
from django.db import models
from django.core.exceptions import ObjectDoesNotExist
from src.typeclasses.models import TypedObject
from src.scripts.manager import ScriptDBManager
from src.utils.utils import dbref, to_str
__all__ = ("ScriptDB",)
_GA = object.__getattribute__
_SA = object.__setattr__
#------------------------------------------------------------
#
# ScriptDB
#
#------------------------------------------------------------
class ScriptDB(TypedObject):
"""
The Script database representation.
The TypedObject supplies the following (inherited) properties:
key - main name
name - alias for key
typeclass_path - the path to the decorating typeclass
typeclass - auto-linked typeclass
date_created - time stamp of object creation
permissions - perm strings
dbref - #id of object
db - persistent attribute storage
ndb - non-persistent attribute storage
The ScriptDB adds the following properties:
desc - optional description of script
obj - the object the script is linked to, if any
player - the player the script is linked to (exclusive with obj)
interval - how often script should run
start_delay - if the script should start repeating right away
repeats - how many times the script should repeat
persistent - if script should survive a server reboot
is_active - bool if script is currently running
"""
#
# ScriptDB Database Model setup
#
# These database fields are all set using their corresponding properties,
# named same as the field, but withtou the db_* prefix.
# inherited fields (from TypedObject):
# db_key, db_typeclass_path, db_date_created, db_permissions
# optional description.
db_desc = models.CharField('desc', max_length=255, blank=True)
# A reference to the database object affected by this Script, if any.
db_obj = models.ForeignKey("objects.ObjectDB", null=True, blank=True, verbose_name='scripted object',
help_text='the object to store this script on, if not a global script.')
db_player = models.ForeignKey("players.PlayerDB", null=True, blank=True, verbose_name="scripted player",
help_text='the player to store this script on (should not be set if obj is set)')
# how often to run Script (secs). -1 means there is no timer
db_interval = models.IntegerField('interval', default=-1, help_text='how often to repeat script, in seconds. -1 means off.')
# start script right away or wait interval seconds first
db_start_delay = models.BooleanField('start delay', default=False, help_text='pause interval seconds before starting.')
# how many times this script is to be repeated, if interval!=0.
db_repeats = models.IntegerField('number of repeats', default=0, help_text='0 means off.')
# defines if this script should survive a reboot or not
db_persistent = models.BooleanField('survive server reboot', default=False)
# defines if this script has already been started in this session
db_is_active = models.BooleanField('script active', default=False)
# Database manager
objects = ScriptDBManager()
class Meta:
"Define Django meta options"
verbose_name = "Script"
#
#
# ScriptDB class properties
#
#
# obj property
def __get_obj(self):
"""
property wrapper that homogenizes access to either
the db_player or db_obj field, using the same obj
property name
"""
obj = _GA(self, "db_player")
if not obj:
obj = _GA(self, "db_obj")
return obj
def __set_obj(self, value):
"""
Set player or obj to their right database field. If
a dbref is given, assume ObjectDB.
"""
try:
value = _GA(value, "dbobj")
except AttributeError:
pass
if isinstance(value, (basestring, int)):
from src.objects.models import ObjectDB
value = to_str(value, force_string=True)
if (value.isdigit() or value.startswith("#")):
dbid = dbref(value, reqhash=False)
if dbid:
try:
value = ObjectDB.objects.get(id=dbid)
except ObjectDoesNotExist:
# maybe it is just a name that happens to look like a dbid
pass
if value.__class__.__name__ == "PlayerDB":
fname = "db_player"
_SA(self, fname, value)
else:
fname = "db_obj"
_SA(self, fname, value)
# saving the field
_GA(self, "save")(update_fields=[fname])
obj = property(__get_obj, __set_obj)
object = property(__get_obj, __set_obj)
# def at_typeclass_error(self):
# """
# If this is called, it means the typeclass has a critical
# error and cannot even be loaded. We don't allow a script
# to be created under those circumstances. Already created,
# permanent scripts are set to already be active so they
# won't get activated now (next reboot the bug might be fixed)
# """
# # By setting is_active=True, we trick the script not to run "again".
# self.is_active = True
# return super(ScriptDB, self).at_typeclass_error()
#
# delete_iter = 0
# def delete(self):
# "Delete script"
# if self.delete_iter > 0:
# return
# self.delete_iter += 1
# _GA(self, "attributes").clear()
# super(ScriptDB, self).delete()