evennia/lib/utils/create.py

382 lines
13 KiB
Python

"""
This module gathers all the essential database-creation
functions for the game engine's various object types.
Only objects created 'stand-alone' are in here, e.g. object Attributes
are always created directly through their respective objects.
Each creation_* function also has an alias named for the entity being
created, such as create_object() and object(). This is for
consistency with the utils.search module and allows you to do the
shorter "create.object()".
The respective object managers hold more methods for manipulating and
searching objects already existing in the database.
Models covered:
Objects
Scripts
Help
Message
Channel
Players
"""
from django.conf import settings
from django.db import IntegrityError
from django.utils import timezone
from src.utils import logger
from src.utils.utils import make_iter, class_from_module, dbid_to_obj
# delayed imports
_User = None
_ObjectDB = None
_Object = None
_Script = None
_ScriptDB = None
_HelpEntry = None
_Msg = None
_Player = None
_PlayerDB = None
_to_object = None
_ChannelDB = None
_channelhandler = None
# limit symbol import from API
__all__ = ("create_object", "create_script", "create_help_entry",
"create_message", "create_channel", "create_player")
_GA = object.__getattribute__
#
# Game Object creation
#
def create_object(typeclass=None, key=None, location=None,
home=None, permissions=None, locks=None,
aliases=None, destination=None, report_to=None, nohome=False):
"""
Create a new in-game object.
keywords:
typeclass - class or python path to a typeclass
key - name of the new object. If not set, a name of #dbref will be set.
home - obj or #dbref to use as the object's home location
permissions - a comma-separated string of permissions
locks - one or more lockstrings, separated by semicolons
aliases - a list of alternative keys
destination - obj or #dbref to use as an Exit's target
nohome - this allows the creation of objects without a default home location;
only used when creating the default location itself or during unittests
"""
global _ObjectDB
if not _ObjectDB:
from src.objects.models import ObjectDB as _ObjectDB
typeclass = typeclass if typeclass else settings.BASE_OBJECT_TYPECLASS
if isinstance(typeclass, basestring):
# a path is given. Load the actual typeclass
typeclass = class_from_module(typeclass, settings.OBJECT_TYPECLASS_PATHS)
# Setup input for the create command. We use ObjectDB as baseclass here
# to give us maximum freedom (the typeclasses will load
# correctly when each object is recovered).
location = dbid_to_obj(location, _ObjectDB)
destination = dbid_to_obj(destination, _ObjectDB)
home = dbid_to_obj(home, _ObjectDB)
if not home:
try:
home = dbid_to_obj(settings.DEFAULT_HOME, _ObjectDB) if not nohome else None
except _ObjectDB.DoesNotExist:
raise _ObjectDB.DoesNotExist("settings.DEFAULT_HOME (= '%s') does not exist, or the setting is malformed." %
settings.DEFAULT_HOME)
# create new instance
new_object = typeclass(db_key=key, db_location=location,
db_destination=destination, db_home=home,
db_typeclass_path=typeclass.path)
# store the call signature for the signal
new_object._createdict = {"key":key, "location":location, "destination":destination,
"home":home, "typeclass":typeclass.path, "permissions":permissions,
"locks":locks, "aliases":aliases, "destination":destination,
"report_to":report_to, "nohome":nohome}
# this will trigger the save signal which in turn calls the
# at_first_save hook on the typeclass, where the _createdict can be
# used.
new_object.save()
return new_object
#alias for create_object
object = create_object
#
# Script creation
#
def create_script(typeclass, key=None, obj=None, player=None, locks=None,
interval=None, start_delay=None, repeats=None,
persistent=None, autostart=True, report_to=None):
"""
Create a new script. All scripts are a combination
of a database object that communicates with the
database, and an typeclass that 'decorates' the
database object into being different types of scripts.
It's behaviour is similar to the game objects except
scripts has a time component and are more limited in
scope.
Argument 'typeclass' can be either an actual
typeclass object or a python path to such an object.
Only set key here if you want a unique name for this
particular script (set it in config to give
same key to all scripts of the same type). Set obj
to tie this script to a particular object.
See src.scripts.manager for methods to manipulate existing
scripts in the database.
report_to is an obtional object to receive error messages.
If report_to is not set, an Exception with the
error will be raised. If set, this method will
return None upon errors.
"""
global _ScriptDB
if not _ScriptDB:
from src.scripts.models import ScriptDB as _ScriptDB
typeclass = typeclass if typeclass else settings.BASE_SCRIPT_TYPECLASS
if isinstance(typeclass, basestring):
# a path is given. Load the actual typeclass
typeclass = class_from_module(typeclass, settings.SCRIPT_TYPECLASS_PATHS)
# validate input
kwarg = {}
if key: kwarg["db_key"] = key
if player: kwarg["db_player"] = dbid_to_obj(player, _ScriptDB)
if obj: kwarg["db_obj"] = dbid_to_obj(obj, _ScriptDB)
if interval: kwarg["db_interval"] = interval
if start_delay: kwarg["db_start_delay"] = start_delay
if repeats: kwarg["db_repeats"] = repeats
if persistent: kwarg["db_persistent"] = persistent
# create new instance
new_script = typeclass(**kwarg)
# store the call signature for the signal
new_script._createdict = {"key":key, "obj":obj, "player":player,
"locks":locks, "interval":interval,
"start_delay":start_delay, "repeats":repeats,
"persistent":persistent, "autostart":autostart,
"report_to":report_to}
# this will trigger the save signal which in turn calls the
# at_first_save hook on the tyepclass, where the _createdict
# can be used.
new_script.save()
return new_script
#alias
script = create_script
#
# Help entry creation
#
def create_help_entry(key, entrytext, category="General", locks=None):
"""
Create a static help entry in the help database. Note that Command
help entries are dynamic and directly taken from the __doc__ entries
of the command. The database-stored help entries are intended for more
general help on the game, more extensive info, in-game setting information
and so on.
"""
global _HelpEntry
if not _HelpEntry:
from src.help.models import HelpEntry as _HelpEntry
try:
new_help = _HelpEntry()
new_help.key = key
new_help.entrytext = entrytext
new_help.help_category = category
if locks:
new_help.locks.add(locks)
new_help.save()
return new_help
except IntegrityError:
string = "Could not add help entry: key '%s' already exists." % key
logger.log_errmsg(string)
return None
except Exception:
logger.log_trace()
return None
# alias
help_entry = create_help_entry
#
# Comm system methods
#
def create_message(senderobj, message, channels=None,
receivers=None, locks=None, header=None):
"""
Create a new communication message. Msgs are used for all
player-to-player communication, both between individual players
and over channels.
senderobj - the player sending the message. This must be the actual object.
message - text with the message. Eventual headers, titles etc
should all be included in this text string. Formatting
will be retained.
channels - a channel or a list of channels to send to. The channels
may be actual channel objects or their unique key strings.
receivers - a player to send to, or a list of them. May be Player objects
or playernames.
locks - lock definition string
header - mime-type or other optional information for the message
The Comm system is created very open-ended, so it's fully possible
to let a message both go to several channels and to several receivers
at the same time, it's up to the command definitions to limit this as
desired.
"""
global _Msg
if not _Msg:
from src.comms.models import Msg as _Msg
if not message:
# we don't allow empty messages.
return
new_message = _Msg(db_message=message)
new_message.save()
for sender in make_iter(senderobj):
new_message.senders = sender
new_message.header = header
for channel in make_iter(channels):
new_message.channels = channel
for receiver in make_iter(receivers):
new_message.receivers = receiver
if locks:
new_message.locks.add(locks)
new_message.save()
return new_message
message = create_message
def create_channel(key, aliases=None, desc=None,
locks=None, keep_log=True,
typeclass=None):
"""
Create A communication Channel. A Channel serves as a central
hub for distributing Msgs to groups of people without
specifying the receivers explicitly. Instead players may
'connect' to the channel and follow the flow of messages. By
default the channel allows access to all old messages, but
this can be turned off with the keep_log switch.
key - this must be unique.
aliases - list of alternative (likely shorter) keynames.
locks - lock string definitions
"""
typeclass = typeclass if typeclass else settings.BASE_CHANNEL_TYPECLASS
if isinstance(typeclass, basestring):
# a path is given. Load the actual typeclass
typeclass = class_from_module(typeclass, settings.CHANNEL_TYPECLASS_PATHS)
# create new instance
new_channel = typeclass(db_key=key)
# store call signature for the signal
new_channel._createdict = {"key":key, "aliases":aliases,
"desc":desc, "locks":locks, "keep_log":keep_log}
# this will trigger the save signal which in turn calls the
# at_first_save hook on the typeclass, where the _createdict can be
# used.
new_channel.save()
return new_channel
channel = create_channel
#
# Player creation methods
#
def create_player(key, email, password,
typeclass=None,
is_superuser=False,
locks=None, permissions=None,
report_to=None):
"""
This creates a new player.
key - the player's name. This should be unique.
email - email on valid addr@addr.domain form.
password - password in cleartext
is_superuser - wether or not this player is to be a superuser
locks - lockstring
permission - list of permissions
report_to - an object with a msg() method to report errors to. If
not given, errors will be logged.
Will return the Player-typeclass or None/raise Exception if the
Typeclass given failed to load.
Concerning is_superuser:
Usually only the server admin should need to be superuser, all
other access levels can be handled with more fine-grained
permissions or groups. A superuser bypasses all lock checking
operations and is thus not suitable for play-testing the game.
"""
global _PlayerDB
if not _PlayerDB:
from src.players.models import PlayerDB as _PlayerDB
typeclass = typeclass if typeclass else settings.BASE_PLAYER_TYPECLASS
if isinstance(typeclass, basestring):
# a path is given. Load the actual typeclass.
typeclass = class_from_module(typeclass, settings.OBJECT_TYPECLASS_PATHS)
# setup input for the create command. We use PlayerDB as baseclass
# here to give us maximum freedom (the typeclasses will load
# correctly when each object is recovered).
if not email:
email = "dummy@dummy.com"
if _PlayerDB.objects.filter(username__iexact=key):
raise ValueError("A Player with the name '%s' already exists." % key)
# this handles a given dbref-relocate to a player.
report_to = dbid_to_obj(report_to, _PlayerDB)
# create the correct player entity, using the setup from
# base django auth.
now = timezone.now()
email = typeclass.objects.normalize_email(email)
new_player = typeclass(username=key, email=email,
is_staff=is_superuser, is_superuser=is_superuser,
last_login=now, date_joined=now)
new_player.set_password(password)
new_player._createdict = {"locks":locks, "permissions":permissions,
"report_to":report_to}
# saving will trigger the signal that calls the
# at_first_save hook on the typeclass, where the _createdict
# can be used.
new_player.save()
return new_player
# alias
player = create_player