evennia/src/commands/default/general.py

944 lines
30 KiB
Python

"""
Generic command module. Pretty much every command should go here for
now.
"""
import time
from django.conf import settings
from src.server.sessionhandler import SESSIONS
from src.utils import utils, search, create
from src.objects.models import ObjectNick as Nick
from src.commands.default.muxcommand import MuxCommand, MuxCommandOOC
# limit symbol import for API
__all__ = ("CmdHome", "CmdLook", "CmdPassword", "CmdNick",
"CmdInventory", "CmdGet", "CmdDrop", "CmdGive", "CmdQuit", "CmdWho",
"CmdSay", "CmdPose", "CmdEncoding", "CmdAccess",
"CmdOOCLook", "CmdIC", "CmdOOC", "CmdColorTest")
AT_SEARCH_RESULT = utils.variable_from_module(*settings.SEARCH_AT_RESULT.rsplit('.', 1))
BASE_PLAYER_TYPECLASS = settings.BASE_PLAYER_TYPECLASS
class CmdHome(MuxCommand):
"""
home
Usage:
home
Teleports you to your home location.
"""
key = "home"
locks = "cmd:perm(home) or perm(Builders)"
def func(self):
"Implement the command"
caller = self.caller
home = caller.home
if not home:
caller.msg("You have no home!")
elif home == caller.location:
caller.msg("You are already home!")
else:
caller.move_to(home)
caller.msg("There's no place like home ...")
class CmdLook(MuxCommand):
"""
look
Usage:
look
look <obj>
look *<player>
Observes your location or objects in your vicinity.
"""
key = "look"
aliases = ["l", "ls"]
locks = "cmd:all()"
arg_regex = r"\s.*?|$"
def func(self):
"""
Handle the looking.
"""
caller = self.caller
args = self.args
if args:
# Use search to handle duplicate/nonexistant results.
looking_at_obj = caller.search(args, use_nicks=True)
if not looking_at_obj:
return
else:
looking_at_obj = caller.location
if not looking_at_obj:
caller.msg("You have no location to look at!")
return
if not hasattr(looking_at_obj, 'return_appearance'):
# this is likely due to us having a player instead
looking_at_obj = looking_at_obj.character
if not looking_at_obj.access(caller, "view"):
caller.msg("Could not find '%s'." % args)
return
# get object's appearance
caller.msg(looking_at_obj.return_appearance(caller))
# the object's at_desc() method.
looking_at_obj.at_desc(looker=caller)
class CmdPassword(MuxCommand):
"""
@password - set your password
Usage:
@password <old password> = <new password>
Changes your password. Make sure to pick a safe one.
"""
key = "@password"
locks = "cmd:all()"
def func(self):
"hook function."
caller = self.caller
if hasattr(caller, "player"):
caller = caller.player
if not self.rhs:
caller.msg("Usage: @password <oldpass> = <newpass>")
return
oldpass = self.lhslist[0] # this is already stripped by parse()
newpass = self.rhslist[0] # ''
try:
uaccount = caller.user
except AttributeError:
caller.msg("This is only applicable for players.")
return
if not uaccount.check_password(oldpass):
caller.msg("The specified old password isn't correct.")
elif len(newpass) < 3:
caller.msg("Passwords must be at least three characters long.")
else:
uaccount.set_password(newpass)
uaccount.save()
caller.msg("Password changed.")
class CmdNick(MuxCommand):
"""
Define a personal alias/nick
Usage:
nick[/switches] <nickname> = [<string>]
alias ''
Switches:
object - alias an object
player - alias a player
clearall - clear all your aliases
list - show all defined aliases (also "nicks" works)
Examples:
nick hi = say Hello, I'm Sarah!
nick/object tom = the tall man
A 'nick' is a personal shortcut you create for your own use. When
you enter the nick, the alternative string will be sent instead.
The switches control in which situations the substitution will
happen. The default is that it will happen when you enter a
command. The 'object' and 'player' nick-types kick in only when
you use commands that requires an object or player as a target -
you can then use the nick to refer to them.
Note that no objects are actually renamed or changed by this
command - the nick is only available to you. If you want to
permanently add keywords to an object for everyone to use, you
need build privileges and to use the @alias command.
"""
key = "nick"
aliases = ["nickname", "nicks", "@nick", "alias"]
locks = "cmd:all()"
def func(self):
"Create the nickname"
caller = self.caller
switches = self.switches
nicks = Nick.objects.filter(db_obj=caller.dbobj).exclude(db_type="channel")
if 'list' in switches:
string = "{wDefined Nicks:{n"
cols = [["Type"],["Nickname"],["Translates-to"] ]
for nick in nicks:
cols[0].append(nick.db_type)
cols[1].append(nick.db_nick)
cols[2].append(nick.db_real)
for ir, row in enumerate(utils.format_table(cols)):
if ir == 0:
string += "\n{w" + "".join(row) + "{n"
else:
string += "\n" + "".join(row)
caller.msg(string)
return
if 'clearall' in switches:
nicks.delete()
caller.msg("Cleared all aliases.")
return
if not self.args or not self.lhs:
caller.msg("Usage: nick[/switches] nickname = [realname]")
return
nick = self.lhs
real = self.rhs
if real == nick:
caller.msg("No point in setting nick same as the string to replace...")
return
# check so we have a suitable nick type
if not any(True for switch in switches if switch in ("object", "player", "inputline")):
switches = ["inputline"]
string = ""
for switch in switches:
oldnick = Nick.objects.filter(db_obj=caller.dbobj, db_nick__iexact=nick, db_type__iexact=switch)
if not real:
# removal of nick
if oldnick:
# clear the alias
string += "\nNick '%s' (= '%s') was cleared." % (nick, oldnick[0].db_real)
caller.nicks.delete(nick, nick_type=switch)
else:
string += "\nNo nick '%s' found, so it could not be removed." % nick
else:
# creating new nick
if oldnick:
string += "\nNick %s changed from '%s' to '%s'." % (nick, oldnick[0].db_real, real)
else:
string += "\nNick set: '%s' = '%s'." % (nick, real)
caller.nicks.add(nick, real, nick_type=switch)
caller.msg(string)
class CmdInventory(MuxCommand):
"""
inventory
Usage:
inventory
inv
Shows your inventory.
"""
key = "inventory"
aliases = ["inv", "i"]
locks = "cmd:all()"
def func(self):
"check inventory"
items = self.caller.contents
if not items:
string = "You are not carrying anything."
else:
# format item list into nice collumns
cols = [[],[]]
for item in items:
cols[0].append(item.name)
desc = item.db.desc
if not desc:
desc = ""
cols[1].append(utils.crop(str(desc)))
# auto-format the columns to make them evenly wide
ftable = utils.format_table(cols)
string = "You are carrying:"
for row in ftable:
string += "\n " + "{C%s{n - %s" % (row[0], row[1])
self.caller.msg(string)
class CmdGet(MuxCommand):
"""
get
Usage:
get <obj>
Picks up an object from your location and puts it in
your inventory.
"""
key = "get"
aliases = "grab"
locks = "cmd:all()"
def func(self):
"implements the command."
caller = self.caller
if not self.args:
caller.msg("Get what?")
return
obj = caller.search(self.args, location=caller.location)
if not obj:
return
if caller == obj:
caller.msg("You can't get yourself.")
return
#print obj, obj.location, caller, caller==obj.location
if caller == obj.location:
caller.msg("You already hold that.")
return
if not obj.access(caller, 'get'):
if obj.db.get_err_msg:
caller.msg(obj.db.get_err_msg)
else:
caller.msg("You can't get that.")
return
obj.move_to(caller, quiet=True)
caller.msg("You pick up %s." % obj.name)
caller.location.msg_contents("%s picks up %s." %
(caller.name,
obj.name),
exclude=caller)
# calling hook method
obj.at_get(caller)
class CmdDrop(MuxCommand):
"""
drop
Usage:
drop <obj>
Lets you drop an object from your inventory into the
location you are currently in.
"""
key = "drop"
locks = "cmd:all()"
def func(self):
"Implement command"
caller = self.caller
if not self.args:
caller.msg("Drop what?")
return
# Because the DROP command by definition looks for items
# in inventory, call the search function using location = caller
results = caller.search(self.args, location=caller, ignore_errors=True)
# now we send it into the error handler (this will output consistent
# error messages if there are problems).
obj = AT_SEARCH_RESULT(caller, self.args, results, False,
nofound_string="You don't carry %s." % self.args,
multimatch_string="You carry more than one %s:" % self.args)
if not obj:
return
obj.move_to(caller.location, quiet=True)
caller.msg("You drop %s." % (obj.name,))
caller.location.msg_contents("%s drops %s." %
(caller.name, obj.name),
exclude=caller)
# Call the object script's at_drop() method.
obj.at_drop(caller)
class CmdGive(MuxCommand):
"""
give away things
Usage:
give <inventory obj> = <target>
Gives an items from your inventory to another character,
placing it in their inventory.
"""
key = "give"
locks = "cmd:all()"
def func(self):
"Implement give"
caller = self.caller
if not self.args or not self.rhs:
caller.msg("Usage: give <inventory object> = <target>")
return
to_give = caller.search(self.lhs)
target = caller.search(self.rhs)
if not (to_give and target):
return
if target == caller:
caller.msg("You keep %s to yourself." % to_give.key)
return
if not to_give.location == caller:
caller.msg("You are not holding %s." % to_give.key)
return
# give object
to_give.location = target
caller.msg("You give %s to %s." % (to_give.key, target.key))
target.msg("%s gives you %s." % (caller.key, to_give.key))
class CmdQuit(MuxCommand):
"""
quit
Usage:
@quit
Gracefully disconnect from the game.
"""
key = "@quit"
locks = "cmd:all()"
def func(self):
"hook function"
for session in self.caller.sessions:
session.msg("{RQuitting{n. Hope to see you soon again.")
session.session_disconnect()
class CmdWho(MuxCommand):
"""
who
Usage:
who
doing
Shows who is currently online. Doing is an alias that limits info
also for those with all permissions.
"""
key = "who"
aliases = "doing"
locks = "cmd:all()"
def func(self):
"""
Get all connected players by polling session.
"""
caller = self.caller
session_list = SESSIONS.get_sessions()
if self.cmdstring == "doing":
show_session_data = False
else:
show_session_data = caller.check_permstring("Immortals") or caller.check_permstring("Wizards")
if show_session_data:
table = [["Player Name"], ["On for"], ["Idle"], ["Room"], ["Cmds"], ["Host"]]
else:
table = [["Player Name"], ["On for"], ["Idle"]]
for session in session_list:
if not session.logged_in:
continue
delta_cmd = time.time() - session.cmd_last_visible
delta_conn = time.time() - session.conn_time
plr_pobject = session.get_character()
if not plr_pobject:
plr_pobject = session.get_player()
show_session_data = False
table = [["Player Name"], ["On for"], ["Idle"]]
if show_session_data:
table[0].append(plr_pobject.name[:25])
table[1].append(utils.time_format(delta_conn, 0))
table[2].append(utils.time_format(delta_cmd, 1))
table[3].append(plr_pobject.location and plr_pobject.location.id or "None")
table[4].append(session.cmd_total)
table[5].append(session.address[0])
else:
table[0].append(plr_pobject.name[:25])
table[1].append(utils.time_format(delta_conn,0))
table[2].append(utils.time_format(delta_cmd,1))
stable = []
for row in table: # prettify values
stable.append([str(val).strip() for val in row])
ftable = utils.format_table(stable, 5)
string = ""
for ir, row in enumerate(ftable):
if ir == 0:
string += "\n" + "{w%s{n" % ("".join(row))
else:
string += "\n" + "".join(row)
nplayers = (SESSIONS.player_count())
if nplayers == 1:
string += '\nOne player logged in.'
else:
string += '\n%d players logged in.' % nplayers
caller.msg(string)
class CmdSay(MuxCommand):
"""
say
Usage:
say <message>
Talk to those in your current location.
"""
key = "say"
aliases = ['"', "'"]
locks = "cmd:all()"
def func(self):
"Run the say command"
caller = self.caller
if not self.args:
caller.msg("Say what?")
return
speech = self.args
# calling the speech hook on the location
speech = caller.location.at_say(caller, speech)
# Feedback for the object doing the talking.
caller.msg('You say, "%s{n"' % speech)
# Build the string to emit to neighbors.
emit_string = '{c%s{n says, "%s{n"' % (caller.name,
speech)
caller.location.msg_contents(emit_string,
exclude=caller)
class CmdPose(MuxCommand):
"""
pose - strike a pose
Usage:
pose <pose text>
pose's <pose text>
Example:
pose is standing by the wall, smiling.
-> others will see:
Tom is standing by the wall, smiling.
Describe an action being taken. The pose text will
automatically begin with your name.
"""
key = "pose"
aliases = [":", "emote"]
locks = "cmd:all()"
def parse(self):
"""
Custom parse the cases where the emote
starts with some special letter, such
as 's, at which we don't want to separate
the caller's name and the emote with a
space.
"""
args = self.args
if args and not args[0] in ["'", ",", ":"]:
args = " %s" % args.strip()
self.args = args
def func(self):
"Hook function"
if not self.args:
msg = "What do you want to do?"
self.caller.msg(msg)
else:
msg = "%s%s" % (self.caller.name, self.args)
self.caller.location.msg_contents(msg)
class CmdEncoding(MuxCommand):
"""
encoding - set a custom text encoding
Usage:
@encoding/switches [<encoding>]
Switches:
clear - clear your custom encoding
This sets the text encoding for communicating with Evennia. This is mostly an issue only if
you want to use non-ASCII characters (i.e. letters/symbols not found in English). If you see
that your characters look strange (or you get encoding errors), you should use this command
to set the server encoding to be the same used in your client program.
Common encodings are utf-8 (default), latin-1, ISO-8859-1 etc.
If you don't submit an encoding, the current encoding will be displayed instead.
"""
key = "@encoding"
aliases = "@encode"
locks = "cmd:all()"
def func(self):
"""
Sets the encoding.
"""
caller = self.caller
if hasattr(caller, 'player'):
caller = caller.player
if 'clear' in self.switches:
# remove customization
old_encoding = caller.db.encoding
if old_encoding:
string = "Your custom text encoding ('%s') was cleared." % old_encoding
else:
string = "No custom encoding was set."
del caller.db.encoding
elif not self.args:
# just list the encodings supported
pencoding = caller.db.encoding
string = ""
if pencoding:
string += "Default encoding: {g%s{n (change with {w@encoding <encoding>{n)" % pencoding
encodings = settings.ENCODINGS
if encodings:
string += "\nServer's alternative encodings (tested in this order):\n {g%s{n" % ", ".join(encodings)
if not string:
string = "No encodings found."
else:
# change encoding
old_encoding = caller.db.encoding
encoding = self.args
caller.db.encoding = encoding
string = "Your custom text encoding was changed from '%s' to '%s'." % (old_encoding, encoding)
caller.msg(string.strip())
class CmdAccess(MuxCommand):
"""
access - show access groups
Usage:
access
This command shows you the permission hierarchy and
which permission groups you are a member of.
"""
key = "access"
aliases = ["groups", "hierarchy"]
locks = "cmd:all()"
def func(self):
"Load the permission groups"
caller = self.caller
hierarchy_full = settings.PERMISSION_HIERARCHY
string = "\n{wPermission Hierarchy{n (climbing):\n %s" % ", ".join(hierarchy_full)
#hierarchy = [p.lower() for p in hierarchy_full]
if self.caller.player.is_superuser:
cperms = "<Superuser>"
pperms = "<Superuser>"
else:
cperms = ", ".join(caller.permissions)
pperms = ", ".join(caller.player.permissions)
string += "\n{wYour access{n:"
string += "\nCharacter {c%s{n: %s" % (caller.key, cperms)
if hasattr(caller, 'player'):
string += "\nPlayer {c%s{n: %s" % (caller.player.key, pperms)
caller.msg(string)
class CmdColorTest(MuxCommand):
"""
testing colors
Usage:
@color ansi|xterm256
Print a color map along with in-mud color codes, while testing what is supported in your client.
Choices are 16-color ansi (supported in most muds) or the 256-color xterm256 standard.
No checking is done to determine your client supports color - if not you will
see rubbish appear.
"""
key = "@color"
locks = "cmd:all()"
help_category = "General"
def func(self):
"Show color tables"
if not self.args or not self.args in ("ansi", "xterm256"):
self.caller.msg("Usage: @color ansi|xterm256")
return
if self.args == "ansi":
from src.utils import ansi
ap = ansi.ANSI_PARSER
# ansi colors
# show all ansi color-related codes
col1 = ["%s%s{n" % (code, code.replace("{","{{")) for code, _ in ap.ext_ansi_map[:-1]]
hi = "%ch"
col2 = ["%s%s{n" % (code, code.replace("%", "%%")) for code, _ in ap.mux_ansi_map[:-2]]
col3 = ["%s%s{n" % (hi+code, (hi+code).replace("%", "%%")) for code, _ in ap.mux_ansi_map[:-2]]
table = utils.format_table([col1, col2, col3], extra_space=1)
string = "ANSI colors:"
for row in table:
string += "\n" + "".join(row)
print string
self.caller.msg(string)
self.caller.msg("{{X and %%cx are black-on-black)")
elif self.args == "xterm256":
table = [[],[],[],[],[],[],[],[],[],[],[],[]]
for ir in range(6):
for ig in range(6):
for ib in range(6):
# foreground table
table[ir].append("%%c%i%i%i%s{n" % (ir,ig,ib, "{{%i%i%i" % (ir,ig,ib)))
# background table
table[6+ir].append("%%cb%i%i%i%%c%i%i%i%s{n" % (ir,ig,ib,
5-ir,5-ig,5-ib,
"{{b%i%i%i" % (ir,ig,ib)))
table = utils.format_table(table)
string = "Xterm256 colors:"
for row in table:
string += "\n" + "".join(row)
self.caller.msg(string)
self.caller.msg("(e.g. %%c123 and %%cb123 also work)")
#------------------------------------------------------------
# OOC commands
#------------------------------------------------------------
class CmdOOCLook(MuxCommandOOC, CmdLook):
"""
ooc look
Usage:
look
Look in the ooc state.
"""
#This is an OOC version of the look command. Since a
#Player doesn't have an in-game existence, there is no
#concept of location or "self". If we are controlling
#a character, pass control over to normal look.
key = "look"
aliases = ["l", "ls"]
locks = "cmd:all()"
help_category = "General"
def look_target(self):
"Hook method for when an argument is given."
# caller is assumed to be a player object here.
caller = self.caller
looktarget = caller.get_character(key=self.args)
if looktarget:
caller.msg(looktarget.return_appearance())
else:
caller.msg("No such character.")
return
def no_look_target(self):
"Hook method for default look without a specified target"
# caller is always a player at this point.
player = self.caller
sessid = self.sessid
# get all our characters
characters = player.get_all_characters() # get all characters
string = "You are logged in as {g%s{n." % player.key
string += " Use {w@ic <character>{n to enter the game."
string += "\n\nAvailable character%s:" % (len(characters) > 1 and "s" or "")
for char in characters:
csessid = char.sessid
if csessid:
# character is already puppeted
if csessid == sessid:
# this should not happen.
string += "\n - {r%s{n (sessid not properly cleared! Contact an admin!)" % char.key
elif player.get_session(csessid):
string += "\n - {G%s{n (played by you in another session)"
else:
string += "\n - {R%s{n (played by someone else)" % char.key
else:
# character is "free to puppet"
string += "\n - %s" % char.key
player.msg(string)
def func(self):
"implement the ooc look command"
if utils.inherits_from(self.caller, "src.objects.objects.Object"):
# An object of some type is calling. Use default look instead.
super(CmdOOCLook, self).func()
elif self.args:
self.look_target()
else:
self.no_look_target()
class CmdCharCreate(MuxCommandOOC):
"""
Create a character
Usage:
@charcreate <charname> [= desc]
Create a new character, optionally giving it a description.
"""
key = "@charcreate"
locks = "cmd:all()"
help_category = "General"
MAX_NR_CHARACTERS = 2
def func(self):
"create the new character"
player = self.caller
if not self.args:
player.msg("Usage: @charcreate <charname> [= description]")
return
key = self.lhs
desc = self.rhs
if not player.db._created_chars:
lockstring = "attrread:perm(Admins);attredit:perm(Admins);attrcreate:perm(Admins)"
player.set_attribute("_created_chars", [], lockstring=lockstring)
if len(player.db._created_chars) >= self.MAX_NR_CHARACTERS:
player.msg("You may only create a maximum of %i characters." % self.MAX_NR_CHARACTERS)
return
# create the character
from src.objects.models import ObjectDB
default_home = ObjectDB.objects.get_id(settings.CHARACTER_DEFAULT_HOME)
typeclass = settings.BASE_CHARACTER_TYPECLASS
permissions = settings.PERMISSION_PLAYER_DEFAULT
new_character = create.create_object(typeclass, key=key, location=default_home,
home=default_home, permissions=permissions)
player.db._created_chars.append(new_character)
if desc:
new_character.db.desc = desc
player.msg("Created new character %s." % new_character.key)
class CmdIC(MuxCommandOOC):
"""
Switch control to an object
Usage:
@ic <character>
Go in-character (IC) as a given Character.
This will attempt to "become" a different object assuming you have
the right to do so. Note that it's the PLAYER character that puppets
characters/objects and which needs to have the correct permission!
You cannot become an object that is already controlled by another
player. In principle <character> can be any in-game object as long
as you the player have access right to puppet it.
"""
key = "@ic"
locks = "cmd:all()" # must be all() or different puppeted objects won't be able to access it.
aliases = "@puppet"
help_category = "General"
def func(self):
"""
Simple puppet method
"""
caller = self.caller
sessid = self.sessid
old_character = self.character
new_character = None
if not self.args:
new_character = caller.db.last_puppet
if not new_character:
caller.msg("Usage: @ic <character>")
return
if not new_character:
# search for a matching character
new_character = search.objects(self.args, caller)
if new_character:
new_character = new_character[0]
else:
# the search method handles error messages etc.
return
# permission checks
if caller.get_character(sessid=sessid, character=new_character):
caller.msg("{RYou already act as {c%s{n." % new_character.name)
return
if new_character.player:
if new_character.sessid == sessid:
caller.msg("{RYou already act as {c%s{n from another session." % new_character.name)
return
elif not caller.get_character(character=new_character):
caller.msg("{c%s{r is already acted by another player.{n" % new_character.name)
return
if not new_character.access(caller, "puppet"):
caller.msg("{rYou may not become %s.{n" % new_character.name)
return
if caller.connect_character(new_character, sessid=sessid):
new_character.msg("\n{gYou become {c%s{n.\n" % new_character.name)
caller.db.last_puppet = old_character
if not new_character.location:
# this might be due to being hidden away at logout; check
loc = new_character.db.prelogout_location
if not loc: # still no location; use home
loc = new_character.home
new_character.location = loc
if new_character.location:
new_character.location.msg_contents("%s has entered the game." % new_character.key, exclude=[new_character])
new_character.location.at_object_receive(new_character, new_character.location)
new_character.execute_cmd("look")
else:
caller.msg("{rYou cannot become {C%s{n." % new_character.name)
class CmdOOC(MuxCommandOOC):
"""
@ooc - go ooc
Usage:
@ooc
Go out-of-character (OOC).
This will leave your current character and put you in a incorporeal OOC state.
"""
key = "@ooc"
locks = "cmd:all()" # this must be all(), or different puppeted objects won't be able to access it.
aliases = "@unpuppet"
help_category = "General"
def func(self):
"Implement function"
caller = self.caller
if utils.inherits_from(caller, "src.objects.objects.Object"):
caller = self.caller.player
old_char = caller.get_character(sessid=self.sessid)
if not old_char:
string = "You are already OOC."
caller.msg(string)
return
caller.db.last_puppet = old_char
# save location as if we were disconnecting from the game entirely.
if old_char.location:
old_char.location.msg_contents("%s has left the game." % old_char.key, exclude=[old_char])
old_char.db.prelogout_location = old_char.location
old_char.location = None
# disconnect
caller.disconnect_character(caller)
caller.msg("\n{GYou go OOC.{n\n")
caller.execute_cmd("look")