evennia/src/objects/models.py

1008 lines
34 KiB
Python
Executable file

"""
This is where all of the crucial, core object models reside.
"""
import re
from django.db import models
from django.contrib.auth.models import User, Group
from django.conf import settings
from src.objects.util import object as util_object
from src.objects.managers.object import ObjectManager
from src.objects.managers.attribute import AttributeManager
from src.config.models import ConfigValue
from src.ansi import ANSITable, parse_ansi
from src import scripthandler
from src import defines_global
from src import session_mgr
from src import logger
# Import as the absolute path to avoid local variable clashes.
import src.flags
from src.util import functions_general
from src.logger import log_infomsg
class Attribute(models.Model):
"""
Attributes are things that are specific to different types of objects. For
example, a drink container needs to store its fill level, whereas an exit
needs to store its open/closed/locked/unlocked state. These are done via
attributes, rather than making different classes for each object type and
storing them directly. The added benefit is that we can add/remove
attributes on the fly as we like.
"""
attr_name = models.CharField(max_length=255)
attr_value = models.CharField(max_length=255)
attr_hidden = models.BooleanField(default=False)
attr_object = models.ForeignKey("Object")
objects = AttributeManager()
def __str__(self):
return "%s(%s)" % (self.attr_name, self.id)
"""
BEGIN COMMON METHODS
"""
def get_name(self):
"""
Returns an attribute's name.
"""
return self.attr_name
def get_value(self):
"""
Returns an attribute's value.
"""
return self.attr_value
def get_object(self):
"""
Returns the object that the attribute resides on.
"""
return self.attr_object
def is_hidden(self):
"""
Returns True if the attribute is hidden.
"""
if self.attr_hidden or self.get_name().upper() in defines_global.HIDDEN_ATTRIBS:
return True
else:
return False
def is_noset(self):
"""
Returns True if the attribute is unsettable.
"""
if self.get_name().upper() in defines_global.NOSET_ATTRIBS:
return True
else:
return False
def get_attrline(self):
"""
Best described as a __str__ method for in-game. Renders the attribute's
name and value as per MUX.
"""
return "%s%s%s: %s" % (ANSITable.ansi["hilite"],
self.get_name(),
ANSITable.ansi["normal"],
self.get_value())
class Object(models.Model):
"""
The Object class is very generic representation of a THING, PLAYER, EXIT,
ROOM, or other entities within the database. Pretty much anything in the
game is an object. Objects may be one of several different types, and
may be parented to allow for differing behaviors.
We eventually want to find some way to implement object parents via loadable
modules or sub-classing.
"""
name = models.CharField(max_length=255)
ansi_name = models.CharField(max_length=255)
owner = models.ForeignKey('self', related_name="obj_owner", blank=True, null=True)
zone = models.ForeignKey('self', related_name="obj_zone", blank=True, null=True)
script_parent = models.CharField(max_length=255, blank=True, null=True)
home = models.ForeignKey('self', related_name="obj_home", blank=True, null=True)
type = models.SmallIntegerField(choices=defines_global.OBJECT_TYPES)
# TODO: Move description to an attribute.
description = models.TextField(blank=True, null=True)
location = models.ForeignKey('self', related_name="obj_location", blank=True, null=True)
flags = models.TextField(blank=True, null=True)
nosave_flags = models.TextField(blank=True, null=True)
date_created = models.DateField(editable=False, auto_now_add=True)
# 'scriptlink' is a 'get' property for retrieving a reference to the correct
# script object. Defined down by get_scriptlink()
scriptlink_cached = None
objects = ObjectManager()
#state system can set a particular command table to be used.
state = None
def __cmp__(self, other):
"""
Used to figure out if one object is the same as another.
"""
return self.id == other.id
def __str__(self):
return "%s" % (self.get_name(no_ansi=True),)
class Meta:
ordering = ['-date_created', 'id']
"""
BEGIN COMMON METHODS
"""
def search_for_object(self, ostring, emit_to_obj=None, search_contents=True,
search_location=True, dbref_only=False,
limit_types=False, search_aliases=False):
"""
Perform a standard object search, handling multiple
results and lack thereof gracefully.
source_object: (Object) The Object doing the searching
ostring: (str) The string to match object names against.
"""
# This is the object that gets the duplicate/no match emits.
if not emit_to_obj:
emit_to_obj = self
if search_aliases:
# If an alias match is found, get out of here and skip the rest.
alias_results = Object.objects.player_alias_search(self, ostring)
if alias_results:
return alias_results[0]
results = Object.objects.local_and_global_search(self, ostring,
search_contents=search_contents,
search_location=search_location,
dbref_only=dbref_only,
limit_types=limit_types)
if len(results) > 1:
emit_to_obj.emit_to("More than one match found (please narrow target):")
for result in results:
emit_to_obj.emit_to(" %s" % (result.get_name(),))
return False
elif len(results) == 0:
emit_to_obj.emit_to("I don't see that here.")
return False
else:
return results[0]
def get_sessions(self):
"""
Returns a list of sessions matching this object.
"""
if self.is_player():
return session_mgr.sessions_from_object(self)
else:
return []
def emit_to(self, message):
"""
Emits something to any sessions attached to the object.
message: (str) The message to send
"""
# We won't allow emitting to objects... yet.
if not self.is_player():
return False
sessions = self.get_sessions()
for session in sessions:
session.msg(parse_ansi(message))
def execute_cmd(self, command_str, session=None):
"""
Do something as this object.
"""
# The Command object has all of the methods for parsing and preparing
# for searching and execution. Send it to the handler once populated.
cmdhandler.handle(cmdhandler.Command(self, command_str, session=session))
def emit_to_contents(self, message, exclude=None):
"""
Emits something to all objects inside an object.
"""
contents = self.get_contents()
if exclude:
try:
contents.remove(exclude)
except ValueError:
# Sometimes very weird things happen with locations, fail
# silently.
pass
for obj in contents:
obj.emit_to(message)
def get_user_account(self):
"""
Returns the player object's account object (User object).
"""
try:
return User.objects.get(id=self.id)
except User.DoesNotExist:
logger.log_errmsg("No account match for object id: %s" % self.id)
return None
def is_staff(self):
"""
Returns True if the object is a staff player.
"""
if not self.is_player():
return False
try:
profile = self.get_user_account()
return profile.is_staff
except User.DoesNotExist:
return False
def is_superuser(self):
"""
Returns True if the object is a super user player.
"""
if not self.is_player():
return False
try:
profile = self.get_user_account()
return profile.is_superuser
except User.DoesNotExist:
return False
def sees_dbrefs(self):
"""
Returns True if the object sees dbrefs in messages. This is here
instead of session.py due to potential future expansion in the
direction of MUX-style puppets.
"""
looker_user = self.get_user_account()
if looker_user:
# Builders see dbrefs
return looker_user.has_perm('genperms.builder')
else:
return False
def has_perm(self, perm):
"""
Checks to see whether a user has the specified permission or is a super
user.
perm: (string) A string representing the desired permission.
"""
if not self.is_player():
return False
if self.is_superuser():
return True
if self.get_user_account().has_perm(perm):
return True
else:
return False
def has_perm_list(self, perm_list):
"""
Checks to see whether a user has the specified permission or is a super
user. This form accepts an iterable of strings representing permissions,
if the user has any of them return true.
perm: (iterable) An iterable of strings of permissions.
"""
if not self.is_player():
return False
if self.is_superuser():
return True
for perm in perm_list:
# Stop searching perms on the first match.
if self.get_user_account().has_perm(perm):
return True
# Fall through to failure
return False
def owns_other(self, other_obj):
"""
See if the envoked object owns another object.
other_obj: (Object) Reference for object to check ownership of.
"""
return self.id == other_obj.get_owner().id
def controls_other(self, other_obj, builder_override=False):
"""
See if the envoked object controls another object.
other_obj: (Object) Reference for object to check dominance of.
builder_override: (bool) True if builder perm allows controllership.
"""
if self == other_obj:
return True
if self.is_superuser():
# Don't allow superusers to dominate other superusers.
if not other_obj.is_superuser():
return True
else:
return False
if self.owns_other(other_obj):
# If said object owns the target, then give it the green.
return True
# When builder_override is enabled, a builder permission means
# the object controls the other.
if builder_override and not other_obj.is_player() and self.has_perm('genperms.builder'):
return True
# They've failed to meet any of the above conditions.
return False
def set_home(self, new_home):
"""
Sets an object's home.
"""
self.home = new_home
self.save()
def set_owner(self, new_owner):
"""
Sets an object's owner.
"""
self.owner = new_owner
self.save()
def set_name(self, new_name):
"""
Rename an object.
"""
self.name = parse_ansi(new_name, strip_ansi=True)
self.ansi_name = parse_ansi(new_name, strip_formatting=True)
self.save()
# If it's a player, we need to update their user object as well.
if self.is_player():
pobject = self.get_user_account()
pobject.username = new_name
pobject.save()
def get_name(self, fullname=False, show_dbref=True, show_flags=True,
no_ansi=False):
"""
Returns an object's name.
"""
if not no_ansi and self.ansi_name:
name_string = self.ansi_name
else:
name_string = self.name
if show_dbref:
# Allow hiding of the flags but show the dbref.
if show_flags:
flag_string = self.flag_string()
else:
flag_string = ""
dbref_string = "(#%s%s)" % (self.id, flag_string)
else:
dbref_string = ""
if fullname:
return "%s%s" % (parse_ansi(name_string, strip_ansi=no_ansi),
dbref_string)
else:
return "%s%s" % (parse_ansi(name_string.split(';')[0],
strip_ansi=no_ansi), dbref_string)
def set_description(self, new_desc):
"""
Set an objects description
"""
if new_desc == '':
self.description = None
else:
self.description = new_desc
self.save()
def get_description(self, no_parsing=False, wrap_text=False):
"""
Returns an object's ANSI'd description or None if description is not
set.
"""
try:
# If no description is set, return None
if self.description is None:
return None
# Evaluate ANSI and stuff?
if no_parsing:
retval = self.description
else:
retval = parse_ansi(self.description)
# Default to a 78 character wrap.
if wrap_text:
return functions_general.word_wrap(retval)
else:
return retval
except:
# No description attribute present, return empty string.
return None
def get_flags(self):
"""
Returns an object's flag list.
"""
# Holds the list of flags to display
all_flags = []
if self.flags is not None:
# Add saved flags to the display list
all_flags = all_flags + self.flags.split()
if self.nosave_flags is not None:
# Add non-saved flags to the display list
all_flags = all_flags + self.nosave_flags.split()
if not all_flags:
# Guard against returning 'None'
return ""
else:
# Format the Python list to a space separated string of flags
return " ".join(all_flags)
def clear_attribute(self, attribute):
"""
Removes an attribute entirely.
attribute: (str) The attribute's name.
"""
if self.has_attribute(attribute):
attrib_obj = self.get_attribute_obj(attribute)
attrib_obj.delete()
return True
else:
return False
def get_all_attributes(self):
"""
Returns a QuerySet of an object's attributes.
"""
return [attr for attr in self.attribute_set.all() if not attr.is_hidden()]
def clear_all_attributes(self):
"""
Clears all of an object's attributes.
"""
attribs = self.get_all_attributes()
for attrib in attribs:
attrib.delete()
def destroy(self):
"""
Destroys an object, sets it to GOING. Can still be recovered
if the user decides to.
"""
# See if we need to kick the player off.
sessions = self.get_sessions()
for session in sessions:
session.msg("You have been destroyed, goodbye.")
session.handle_close()
# If the object is a player, set the player account object to inactive.
# It can still be recovered at this point.
if self.is_player():
try:
uobj = User.objects.get(id=self.id)
uobj.is_active = False
uobj.save()
except:
functions_general.log_errmsg('Destroying object %s but no matching player.'
% (self,))
# Set the object type to GOING
self.type = defines_global.OTYPE_GOING
# Destroy any exits to and from this room, do this first
self.clear_exits()
# Clear out any objects located within the object
self.clear_objects()
self.save()
def delete(self):
"""
Deletes an object permanently. Marks it for re-use by a new object.
"""
# Delete the associated player object permanently.
uobj = User.objects.filter(id=self.id)
if len(uobj) > 0:
uobj[0].delete()
# Set the object to type GARBAGE.
self.type = defines_global.OTYPE_GARBAGE
self.save()
# Clear all attributes
self.clear_all_attributes()
def clear_exits(self):
"""
Destroys all of the exits and any exits pointing to this
object as a destination.
"""
exits = self.get_contents(filter_type=defines_global.OTYPE_EXIT)
exits += self.obj_home.all().filter(type__exact=defines_global.OTYPE_EXIT)
for exit in exits:
exit.destroy()
def clear_objects(self):
"""
Moves all objects (players/things) currently in a GOING -> GARBAGE location
to their home or default home (if it can be found).
"""
# Gather up everything, other than exits and going/garbage, that is under
# the belief this is its location.
objs = self.obj_location.filter(type__in=[1,2,3])
default_home_id = ConfigValue.objects.get_configvalue('default_home')
try:
default_home = Object.objects.get(id=default_home_id)
except:
functions_general.log_errmsg("Could not find default home '(#%d)'." % (default_home_id))
for obj in objs:
home = obj.get_home()
text = "object"
if obj.is_player():
text = "player"
# Obviously, we can't send it back to here.
if home.id == self.id:
obj.home = default_home
obj.save()
home = default_home
# If for some reason it's still None...
if not home:
functions_general.log_errmsg("Missing default home, %s '%s(#%d)' now has a null location." % (text, obj.name, obj.id))
if obj.is_player():
if obj.is_connected_plr():
if home:
obj.emit_to("Your current location has ceased to exist, moving you to your home %s(#%d)." % (home.name, home.id))
else:
# Famous last words: The player should never see this.
obj.emit_to("You seem to have found a place that does not exist.")
# If home is still None, it goes to a null location.
obj.move_to(home)
obj.save()
def set_attribute(self, attribute, new_value):
"""
Sets an attribute on an object. Creates the attribute if need
be.
attribute: (str) The attribute's name.
new_value: (str) The value to set the attribute to.
"""
new_value = str(new_value).strip()
if self.has_attribute(attribute):
# Attribute already exists, update it.
attrib_obj = Attribute.objects.filter(attr_object=self).filter(attr_name__iexact=attribute)[0]
if not new_value:
# If you do something like @set me=SOMEATTR:, destroy the attrib.
attrib_obj.delete()
else:
# Otherwise, save over the existing attribute's value.
attrib_obj.attr_value = new_value
attrib_obj.save()
else:
if new_value:
# No object currently exist, so create it.
new_attrib = Attribute()
new_attrib.attr_name = attribute
new_attrib.attr_value = new_value
new_attrib.attr_object = self
new_attrib.attr_hidden = False
new_attrib.save()
def has_attribute(self, attribute):
"""
See if we have an attribute set on the object.
attribute: (str) The attribute's name.
"""
attr = Attribute.objects.filter(attr_object=self).filter(attr_name__iexact=attribute)
if attr.count() == 0:
return False
else:
return True
def attribute_namesearch(self, searchstr, exclude_noset=False):
"""
Searches the object's attributes for name matches against searchstr
via regular expressions. Returns a list.
searchstr: (str) A string (maybe with wildcards) to search for.
"""
# Retrieve the list of attributes for this object.
attrs = Attribute.objects.filter(attr_object=self)
# Compile a regular expression that is converted from the user's
# wild-carded search string.
match_exp = re.compile(functions_general.wildcard_to_regexp(searchstr),
re.IGNORECASE)
# If the regular expression search returns a match object, add to results.
if exclude_noset:
return [attr for attr in attrs if match_exp.search(attr.get_name()) and not attr.is_hidden() and not attr.is_noset()]
else:
return [attr for attr in attrs if match_exp.search(attr.get_name()) and not attr.is_hidden()]
def has_flag(self, flag):
"""
Does our object have a certain flag?
flag: (str) Flag name
"""
# For whatever reason, we have to do this so things work
# in SQLite.
flags = str(self.flags).split()
nosave_flags = str(self.nosave_flags).split()
return flag in flags or flag in nosave_flags
def set_flag(self, flag, value):
"""
Add a flag to our object's flag list.
flag: (str) Flag name
value: (bool) Set (True) or un-set (False)
"""
flag = flag.upper()
has_flag = self.has_flag(flag)
if value == False and has_flag:
# Clear the flag.
if src.flags.is_unsavable_flag(flag):
# Not a savable flag (CONNECTED, etc)
flags = self.nosave_flags.split()
flags.remove(flag)
self.nosave_flags = ' '.join(flags)
else:
# Is a savable flag.
flags = self.flags.split()
flags.remove(flag)
self.flags = ' '.join(flags)
self.save()
elif value == False and not has_flag:
# Object doesn't have the flag to begin with.
pass
elif value == True and has_flag:
# We've already go it.
pass
else:
# Setting a flag.
if src.flags.is_unsavable_flag(flag):
# Not a savable flag (CONNECTED, etc)
flags = str(self.nosave_flags).split()
flags.append(flag)
self.nosave_flags = ' '.join(flags)
else:
# Is a savable flag.
if self.flags is not None:
flags = str(self.flags).split()
else:
# This prevents conversion of None to strings
flags = []
flags.append(flag)
self.flags = ' '.join(flags)
self.save()
def is_connected_plr(self):
"""
Is this object a connected player?
"""
if self.is_player():
if self.get_sessions():
return True
# No matches or not a player
return False
def get_owner(self):
"""
Returns an object's owner.
"""
# Players always own themselves.
if self.is_player():
return self
else:
return self.owner
def get_home(self):
"""
Returns an object's home.
"""
try:
return self.home
except:
return None
def get_location(self):
"""
Returns an object's location.
"""
try:
return self.location
except:
functions_general.log_errmsg("Object '%s(#%d)' has invalid location: #%s" % (self.name,self.id,self.location_id))
return False
def get_scriptlink(self):
"""
Returns an object's script parent.
"""
if not self.scriptlink_cached:
script_to_load = self.get_script_parent()
# Load the script reference into the object's attribute.
self.scriptlink_cached = scripthandler.scriptlink(self,
script_to_load)
if self.scriptlink_cached:
# If the scriptlink variable can't be populated, this will fail
# silently and let the exception hit in the scripthandler.
return self.scriptlink_cached
return None
# Set a property to make accessing the scriptlink more transparent.
scriptlink = property(fget=get_scriptlink)
def get_script_parent(self):
"""
Returns a string representing the object's script parent.
"""
if not self.script_parent or self.script_parent.strip() == '':
# No parent value, assume the defaults based on type.
if self.is_player():
return settings.SCRIPT_DEFAULT_PLAYER
else:
return settings.SCRIPT_DEFAULT_OBJECT
else:
# A parent has been set, load it from the field's value.
return self.script_parent
def set_script_parent(self, parent_str):
"""
Sets the object's script_parent attribute and does any logistics.
parent_str: (string) String pythonic import path of the script parent
assuming the python path is game/gamesrc/parents.
"""
if parent_str == None:
if self.is_player():
self.script_parent = settings.SCRIPT_DEFAULT_PLAYER
else:
self.script_parent = settings.SCRIPT_DEFAULT_OBJECT
elif parent_str:
#check if this is actually a reasonable script parent
#(storing with a non-valid parent path causes havoc!)
parent_str = str(parent_str).strip()
if not scripthandler.scriptlink(self, parent_str):
return False
self.script_parent = parent_str
self.save()
return True
def get_attribute_value(self, attrib, default=None):
"""
Returns the value of an attribute on an object. You may need to
type cast the returned value from this function!
attrib: (str) The attribute's name.
"""
if self.has_attribute(attrib):
attrib = Attribute.objects.filter(attr_object=self).filter(attr_name=attrib)
return attrib[0].attr_value
else:
return default
def get_attribute_obj(self, attrib):
"""
Returns the attribute object matching the specified name.
attrib: (str) The attribute's name.
"""
if self.has_attribute(attrib):
return Attribute.objects.filter(attr_object=self).filter(attr_name=attrib)
else:
return False
def get_contents(self, filter_type=None):
"""
Returns the contents of an object.
filter_type: (int) An object type number to filter by.
"""
if filter_type:
return list(Object.objects.filter(location__id=self.id).filter(type=filter_type))
else:
return list(Object.objects.filter(location__id=self.id).exclude(type__gt=4))
def get_zone(self):
"""
Returns the object that is marked as this object's zone.
"""
try:
return self.zone
except:
return None
def set_zone(self, new_zone):
"""
Sets an object's zone.
"""
self.zone = new_zone
self.save()
def move_to(self, target, quiet=False, force_look=True):
"""
Moves the object to a new location.
target: (Object) Reference to the object to move to.
quiet: (bool) If true, don't emit left/arrived messages.
force_look: (bool) If true and target is a player, make them 'look'.
"""
if not quiet:
location = self.get_location()
if location:
location.emit_to_contents("%s has left." %
(self.get_name(),), exclude=self)
if location.is_player():
location.emit_to("%s has left your inventory." %
(self.get_name()))
self.location = target
self.save()
if not quiet:
arrival_message = "%s has arrived." % (self.get_name())
self.get_location().emit_to_contents(arrival_message, exclude=self)
if self.location.is_player():
self.location.emit_to("%s is now in your inventory." % (self.get_name()))
if force_look:
self.execute_cmd('look')
def dbref_match(self, oname):
"""
Check if the input (oname) can be used to identify this particular object
by means of a dbref match.
oname: (str) Name to match against.
"""
if not util_object.is_dbref(oname):
return False
try:
is_match = int(oname[1:]) == self.id
except ValueError:
return False
return is_match
def name_match(self, oname, match_type="fuzzy"):
"""
See if the input (oname) can be used to identify this particular object.
Check the # sign for dbref (exact) reference, and anything else is a
name comparison.
NOTE: A 'name' can be a dbref or the actual name of the object. See
dbref_match for an exclusively name-based match.
"""
if util_object.is_dbref(oname):
# First character is a pound sign, looks to be a dbref.
return self.dbref_match(oname)
elif match_type == "exact":
# Exact matching
name_chunks = self.name.lower().split(';')
for chunk in name_chunks:
if oname.lower() == chunk:
return True
return False
else:
# Fuzzy matching.
return oname.lower() in self.name.lower()
def filter_contents_from_str(self, oname):
"""
Search an object's contents for name and dbref matches. Don't put any
logic in here, we'll do that from the end of the command or function.
oname: (str) The string to filter from.
"""
contents = self.get_contents()
return [prospect for prospect in contents if prospect.name_match(oname)]
# Type comparison methods.
def is_player(self):
return self.type == defines_global.OTYPE_PLAYER
def is_room(self):
return self.type == defines_global.OTYPE_ROOM
def is_thing(self):
return self.type == defines_global.OTYPE_THING
def is_exit(self):
return self.type == defines_global.OTYPE_EXIT
def is_going(self):
return self.type == defines_global.OTYPE_GOING
def is_garbage(self):
return self.type == defines_global.OTYPE_GARBAGE
def get_type(self, return_number=False):
"""
Returns the numerical or string representation of an object's type.
return_number: (bool) True returns numeric type, False returns string.
"""
if return_number:
return self.type
else:
return defines_global.OBJECT_TYPES[self.type][1]
def is_type(self, otype):
"""
See if an object is a certain type.
otype: (str) A string representation of the object's type (ROOM, THING)
"""
otype = otype[0]
if otype == 'p':
return self.is_player()
elif otype == 'r':
return self.is_room()
elif otype == 't':
return self.is_thing()
elif otype == 'e':
return self.is_exit()
elif otype == 'g':
return self.is_garbage()
def flag_string(self):
"""
Returns the flag string for an object. This abbreviates all of the flags
set on the object into a list of single-character flag characters.
"""
# We have to cast this because the admin interface is really picky
# about tuple index types. Bleh.
otype = int(self.type)
return defines_global.OBJECT_TYPES[otype][1][0]
#state access functions
def get_state(self):
return self.state
def set_state(self, state_name=None):
"""
Only allow setting a state on a player object, otherwise
fail silently.
"""
if self.is_player():
self.state = state_name
def clear_state(self):
"Set to no state (return to normal operation)"
self.state = None
# Deferred imports are poopy. This will require some thought to fix.
from src import cmdhandler