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195 lines
7.2 KiB
Python
195 lines
7.2 KiB
Python
"""
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Contribution - Griatch 2011
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[Note - with the advent of MULTISESSION_MODE=2, this is not really
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as necessary anymore - the ooclook and @charcreate commands in that
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mode replaces this module with better functionality.]
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This is a simple character creation commandset. A suggestion is to
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test this together with menu_login, which doesn't create a Character
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on its own. This shows some more info and gives the Player the option
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to create a character without any more customizations than their name
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(further options are unique for each game anyway).
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Since this extends the OOC cmdset, logging in from the menu will
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automatically drop the Player into this cmdset unless they logged off
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while puppeting a Character already before.
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Installation:
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Read the instructions in game/gamesrc/commands/examples/cmdset.py in
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order to create a new default cmdset module for Evennia to use (copy
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the template up one level, and change the settings file's relevant
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variables to point to the cmdsets inside). If you already have such
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a module you should of course use that.
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Next import this module in your custom cmdset module and add the
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following line to the end of OOCCmdSet's at_cmdset_creation():
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self.add(chargen.OOCCmdSetCharGen)
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"""
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from django.conf import settings
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from ev import Command, create_object, utils
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from ev import default_cmds, managers
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CHARACTER_TYPECLASS = settings.BASE_CHARACTER_TYPECLASS
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class CmdOOCLook(default_cmds.CmdLook):
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"""
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ooc look
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Usage:
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look
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look <character>
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This is an OOC version of the look command. Since a Player doesn't
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have an in-game existence, there is no concept of location or
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"self".
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If any characters are available for you to control, you may look
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at them with this command.
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"""
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key = "look"
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aliases = ["l", "ls"]
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locks = "cmd:all()"
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help_cateogory = "General"
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def func(self):
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"""
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Implements the ooc look command
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We use an attribute _character_dbrefs on the player in order
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to figure out which characters are "theirs". A drawback of this
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is that only the CmdCharacterCreate command adds this attribute,
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and thus e.g. player #1 will not be listed (although it will work).
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Existence in this list does not depend on puppeting rights though,
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that is checked by the @ic command directly.
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"""
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# making sure caller is really a player
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self.character = None
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if utils.inherits_from(self.caller, "src.objects.objects.Object"):
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# An object of some type is calling. Convert to player.
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#print self.caller, self.caller.__class__
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self.character = self.caller
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if hasattr(self.caller, "player"):
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self.caller = self.caller.player
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if not self.character:
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# ooc mode, we are players
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avail_chars = self.caller.db._character_dbrefs
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if self.args:
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# Maybe the caller wants to look at a character
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if not avail_chars:
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self.caller.msg("You have no characters to look at. Why not create one?")
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return
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objs = managers.objects.get_objs_with_key_and_typeclass(self.args.strip(), CHARACTER_TYPECLASS)
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objs = [obj for obj in objs if obj.id in avail_chars]
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if not objs:
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self.caller.msg("You cannot see this Character.")
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return
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self.caller.msg(objs[0].return_appearance(self.caller))
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return
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# not inspecting a character. Show the OOC info.
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charobjs = []
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charnames = []
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if self.caller.db._character_dbrefs:
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dbrefs = self.caller.db._character_dbrefs
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charobjs = [managers.objects.get_id(dbref) for dbref in dbrefs]
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charnames = [charobj.key for charobj in charobjs if charobj]
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if charnames:
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charlist = "The following Character(s) are available:\n\n"
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charlist += "\n\r".join(["{w %s{n" % charname for charname in charnames])
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charlist += "\n\n Use {w@ic <character name>{n to switch to that Character."
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else:
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charlist = "You have no Characters."
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string = \
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""" You, %s, are an {wOOC ghost{n without form. The world is hidden
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from you and besides chatting on channels your options are limited.
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You need to have a Character in order to interact with the world.
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%s
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Use {wcreate <name>{n to create a new character and {whelp{n for a
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list of available commands.""" % (self.caller.key, charlist)
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self.caller.msg(string)
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else:
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# not ooc mode - leave back to normal look
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# we have to put this back for normal look to work.
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self.caller = self.character
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super(CmdOOCLook, self).func()
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class CmdOOCCharacterCreate(Command):
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"""
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creates a character
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Usage:
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create <character name>
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This will create a new character, assuming
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the given character name does not already exist.
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"""
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key = "create"
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locks = "cmd:all()"
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def func(self):
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"""
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Tries to create the Character object. We also put an
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attribute on ourselves to remember it.
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"""
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# making sure caller is really a player
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self.character = None
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if utils.inherits_from(self.caller, "src.objects.objects.Object"):
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# An object of some type is calling. Convert to player.
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#print self.caller, self.caller.__class__
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self.character = self.caller
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if hasattr(self.caller, "player"):
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self.caller = self.caller.player
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if not self.args:
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self.caller.msg("Usage: create <character name>")
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return
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charname = self.args.strip()
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old_char = managers.objects.get_objs_with_key_and_typeclass(charname, CHARACTER_TYPECLASS)
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if old_char:
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self.caller.msg("Character {c%s{n already exists." % charname)
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return
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# create the character
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new_character = create_object(CHARACTER_TYPECLASS, key=charname)
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if not new_character:
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self.caller.msg("{rThe Character couldn't be created. This is a bug. Please contact an admin.")
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return
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# make sure to lock the character to only be puppeted by this player
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new_character.locks.add("puppet:id(%i) or pid(%i) or perm(Immortals) or pperm(Immortals)" %
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(new_character.id, self.caller.id))
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# save dbref
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avail_chars = self.caller.db._character_dbrefs
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if avail_chars:
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avail_chars.append(new_character.id)
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else:
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avail_chars = [new_character.id]
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self.caller.db._character_dbrefs = avail_chars
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self.caller.msg("{gThe Character {c%s{g was successfully created!" % charname)
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class OOCCmdSetCharGen(default_cmds.OOCCmdSet):
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"""
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Extends the default OOC cmdset.
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"""
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def at_cmdset_creation(self):
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"Install everything from the default set, then overload"
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#super(OOCCmdSetCharGen, self).at_cmdset_creation()
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self.add(CmdOOCLook())
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self.add(CmdOOCCharacterCreate())
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