evennia/game/gamesrc/events/example.py
Griatch 3eb4cddf42 - implemented @destroy as per the MUX help specifications. As part of this, fixed the object recycling routines to actually properly replace GARBAGE-flagged objects (it crashed before).
- Set up a global cleaner event to clean all @destroyed objects every 30 minutes (makes their dbrefs available).
- Added the @recover command for recovering @destroyed objects up until the point that the cleaner runs and actually destroys them. This can recover @destroyed objects, rooms and exits to the same state as before @destroy. It could easily be made to recover player objects too, but I'm thinking this would be a security issue.
- Added to @dig in order to allow for creating rooms with a particular parent. Also auto-creates exits in each room if desired. The only things that is not implemented is the aliases of the exits, I don't really know how to do that.
- Changed the @create command format to match the @dig (it uses : to mark the parent instead of = now, since MUX' @dig reserve = to the exit list.)
- Added extra security in the example event to guard against the bug that causes the whole scheduler to freak out if the event_function() gives a traceback.
- Changed many instances of type to point to the defines_global.OTYPE instead of giving the integer explicitly.
/Starkiel
2009-04-30 15:01:59 +00:00

64 lines
2.3 KiB
Python

"""
Example of the event system. To try it out, make sure to import it from somewhere
covered by @reload (like the script parent). Create an object inheriting
the red_button parent to see its effects (e.g. @create button=examples/red_button)
Technically the event don't contain any game logics, all it does is locate all
objects inheriting to a particular script parent and calls one of its functions
at a regular interval.
"""
import sys
from src.events import IntervalEvent
from src.scheduler import add_event
from src.objects.models import Object
#the logger is useful for debugging
from src.logger import log_errmsg
#Example of the event system. This example adds an event to the red_button parent
#in parents/examples. It makes the button blink temptingly at a regular interval.
class EventBlinkButton(IntervalEvent):
"""
This event lets the button flash at regular intervals.
"""
def __init__(self):
"""
A custom init method also storing the source object.
"""
super(EventBlinkButton, self).__init__()
self.name = 'event_blink_red_button'
#how often to blink, in seconds
self.interval = 30
#the description is seen when you run @ps in-game.
self.description = "Blink red buttons regularly."
def event_function(self):
"""
This stub function is automatically fired every self.interval seconds.
In this case we do a search for all objects inheriting from the correct
parent and call a function on them.
"""
#find all objects inheriting from red_button (parents are per definition
#stored with the gamesrc/parent/ drawer as a base)
parent = 'examples.red_button'
buttons = Object.objects.global_object_script_parent_search(parent)
for b in buttons:
try:
b.scriptlink.blink()
except AttributeError:
#button has no blink() method. Just ignore.
pass
except:
#show other tracebacks to log and owner of object.
#This is important, we must handle these exceptions gracefully!
b.get_owner().emit_to(sys.exc_info()[1])
log_errmsg(sys.exc_info()[1])
#create and add the event to the global handler
blink_event = EventBlinkButton()
add_event(blink_event)