evennia/src/objects/models.py
Griatch eb6f82fea0 Added an at_obj_receive hook to basic player/object script parents. This allows
e.g. room parents to react when a player enters them.
2009-10-25 15:25:15 +00:00

1182 lines
40 KiB
Python
Executable file

"""
This is where all of the crucial, core object models reside.
"""
import re
import traceback
try:
import cPickle as pickle
except ImportError:
import pickle
from django.db import models
from django.contrib.auth.models import User
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
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.TextField(blank=True, null=True)
attr_hidden = models.BooleanField(default=False)
attr_object = models.ForeignKey("Object")
attr_ispickled = models.BooleanField(default=False)
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.
"""
attr_value = str(self.attr_value)
if self.attr_ispickled:
attr_value = pickle.loads(attr_value)
return 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.
"""
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)
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 (not persistent).
state = None
class Meta:
"""
Define permission types on the object class and
how it is ordered in the database.
"""
ordering = ['-date_created', 'id']
permissions = settings.PERM_OBJECTS
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),)
def dbref(self):
"""Returns the object's dbref id on the form #NN, directly
usable by Object.objects.dbref_search()
"""
return "#%s" % str(self.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,
attribute_name=None):
"""
Perform a standard object search, handling multiple
results and lack thereof gracefully.
ostring: (str) The string to match object names against.
Obs - To find a player, append * to the start of ostring.
emit_to_obj: (obj) An object (instead of caller) to receive search feedback
search_contents: (bool) Search the caller's inventory
search_location: (bool) Search the caller's location
dbref_only: (bool) Requires ostring to be a #dbref
limit_types: (list) Object identifiers from defines_global.OTYPE:s
search_aliases: (bool) Search player aliases first
attribute_name: (string) Which attribute to match (if None, uses default 'name')
"""
# 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,
attribute_name=attribute_name)
if len(results) > 1:
string = "More than one match for '%s' (please narrow target):" % ostring
for num, result in enumerate(results):
invtext = ""
if result.get_location() == self:
invtext = " (carried)"
string += "\n %i-%s%s" % (num+1,
result.get_name(show_dbref=False),
invtext)
emit_to_obj.emit_to(string)
return False
elif len(results) == 0:
emit_to_obj.emit_to("I don't see that here.")
return False
else:
return results[0]
def search_for_object_global(self, ostring, exact_match=True, limit_types=[],
emit_to_obj=None, dbref_limits=()):
"""
Search for ostring in all objects, globally. Handle multiple-matches
and no matches gracefully. This is mainly intended to be used by
admin and build-type commands. It also accepts #dbref
search queries.
"""
if not emit_to_obj:
emit_to_obj = self
results = Object.objects.global_object_name_search(ostring, exact_match=exact_match,
limit_types=limit_types)
if dbref_limits:
# if this is set we expect a tuple of 2, even if one is None.
try:
if dbref_limits[0]:
results = [result for result in results
if result.id >= int(dbref_limits[0].strip('#'))]
if dbref_limits[1]:
results = [result for result in results
if result.id <= int(dbref_limits[1].strip("#"))]
except KeyError:
pass
if not results:
emit_to_obj.emit_to("No matches found for '%s'." % ostring)
return
if len(results) > 1:
string = "Multiple matches for '%s':" % ostring
for res in results:
string += "\n %s" % res.get_name()
emit_to_obj.emit_to(string)
return
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, ignore_state=False):
"""
Do something as this object.
bypass_state - ignore the fact that a player is in a state
(means the normal command table will be used
no matter what)
"""
# 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),
ignore_state=ignore_state)
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('objects.see_dbref')
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. This
is on the form app.perm , e.g. 'objects.see_dbref' as
defined in the settings file.
"""
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_list: (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 has_group(self, group):
"""
Checks if a user is member of a particular user group.
"""
if not self.is_player():
return False
if self.is_superuser():
return True
if group in [g.name for g in self.get_user_account().groups.all()]:
return True
else:
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_group('Builders'):
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 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:
string = 'Destroying object %s but no matching player.' % (self,)
functions_general.log_errmsg(string)
# Clear out any objects located within the object
self.clear_objects()
# 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()
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 & flags
self.clear_all_attributes()
self.clear_all_flags()
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 and 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)
def set_attribute(self, attribute, new_value=None):
"""
Sets an attribute on an object. Creates the attribute if need
be.
attribute: (str) The attribute's name.
new_value: (python obj) The value to set the attribute to. If this is not
a str, the object will be stored as a pickle.
"""
attrib_obj = None
if self.has_attribute(attribute):
attrib_obj = \
Attribute.objects.filter(attr_object=self).filter(attr_name__iexact=attribute)[0]
if new_value != None:
#pickle if anything else than str
if type(new_value) != type(str()):
new_value = pickle.dumps(new_value)#,pickle.HIGHEST_PROTOCOL)
ispickled = True
else:
new_value = new_value
ispickled = False
if attrib_obj:
# Save over the existing attribute's value.
attrib_obj.attr_value = new_value
attrib_obj.attr_ispickled = ispickled
attrib_obj.save()
else:
# Create a new attribute
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.attr_ispickled = ispickled
new_attrib.save()
elif attrib_obj:
# If you do something like @set me=attrib: , destroy the attrib.
attrib_obj.delete()
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 since the attribute
can be of any type.
attrib: (str) The attribute's name.
"""
if self.has_attribute(attrib):
try:
attrib = Attribute.objects.filter(attr_object=self).filter(attr_name=attrib)[0]
except:
# safety, if something goes wrong (like unsynced db), catch it.
logger.log_errmsg(traceback.print_exc())
return default
return attrib.get_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 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 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.upper() in flags or flag in nosave_flags
def set_flag(self, flag, value=True):
"""
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 got 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 unset_flag(self, flag):
"""
Clear the flag.
"""
self.set_flag(flag, value=False)
def get_flags(self):
"""
Returns an object's flag list.
"""
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_all_flags(self):
"Clears all the flags set on object."
flags = self.get_flags()
for flag in flags.split():
self.unset_flag(flag)
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, script_parent=None):
"""
Sets the object's script_parent attribute and does any logistics.
script_parent: (string) String pythonic import path of the script parent
assuming the python path is game/gamesrc/parents.
"""
if script_parent != None and scripthandler.scriptlink(self, str(script_parent).strip()):
#assigning a custom parent
self.script_parent = str(script_parent).strip()
self.save()
return
#use a default parent instead
if self.is_player():
self.script_parent = settings.SCRIPT_DEFAULT_PLAYER
else:
self.script_parent = settings.SCRIPT_DEFAULT_OBJECT
self.save()
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 self is a player, make them 'look'.
"""
# First, check if we can enter that location at all.
if not target.scriptlink.enter_lock(self):
lock_desc = self.get_attribute_value("enter_lock_msg")
if lock_desc:
self.emit_to(lock_desc)
else:
self.emit_to("That destination is blocked from you.")
return
# Before the move, call eventual pre-commands.
if self.scriptlink.at_before_move(target) != None:
return
if not quiet:
#tell the old room we are leaving
self.scriptlink.announce_move_from(target)
source_location = self.location
# Perform move
self.location = target
self.save()
if not quiet:
# Tell the new room we are there.
self.scriptlink.announce_move_to(source_location)
# Execute eventual extra commands on this object after moving it
self.scriptlink.at_after_move()
# Perform eventual extra commands on the receiving location
target.scriptlink.at_obj_receive(self)
if force_look and self.is_player():
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)
oname = oname.lower()
if match_type == "exact":
#exact matching
name_chunks = self.name.lower().split(';')
#False=0 and True=1 in python, so if sum>0, we
#have at least one exact match.
return sum(map(lambda o: oname == o, name_chunks)) > 0
else:
#fuzzy matching
return oname 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):
"""
Returns the player's current state.
"""
return self.state
def set_state(self, state_name=None):
"""
Only allow setting a state on a player object, otherwise
fail silently.
This command safeguards the batch processor against dropping
out of interactive mode; it also allows builders to
sidestep room-based states when building (the genperm.admin_nostate
permission is not set on anyone by default, set it temporarily
when building a state-based room).
"""
if not self.is_player():
return False
if self.is_superuser():
# we have to deal with superusers separately since
# they would always appear to have the genperm.admin_nostate
# permission. Instead we expect them to set the flag
# ADMIN_NOSTATE on themselves if they don't want to
# enter states.
nostate = self.has_flag("admin_nostate")
else:
# for other users we request the permission as normal.
nostate = self.has_perm("genperms.admin_nostate")
# we never enter other states if we are in the interactive batch processor.
nostate = nostate or self.state == "_interactive batch processor"
if nostate:
return False
self.state = state_name
return True
def clear_state(self):
"""
Set to no state (return to normal operation)
This safeguards the batch processor from exiting its
interactive mode when entering a room cancelling states.
(batch processor clears the state directly instead)
"""
if not self.state == "_interactive batch processor":
self.state = None
def purge_object(self):
"Completely clears all aspects of the object."
self.clear_all_attributes()
self.clear_all_flags()
self.clear_state()
self.home = None
self.owner = None
self.location = None
self.save()
# Deferred imports are poopy. This will require some thought to fix.
from src import cmdhandler