evennia/src/commands/default/player.py

638 lines
24 KiB
Python

"""
Player (OOC) commands. These are stored on the Player object
and self.caller is thus always a Player, not an Object/Character.
These commands go in the PlayerCmdset and are accessible also
when puppeting a Character (although with lower priority)
These commands use the MuxCommandOOC parent that makes sure
to setup caller correctly. The self.character can be used to
access the character when these commands are triggered with
a connected character (such as the case of the @ooc command), it
is None if we are OOC.
Note that under MULTISESSION_MODE=2, Player- commands should use
self.msg() and similar methods to reroute returns to the correct
method. Otherwise all text will be returned to all connected sessions.
"""
import time
from django.conf import settings
from src.server.sessionhandler import SESSIONS
from src.commands.default.muxcommand import MuxPlayerCommand
from src.utils import utils, create, search, prettytable
from settings import MAX_NR_CHARACTERS, MULTISESSION_MODE
# limit symbol import for API
__all__ = ("CmdOOCLook", "CmdIC", "CmdOOC", "CmdPassword", "CmdQuit", "CmdCharCreate",
"CmdEncoding", "CmdSessions", "CmdWho", "CmdColorTest", "CmdQuell")
# force max nr chars to 1 if mode is 0 or 1
MAX_NR_CHARACTERS = MULTISESSION_MODE < 2 and 1 or MAX_NR_CHARACTERS
BASE_PLAYER_TYPECLASS = settings.BASE_PLAYER_TYPECLASS
PERMISSION_HIERARCHY = settings.PERMISSION_HIERARCHY
PERMISSION_HIERARCHY_LOWER = [perm.lower() for perm in PERMISSION_HIERARCHY]
class CmdOOCLook(MuxPlayerCommand):
"""
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."
player = self.caller
key = self.args.lower()
chars = dict((utils.to_str(char.key.lower()), char) for char in player.db._playable_characters)
looktarget = chars.get(key)
if looktarget:
self.msg(looktarget.return_appearance(player))
else:
self.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 and sessions
characters = player.db._playable_characters
sessions = player.get_all_sessions()
is_su = player.is_superuser
# text shown when looking in the ooc area
string = "Account {g%s{n (you are Out-of-Character)" % (player.key)
nsess = len(sessions)
string += nsess == 1 and "\n\n{wConnected session:{n" or "\n\n{wConnected sessions (%i):{n" % nsess
for isess, sess in enumerate(sessions):
csessid = sess.sessid
addr = "%s (%s)" % (sess.protocol_key, isinstance(sess.address, tuple) and str(sess.address[0]) or str(sess.address))
string += "\n %s %s" % (sessid == csessid and "{w%s{n" % (isess + 1) or (isess + 1), addr)
string += "\n\n {whelp{n - more commands"
string += "\n {wooc <Text>{n - talk on public channel"
if is_su or len(characters) < MAX_NR_CHARACTERS:
if not characters:
string += "\n\n You don't have any character yet. See {whelp @charcreate{n for creating one."
else:
string += "\n {w@charcreate <name> [=description]{n - create new character"
if characters:
string_s_ending = len(characters) > 1 and "s" or ""
string += "\n {w@ic <character>{n - enter the game ({w@ooc{n to get back here)"
if is_su:
string += "\n\nAvailable character%s (%i/unlimited):" % (string_s_ending, len(characters))
else:
string += "\n\nAvailable character%s%s:" % (string_s_ending,
MAX_NR_CHARACTERS > 1 and " (%i/%i)" % (len(characters), MAX_NR_CHARACTERS) or "")
for char in characters:
csessid = char.sessid
if csessid:
# character is already puppeted
sess = player.get_session(csessid)
sid = sess in sessions and sessions.index(sess) + 1
if sess and sid:
string += "\n - {G%s{n [%s] (played by you in session %i)" % (char.key, ", ".join(char.permissions.all()), sid)
else:
string += "\n - {R%s{n [%s] (played by someone else)" % (char.key, ", ".join(char.permissions.all()))
else:
# character is "free to puppet"
string += "\n - %s [%s]" % (char.key, ", ".join(char.permissions.all()))
string = ("-" * 68) + "\n" + string + "\n" + ("-" * 68)
self.msg(string)
def func(self):
"implement the ooc look command"
if MULTISESSION_MODE < 2:
# only one character allowed
string = "You are out-of-character (OOC).\nUse {w@ic{n to get back into the game."
self.msg(string)
return
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(MuxPlayerCommand):
"""
Create a character
Usage:
@charcreate <charname> [= desc]
Create a new character, optionally giving it a description. You
may use upper-case letters in the name - you will nevertheless
always be able to access your character using lower-case letters
if you want.
"""
key = "@charcreate"
locks = "cmd:all()"
help_category = "General"
def func(self):
"create the new character"
player = self.caller
if not self.args:
self.msg("Usage: @charcreate <charname> [= description]")
return
key = self.lhs
desc = self.rhs
if not player.is_superuser and \
(player.db._playable_characters and
len(player.db._playable_characters) >= MAX_NR_CHARACTERS):
self.msg("You may only create a maximum of %i characters." % 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)
# only allow creator (and immortals) to puppet this char
new_character.locks.add("puppet:id(%i) or pid(%i) or perm(Immortals) or pperm(Immortals)" %
(new_character.id, player.id))
player.db._playable_characters.append(new_character)
if desc:
new_character.db.desc = desc
else:
new_character.db.desc = "This is a Player."
self.msg("Created new character %s. Use {w@ic %s{n to enter the game as this character." % (new_character.key, new_character.key))
class CmdIC(MuxPlayerCommand):
"""
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):
"""
Main puppet method
"""
player = self.caller
sessid = self.sessid
new_character = None
if not self.args:
new_character = player.db._last_puppet
if not new_character:
self.msg("Usage: @ic <character>")
return
if not new_character:
# search for a matching character
new_character = search.object_search(self.args)
if new_character:
new_character = new_character[0]
else:
self.msg("That is not a valid character choice.")
return
# permission checks
if player.get_puppet(sessid) == new_character:
self.msg("{RYou already act as {c%s{n." % new_character.name)
return
if new_character.player:
# may not puppet an already puppeted character
if new_character.sessid and new_character.player == player:
# as a safeguard we allow "taking over chars from your own sessions.
player.msg("{c%s{n{R is now acted from another of your sessions.{n" % (new_character.name), sessid=new_character.sessid)
player.unpuppet_object(new_character.sessid)
self.msg("Taking over {c%s{n from another of your sessions." % new_character.name)
elif new_character.player != player and new_character.player.is_connected:
self.msg("{c%s{r is already acted by another player.{n" % new_character.name)
return
if not new_character.access(player, "puppet"):
# main acccess check
self.msg("{rYou may not become %s.{n" % new_character.name)
return
if player.puppet_object(sessid, new_character):
player.db._last_puppet = new_character
else:
self.msg("{rYou cannot become {C%s{n." % new_character.name)
class CmdOOC(MuxPlayerCommand):
"""
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"
player = self.caller
sessid = self.sessid
old_char = player.get_puppet(sessid)
if not old_char:
string = "You are already OOC."
self.msg(string)
return
player.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])
# disconnect
if player.unpuppet_object(sessid):
self.msg("\n{GYou go OOC.{n\n")
player.execute_cmd("look", sessid=sessid)
else:
raise RuntimeError("Could not unpuppet!")
class CmdSessions(MuxPlayerCommand):
"""
check connected session(s)
Usage:
@sessions
Lists the sessions currently connected to your account.
"""
key = "@sessions"
locks = "cmd:all()"
help_category = "General"
def func(self):
"Implement function"
player = self.caller
sessions = player.get_all_sessions()
table = prettytable.PrettyTable(["{wsessid", "{wprotocol", "{whost", "{wpuppet/character", "{wlocation"])
for sess in sorted(sessions, key=lambda x:x.sessid):
sessid = sess.sessid
char = player.get_puppet(sessid)
table.add_row([str(sessid), str(sess.protocol_key),
type(sess.address)==tuple and sess.address[0] or sess.address,
char and str(char) or "None",
char and str(char.location) or "N/A"])
string = "{wYour current session(s):{n\n%s" % table
self.msg(string)
class CmdWho(MuxPlayerCommand):
"""
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.
"""
player = self.caller
session_list = SESSIONS.get_sessions()
session_list = sorted(session_list, key=lambda o: o.player.key)
if self.cmdstring == "doing":
show_session_data = False
else:
show_session_data = player.check_permstring("Immortals") or player.check_permstring("Wizards")
nplayers = (SESSIONS.player_count())
if show_session_data:
table = prettytable.PrettyTable(["{wPlayer Name","{wOn for", "{wIdle", "{wRoom", "{wCmds", "{wProtocol", "{wHost"])
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_puppet()
plr_pobject = plr_pobject or session.get_player()
table.add_row([utils.crop(plr_pobject.name, width=25),
utils.time_format(delta_conn, 0),
utils.time_format(delta_cmd, 1),
hasattr(plr_pobject, "location") and plr_pobject.location.key or "None",
session.cmd_total,
session.protocol_key,
isinstance(session.address, tuple) and session.address[0] or session.address])
else:
table = prettytable.PrettyTable(["{wPlayer name", "{wOn for", "{wIdle"])
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_puppet()
plr_pobject = plr_pobject or session.get_player()
table.add_row([utils.crop(plr_pobject.name, width=25),
utils.time_format(delta_conn, 0),
utils.time_format(delta_cmd, 1)])
isone = nplayers == 1
string = "{wPlayers:{n\n%s\n%s unique account%s logged in." % (table, "One" if isone else nplayers, "" if isone else "s")
self.msg(string)
class CmdEncoding(MuxPlayerCommand):
"""
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.
"""
player = self.caller
if 'clear' in self.switches:
# remove customization
old_encoding = player.db.encoding
if old_encoding:
string = "Your custom text encoding ('%s') was cleared." % old_encoding
else:
string = "No custom encoding was set."
del player.db.encoding
elif not self.args:
# just list the encodings supported
pencoding = player.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 = player.db.encoding
encoding = self.args
player.db.encoding = encoding
string = "Your custom text encoding was changed from '%s' to '%s'." % (old_encoding, encoding)
self.msg(string.strip())
class CmdPassword(MuxPlayerCommand):
"""
@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."
player = self.caller
if not self.rhs:
self.msg("Usage: @password <oldpass> = <newpass>")
return
oldpass = self.lhslist[0] # this is already stripped by parse()
newpass = self.rhslist[0] # ''
if not player.check_password(oldpass):
self.msg("The specified old password isn't correct.")
elif len(newpass) < 3:
self.msg("Passwords must be at least three characters long.")
else:
player.set_password(newpass)
player.save()
self.msg("Password changed.")
class CmdQuit(MuxPlayerCommand):
"""
quit
Usage:
@quit
Switch:
all - disconnect all connected sessions
Gracefully disconnect your current session from the
game. Use the /all switch to disconnect from all sessions.
"""
key = "@quit"
locks = "cmd:all()"
def func(self):
"hook function"
player = self.caller
if 'all' in self.switches:
player.msg("{RQuitting{n all sessions. Hope to see you soon again.", sessid=self.sessid)
for session in player.get_all_sessions():
player.disconnect_session_from_player(session.sessid)
else:
nsess = len(player.get_all_sessions())
if nsess == 2:
player.msg("{RQuitting{n. One session is still connected.", sessid=self.sessid)
elif nsess > 2:
player.msg("{RQuitting{n. %i session are still connected." % (nsess-1), sessid=self.sessid)
else:
# we are quitting the last available session
player.msg("{RQuitting{n. Hope to see you soon again.", sessid=self.sessid)
player.disconnect_session_from_player(self.sessid)
class CmdColorTest(MuxPlayerCommand):
"""
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 table_format(self, table):
"""
Helper method to format the ansi/xterm256 tables.
Takes a table of columns [[val,val,...],[val,val,...],...]
"""
if not table:
return [[]]
extra_space = 1
max_widths = [max([len(str(val)) for val in col]) for col in table]
ftable = []
for irow in range(len(table[0])):
ftable.append([str(col[irow]).ljust(max_widths[icol]) + " " * extra_space
for icol, col in enumerate(table)])
return ftable
def func(self):
"Show color tables"
if self.args.startswith("a"):
# show ansi 16-color table
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[3:-2]]
col3 = ["%s%s{n" % (hi+code, (hi+code).replace("%", "%%")) for code, _ in ap.mux_ansi_map[3:-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.msg(string)
self.msg("({{X and %%cx are black-on-black\n %%r - return, %%t - tab, %%b - space)")
elif self.args.startswith("x"):
# show xterm256 table
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 = self.table_format(table)
string = "Xterm256 colors (if not all hues show, your client might not report that it can handle xterm256):"
for row in table:
string += "\n" + "".join(row)
self.msg(string)
self.msg("(e.g. %%c123 and %%cb123 also work)")
else:
# malformed input
self.msg("Usage: @color ansi|xterm256")
class CmdQuell(MuxPlayerCommand):
"""
Quelling permissions
Usage:
quell
unquell
Normally the permission level of the Player is used when puppeting a
Character/Object to determine access. This command will switch the lock
system to make use of the puppeted Object's permissions instead. This is
useful mainly for testing.
Hierarchical permission quelling only work downwards, thus a Player cannot
use a higher-permission Character to escalate their permission level.
Use the unquell command to revert back to normal operation.
"""
key = "@quell"
aliases =["@unquell"]
locks = "cmd:all()"
help_category = "General"
def _recache_locks(self, player):
"Helper method to reset the lockhandler on an already puppeted object"
if self.sessid:
char = player.get_puppet(self.sessid)
if char:
# we are already puppeting an object. We need to reset the lock caches
# (otherwise the superuser status change won't be visible until repuppet)
char.locks.reset()
player.locks.reset()
def func(self):
"Perform the command"
player = self.caller
permstr = player.is_superuser and " (superuser)" or " (%s)" % (", ".join(player.permissions.all()))
if self.cmdstring == '@unquell':
if not player.attributes.get('_quell'):
self.msg("Already using normal Player permissions%s." % permstr)
else:
player.attributes.remove('_quell')
self.msg("Player permissions%s restored." % permstr)
else:
if player.attributes.get('_quell'):
self.msg("Already quelling Player%s permissions." % permstr)
return
player.attributes.add('_quell', True)
self.msg("Quelling Player permissions%s. Use @unquell to get them back." % permstr)
self._recache_locks(player)