PEP8 cleanup of the entire codebase. Unchanged are many cases of too-long lines, partly because of the rewrite they would require but also because splitting many lines up would make the code harder to read. Also the third-party libraries (idmapper, prettytable etc) were not cleaned.
This commit is contained in:
parent
30b7d2a405
commit
1ae17bcbe4
154 changed files with 5613 additions and 4054 deletions
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@ -0,0 +1 @@
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# -*- coding: utf-8 -*-
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@ -1,41 +1,42 @@
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"""
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Template for Characters
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Copy this module up one level and name it as you like, then
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use it as a template to create your own Character class.
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To make new logins default to creating characters
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of your new type, change settings.BASE_CHARACTER_TYPECLASS to point to
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your new class, e.g.
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settings.BASE_CHARACTER_TYPECLASS = "game.gamesrc.objects.mychar.MyChar"
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Note that objects already created in the database will not notice
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this change, you have to convert them manually e.g. with the
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@typeclass command.
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"""
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from ev import Character as DefaultCharacter
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class Character(DefaultCharacter):
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"""
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The Character is like any normal Object (see example/object.py for
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a list of properties and methods), except it actually implements
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some of its hook methods to do some work:
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at_basetype_setup - always assigns the default_cmdset to this object type
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(important!)sets locks so character cannot be picked up
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and its commands only be called by itself, not anyone else.
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(to change things, use at_object_creation() instead)
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at_after_move - launches the "look" command
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at_post_puppet(player) - when Player disconnects from the Character, we
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store the current location, so the "unconnected" character
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object does not need to stay on grid but can be given a
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None-location while offline.
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at_pre_puppet - just before Player re-connects, retrieves the character's old
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location and puts it back on the grid with a "charname has
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connected" message echoed to the room
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"""
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pass
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"""
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Template for Characters
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Copy this module up one level and name it as you like, then
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use it as a template to create your own Character class.
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To make new logins default to creating characters
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of your new type, change settings.BASE_CHARACTER_TYPECLASS to point to
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your new class, e.g.
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settings.BASE_CHARACTER_TYPECLASS = "game.gamesrc.objects.mychar.MyChar"
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Note that objects already created in the database will not notice
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this change, you have to convert them manually e.g. with the
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@typeclass command.
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"""
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from ev import Character as DefaultCharacter
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class Character(DefaultCharacter):
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"""
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The Character is like any normal Object (see example/object.py for
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a list of properties and methods), except it actually implements
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some of its hook methods to do some work:
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at_basetype_setup - always assigns the default_cmdset to this object type
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(important!)sets locks so character cannot be picked up
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and its commands only be called by itself, not anyone else.
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(to change things, use at_object_creation() instead)
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at_after_move - launches the "look" command
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at_post_puppet(player) - when Player disconnects from the Character, we
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store the current location, so the "unconnected" character
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object does not need to stay on grid but can be given a
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None-location while offline.
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at_pre_puppet - just before Player re-connects, retrieves the character's
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old location and puts it back on the grid with a "charname
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has connected" message echoed to the room
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"""
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pass
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@ -1,43 +1,44 @@
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"""
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Template module for Exits
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Copy this module up one level and name it as you like, then
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use it as a template to create your own Exits.
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To make the default commands (such as @dig/@open) default to creating exits
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of your new type, change settings.BASE_EXIT_TYPECLASS to point to
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your new class, e.g.
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settings.BASE_EXIT_TYPECLASS = "game.gamesrc.objects.myexit.MyExit"
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Note that objects already created in the database will not notice
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this change, you have to convert them manually e.g. with the
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@typeclass command.
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"""
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from ev import Exit as DefaultExit
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class Exit(DefaultExit):
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"""
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Exits are connectors between rooms. Exits are normal Objects except
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they defines the 'destination' property. It also does work in the
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following methods:
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basetype_setup() - sets default exit locks (to change, use at_object_creation instead)
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at_cmdset_get() - this auto-creates and caches a command and a command set on itself
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with the same name as the Exit object. This
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allows users to use the exit by only giving its
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name alone on the command line.
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at_failed_traverse() - gives a default error message ("You cannot
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go there") if exit traversal fails and an
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attribute err_traverse is not defined.
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Relevant hooks to overload (compared to other types of Objects):
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at_before_traverse(traveller) - called just before traversing
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at_after_traverse(traveller, source_loc) - called just after traversing
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at_failed_traverse(traveller) - called if traversal failed for some reason. Will
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not be called if the attribute 'err_traverse' is
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defined, in which case that will simply be echoed.
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"""
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pass
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"""
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Template module for Exits
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Copy this module up one level and name it as you like, then
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use it as a template to create your own Exits.
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To make the default commands (such as @dig/@open) default to creating exits
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of your new type, change settings.BASE_EXIT_TYPECLASS to point to
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your new class, e.g.
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settings.BASE_EXIT_TYPECLASS = "game.gamesrc.objects.myexit.MyExit"
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|
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Note that objects already created in the database will not notice
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this change, you have to convert them manually e.g. with the
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@typeclass command.
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"""
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from ev import Exit as DefaultExit
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class Exit(DefaultExit):
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"""
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Exits are connectors between rooms. Exits are normal Objects except
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they defines the 'destination' property. It also does work in the
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following methods:
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basetype_setup() - sets default exit locks (to change, use at_object_creation instead)
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at_cmdset_get() - this auto-creates and caches a command and a command set on itself
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with the same name as the Exit object. This
|
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allows users to use the exit by only giving its
|
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name alone on the command line.
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at_failed_traverse() - gives a default error message ("You cannot
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go there") if exit traversal fails and an
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attribute err_traverse is not defined.
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|
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Relevant hooks to overload (compared to other types of Objects):
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at_before_traverse(traveller) - called just before traversing
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at_after_traverse(traveller, source_loc) - called just after traversing
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at_failed_traverse(traveller) - called if traversal failed for some reason. Will
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not be called if the attribute 'err_traverse' is
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defined, in which case that will simply be echoed.
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"""
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pass
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@ -1,127 +1,167 @@
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"""
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Template for Objects
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Copy this module up one level and name it as you like, then
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use it as a template to create your own Objects.
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|
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To make the default commands default to creating objects of your new
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type (and also change the "fallback" object used when typeclass
|
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creation fails), change settings.BASE_OBJECT_TYPECLASS to point to
|
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your new class, e.g.
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settings.BASE_OBJECT_TYPECLASS = "game.gamesrc.objects.myobj.MyObj"
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|
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Note that objects already created in the database will not notice
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this change, you have to convert them manually e.g. with the
|
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@typeclass command.
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"""
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from ev import Object as DefaultObject
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class Object(DefaultObject):
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"""
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This is the root typeclass object, implementing an in-game Evennia
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||||
game object, such as having a location, being able to be
|
||||
manipulated or looked at, etc. If you create a new typeclass, it
|
||||
must always inherit from this object (or any of the other objects
|
||||
in this file, since they all actually inherit from BaseObject, as
|
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seen in src.object.objects).
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|
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The BaseObject class implements several hooks tying into the game
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engine. By re-implementing these hooks you can control the
|
||||
system. You should never need to re-implement special Python
|
||||
methods, such as __init__ and especially never __getattribute__ and
|
||||
__setattr__ since these are used heavily by the typeclass system
|
||||
of Evennia and messing with them might well break things for you.
|
||||
|
||||
|
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* Base properties defined/available on all Objects
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key (string) - name of object
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name (string)- same as key
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aliases (list of strings) - aliases to the object. Will be saved to database as AliasDB entries but returned as strings.
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dbref (int, read-only) - unique #id-number. Also "id" can be used.
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dbobj (Object, read-only) - link to database model. dbobj.typeclass points back to this class
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typeclass (Object, read-only) - this links back to this class as an identified only. Use self.swap_typeclass() to switch.
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date_created (string) - time stamp of object creation
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permissions (list of strings) - list of permission strings
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player (Player) - controlling player (if any, only set together with sessid below)
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sessid (int, read-only) - session id (if any, only set together with player above)
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location (Object) - current location. Is None if this is a room
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home (Object) - safety start-location
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sessions (list of Sessions, read-only) - returns all sessions connected to this object
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has_player (bool, read-only)- will only return *connected* players
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contents (list of Objects, read-only) - returns all objects inside this object (including exits)
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exits (list of Objects, read-only) - returns all exits from this object, if any
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destination (Object) - only set if this object is an exit.
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is_superuser (bool, read-only) - True/False if this user is a superuser
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* Handlers available
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locks - lock-handler: use locks.add() to add new lock strings
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db - attribute-handler: store/retrieve database attributes on this self.db.myattr=val, val=self.db.myattr
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ndb - non-persistent attribute handler: same as db but does not create a database entry when storing data
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scripts - script-handler. Add new scripts to object with scripts.add()
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cmdset - cmdset-handler. Use cmdset.add() to add new cmdsets to object
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||||
nicks - nick-handler. New nicks with nicks.add().
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* Helper methods (see src.objects.objects.py for full headers)
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search(ostring, global_search=False, attribute_name=None, use_nicks=False, location=None, ignore_errors=False, player=False)
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execute_cmd(raw_string)
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msg(text=None, **kwargs)
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msg_contents(message, exclude=None, from_obj=None, **kwargs)
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move_to(destination, quiet=False, emit_to_obj=None, use_destination=True)
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copy(new_key=None)
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delete()
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is_typeclass(typeclass, exact=False)
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swap_typeclass(new_typeclass, clean_attributes=False, no_default=True)
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access(accessing_obj, access_type='read', default=False)
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check_permstring(permstring)
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|
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* Hooks (these are class methods, so their arguments should also start with self):
|
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|
||||
basetype_setup() - only called once, used for behind-the-scenes setup. Normally not modified.
|
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basetype_posthook_setup() - customization in basetype, after the object has been created; Normally not modified.
|
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at_object_creation() - only called once, when object is first created. Object customizations go here.
|
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at_object_delete() - called just before deleting an object. If returning False, deletion is aborted. Note that all objects
|
||||
inside a deleted object are automatically moved to their <home>, they don't need to be removed here.
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at_init() - called whenever typeclass is cached from memory, at least once every server restart/reload
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at_cmdset_get() - this is called just before the command handler requests a cmdset from this object
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at_pre_puppet(player)- (player-controlled objects only) called just before puppeting
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at_post_puppet() - (player-controlled objects only) called just after completing connection player<->object
|
||||
at_pre_unpuppet() - (player-controlled objects only) called just before un-puppeting
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at_post_unpuppet(player) - (player-controlled objects only) called just after disconnecting player<->object link
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at_server_reload() - called before server is reloaded
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||||
at_server_shutdown() - called just before server is fully shut down
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||||
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at_access_success(accessing_obj, access_type) - called if an lock access check succeeded on this object
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||||
at_access_failure(accessing_obj, access_type) - called if an lock access check failed on this object
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||||
|
||||
at_before_move(destination) - called just before moving object to the destination. If returns False, move is cancelled.
|
||||
announce_move_from(destination) - called in old location, just before move, if obj.move_to() has quiet=False
|
||||
announce_move_to(source_location) - called in new location, just after move, if obj.move_to() has quiet=False
|
||||
at_after_move(source_location) - always called after a move has been successfully performed.
|
||||
at_object_leave(obj, target_location) - called when an object leaves this object in any fashion
|
||||
at_object_receive(obj, source_location) - called when this object receives another object
|
||||
|
||||
at_before_traverse(traversing_object) - (exit-objects only) called just before an object traverses this object
|
||||
at_after_traverse(traversing_object, source_location) - (exit-objects only) called just after a traversal has happened.
|
||||
at_failed_traverse(traversing_object) - (exit-objects only) called if traversal fails and property err_traverse is not defined.
|
||||
|
||||
at_msg_receive(self, msg, from_obj=None, **kwargs) - called when a message (via self.msg()) is sent to this obj.
|
||||
If returns false, aborts send.
|
||||
at_msg_send(self, msg, to_obj=None, **kwargs) - called when this objects sends a message to someone via self.msg().
|
||||
|
||||
return_appearance(looker) - describes this object. Used by "look" command by default
|
||||
at_desc(looker=None) - called by 'look' whenever the appearance is requested.
|
||||
at_get(getter) - called after object has been picked up. Does not stop pickup.
|
||||
at_drop(dropper) - called when this object has been dropped.
|
||||
at_say(speaker, message) - by default, called if an object inside this object speaks
|
||||
|
||||
"""
|
||||
pass
|
||||
"""
|
||||
|
||||
Template for Objects
|
||||
|
||||
Copy this module up one level and name it as you like, then
|
||||
use it as a template to create your own Objects.
|
||||
|
||||
To make the default commands default to creating objects of your new
|
||||
type (and also change the "fallback" object used when typeclass
|
||||
creation fails), change settings.BASE_OBJECT_TYPECLASS to point to
|
||||
your new class, e.g.
|
||||
|
||||
settings.BASE_OBJECT_TYPECLASS = "game.gamesrc.objects.myobj.MyObj"
|
||||
|
||||
Note that objects already created in the database will not notice
|
||||
this change, you have to convert them manually e.g. with the
|
||||
@typeclass command.
|
||||
|
||||
"""
|
||||
from ev import Object as DefaultObject
|
||||
|
||||
|
||||
class Object(DefaultObject):
|
||||
"""
|
||||
This is the root typeclass object, implementing an in-game Evennia
|
||||
game object, such as having a location, being able to be
|
||||
manipulated or looked at, etc. If you create a new typeclass, it
|
||||
must always inherit from this object (or any of the other objects
|
||||
in this file, since they all actually inherit from BaseObject, as
|
||||
seen in src.object.objects).
|
||||
|
||||
The BaseObject class implements several hooks tying into the game
|
||||
engine. By re-implementing these hooks you can control the
|
||||
system. You should never need to re-implement special Python
|
||||
methods, such as __init__ and especially never __getattribute__ and
|
||||
__setattr__ since these are used heavily by the typeclass system
|
||||
of Evennia and messing with them might well break things for you.
|
||||
|
||||
|
||||
* Base properties defined/available on all Objects
|
||||
|
||||
key (string) - name of object
|
||||
name (string)- same as key
|
||||
aliases (list of strings) - aliases to the object. Will be saved to
|
||||
database as AliasDB entries but returned as strings.
|
||||
dbref (int, read-only) - unique #id-number. Also "id" can be used.
|
||||
dbobj (Object, read-only) - link to database model. dbobj.typeclass points
|
||||
back to this class
|
||||
typeclass (Object, read-only) - this links back to this class as an
|
||||
identified only. Use self.swap_typeclass() to switch.
|
||||
date_created (string) - time stamp of object creation
|
||||
permissions (list of strings) - list of permission strings
|
||||
|
||||
player (Player) - controlling player (if any, only set together with
|
||||
sessid below)
|
||||
sessid (int, read-only) - session id (if any, only set together with
|
||||
player above)
|
||||
location (Object) - current location. Is None if this is a room
|
||||
home (Object) - safety start-location
|
||||
sessions (list of Sessions, read-only) - returns all sessions connected
|
||||
to this object
|
||||
has_player (bool, read-only)- will only return *connected* players
|
||||
contents (list of Objects, read-only) - returns all objects inside this
|
||||
object (including exits)
|
||||
exits (list of Objects, read-only) - returns all exits from this
|
||||
object, if any
|
||||
destination (Object) - only set if this object is an exit.
|
||||
is_superuser (bool, read-only) - True/False if this user is a superuser
|
||||
|
||||
* Handlers available
|
||||
|
||||
locks - lock-handler: use locks.add() to add new lock strings
|
||||
db - attribute-handler: store/retrieve database attributes on this
|
||||
self.db.myattr=val, val=self.db.myattr
|
||||
ndb - non-persistent attribute handler: same as db but does not create
|
||||
a database entry when storing data
|
||||
scripts - script-handler. Add new scripts to object with scripts.add()
|
||||
cmdset - cmdset-handler. Use cmdset.add() to add new cmdsets to object
|
||||
nicks - nick-handler. New nicks with nicks.add().
|
||||
|
||||
* Helper methods (see src.objects.objects.py for full headers)
|
||||
|
||||
search(ostring, global_search=False, attribute_name=None,
|
||||
use_nicks=False, location=None, ignore_errors=False, player=False)
|
||||
execute_cmd(raw_string)
|
||||
msg(text=None, **kwargs)
|
||||
msg_contents(message, exclude=None, from_obj=None, **kwargs)
|
||||
move_to(destination, quiet=False, emit_to_obj=None, use_destination=True)
|
||||
copy(new_key=None)
|
||||
delete()
|
||||
is_typeclass(typeclass, exact=False)
|
||||
swap_typeclass(new_typeclass, clean_attributes=False, no_default=True)
|
||||
access(accessing_obj, access_type='read', default=False)
|
||||
check_permstring(permstring)
|
||||
|
||||
* Hooks (these are class methods, so args should start with self):
|
||||
|
||||
basetype_setup() - only called once, used for behind-the-scenes
|
||||
setup. Normally not modified.
|
||||
basetype_posthook_setup() - customization in basetype, after the object
|
||||
has been created; Normally not modified.
|
||||
|
||||
at_object_creation() - only called once, when object is first created.
|
||||
Object customizations go here.
|
||||
at_object_delete() - called just before deleting an object. If returning
|
||||
False, deletion is aborted. Note that all objects
|
||||
inside a deleted object are automatically moved
|
||||
to their <home>, they don't need to be removed here.
|
||||
|
||||
at_init() - called whenever typeclass is cached from memory,
|
||||
at least once every server restart/reload
|
||||
at_cmdset_get() - this is called just before the command handler
|
||||
requests a cmdset from this object
|
||||
at_pre_puppet(player)- (player-controlled objects only) called just
|
||||
before puppeting
|
||||
at_post_puppet() - (player-controlled objects only) called just
|
||||
after completing connection player<->object
|
||||
at_pre_unpuppet() - (player-controlled objects only) called just
|
||||
before un-puppeting
|
||||
at_post_unpuppet(player) - (player-controlled objects only) called just
|
||||
after disconnecting player<->object link
|
||||
at_server_reload() - called before server is reloaded
|
||||
at_server_shutdown() - called just before server is fully shut down
|
||||
|
||||
at_access_success(accessing_obj, access_type) - called if an lock access
|
||||
check succeeded on this object
|
||||
at_access_failure(accessing_obj, access_type) - called if an lock access
|
||||
check failed on this object
|
||||
|
||||
at_before_move(destination) - called just before moving object
|
||||
to the destination. If returns False, move is cancelled.
|
||||
announce_move_from(destination) - called in old location, just
|
||||
before move, if obj.move_to() has quiet=False
|
||||
announce_move_to(source_location) - called in new location, just
|
||||
after move, if obj.move_to() has quiet=False
|
||||
at_after_move(source_location) - always called after a move has
|
||||
been successfully performed.
|
||||
at_object_leave(obj, target_location) - called when an object leaves
|
||||
this object in any fashion
|
||||
at_object_receive(obj, source_location) - called when this object receives
|
||||
another object
|
||||
|
||||
at_before_traverse(traversing_object) - (exit-objects only)
|
||||
called just before an object traverses this object
|
||||
at_after_traverse(traversing_object, source_location) - (exit-objects only)
|
||||
called just after a traversal has happened.
|
||||
at_failed_traverse(traversing_object) - (exit-objects only) called if
|
||||
traversal fails and property err_traverse is not defined.
|
||||
|
||||
at_msg_receive(self, msg, from_obj=None, **kwargs) - called when a message
|
||||
(via self.msg()) is sent to this obj.
|
||||
If returns false, aborts send.
|
||||
at_msg_send(self, msg, to_obj=None, **kwargs) - called when this objects
|
||||
sends a message to someone via self.msg().
|
||||
|
||||
return_appearance(looker) - describes this object. Used by "look"
|
||||
command by default
|
||||
at_desc(looker=None) - called by 'look' whenever the
|
||||
appearance is requested.
|
||||
at_get(getter) - called after object has been picked up.
|
||||
Does not stop pickup.
|
||||
at_drop(dropper) - called when this object has been dropped.
|
||||
at_say(speaker, message) - by default, called if an object inside this
|
||||
object speaks
|
||||
|
||||
"""
|
||||
pass
|
||||
|
|
|
|||
|
|
@ -1,90 +1,91 @@
|
|||
"""
|
||||
|
||||
Template module for Players
|
||||
|
||||
Copy this module up one level and name it as you like, then
|
||||
use it as a template to create your own Player class.
|
||||
|
||||
To make the default account login default to using a Player
|
||||
of your new type, change settings.BASE_PLAYER_TYPECLASS to point to
|
||||
your new class, e.g.
|
||||
|
||||
settings.BASE_PLAYER_TYPECLASS = "game.gamesrc.objects.myplayer.MyPlayer"
|
||||
|
||||
Note that objects already created in the database will not notice
|
||||
this change, you have to convert them manually e.g. with the
|
||||
@typeclass command.
|
||||
|
||||
"""
|
||||
from ev import Player as DefaultPlayer
|
||||
|
||||
class Player(DefaultPlayer):
|
||||
"""
|
||||
This class describes the actual OOC player (i.e. the user connecting
|
||||
to the MUD). It does NOT have visual appearance in the game world (that
|
||||
is handled by the character which is connected to this). Comm channels
|
||||
are attended/joined using this object.
|
||||
|
||||
It can be useful e.g. for storing configuration options for your game, but
|
||||
should generally not hold any character-related info (that's best handled
|
||||
on the character level).
|
||||
|
||||
Can be set using BASE_PLAYER_TYPECLASS.
|
||||
|
||||
|
||||
* available properties
|
||||
|
||||
key (string) - name of player
|
||||
name (string)- wrapper for user.username
|
||||
aliases (list of strings) - aliases to the object. Will be saved to database as AliasDB entries but returned as strings.
|
||||
dbref (int, read-only) - unique #id-number. Also "id" can be used.
|
||||
dbobj (Player, read-only) - link to database model. dbobj.typeclass points back to this class
|
||||
typeclass (Player, read-only) - this links back to this class as an identified only. Use self.swap_typeclass() to switch.
|
||||
date_created (string) - time stamp of object creation
|
||||
permissions (list of strings) - list of permission strings
|
||||
|
||||
user (User, read-only) - django User authorization object
|
||||
obj (Object) - game object controlled by player. 'character' can also be used.
|
||||
sessions (list of Sessions) - sessions connected to this player
|
||||
is_superuser (bool, read-only) - if the connected user is a superuser
|
||||
|
||||
* Handlers
|
||||
|
||||
locks - lock-handler: use locks.add() to add new lock strings
|
||||
db - attribute-handler: store/retrieve database attributes on this self.db.myattr=val, val=self.db.myattr
|
||||
ndb - non-persistent attribute handler: same as db but does not create a database entry when storing data
|
||||
scripts - script-handler. Add new scripts to object with scripts.add()
|
||||
cmdset - cmdset-handler. Use cmdset.add() to add new cmdsets to object
|
||||
nicks - nick-handler. New nicks with nicks.add().
|
||||
|
||||
* Helper methods
|
||||
|
||||
msg(text=None, **kwargs)
|
||||
swap_character(new_character, delete_old_character=False)
|
||||
execute_cmd(raw_string, sessid=None)
|
||||
search(ostring, global_search=False, attribute_name=None, use_nicks=False, location=None, ignore_errors=False, player=False)
|
||||
is_typeclass(typeclass, exact=False)
|
||||
swap_typeclass(new_typeclass, clean_attributes=False, no_default=True)
|
||||
access(accessing_obj, access_type='read', default=False)
|
||||
check_permstring(permstring)
|
||||
|
||||
* Hook methods (when re-implementation, remember methods need to have self as first arg)
|
||||
|
||||
basetype_setup()
|
||||
at_player_creation()
|
||||
|
||||
- note that the following hooks are also found on Objects and are
|
||||
usually handled on the character level:
|
||||
|
||||
at_init()
|
||||
at_cmdset_get()
|
||||
at_first_login()
|
||||
at_post_login(sessid=None)
|
||||
at_disconnect()
|
||||
at_message_receive()
|
||||
at_message_send()
|
||||
at_server_reload()
|
||||
at_server_shutdown()
|
||||
|
||||
"""
|
||||
pass
|
||||
"""
|
||||
|
||||
Template module for Players
|
||||
|
||||
Copy this module up one level and name it as you like, then
|
||||
use it as a template to create your own Player class.
|
||||
|
||||
To make the default account login default to using a Player
|
||||
of your new type, change settings.BASE_PLAYER_TYPECLASS to point to
|
||||
your new class, e.g.
|
||||
|
||||
settings.BASE_PLAYER_TYPECLASS = "game.gamesrc.objects.myplayer.MyPlayer"
|
||||
|
||||
Note that objects already created in the database will not notice
|
||||
this change, you have to convert them manually e.g. with the
|
||||
@typeclass command.
|
||||
|
||||
"""
|
||||
from ev import Player as DefaultPlayer
|
||||
|
||||
|
||||
class Player(DefaultPlayer):
|
||||
"""
|
||||
This class describes the actual OOC player (i.e. the user connecting
|
||||
to the MUD). It does NOT have visual appearance in the game world (that
|
||||
is handled by the character which is connected to this). Comm channels
|
||||
are attended/joined using this object.
|
||||
|
||||
It can be useful e.g. for storing configuration options for your game, but
|
||||
should generally not hold any character-related info (that's best handled
|
||||
on the character level).
|
||||
|
||||
Can be set using BASE_PLAYER_TYPECLASS.
|
||||
|
||||
|
||||
* available properties
|
||||
|
||||
key (string) - name of player
|
||||
name (string)- wrapper for user.username
|
||||
aliases (list of strings) - aliases to the object. Will be saved to database as AliasDB entries but returned as strings.
|
||||
dbref (int, read-only) - unique #id-number. Also "id" can be used.
|
||||
dbobj (Player, read-only) - link to database model. dbobj.typeclass points back to this class
|
||||
typeclass (Player, read-only) - this links back to this class as an identified only. Use self.swap_typeclass() to switch.
|
||||
date_created (string) - time stamp of object creation
|
||||
permissions (list of strings) - list of permission strings
|
||||
|
||||
user (User, read-only) - django User authorization object
|
||||
obj (Object) - game object controlled by player. 'character' can also be used.
|
||||
sessions (list of Sessions) - sessions connected to this player
|
||||
is_superuser (bool, read-only) - if the connected user is a superuser
|
||||
|
||||
* Handlers
|
||||
|
||||
locks - lock-handler: use locks.add() to add new lock strings
|
||||
db - attribute-handler: store/retrieve database attributes on this self.db.myattr=val, val=self.db.myattr
|
||||
ndb - non-persistent attribute handler: same as db but does not create a database entry when storing data
|
||||
scripts - script-handler. Add new scripts to object with scripts.add()
|
||||
cmdset - cmdset-handler. Use cmdset.add() to add new cmdsets to object
|
||||
nicks - nick-handler. New nicks with nicks.add().
|
||||
|
||||
* Helper methods
|
||||
|
||||
msg(text=None, **kwargs)
|
||||
swap_character(new_character, delete_old_character=False)
|
||||
execute_cmd(raw_string, sessid=None)
|
||||
search(ostring, global_search=False, attribute_name=None, use_nicks=False, location=None, ignore_errors=False, player=False)
|
||||
is_typeclass(typeclass, exact=False)
|
||||
swap_typeclass(new_typeclass, clean_attributes=False, no_default=True)
|
||||
access(accessing_obj, access_type='read', default=False)
|
||||
check_permstring(permstring)
|
||||
|
||||
* Hook methods (when re-implementation, remember methods need to have self as first arg)
|
||||
|
||||
basetype_setup()
|
||||
at_player_creation()
|
||||
|
||||
- note that the following hooks are also found on Objects and are
|
||||
usually handled on the character level:
|
||||
|
||||
at_init()
|
||||
at_cmdset_get()
|
||||
at_first_login()
|
||||
at_post_login(sessid=None)
|
||||
at_disconnect()
|
||||
at_message_receive()
|
||||
at_message_send()
|
||||
at_server_reload()
|
||||
at_server_shutdown()
|
||||
|
||||
"""
|
||||
pass
|
||||
|
|
|
|||
|
|
@ -19,6 +19,7 @@ from game.gamesrc.commands.examples import cmdset_red_button as cmdsetexamples
|
|||
# Definition of the object itself
|
||||
#
|
||||
|
||||
|
||||
class RedButton(Object):
|
||||
"""
|
||||
This class describes an evil red button. It will use the script
|
||||
|
|
|
|||
|
|
@ -1,32 +1,33 @@
|
|||
"""
|
||||
|
||||
Template module for Rooms
|
||||
|
||||
Copy this module up one level and name it as you like, then
|
||||
use it as a template to create your own Objects.
|
||||
|
||||
To make the default commands (such as @dig) default to creating rooms
|
||||
of your new type, change settings.BASE_ROOM_TYPECLASS to point to
|
||||
your new class, e.g.
|
||||
|
||||
settings.BASE_ROOM_TYPECLASS = "game.gamesrc.objects.myroom.MyRoom"
|
||||
|
||||
Note that objects already created in the database will not notice
|
||||
this change, you have to convert them manually e.g. with the
|
||||
@typeclass command.
|
||||
|
||||
"""
|
||||
|
||||
from ev import Room as DefaultRoom
|
||||
|
||||
class Room(DefaultRoom):
|
||||
"""
|
||||
Rooms are like any Object, except their location is None
|
||||
(which is default). They also use basetype_setup() to
|
||||
add locks so they cannot be puppeted or picked up.
|
||||
(to change that, use at_object_creation instead)
|
||||
|
||||
See examples/object.py for a list of
|
||||
properties and methods available on all Objects.
|
||||
"""
|
||||
pass
|
||||
"""
|
||||
|
||||
Template module for Rooms
|
||||
|
||||
Copy this module up one level and name it as you like, then
|
||||
use it as a template to create your own Objects.
|
||||
|
||||
To make the default commands (such as @dig) default to creating rooms
|
||||
of your new type, change settings.BASE_ROOM_TYPECLASS to point to
|
||||
your new class, e.g.
|
||||
|
||||
settings.BASE_ROOM_TYPECLASS = "game.gamesrc.objects.myroom.MyRoom"
|
||||
|
||||
Note that objects already created in the database will not notice
|
||||
this change, you have to convert them manually e.g. with the
|
||||
@typeclass command.
|
||||
|
||||
"""
|
||||
|
||||
from ev import Room as DefaultRoom
|
||||
|
||||
|
||||
class Room(DefaultRoom):
|
||||
"""
|
||||
Rooms are like any Object, except their location is None
|
||||
(which is default). They also use basetype_setup() to
|
||||
add locks so they cannot be puppeted or picked up.
|
||||
(to change that, use at_object_creation instead)
|
||||
|
||||
See examples/object.py for a list of
|
||||
properties and methods available on all Objects.
|
||||
"""
|
||||
pass
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue