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
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154 changed files with 5613 additions and 4054 deletions
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@ -1,90 +1,91 @@
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"""
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Template module for Players
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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 Player class.
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To make the default account login default to using a Player
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of your new type, change settings.BASE_PLAYER_TYPECLASS to point to
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your new class, e.g.
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settings.BASE_PLAYER_TYPECLASS = "game.gamesrc.objects.myplayer.MyPlayer"
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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 Player as DefaultPlayer
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class Player(DefaultPlayer):
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"""
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This class describes the actual OOC player (i.e. the user connecting
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to the MUD). It does NOT have visual appearance in the game world (that
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is handled by the character which is connected to this). Comm channels
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are attended/joined using this object.
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It can be useful e.g. for storing configuration options for your game, but
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should generally not hold any character-related info (that's best handled
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on the character level).
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Can be set using BASE_PLAYER_TYPECLASS.
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* available properties
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key (string) - name of player
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name (string)- wrapper for user.username
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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 (Player, read-only) - link to database model. dbobj.typeclass points back to this class
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typeclass (Player, 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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user (User, read-only) - django User authorization object
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obj (Object) - game object controlled by player. 'character' can also be used.
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sessions (list of Sessions) - sessions connected to this player
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is_superuser (bool, read-only) - if the connected user is a superuser
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* Handlers
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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
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msg(text=None, **kwargs)
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swap_character(new_character, delete_old_character=False)
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execute_cmd(raw_string, sessid=None)
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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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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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* Hook methods (when re-implementation, remember methods need to have self as first arg)
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basetype_setup()
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at_player_creation()
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- note that the following hooks are also found on Objects and are
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usually handled on the character level:
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at_init()
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at_cmdset_get()
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at_first_login()
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at_post_login(sessid=None)
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at_disconnect()
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at_message_receive()
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at_message_send()
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at_server_reload()
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at_server_shutdown()
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"""
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pass
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"""
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Template module for Players
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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 Player class.
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To make the default account login default to using a Player
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of your new type, change settings.BASE_PLAYER_TYPECLASS to point to
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your new class, e.g.
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settings.BASE_PLAYER_TYPECLASS = "game.gamesrc.objects.myplayer.MyPlayer"
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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 Player as DefaultPlayer
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class Player(DefaultPlayer):
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"""
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This class describes the actual OOC player (i.e. the user connecting
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to the MUD). It does NOT have visual appearance in the game world (that
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is handled by the character which is connected to this). Comm channels
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are attended/joined using this object.
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It can be useful e.g. for storing configuration options for your game, but
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should generally not hold any character-related info (that's best handled
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on the character level).
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Can be set using BASE_PLAYER_TYPECLASS.
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* available properties
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key (string) - name of player
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name (string)- wrapper for user.username
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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 (Player, read-only) - link to database model. dbobj.typeclass points back to this class
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typeclass (Player, 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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user (User, read-only) - django User authorization object
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obj (Object) - game object controlled by player. 'character' can also be used.
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sessions (list of Sessions) - sessions connected to this player
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is_superuser (bool, read-only) - if the connected user is a superuser
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* Handlers
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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
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msg(text=None, **kwargs)
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swap_character(new_character, delete_old_character=False)
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execute_cmd(raw_string, sessid=None)
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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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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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* Hook methods (when re-implementation, remember methods need to have self as first arg)
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basetype_setup()
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at_player_creation()
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- note that the following hooks are also found on Objects and are
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usually handled on the character level:
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at_init()
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at_cmdset_get()
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at_first_login()
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at_post_login(sessid=None)
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at_disconnect()
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at_message_receive()
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at_message_send()
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at_server_reload()
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at_server_shutdown()
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"""
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pass
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