Run Migrate. Implemented a full separation between Player and Character - Players (OOC entities) can now also hold cmdsets and execute commands. This means that "disconnecting" from a Character becomes possible, putting the Player in an "OOC" state outside the game. This overall makes the game much more stable since there used to be issues if the character was destroyed. Having an OOC set also avoids the previous problem of @puppeting into an object that didn't have any cmdset of its own - you couldn't get back out! A new default OOC-Cmdset handles commands available to a player while OOC. Commands in this set are applied with a low priority, allowing "IC" mode to give precedence if desired.
This change meant several changes to the lock and permission functionality, since it becomes important if permissions are assigned on the Player or on their Character (lock functions pperm() and pid() etc check on Player rather than Character). This has the boon of allowing Admins to switch and play/test the game as a "Low access" character as they like. Plenty of bug fixes and adjustments. Migrations should make sure to move over all data properly.
This commit is contained in:
parent
ce2a8e9ffe
commit
28fe2ad3f4
37 changed files with 1622 additions and 555 deletions
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@ -6,6 +6,7 @@ Building and world design commands
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from django.conf import settings
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from src.objects.models import ObjectDB, ObjAttribute
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from src.players.models import PlayerAttribute
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from src.utils import create, utils, debug
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from src.commands.default.muxcommand import MuxCommand
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@ -122,7 +123,7 @@ class CmdSetObjAlias(MuxCommand):
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old_aliases = obj.aliases
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if old_aliases:
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caller.msg("Cleared aliases from %s: %s" % (obj.key, ", ".join(old_aliases)))
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del obj.dbobj.aliases # TODO: del does not understand indirect typeclass reference!
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del obj.dbobj.aliases
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else:
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caller.msg("No aliases to clear.")
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return
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@ -1389,16 +1390,25 @@ class CmdExamine(ObjManipCommand):
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Usage:
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examine [<object>[/attrname]]
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examine [*<player>[/attrname]]
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Switch:
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player - examine a Player (same as adding *)
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The examine command shows detailed game info about an
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object and optionally a specific attribute on it.
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If object is not specified, the current location is examined.
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Append a * before the search string to examine a player.
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"""
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key = "@examine"
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aliases = ["@ex","ex", "exam", "examine"]
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locks = "cmd:perm(examine) or perm(Builders)"
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help_category = "Building"
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player_mode = False
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def format_attributes(self, obj, attrname=None, crop=True):
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"""
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Helper function that returns info about attributes and/or
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@ -1411,7 +1421,10 @@ class CmdExamine(ObjManipCommand):
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except Exception:
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ndb_attr = None
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else:
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db_attr = [(attr.key, attr.value) for attr in ObjAttribute.objects.filter(db_obj=obj)]
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if player_mode:
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db_attr = [(attr.key, attr.value) for attr in PlayerAttribute.objects.filter(db_obj=obj)]
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else:
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db_attr = [(attr.key, attr.value) for attr in ObjAttribute.objects.filter(db_obj=obj)]
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try:
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ndb_attr = [(aname, avalue) for aname, avalue in obj.ndb.__dict__.items()]
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except Exception:
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@ -1439,24 +1452,25 @@ class CmdExamine(ObjManipCommand):
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returns a string.
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"""
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if obj.has_player:
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if hasattr(obj, "has_player") and obj.has_player:
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string = "\n{wName/key{n: {c%s{n (%s)" % (obj.name, obj.dbref)
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else:
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string = "\n{wName/key{n: {C%s{n (%s)" % (obj.name, obj.dbref)
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if obj.aliases:
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if hasattr(obj, "aliases") and obj.aliases:
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string += "\n{wAliases{n: %s" % (", ".join(obj.aliases))
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if obj.has_player:
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if hasattr(obj, "has_player") and obj.has_player:
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string += "\n{wPlayer{n: {c%s{n" % obj.player.name
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perms = obj.player.permissions
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if obj.player.is_superuser:
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perms = ["<Superuser>"]
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elif not perms:
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perms = ["<None>"]
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string += "\n{wPlayer Perms{n: %s" % (", ".join(perms))
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string += "\n{wPlayer Perms{n: %s" % (", ".join(perms))
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string += "\n{wTypeclass{n: %s (%s)" % (obj.typeclass, obj.typeclass_path)
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string += "\n{wLocation{n: %s" % obj.location
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if obj.destination:
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if hasattr(obj, "location"):
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string += "\n{wLocation{n: %s" % obj.location
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if hasattr(obj, "destination") and obj.destination:
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string += "\n{wDestination{n: %s" % obj.destination
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perms = obj.permissions
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if perms:
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@ -1467,8 +1481,8 @@ class CmdExamine(ObjManipCommand):
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if not (len(obj.cmdset.all()) == 1 and obj.cmdset.current.key == "Empty"):
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cmdsetstr = "\n".join([utils.fill(cmdset, indent=2) for cmdset in str(obj.cmdset).split("\n")])
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string += "\n{wCurrent Cmdset (before permission checks){n:\n %s" % cmdsetstr
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if obj.scripts.all():
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string += "\n{wCurrent Cmdset (including permission checks){n:\n %s" % cmdsetstr
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if hasattr(obj, "scripts") and hasattr(obj.scripts, "all") and obj.scripts.all():
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string += "\n{wScripts{n:\n %s" % obj.scripts
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# add the attributes
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string += self.format_attributes(obj)
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@ -1476,21 +1490,21 @@ class CmdExamine(ObjManipCommand):
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exits = []
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pobjs = []
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things = []
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for content in obj.contents:
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if content.destination:
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# an exit
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exits.append(content)
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elif content.player:
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pobjs.append(content)
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else:
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things.append(content)
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if exits:
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string += "\n{wExits{n: " + ", ".join([exit.name for exit in exits])
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if pobjs:
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string += "\n{wCharacters{n: " + ", ".join(["{c%s{n" % pobj.name for pobj in pobjs])
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if things:
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string += "\n{wContents{n: " + ", ".join([cont.name for cont in obj.contents
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if cont not in exits and cont not in pobjs])
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if hasattr(obj, "contents"):
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for content in obj.contents:
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if content.destination:
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exits.append(content)
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elif content.player:
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pobjs.append(content)
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else:
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things.append(content)
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if exits:
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string += "\n{wExits{n: " + ", ".join([exit.name for exit in exits])
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if pobjs:
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string += "\n{wCharacters{n: " + ", ".join(["{c%s{n" % pobj.name for pobj in pobjs])
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if things:
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string += "\n{wContents{n: " + ", ".join([cont.name for cont in obj.contents
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if cont not in exits and cont not in pobjs])
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#output info
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return "-"*78 + '\n' + string.strip() + "\n" + '-'*78
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@ -1506,36 +1520,35 @@ class CmdExamine(ObjManipCommand):
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caller.execute_cmd('look %s' % obj.name)
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return
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string = self.format_output(obj)
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else:
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# we have given a specific target object
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string = ""
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for objdef in self.lhs_objattr:
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obj_name = objdef['name']
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obj_attrs = objdef['attrs']
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obj = caller.search(obj_name)
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if not obj:
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continue
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if not obj.access(caller, 'examine'):
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#If we don't have special info access, just look at the object instead.
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caller.execute_cmd('look %s' % obj_name)
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continue
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if obj_attrs:
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for attrname in obj_attrs:
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# we are only interested in specific attributes
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string += self.format_attributes(obj, attrname, crop=False)
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else:
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string += self.format_output(obj)
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string = string.strip()
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# Send it all
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if string:
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caller.msg(string.strip())
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return
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# we have given a specific target object
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string = ""
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for objdef in self.lhs_objattr:
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obj_name = objdef['name']
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obj_attrs = objdef['attrs']
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global player_mode
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player_mode = "player" in self.switches or obj_name.startswith('*')
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obj = caller.search(obj_name, player=player_mode)
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if not obj:
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continue
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if not obj.access(caller, 'examine'):
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#If we don't have special info access, just look at the object instead.
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caller.execute_cmd('look %s' % obj_name)
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continue
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if obj_attrs:
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for attrname in obj_attrs:
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# we are only interested in specific attributes
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string += self.format_attributes(obj, attrname, crop=False)
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else:
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string += self.format_output(obj)
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caller.msg(string.strip())
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class CmdFind(MuxCommand):
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