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:
Griatch 2011-04-23 11:54:08 +00:00
parent ce2a8e9ffe
commit 28fe2ad3f4
37 changed files with 1622 additions and 555 deletions

View file

@ -5,11 +5,13 @@ now.
import time
from django.conf import settings
from src.server.sessionhandler import SESSIONS
from src.objects.models import HANDLE_SEARCH_ERRORS
from src.utils import utils
from src.objects.models import Nick
from src.objects.models import ObjectNick as Nick
from src.commands.default.muxcommand import MuxCommand
AT_SEARCH_RESULT = utils.mod_import(*settings.SEARCH_AT_RESULT.rsplit('.', 1))
BASE_PLAYER_TYPECLASS = settings.BASE_PLAYER_TYPECLASS
class CmdHome(MuxCommand):
"""
home
@ -45,7 +47,7 @@ class CmdLook(MuxCommand):
Observes your location or objects in your vicinity.
"""
key = "look"
aliases = ["l"]
aliases = ["l", "ls"]
locks = "cmd:all()"
def func(self):
@ -53,18 +55,19 @@ class CmdLook(MuxCommand):
Handle the looking.
"""
caller = self.caller
args = self.args # caller.msg(inp)
args = self.args
if args:
# Use search to handle duplicate/nonexistant results.
looking_at_obj = caller.search(args, use_nicks=True)
if not looking_at_obj:
return
return
else:
looking_at_obj = caller.location
if not looking_at_obj:
caller.msg("Location: None")
caller.msg("You have no location to look at!")
return
if not hasattr(looking_at_obj, 'return_appearance'):
# this is likely due to us having a player instead
looking_at_obj = looking_at_obj.character
@ -89,6 +92,8 @@ class CmdPassword(MuxCommand):
"hook function."
caller = self.caller
if hasattr(caller, "player"):
caller = caller.player
if not self.rhs:
caller.msg("Usage: @password <oldpass> = <newpass>")
@ -96,7 +101,7 @@ class CmdPassword(MuxCommand):
oldpass = self.lhslist[0] # this is already stripped by parse()
newpass = self.rhslist[0] # ''
try:
uaccount = caller.player.user
uaccount = caller.user
except AttributeError:
caller.msg("This is only applicable for players.")
return
@ -309,7 +314,7 @@ class CmdDrop(MuxCommand):
# those in our inventory.
results = [obj for obj in results if obj in caller.contents]
# now we send it into the handler.
obj = HANDLE_SEARCH_ERRORS(caller, self.args, results, False)
obj = AT_SEARCH_RESULT(caller, self.args, results, False)
if not obj:
return
@ -348,13 +353,13 @@ class CmdWho(MuxCommand):
who
doing
Shows who is currently online. Doing is an
alias that limits info also for those with
all permissions.
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):
"""
@ -518,17 +523,20 @@ class CmdEncoding(MuxCommand):
Sets the encoding.
"""
caller = self.caller
if hasattr(caller, 'player'):
caller = caller.player
if 'clear' in self.switches:
# remove customization
old_encoding = caller.player.db.encoding
old_encoding = caller.db.encoding
if old_encoding:
string = "Your custom text encoding ('%s') was cleared." % old_encoding
else:
string = "No custom encoding was set."
del caller.player.db.encoding
del caller.db.encoding
elif not self.args:
# just list the encodings supported
pencoding = caller.player.db.encoding
pencoding = caller.db.encoding
string = ""
if pencoding:
string += "Default encoding: {g%s{n (change with {w@encoding <encoding>{n)" % pencoding
@ -539,9 +547,9 @@ class CmdEncoding(MuxCommand):
string = "No encodings found."
else:
# change encoding
old_encoding = caller.player.db.encoding
old_encoding = caller.db.encoding
encoding = self.args
caller.player.db.encoding = encoding
caller.db.encoding = encoding
string = "Your custom text encoding was changed from '%s' to '%s'." % (old_encoding, encoding)
caller.msg(string.strip())
@ -579,3 +587,141 @@ class CmdAccess(MuxCommand):
if hasattr(caller, 'player'):
string += "\nPlayer {c%s{n: %s" % (caller.player.key, pperms)
caller.msg(string)
# OOC commands
class CmdOOCLook(CmdLook):
"""
ooc look
Usage:
look
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_cateogory = "General"
def func(self):
"implement the command"
self.character = None
if utils.inherits_from(self.caller, "src.objects.objects.Object"):
# An object of some type is calling. Convert to player.
self.character = self.caller
self.caller = self.caller.player
if not self.character:
string = "You are out-of-character (OOC). "
string += "Use {w@ic{n to get back to the game, {whelp{n for more info."
self.caller.msg(string)
else:
self.caller = self.character # we have to put this back for normal look to work.
super(CmdLook, self).func()
class CmdIC(MuxCommand):
"""
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. 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 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):
"""
Simple puppet method
"""
caller = self.caller
if utils.inherits_from(caller, "src.objects.objects.Object"):
caller = caller.player
new_character = None
if not self.args:
new_character = caller.db.last_puppet
if not new_character:
caller.msg("Usage: @ic <character>")
return
if not new_character:
# search for a matching character
new_character = caller.search(self.args)
if not new_character:
# the search method handles error messages etc.
return
if new_character.player:
if new_character.player == caller:
caller.msg("{RYou already are {c%s{n." % new_character.name)
else:
caller.msg("{c%s{r is already acted by another player.{n" % new_character.name)
return
if not new_character.access(caller, "puppet"):
caller.msg("{rYou may not become %s.{n" % new_character.name)
return
old_char = None
if caller.character:
# save the old character. We only assign this to last_puppet if swap is successful.
old_char = caller.character
if caller.swap_character(new_character):
new_character.msg("\n{gYou become {c%s{n.\n" % new_character.name)
caller.db.last_puppet = old_char
new_character.execute_cmd("look")
else:
caller.msg("{rYou cannot become {C%s{n." % new_character.name)
class CmdOOC(MuxCommand):
"""
@ooc - 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"
caller = self.caller
if utils.inherits_from(caller, "src.objects.objects.Object"):
caller = self.caller.player
if not caller.character:
string = "You are already OOC."
caller.msg(string)
return
caller.db.last_puppet = caller.character
# disconnect
caller.character.player = None
caller.character = None
caller.msg("\n{GYou go OOC.{n\n")
caller.execute_cmd("look")