Reshuffling the Evennia package into the new template paradigm.

This commit is contained in:
Griatch 2015-01-06 14:53:45 +01:00
parent 2846e64833
commit 2b3a32e447
371 changed files with 17250 additions and 304 deletions

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"""
Template for Characters
Copy this module up one level and name it as you like, then
use it as a template to create your own Character class.
To make new logins default to creating characters
of your new type, change settings.BASE_CHARACTER_TYPECLASS to point to
your new class, e.g.
settings.BASE_CHARACTER_TYPECLASS = "game.gamesrc.objects.mychar.MyChar"
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 Character as DefaultCharacter
class Character(DefaultCharacter):
"""
The Character is like any normal Object (see example/object.py for
a list of properties and methods), except it actually implements
some of its hook methods to do some work:
at_basetype_setup - always assigns the default_cmdset to this object type
(important!)sets locks so character cannot be picked up
and its commands only be called by itself, not anyone else.
(to change things, use at_object_creation() instead)
at_after_move - launches the "look" command
at_post_puppet(player) - when Player disconnects from the Character, we
store the current location, so the "unconnected" character
object does not need to stay on grid but can be given a
None-location while offline.
at_pre_puppet - just before Player re-connects, retrieves the character's
old location and puts it back on the grid with a "charname
has connected" message echoed to the room
"""
pass

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"""
Template module for Exits
Copy this module up one level and name it as you like, then
use it as a template to create your own Exits.
To make the default commands (such as @dig/@open) default to creating exits
of your new type, change settings.BASE_EXIT_TYPECLASS to point to
your new class, e.g.
settings.BASE_EXIT_TYPECLASS = "game.gamesrc.objects.myexit.MyExit"
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 Exit as DefaultExit
class Exit(DefaultExit):
"""
Exits are connectors between rooms. Exits are normal Objects except
they defines the 'destination' property. It also does work in the
following methods:
basetype_setup() - sets default exit locks (to change, use at_object_creation instead)
at_cmdset_get(**kwargs) - this is called when the cmdset is accessed and should
rebuild the Exit cmdset along with a command matching the name
of the Exit object. Conventionally, a kwarg 'force_init'
should force a rebuild of the cmdset, this is triggered
by the @alias command when aliases are changed.
at_failed_traverse() - gives a default error message ("You cannot
go there") if exit traversal fails and an
attribute err_traverse is not defined.
Relevant hooks to overload (compared to other types of Objects):
at_before_traverse(traveller) - called just before traversing
at_after_traverse(traveller, source_loc) - called just after traversing
at_failed_traverse(traveller) - called if traversal failed for some reason. Will
not be called if the attribute 'err_traverse' is
defined, in which case that will simply be echoed.
"""
pass

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"""
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.
back to this class
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(**kwargs) - this is called just before the command handler
requests a cmdset from this object. The kwargs are
not normally used unless the cmdset is created
dynamically (see e.g. Exits).
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(result, accessing_obj, access_type) - called with the result
of a lock access check on this object. Return value
does not affect check result.
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

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"""
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.
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(**kwargs)
at_first_login()
at_post_login(sessid=None)
at_disconnect()
at_message_receive()
at_message_send()
at_server_reload()
at_server_shutdown()
"""
pass

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"""
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

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"""
Template module for Scripts
Copy this module up one level to gamesrc/scripts and name it
appropriately, then use that as a template to create your own script.
Test scripts in-game e.g. with the @script command. In code you can
create new scripts of a given class with
script = ev.create.script("path.to.module.and.class")
Scripts are objects that handle everything in the game having
a time-component (i.e. that may change with time, with or without
a player being involved in the change). Scripts can work like "events",
in that they are triggered at regular intervals to do a certain script,
but an Script set on an object can also be responsible for silently
checking if its state changes, so as to update it. Evennia use several
in-built scripts to keep track of things like time, to clean out
dropped connections etc.
"""
from ev import Script as BaseScript
class ExampleScript(BaseScript):
"""
A script type is customized by redefining some or all of its hook
methods and variables.
* available properties
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.
date_created (string) - time stamp of object creation
permissions (list of strings) - list of permission strings
desc (string) - optional description of script, shown in listings
obj (Object) - optional object that this script is connected to
and acts on (set automatically by obj.scripts.add())
interval (int) - how often script should run, in seconds. <0 turns
off ticker
start_delay (bool) - if the script should start repeating right away or
wait self.interval seconds
repeats (int) - how many times the script should repeat before
stopping. 0 means infinite repeats
persistent (bool) - if script should survive a server shutdown or not
is_active (bool) - if script is currently running
* 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
* Helper methods
start() - start script (this usually happens automatically at creation
and obj.script.add() etc)
stop() - stop script, and delete it
pause() - put the script on hold, until unpause() is called. If script
is persistent, the pause state will survive a shutdown.
unpause() - restart a previously paused script. The script will continue
from the paused timer (but at_start() will be called).
time_until_next_repeat() - if a timed script (interval>0), returns time
until next tick
* Hook methods (should also include self as the first argument):
at_script_creation() - called only once, when an object of this
class is first created.
is_valid() - is called to check if the script is valid to be running
at the current time. If is_valid() returns False, the running
script is stopped and removed from the game. You can use this
to check state changes (i.e. an script tracking some combat
stats at regular intervals is only valid to run while there is
actual combat going on).
at_start() - Called every time the script is started, which for persistent
scripts is at least once every server start. Note that this is
unaffected by self.delay_start, which only delays the first
call to at_repeat().
at_repeat() - Called every self.interval seconds. It will be called
immediately upon launch unless self.delay_start is True, which
will delay the first call of this method by self.interval
seconds. If self.interval==0, this method will never
be called.
at_stop() - Called as the script object is stopped and is about to be
removed from the game, e.g. because is_valid() returned False.
at_server_reload() - Called when server reloads. Can be used to
save temporary variables you want should survive a reload.
at_server_shutdown() - called at a full server shutdown.
"""
pass