Fixed a bunch of small issues. The RedButton example hasn't been working for a while, should be ok again now - also cleaned it up a bit.
This commit is contained in:
parent
1d93d8295f
commit
334c0b1d08
10 changed files with 87 additions and 94 deletions
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@ -10,8 +10,6 @@ cmdset - this way you can often re-use the commands too.
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import random
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from src.commands.cmdset import CmdSet
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from game.gamesrc.commands.basecommand import Command
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from game.gamesrc.scripts.examples import red_button_scripts as scriptexamples
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# Some simple commands for the red button
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@ -70,24 +68,20 @@ class CmdPush(Command):
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"""
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if self.obj.db.lid_open:
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# assign the blind state script to the caller.
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# this will assign the restricted BlindCmdset to
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# the caller at startup, and remove it again
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# once the time has run out
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self.caller.scripts.add(scriptexamples.BlindedState)
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string = "You reach out to press the big red button ..."
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string += "\n\nA BOOM! A bright light blinds you!"
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string += "\nThe world goes dark ..."
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self.caller.msg(string)
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self.caller.location.msg_contents("%s presses the button. BOOM! %s is blinded by a flash!" %
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(self.caller.name, self.caller.name), exclude=self.caller)
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# the button's method will handle all setup of scripts etc.
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self.obj.press_button(self.caller)
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else:
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string = "You cannot push the button - there is a glass lid covering it."
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self.caller.msg(string)
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class CmdSmashGlass(Command):
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"""
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smash glass
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@ -142,22 +136,15 @@ class CmdOpenLid(Command):
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if self.obj.db.lid_locked:
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self.caller.msg("This lid seems locked in place for the moment.")
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return
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string += "\nA ticking sound is heard, like a winding mechanism. Seems "
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string = "\nA ticking sound is heard, like a winding mechanism. Seems "
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string += "the lid will soon close again."
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self.db.lid_open = False
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# add the relevant cmdsets to button
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self.obj.cmdset.add(LidClosedCmdsSet)
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# add the lid-close ticker script
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self.obj.scripts.add(scriptexamples.LidCloseTimer)
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# add more info to the button description
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desc = self.obj.db.closed_desc
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self.obj.db.temp_desc = desc
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self.obj.db.desc = "%s\n%s" % (desc, "Its glass cover is open and the button exposed.")
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self.caller.msg(string)
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self.caller.location.msg_contents("%s opens the lid of the button." %
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(self.caller.name), exclude=self.caller)
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# add the relevant cmdsets to button
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self.obj.cmdset.add(LidClosedCmdSet)
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# call object method
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self.obj.open_lid()
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class CmdCloseLid(Command):
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@ -176,12 +163,9 @@ class CmdCloseLid(Command):
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def func(self):
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"Close the lid"
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if self.db.closed_desc:
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self.obj.desc = self.db.closed_desc
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self.obj.db.lid_open = False
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self.obj.close_lid()
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# this will clean out scripts dependent on lid being open.
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self.obj.scripts.validate()
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self.caller.msg("You close the button's lid. It clicks back into place.")
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self.caller.location.msg_contents("%s closes the button's lid." %
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(self.caller.name), exclude=self.caller)
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@ -313,8 +297,8 @@ class BlindCmdSet(CmdSet):
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def at_cmdset_creation(self):
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"Setup the blind cmdset"
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from game.gamesrc.commands.default.general import CmdSay
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from game.gamesrc.commands.default.general import CmdPose
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from src.commands.default.general import CmdSay
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from src.commands.default.general import CmdPose
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self.add(CmdSay())
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self.add(CmdPose())
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self.add(CmdBlindLook())
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@ -25,6 +25,12 @@ class RedButton(Object):
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definition in game/gamesrc/events/example.py to blink at regular
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intervals. It also uses a series of script and commands to handle
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pushing the button and causing effects when doing so.
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The following attributes can be set on the button:
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desc_lid_open - description when lid is open
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desc_lid_closed - description when lid is closed
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desc_lamp_broken - description when lamp is broken
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"""
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def at_object_creation(self):
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"""
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@ -43,11 +49,9 @@ class RedButton(Object):
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self.db.lamp_works = True
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self.db.lid_locked = False
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# set the default cmdset to the object. This will by default surivive
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# a server reboot (otherwise we could have used permanent=False).
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self.cmdset.add_default(cmdsetexamples.DefaultCmdSet)
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self.cmdset.add_default(cmdsetexamples.DefaultCmdSet, permanent=True)
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# since the other cmdsets relevant to the button are added 'on the fly',
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# since the cmdsets relevant to the button are added 'on the fly',
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# we need to setup custom scripts to do this for us (also, these scripts
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# check so they are valid (i.e. the lid is actually still closed)).
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# The AddClosedCmdSet script makes sure to add the Closed-cmdset.
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@ -57,7 +61,7 @@ class RedButton(Object):
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# state-changing methods
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def open_lid(self, feedback=True):
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def open_lid(self):
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"""
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Opens the glass lid and start the timer so it will soon close
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again.
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@ -65,18 +69,13 @@ class RedButton(Object):
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if self.db.lid_open:
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return
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desc = "This is a large red button, inviting yet evil-looking. "
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desc += "Its glass cover is open and the button exposed."
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desc = self.db.desc_lid_open
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if not desc:
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desc = "This is a large red button, inviting yet evil-looking. "
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desc += "Its glass cover is open and the button exposed."
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self.db.desc = desc
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self.db.lid_open = True
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if feedback and self.location:
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string = "The lid slides clear of the button with a click."
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string += "\nA ticking sound is heard, suggesting the lid might have"
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string += " some sort of timed locking mechanism."
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self.location.msg_contents(string)
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# with the lid open, we validate scripts; this will clean out
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# scripts that depend on the lid to be closed.
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self.scripts.validate()
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@ -86,7 +85,7 @@ class RedButton(Object):
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# (this one cleans itself after being called once)
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self.scripts.add(scriptexamples.CloseLidEvent)
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def close_lid(self, feedback=True):
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def close_lid(self):
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"""
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Close the glass lid. This validates all scripts on the button,
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which means that scripts only being valid when the lid is open
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@ -95,16 +94,13 @@ class RedButton(Object):
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if not self.db.lid_open:
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return
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desc = "This is a large red button, inviting yet evil-looking. "
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desc += "Its glass cover is closed, protecting it."
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desc = self.db.desc_lid_closed
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if not desc:
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desc = "This is a large red button, inviting yet evil-looking. "
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desc += "Its glass cover is closed, protecting it."
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self.db.desc = desc
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self.db.lid_open = False
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if feedback and self.location:
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string = "With a click the lid slides back, securing the button once again."
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self.location.msg_contents(string)
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# clean out scripts depending on lid to be open
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self.scripts.validate()
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# add scripts related to the closed state
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@ -116,11 +112,14 @@ class RedButton(Object):
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"""
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self.db.lamp_works = False
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self.db.desc = "The big red button has stopped blinking for the time being."
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desc = self.db.desc_lamp_broken
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if not desc:
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self.db.desc += "\nThe big red button has stopped blinking for the time being."
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else:
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self.db.desc = desc
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if feedback and self.location:
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string = "The lamp flickers, the button going dark."
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self.location.msg_contents(string)
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self.location.msg_contents("The lamp flickers, the button going dark.")
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self.scripts.validate()
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def press_button(self, pobject):
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@ -251,7 +251,7 @@ class DeactivateButtonEvent(Script):
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(that just controls when at_repeat() is called)
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"""
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# closing the lid will also add the ClosedState script
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self.obj.close_lid(feedback=False)
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self.obj.close_lid()
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# lock the lid so other players can't access it until the
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# first one's effect has worn off.
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self.obj.db.lid_locked = True
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@ -278,13 +278,11 @@ class CmdSetHandler(object):
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def add_default(self, cmdset, emit_to_obj=None, permanent=True):
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"""
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Add a new default cmdset. If an old default existed,
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it is replaced. If permanent is set, a script will be created to
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add the cmdset to the object.
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it is replaced. If permanent is set, the set will survive a reboot.
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cmdset - can be a cmdset object or the python path to
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an instance of such an object.
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emit_to_obj - an object to receive error messages.
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permanent - create a script that assigns this script every
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startup/login.
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permanent - save cmdset across reboots
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See also the notes for self.add(), which applies here too.
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"""
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if callable(cmdset):
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@ -181,7 +181,7 @@ class CmdBatchCommands(MuxCommand):
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Build from batch-command file
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Usage:
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@batchcommands[/interactive] <python path to file>
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@batchcommands[/interactive] <python.path.to.file>
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Switch:
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interactive - this mode will offer more control when
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@ -361,7 +361,8 @@ def holds(accessing_obj, accessed_obj, objid, *args, **kwargs):
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if dbref and any((True for obj in contains if obj.id == dbref)):
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return True
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objid = objid.lower()
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return any((True for obj in contains if obj.name.lower() == objid))
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return any((True for obj in contains
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if obj.name.lower() == objid or objid in [al.lower() for al in obj.aliases]))
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def carried(accessing_obj, accessed_obj):
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"""
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@ -379,8 +380,8 @@ def objcarried(accessing_obj, accessed_obj):
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objcarried()
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Like carried, except this lock looks for a property "obj" on the accessed_obj
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and tries to determing if *this* is carried by accessing_obj. This works well
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for commands and scripts.
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and tries to determine if *this* is carried by accessing_obj. This works well
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for accessing commands and scripts.
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"""
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return hasattr(accessed_obj, "obj") and accessed_obj.obj and \
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hasattr(accessed_obj.obj, "location") and accessed_obj.obj.location == accessing_obj
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@ -175,9 +175,9 @@ CMDSET_OOC = "game.gamesrc.commands.basecmdset.OOCCmdSet"
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# Base paths for typeclassed object classes. These paths must be
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# defined relative evennia's root directory. They will be searched in
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# order to find relative typeclass paths.
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OBJECT_TYPECLASS_PATHS = ["game.gamesrc.objects", "game.gamesrc.objects.examples"]
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SCRIPT_TYPECLASS_PATHS = ["game.gamesrc.scripts", "game.gamesrc.scripts.examples"]
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PLAYER_TYPECLASS_PATHS = ["game.gamesrc.objects"]
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OBJECT_TYPECLASS_PATHS = ["game.gamesrc.objects", "game.gamesrc.objects.examples", "contrib"]
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SCRIPT_TYPECLASS_PATHS = ["game.gamesrc.scripts", "game.gamesrc.scripts.examples", "contrib"]
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PLAYER_TYPECLASS_PATHS = ["game.gamesrc.objects", "contrib"]
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# Typeclass for player objects (linked to a character) (fallback)
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BASE_PLAYER_TYPECLASS = "game.gamesrc.objects.baseobjects.Player"
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@ -196,7 +196,7 @@ BASE_EXIT_TYPECLASS = "game.gamesrc.objects.baseobjects.Exit"
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# Python path to a directory to be searched for batch scripts
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# for the batch processors (.ev and/or .py files).
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BASE_BATCHPROCESS_PATH = 'game.gamesrc.world'
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BASE_BATCHPROCESS_PATHS = ['game.gamesrc.world', 'contrib']
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###################################################
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# Game Time setup
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@ -22,6 +22,7 @@ these to create custom managers.
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"""
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import sys
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try:
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import cPickle as pickle
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except ImportError:
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@ -664,6 +665,7 @@ class TypedObject(SharedMemoryModel):
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typeclass = object.__getattribute__(self, "_path_import")(tpath)
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if callable(typeclass):
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# don't return yet, we must cache this further down.
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errstring = ""
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break
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elif hasattr(typeclass, '__file__'):
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errstring += "\n%s seems to be just the path to a module. You need" % tpath
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@ -674,7 +676,7 @@ class TypedObject(SharedMemoryModel):
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if not callable(typeclass):
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# Still not a valid import. Fallback to default.
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defpath = object.__getattribute__(self, "default_typeclass_path")
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errstring += " Using Default class '%s'." % defpath
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errstring += "\n\nUsing Default class '%s'." % defpath
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self.db_typeclass_path = defpath
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self.save()
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logger.log_errmsg(errstring)
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@ -716,16 +718,22 @@ class TypedObject(SharedMemoryModel):
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try:
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modpath, class_name = path.rsplit('.', 1)
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module = __import__(modpath, fromlist=[class_name])
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return module.__dict__[class_name]
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except ImportError:
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trc = traceback.format_exc()
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errstring = "\n%s\nError importing '%s'." % (trc, path)
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return module.__dict__[class_name]
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except ImportError:
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trc = sys.exc_traceback
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if not trc.tb_next:
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# we separate between not finding the module, and finding a buggy one.
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errstring += "(Tried path '%s')." % path
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else:
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# a bug in the module is reported normally.
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trc = traceback.format_exc()
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errstring += "\n%sError importing '%s'." % (trc, path)
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except KeyError:
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errstring = "No class '%s' was found in module '%s'."
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errstring = errstring % (class_name, modpath)
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except Exception:
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trc = traceback.format_exc()
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errstring = "\n%s\nImporting '%s' failed." % (trc, path)
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errstring = "\n%sException importing '%s'." % (trc, path)
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# return the error.
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return errstring
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@ -163,29 +163,30 @@ def read_batchfile(pythonpath, file_ending='.py'):
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"""
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# open the file
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if pythonpath and not (pythonpath.startswith('src.') or
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pythonpath.startswith('game.')):
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pythonpath = "%s.%s" % (settings.BASE_BATCHPROCESS_PATH,
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pythonpath)
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abspath = utils.pypath_to_realpath(pythonpath, file_ending)
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if pythonpath and not (pythonpath.startswith('src.') or pythonpath.startswith('game.')):
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abspaths = []
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for basepath in settings.BASE_BATCHPROCESS_PATHS:
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abspaths.append(utils.pypath_to_realpath("%s.%s" % (basepath, pythonpath), file_ending))
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else:
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abspaths = [pythonpath]
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fobj = None
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for file_encoding in ENCODINGS:
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# try different encodings, in order
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err = None
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try:
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# we read the file directly into unicode.
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fobj = codecs.open(abspath, 'r', encoding=file_encoding)
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except IOError:
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# try again without the appended file ending
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abspath2 = utils.pypath_to_realpath(pythonpath, None)
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try:
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load_errors = []
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for abspath in abspaths:
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# try different paths, until we get a match
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try:
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# we read the file directly into unicode.
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fobj = codecs.open(abspath, 'r', encoding=file_encoding)
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except IOError:
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string = "Could not open batchfile '%s', nor '%s'."
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logger.log_errmsg(string % (abspath2, abspath))
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return None
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except IOError:
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load_errors.append("Could not open batchfile '%s'." % abspath)
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continue
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break
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if not fobj:
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continue
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load_errors = []
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err =None
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# We have successfully found and opened the file. Now actually
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# try to decode it using the given protocol.
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try:
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@ -208,6 +209,8 @@ def read_batchfile(pythonpath, file_ending='.py'):
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continue
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# if we get here, the encoding worked. Stop iteration.
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break
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if load_errors:
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logger.log_errmsg("\n".join(load_errors))
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if err:
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return err
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else:
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@ -104,8 +104,8 @@ def reload_modules():
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if unsafe_dir_modified or unsafe_mod_modified:
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if unsafe_mod_modified:
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string += "\n {rModules containing Script classes with a timer component"
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string += "\n and which has already spawned instances cannot be reloaded safely.{n"
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string += "\n {rModules containing Script classes with a timer component{n"
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string += "\n {rand which has already spawned instances cannot be reloaded safely.{n"
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string += "\n {rThese module(s) can only be reloaded by server reboot:{n\n %s\n"
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string = string % ", ".join(unsafe_dir_modified + unsafe_mod_modified)
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