- implemented @destroy as per the MUX help specifications. As part of this, fixed the object recycling routines to actually properly replace GARBAGE-flagged objects (it crashed before).
- Set up a global cleaner event to clean all @destroyed objects every 30 minutes (makes their dbrefs available). - Added the @recover command for recovering @destroyed objects up until the point that the cleaner runs and actually destroys them. This can recover @destroyed objects, rooms and exits to the same state as before @destroy. It could easily be made to recover player objects too, but I'm thinking this would be a security issue. - Added to @dig in order to allow for creating rooms with a particular parent. Also auto-creates exits in each room if desired. The only things that is not implemented is the aliases of the exits, I don't really know how to do that. - Changed the @create command format to match the @dig (it uses : to mark the parent instead of = now, since MUX' @dig reserve = to the exit list.) - Added extra security in the example event to guard against the bug that causes the whole scheduler to freak out if the event_function() gives a traceback. - Changed many instances of type to point to the defines_global.OTYPE instead of giving the integer explicitly. /Starkiel
This commit is contained in:
parent
8799a0fd55
commit
3eb4cddf42
8 changed files with 274 additions and 77 deletions
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@ -195,9 +195,9 @@ def cmd_set(command):
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attrib_args = eq_args[1].split(':', 1)
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if len(attrib_args) > 1:
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# We're dealing with an attribute/value pair.
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attrib_name = attrib_args[0].upper()
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attrib_name = attrib_args[0]
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splicenum = eq_args[1].find(':') + 1
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attrib_value = eq_args[1][splicenum:]
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attrib_value = (eq_args[1][splicenum:]).strip()
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# In global_defines.py, see NOSET_ATTRIBS for protected attribute names.
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if not Attribute.objects.is_modifiable_attrib(attrib_name):
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@ -210,7 +210,10 @@ def cmd_set(command):
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victim.set_attribute(attrib_name, attrib_value)
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else:
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# No value was given, this means we delete the attribute.
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verb = 'cleared'
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ok = victim.clear_attribute(attrib_name)
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if ok: verb = 'attribute cleared'
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else: verb = 'is not a known attribute. If it is a flag, use !flag to clear it'
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victim.clear_attribute(attrib_name)
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source_object.emit_to("%s - %s %s." % (victim.get_name(), attrib_name, verb))
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else:
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@ -266,14 +269,14 @@ def cmd_create(command):
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"""
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@create
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Usage: @create objname [=parent]
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Usage: @create objname [:parent]
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Creates a new object. If parent is given, the object is created as a child of this
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parent. The parent script is assumed to be located under game/gamesrc/parents
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and any further directory structure is given in Python notation. So if you
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have a correct parent object defined in parents/examples/red_button.py, you could
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load create a new object inheriting from this parent like this:
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@create button=example.red_button
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@create button:examples.red_button
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"""
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source_object = command.source_object
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@ -281,13 +284,13 @@ def cmd_create(command):
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source_object.emit_to("You must supply a name!")
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return
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eq_args = command.command_argument.split('=', 1)
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eq_args = command.command_argument.split(':', 1)
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target_name = eq_args[0]
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# Create and set the object up.
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# TODO: This dictionary stuff is silly. Feex.
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odat = {"name": target_name,
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"type": 3,
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"type": defines_global.OTYPE_THING,
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"location": source_object,
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"owner": source_object}
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new_object = Object.objects.create_object(odat)
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@ -417,8 +420,8 @@ def cmd_open(command):
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if len(eq_args) > 1:
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# Opening an exit to another location via @open <Name>=<Dbref>[,<Name>].
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comma_split = eq_args[1].split(',', 1)
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destination = source_object.search_for_object(comma_split[0])
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# Use search_for_object to handle duplicate/nonexistant results.
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destination = source_object.search_for_object(comma_split[0])
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if not destination:
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return
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@ -427,7 +430,7 @@ def cmd_open(command):
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return
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odat = {"name": exit_name,
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"type": 4,
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"type": defines_global.OTYPE_EXIT,
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"location": source_object.get_location(),
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"owner": source_object,
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"home": destination}
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@ -439,7 +442,7 @@ def cmd_open(command):
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if len(comma_split) > 1:
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second_exit_name = ','.join(comma_split[1:])
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odat = {"name": second_exit_name,
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"type": 4,
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"type": defines_global.OTYPE_EXIT,
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"location": destination,
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"owner": source_object,
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"home": source_object.get_location()}
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@ -451,7 +454,7 @@ def cmd_open(command):
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else:
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# Create an un-linked exit.
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odat = {"name": exit_name,
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"type": 4,
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"type": defines_global.OTYPE_EXIT,
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"location": source_object.get_location(),
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"owner": source_object,
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"home": None}
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@ -644,26 +647,85 @@ GLOBAL_CMD_TABLE.add_command("@unlink", cmd_unlink,
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def cmd_dig(command):
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"""
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Creates a new object of type 'ROOM'.
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Creates a new room object.
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@dig <Name>
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@dig[/teleport] roomname [:parent] [=exitthere,exithere]
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"""
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source_object = command.source_object
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roomname = command.command_argument
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args = command.command_argument
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switches = command.command_switches
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parent = ''
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exits = []
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#handle arguments
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if ':' in args:
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roomname, args = args.split(':',1)
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if '=' in args:
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parent, args = args.split('=',1)
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if ',' in args:
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exits = args.split(',',1)
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else:
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exits = args
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else:
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parent = args
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elif '=' in args:
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roomname, args = args.split('=',1)
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if ',' in args:
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exits = args.split(',',1)
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else:
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exits = [args]
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else:
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roomname = args
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if not roomname:
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source_object.emit_to("You must supply a name!")
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source_object.emit_to("You must supply a new room name.")
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else:
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# Create and set the object up.
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odat = {"name": roomname,
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"type": 2,
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"type": defines_global.OTYPE_ROOM,
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"location": None,
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"owner": source_object}
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new_object = Object.objects.create_object(odat)
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new_room = Object.objects.create_object(odat)
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source_object.emit_to("Created a new room '%s'." % (new_room,))
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source_object.emit_to("You create a new room: %s" % (new_object,))
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if parent:
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#(try to) set the script parent
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if not new_room.set_script_parent(parent):
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source_object.emit_to("%s is not a valid parent. Used default room." % parent)
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if exits:
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#create exits to (and possibly back from) the new room)
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destination = new_room #search_for_object(roomname)
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if destination and not destination.is_exit():
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location = source_object.get_location()
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#create an exit from here to the new room.
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odat = {"name": exits[0].strip(),
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"type": defines_global.OTYPE_EXIT,
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"location": location,
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"owner": source_object,
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"home": destination}
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new_object = Object.objects.create_object(odat)
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source_object.emit_to("Created exit from %s to %s named '%s'." % (location,destination,new_object))
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if len(exits)>1:
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#create exit back to this room
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odat = {"name": exits[1].strip(),
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"type": defines_global.OTYPE_EXIT,
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"location": destination,
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"owner": source_object,
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"home": location}
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new_object = Object.objects.create_object(odat)
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source_object.emit_to("Created exit back from %s to %s named '%s'" % (destination, location, new_object))
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if 'teleport' in switches:
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source_object.move_to(new_room)
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GLOBAL_CMD_TABLE.add_command("@dig", cmd_dig,
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priv_tuple=("genperms.builder"))
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priv_tuple=("genperms.builder"),)
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def cmd_name(command):
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"""
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@ -741,45 +803,144 @@ def cmd_description(command):
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target_obj.set_description(new_desc)
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GLOBAL_CMD_TABLE.add_command("@describe", cmd_description)
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def cmd_recover(command):
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"""
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@recover
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Recovers @destroyed non-player objects.
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Usage:
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@recover [dbref [,dbref2, etc]]
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switches:
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ROOM - recover as ROOM type instead of THING
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EXIT - recover as EXIT type instead of THING
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If no argument is given, a list of all recoverable objects will be given.
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Objects scheduled for destruction with the @destroy command is cleaned out
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by the game at regular intervals. Up until the time of the next cleanup you can
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recover the object using this command (use @ps to check when the next cleanup is due).
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Note that exits and objects in @destroyed rooms will not be automatically recovered
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to its former state, you have to @recover those objects manually.
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The object type is forgotten, so the object is returned as type ITEM if not the
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switches /ROOM or /EXIT is given. Note that recovering an item as the wrong type will
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most likely make it nonfunctional.
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"""
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source_object = command.source_object
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args = command.command_argument
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switches = command.command_switches
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going_objects = Object.objects.filter(type__exact=defines_global.OTYPE_GOING)
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if not args:
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s = " Objects scheduled for destruction:"
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if going_objects:
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for o in going_objects:
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s += '\n %s' % o
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else:
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s += " None."
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source_object.emit_to(s)
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return
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if ',' in args:
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objlist = args.split(',')
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else:
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objlist = [args]
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for objname in objlist:
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obj = Object.objects.list_search_object_namestr(going_objects, objname)
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if len(obj) == 1:
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if 'ROOM' in switches:
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obj[0].type = defines_global.OTYPE_ROOM
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source_object.emit_to("%s recovered as type ROOM." % obj[0])
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elif 'EXIT' in switches:
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obj[0].type = defines_global.OTYPE_EXIT
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source_object.emit_to("%s recovered as type EXIT." % obj[0])
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else:
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obj[0].type = defines_global.OTYPE_THING
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source_object.emit_to("%s recovered as type THING." % obj[0])
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obj[0].save()
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else:
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source_object.emit_to("No (or multiple) matches for %s." % objname)
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GLOBAL_CMD_TABLE.add_command("@recover", cmd_recover,
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priv_tuple=("genperms.builder"),auto_help=True,staff_only=True)
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def cmd_destroy(command):
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"""
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Destroy an object.
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@destroy
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Destroys one or many objects.
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Usage:
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@destroy[/<switches>] obj [,obj2, obj3, ...]
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switches:
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override - The @destroy command will usually avoid accidentally destroying
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player objects as well as objects with the SAFE flag. This
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switch overrides this safety.
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instant - Destroy the object immediately, without delay.
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The objects are set to GOING and will be permanently destroyed next time the system
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does cleanup. Until then non-player objects can still be saved by using the
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@recover command. The contents of a room will be moved out before it is destroyed,
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but its exits will also be destroyed. Note that player objects can not be recovered.
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"""
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source_object = command.source_object
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switch_override = False
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if not command.command_argument:
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args = command.command_argument
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switches = command.command_switches
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if not args:
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source_object.emit_to("Destroy what?")
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return
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return
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if ',' in args:
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targetlist = args.split(',')
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else:
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targetlist = [args]
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# Safety feature. Switch required to delete players and SAFE objects.
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if "override" in command.command_switches:
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switch_override = False
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if "override" in switches:
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switch_override = True
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for targetname in targetlist:
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target_obj = source_object.search_for_object(targetname)
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# Use search_for_object to handle duplicate/nonexistant results.
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if not target_obj:
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return
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if target_obj.is_player() or target_obj.has_flag('SAFE'):
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if source_object.id == target_obj.id:
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source_object.emit_to("You can't destroy yourself.")
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return
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if not switch_override:
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source_object.emit_to("You must use @destroy/override on Players and objects with the SAFE flag set.")
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return
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if target_obj.is_superuser():
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source_object.emit_to("You can't destroy a superuser.")
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return
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elif target_obj.is_garbage():
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source_object.emit_to("That object is already destroyed.")
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return
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elif target_obj.is_going() and 'instant' not in switches:
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source_object.emit_to("That object is already scheduled for destruction.")
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return
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# Run any scripted things that happen before destruction.
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target_obj.scriptlink.at_object_destruction(pobject=source_object)
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#destroy the object (sets it to GOING)
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target_obj.destroy()
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if 'instant' in switches:
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#sets to GARBAGE right away (makes dbref available)
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target_obj.delete()
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source_object.emit_to("You destroy %s." % target_obj.get_name())
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else:
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source_object.emit_to("You schedule %s for destruction." % target_obj.get_name())
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target_obj = source_object.search_for_object(command.command_argument)
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# Use search_for_object to handle duplicate/nonexistant results.
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if not target_obj:
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return
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if target_obj.is_player():
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if source_object.id == target_obj.id:
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source_object.emit_to("You can't destroy yourself.")
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return
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if not switch_override:
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source_object.emit_to("You must use @destroy/override on players.")
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return
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if target_obj.is_superuser():
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source_object.emit_to("You can't destroy a superuser.")
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return
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elif target_obj.is_going() or target_obj.is_garbage():
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source_object.emit_to("That object is already destroyed.")
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return
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# Run any scripted things that happen before destruction.
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target_obj.scriptlink.at_object_destruction(pobject=source_object)
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# Notify destroyer and do the deed.
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source_object.emit_to("You destroy %s." % target_obj.get_name())
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target_obj.destroy()
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GLOBAL_CMD_TABLE.add_command("@destroy", cmd_destroy,
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priv_tuple=("genperms.builder"))
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priv_tuple=("genperms.builder"),auto_help=True,staff_only=True)
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Loading…
Add table
Add a link
Reference in a new issue