Updated commands to use new evennia path.

This commit is contained in:
Griatch 2015-01-07 14:31:35 +01:00
parent 6a8e57b2a1
commit 3ff937a6fd
22 changed files with 133 additions and 140 deletions

View file

@ -6,14 +6,14 @@ Building and world design commands
"""
from django.conf import settings
from django.db.models import Q
from src.objects.models import ObjectDB
from src.locks.lockhandler import LockException
from src.commands.default.muxcommand import MuxCommand
from src.commands.cmdhandler import get_and_merge_cmdsets
from src.utils import create, utils, search
from src.utils.utils import inherits_from
from src.utils.spawner import spawn
from src.utils.ansi import raw
from evennia.objects.models import ObjectDB
from evennia.locks.lockhandler import LockException
from evennia.commands.default.muxcommand import MuxCommand
from evennia.commands.cmdhandler import get_and_merge_cmdsets
from evennia.utils import create, utils, search
from evennia.utils.utils import inherits_from
from evennia.utils.spawner import spawn
from evennia.utils.ansi import raw
# limit symbol import for API
__all__ = ("ObjManipCommand", "CmdSetObjAlias", "CmdCopy",
@ -404,10 +404,10 @@ class CmdCreate(ObjManipCommand):
Creates one or more new objects. If typeclass is given, the object
is created as a child of this typeclass. The typeclass script is
assumed to be located under game/gamesrc/objects and any further
assumed to be located under types/ and any further
directory structure is given in Python notation. So if you have a
correct typeclass 'RedButton' defined in
game/gamesrc/objects/examples/red_button.py, you could create a new
types/examples/red_button.py, you could create a new
object of this type like this:
@create/drop button;red : examples.red_button.RedButton
@ -1814,7 +1814,7 @@ class CmdExamine(ObjManipCommand):
obj_name = objdef['name']
obj_attrs = objdef['attrs']
self.player_mode = utils.inherits_from(caller, "src.players.player.Player") or \
self.player_mode = utils.inherits_from(caller, "evennia.players.player.Player") or \
"player" in self.switches or obj_name.startswith('*')
if self.player_mode:
try:
@ -2123,7 +2123,7 @@ class CmdScript(MuxCommand):
string += "No scripts defined on %s." % obj.key
elif not self.switches:
# view all scripts
from src.commands.default.system import format_script_list
from evennia.commands.default.system import format_script_list
string += format_script_list(scripts)
elif "start" in self.switches:
num = sum([obj.scripts.start(script.key) for script in scripts])
@ -2277,11 +2277,8 @@ class CmdTag(MuxCommand):
self.caller.msg(string)
#
# To use the prototypes with the @spawn function, copy
# game/gamesrc/world/examples/prototypes.py up one level
# to game/gamesrc/world. Then add to game/settings.py the
# line
# PROTOTYPE_MODULES = ["game.gamesrc.commands.prototypes"]
# To use the prototypes with the @spawn function set
# PROTOTYPE_MODULES = ["commands.prototypes"]
# Reload the server and the prototypes should be available.
#