Add api customization templates
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docs/source/Components/Permissions.md
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docs/source/Components/Permissions.md
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# Permissions
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A *permission* is simply a text string stored in the handler `permissions` on `Objects`
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and `Accounts`. Think of it as a specialized sort of [Tag](./Tags) - one specifically dedicated
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to access checking. They are thus often tightly coupled to [Locks](./Locks).
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Permissions are used as a convenient way to structure access levels and
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hierarchies. It is set by the `perm` command. Permissions are especially
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handled by the `perm()` and `pperm()` [lock functions](./Locks).
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Let's say we have a `red_key` object. We also have red chests that we want to unlock with this key.
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perm red_key = unlocks_red_chests
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This gives the `red_key` object the permission "unlocks_red_chests". Next we
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lock our red chests:
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lock red chest = unlock:perm(unlocks_red_chests)
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When trying to unlock the red chest with this key, the chest Typeclass could
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then take the key and do an access check:
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```python
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# in some typeclass file where chest is defined
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class TreasureChest(Object):
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# ...
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def open_chest(self, who, tried_key):
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if not chest.access(who, tried_key, "unlock"):
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who.msg("The key does not fit!")
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return
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```
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All new accounts are given a default set of permissions defined by
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`settings.PERMISSION_ACCOUNT_DEFAULT`.
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Selected permission strings can be organized in a *permission hierarchy* by editing the tuple
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`settings.PERMISSION_HIERARCHY`. Evennia's default permission hierarchy is as follows:
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Developer # like superuser but affected by locks
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Admin # can administrate accounts
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Builder # can edit the world
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Helper # can edit help files
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Player # can chat and send tells (default level)
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(Also the plural form works, so you could use `Developers` etc too).
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> There is also a `Guest` level below `Player` that is only active if `settings.GUEST_ENABLED` is
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set. This is never part of `settings.PERMISSION_HIERARCHY`.
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The main use of this is that if you use the lock function `perm()` mentioned above, a lock check for
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a particular permission in the hierarchy will *also* grant access to those with *higher* hierarchy
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access. So if you have the permission "Admin" you will also pass a lock defined as `perm(Builder)`
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or any of those levels below "Admin".
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When doing an access check from an [Object](./Objects) or Character, the `perm()` lock function will
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always first use the permissions of any Account connected to that Object before checking for
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permissions on the Object. In the case of hierarchical permissions (Admins, Builders etc), the
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Account permission will always be used (this stops an Account from escalating their permission by
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puppeting a high-level Character). If the permission looked for is not in the hierarchy, an exact
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match is required, first on the Account and if not found there (or if no Account is connected), then
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on the Object itself.
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Here is how you use `perm` to give an account more permissions:
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perm/account Tommy = Builders
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perm/account/del Tommy = Builders # remove it again
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Note the use of the `/account` switch. It means you assign the permission to the
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[Accounts](./Accounts) Tommy instead of any [Character](./Objects) that also happens to be named
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"Tommy".
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Putting permissions on the *Account* guarantees that they are kept, *regardless* of which Character
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they are currently puppeting. This is especially important to remember when assigning permissions
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from the *hierarchy tree* - as mentioned above, an Account's permissions will overrule that of its
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character. So to be sure to avoid confusion you should generally put hierarchy permissions on the
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Account, not on their Characters (but see also [quelling](./Locks#Quelling)).
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Below is an example of an object without any connected account
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```python
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obj1.permissions = ["Builders", "cool_guy"]
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obj2.locks.add("enter:perm_above(Accounts) and perm(cool_guy)")
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obj2.access(obj1, "enter") # this returns True!
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```
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And one example of a puppet with a connected account:
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```python
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account.permissions.add("Accounts")
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puppet.permissions.add("Builders", "cool_guy")
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obj2.locks.add("enter:perm_above(Accounts) and perm(cool_guy)")
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obj2.access(puppet, "enter") # this returns False!
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```
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## Superusers
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There is normally only one *superuser* account and that is the one first created when starting
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Evennia (User #1). This is sometimes known as the "Owner" or "God" user. A superuser has more than
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full access - it completely *bypasses* all locks so no checks are even run. This allows for the
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superuser to always have access to everything in an emergency. But it also hides any eventual errors
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you might have made in your lock definitions. So when trying out game systems you should either use
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quelling (see below) or make a second Developer-level character so your locks get tested correctly.
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## Quelling
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The `quell` command can be used to enforce the `perm()` lockfunc to ignore permissions on the
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Account and instead use the permissions on the Character only. This can be used e.g. by staff to
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test out things with a lower permission level. Return to the normal operation with `unquell`. Note
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that quelling will use the smallest of any hierarchical permission on the Account or Character, so
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one cannot escalate one's Account permission by quelling to a high-permission Character. Also the
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superuser can quell their powers this way, making them affectable by locks.
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