Re-organization.
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608
apps/objects/models.py
Executable file
608
apps/objects/models.py
Executable file
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from django.db import models
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from django.contrib.auth.models import User
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import defines_global as global_defines
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import ansi
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class Attribute(models.Model):
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"""
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Attributes are things that are specific to different types of objects. For
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example, a drink container needs to store its fill level, whereas an exit
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needs to store its open/closed/locked/unlocked state. These are done via
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attributes, rather than making different classes for each object type and
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storing them directly. The added benefit is that we can add/remove
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attributes on the fly as we like.
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"""
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name = models.CharField(maxlength=255)
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value = models.CharField(maxlength=255)
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is_hidden = models.BooleanField(default=0)
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object = models.ForeignKey("Object")
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def __str__(self):
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return "%s(%s)" % (self.name, self.id)
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class Admin:
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list_display = ('object', 'name', 'value',)
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search_fields = ['name']
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def get_name(self):
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"""
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Returns an attribute's name.
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"""
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return self.name
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class Object(models.Model):
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"""
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The Object class is very generic representation of a THING, PLAYER, EXIT,
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ROOM, or other entities within the database. Pretty much anything in the
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game is an object. Objects may be one of several different types, and
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may be parented to allow for differing behaviors.
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We eventually want to find some way to implement object parents via loadable
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modules or sub-classing.
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"""
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name = models.CharField(maxlength=255)
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ansi_name = models.CharField(maxlength=255)
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owner = models.ForeignKey('self', related_name="obj_owner", blank=True, null=True)
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zone = models.ForeignKey('self', related_name="obj_zone", blank=True, null=True)
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home = models.ForeignKey('self', related_name="obj_home", blank=True, null=True)
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type = models.SmallIntegerField(choices=global_defines.OBJECT_TYPES)
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description = models.TextField(blank=True, null=True)
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location = models.ForeignKey('self', related_name="obj_location", blank=True, null=True)
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flags = models.TextField(blank=True, null=True)
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nosave_flags = models.TextField(blank=True, null=True)
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date_created = models.DateField(editable=False, auto_now_add=True)
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def __cmp__(self, other):
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"""
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Used to figure out if one object is the same as another.
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"""
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return self.id == other.id
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def __str__(self):
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return "%s" % (self.get_name(),)
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class Meta:
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ordering = ['-date_created', 'id']
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class Admin:
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list_display = ('id', 'name', 'type', 'date_created')
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list_filter = ('type',)
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search_fields = ['name']
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save_on_top = True
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"""
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BEGIN COMMON METHODS
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"""
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def emit_to(self, message):
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"""
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Emits something to any sessions attached to the object.
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message: (str) The message to send
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"""
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# We won't allow emitting to objects... yet.
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if not self.is_player():
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return False
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session = session_mgr.session_from_object(self)
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if session:
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session.msg(ansi.parse_ansi(message))
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else:
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return False
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def emit_to_contents(self, message, exclude=None):
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"""
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Emits something to all objects inside an object.
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"""
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contents = self.get_contents()
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if exclude:
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contents.remove(exclude)
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for obj in contents:
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obj.emit_to(message)
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def is_staff(self):
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"""
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Returns TRUE if the object is a staff player.
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"""
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if not self.is_player():
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return False
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profile = User.objects.filter(id=self.id)
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if len(profile) == 0:
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return False
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else:
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return profile[0].is_staff
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def is_superuser(self):
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"""
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Returns TRUE if the object is a super user player.
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"""
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if not self.is_player():
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return False
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profile = User.objects.filter(id=self.id)
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if len(profile) == 0:
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return False
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else:
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return profile[0].is_superuser
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def owns_other(self, other_obj):
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"""
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See if the envoked object owns another object.
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other_obj: (Object) Reference for object to check ownership of.
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"""
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return self.id == other_obj.get_owner().id
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def controls_other(self, other_obj):
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"""
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See if the envoked object controls another object.
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other_obj: (Object) Reference for object to check dominance of.
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"""
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if self == other_obj:
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return True
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if self.is_superuser():
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# Don't allow superusers to dominate other superusers.
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if not other_obj.is_superuser():
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return True
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else:
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return False
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if self.owns_other(other_obj):
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# If said object owns the target, then give it the green.
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return True
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else:
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# Still pending more stuff here, for now assume we have
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# dominance. Bad assumption.
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return True
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def set_home(self, new_home):
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"""
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Sets an object's home.
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"""
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self.home = new_home
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self.save()
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def set_name(self, new_name):
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"""
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Rename an object.
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"""
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self.name = ansi.parse_ansi(new_name, strip_ansi=True)
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self.ansi_name = ansi.parse_ansi(new_name, strip_formatting=True)
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self.save()
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# If it's a player, we need to update their user object as well.
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if self.is_player():
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pobject = User.objects.get(id=self.id)
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pobject.name = new_name
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pobject.save()
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def get_user_account(self):
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"""
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Returns the player object's account object.
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"""
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if not self.is_player():
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return False
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return User.objects.get(id=self.id)
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def get_name(self, fullname=False):
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"""
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Returns an object's name.
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"""
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if fullname:
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return "%s(#%s%s)" % (ansi.parse_ansi(self.name, strip_ansi=True),self.id, self.flag_string())
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else:
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return "%s(#%s%s)" % (ansi.parse_ansi(self.name.split(';')[0], strip_ansi=True), self.id, self.flag_string())
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def get_ansiname(self, fullname=False):
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"""
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Returns an object's ANSI'd name.
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"""
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if self.ansi_name:
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if fullname:
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return "%s(#%s%s)" % (ansi.parse_ansi(self.ansi_name), self.id, self.flag_string())
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else:
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return "%s(#%s%s)" % (ansi.parse_ansi(self.ansi_name.split(';')[0]), self.id, self.flag_string())
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else:
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return self.get_name()
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def set_description(self, new_desc):
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"""
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Rename an object.
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"""
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self.description = new_desc
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self.save()
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def get_description(self, no_parsing=False, wrap_width=False):
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"""
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Returns an object's ANSI'd description.
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"""
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try:
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if no_parsing:
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retval = self.description
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else:
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retval = ansi.parse_ansi(self.description)
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if wrap_width:
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# TODO: Broken for some reason? Returning None.
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return functions_general.word_wrap(retval, width=wrap_width)
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else:
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return retval
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except:
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return ""
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def get_flags(self):
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"""
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Returns an object's flag list.
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"""
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flags = self.flags
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nosave_flags = self.nosave_flags
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if not flags:
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flags = ""
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if not nosave_flags:
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nosave_flags = ""
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return '%s %s' % (flags, nosave_flags)
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def clear_attribute(self, attribute):
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"""
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Removes an attribute entirely.
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attribute: (str) The attribute's name.
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"""
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if self.has_attribute(attribute):
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attrib_obj = self.get_attribute_obj(attribute)
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attrib_obj.delete()
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return True
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else:
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return False
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def get_all_attributes(self):
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"""
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Returns a QuerySet of an object's attributes.
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"""
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return self.attribute_set.all()
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def clear_all_attributes(self):
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"""
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Clears all of an object's attributes.
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"""
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attribs = self.get_all_attributes()
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for attrib in attribs:
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self.delete()
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def destroy(self):
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"""
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Destroys an object, sets it to GOING. Can still be recovered
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if the user decides to.
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"""
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# See if we need to kick the player off.
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session = session_mgr.session_from_object(self)
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if session:
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session.msg("You have been destroyed, goodbye.")
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session.handle_close()
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# If the object is a player, set the player account object to inactive.
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# It can still be recovered at this point.
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if self.is_player():
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try:
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uobj = User.objects.get(id=self.id)
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uobj.is_active = False
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uobj.save()
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except:
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functions_general.print_errmsg('Destroying object %s but no matching player.' % (self,))
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# Set the object type to GOING
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self.type = 5
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self.save()
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def delete(self):
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"""
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Deletes an object permanently. Marks it for re-use by a new object.
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"""
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# Delete the associated player object permanently.
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uobj = User.objects.filter(id=self.id)
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if len(uobj) > 0:
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uobj[0].delete()
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# Set the object to type GARBAGE.
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self.type = 6
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self.save()
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self.clear_all_attributes()
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def set_attribute(self, attribute, new_value):
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"""
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Sets an attribute on an object. Creates the attribute if need
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be.
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attribute: (str) The attribute's name.
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new_value: (str) The value to set the attribute to.
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"""
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if self.has_attribute(attribute):
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# Attribute already exists, update it.
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attrib_obj = Attribute.objects.filter(object=self).filter(name=attribute)
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attrib_obj.value = new_value
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attrib_obj.save()
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else:
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# Attribute object doesn't exist, create it.
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new_attrib = Attribute()
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new_attrib.name = attribute
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new_attrib.value = new_value
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new_attrib.object = self
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new_attrib.save()
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def has_attribute(self, attribute):
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"""
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See if we have an attribute set on the object.
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attribute: (str) The attribute's name.
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"""
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attr = Attribute.objects.filter(object=self).filter(name=attribute)
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if attr.count() == 0:
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return False
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else:
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return True
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def has_flag(self, flag):
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"""
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Does our object have a certain flag?
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flag: (str) Flag name
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"""
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# For whatever reason, we have to do this so things work
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# in SQLite.
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flags = str(self.flags).split()
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nosave_flags = str(self.nosave_flags).split()
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return flag in flags or flag in nosave_flags
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def set_flag(self, flag, value):
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"""
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Add a flag to our object's flag list.
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flag: (str) Flag name
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value: (bool) Set (True) or un-set (False)
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"""
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flag = flag.upper()
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has_flag = self.has_flag(flag)
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if value == False and has_flag:
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# Clear the flag.
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if functions_db.is_unsavable_flag(flag):
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# Not a savable flag (CONNECTED, etc)
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flags = self.nosave_flags.split()
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flags.remove(flag)
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self.nosave_flags = ' '.join(flags)
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else:
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# Is a savable flag.
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flags = self.flags.split()
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flags.remove(flag)
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self.flags = ' '.join(flags)
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self.save()
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elif value == False and not has_flag:
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# Object doesn't have the flag to begin with.
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pass
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elif value == True and has_flag:
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# We've already go it.
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pass
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else:
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# Setting a flag.
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if functions_db.is_unsavable_flag(flag):
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# Not a savable flag (CONNECTED, etc)
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flags = str(self.nosave_flags).split()
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flags.append(flag)
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self.nosave_flags = ' '.join(flags)
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else:
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# Is a savable flag.
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flags = str(self.flags).split()
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flags.append(flag)
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self.flags = ' '.join(flags)
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self.save()
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def is_connected_plr(self):
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"""
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Is this object a connected player?
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"""
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if self.is_player():
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if session_mgr.session_from_object(self):
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return True
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else:
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return False
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else:
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return False
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def get_owner(self):
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"""
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Returns an object's owner.
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"""
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# Players always own themselves.
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if self.is_player():
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return self
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else:
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return self.owner
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def get_home(self):
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"""
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Returns an object's home.
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"""
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try:
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return self.home
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except:
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return None
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def get_location(self):
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"""
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Returns an object's location.
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"""
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try:
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return self.location
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except:
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return False
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def get_attribute_value(self, attrib, default=False):
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"""
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Returns the value of an attribute on an object.
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attrib: (str) The attribute's name.
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"""
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if self.has_attribute(attrib):
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attrib = Attribute.objects.filter(object=self).filter(name=attrib)
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attrib_value = attrib[0].value
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return attrib_value.value
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else:
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if default:
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return default
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else:
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return False
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def get_attribute_obj(self, attrib):
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"""
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Returns the attribute object matching the specified name.
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attrib: (str) The attribute's name.
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"""
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if self.has_attribute(attrib):
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attrib_obj = Attribute.objects.filter(object=self).filter(name=attrib)
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return attrib_obj
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else:
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return False
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def get_contents(self, filter_type=None):
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"""
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Returns the contents of an object.
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filter_type: (int) An object type number to filter by.
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"""
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if filter_type:
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return list(Object.objects.filter(location__id=self.id).filter(type=filter_type))
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else:
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return list(Object.objects.filter(location__id=self.id).exclude(type__gt=4))
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def get_zone(self):
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"""
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Returns the object that is marked as this object's zone.
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"""
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try:
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return self.zone
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except:
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return None
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def move_to(self, target, quiet=False):
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"""
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Moves the object to a new location.
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target: (Object) Reference to the object to move to.
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quiet: (bool) If true, don't emit left/arrived messages.
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"""
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if not quiet:
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if self.get_location():
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self.get_location().emit_to_contents("%s has left." % (self.get_ansiname(),), exclude=self)
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self.location = target
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self.save()
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if not quiet:
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self.get_location().emit_to_contents("%s has arrived." % (self.get_ansiname(),), exclude=self)
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def dbref_match(self, oname):
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"""
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Check if the input (oname) can be used to identify this particular object
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by means of a dbref match.
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oname: (str) Name to match against.
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"""
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if not functions_db.is_dbref(oname):
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return False
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try:
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is_match = int(oname[1:]) == self.id
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except ValueError:
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return False
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return is_match
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def name_match(self, oname):
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"""
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See if the input (oname) can be used to identify this particular object.
|
||||
Check the # sign for dbref (exact) reference, and anything else is a
|
||||
name comparison.
|
||||
|
||||
NOTE: A 'name' can be a dbref or the actual name of the object. See
|
||||
dbref_match for an exclusively name-based match.
|
||||
"""
|
||||
if oname[0] == '#':
|
||||
return self.dbref_match(oname)
|
||||
else:
|
||||
return oname.lower() in self.name.lower()
|
||||
|
||||
def filter_contents_from_str(self, oname):
|
||||
"""
|
||||
Search an object's contents for name and dbref matches. Don't put any
|
||||
logic in here, we'll do that from the end of the command or function.
|
||||
|
||||
oname: (str) The string to filter from.
|
||||
"""
|
||||
contents = self.get_contents()
|
||||
return [prospect for prospect in contents if prospect.name_match(oname)]
|
||||
|
||||
# Type comparison methods.
|
||||
def is_player(self):
|
||||
return self.type == 1
|
||||
def is_room(self):
|
||||
return self.type == 2
|
||||
def is_thing(self):
|
||||
return self.type == 3
|
||||
def is_exit(self):
|
||||
return self.type == 4
|
||||
def is_going(self):
|
||||
return self.type == 5
|
||||
def is_garbage(self):
|
||||
return self.type == 6
|
||||
|
||||
def get_type(self, return_number=False):
|
||||
"""
|
||||
Returns the numerical or string representation of an object's type.
|
||||
|
||||
return_number: (bool) True returns numeric type, False returns string.
|
||||
"""
|
||||
if return_number:
|
||||
return self.type
|
||||
else:
|
||||
return global_defines.OBJECT_TYPES[self.type][1]
|
||||
|
||||
def is_type(self, otype):
|
||||
"""
|
||||
See if an object is a certain type.
|
||||
|
||||
otype: (str) A string representation of the object's type (ROOM, THING)
|
||||
"""
|
||||
otype = otype[0]
|
||||
|
||||
if otype == 'p':
|
||||
return self.is_player()
|
||||
elif otype == 'r':
|
||||
return self.is_room()
|
||||
elif otype == 't':
|
||||
return self.is_thing()
|
||||
elif otype == 'e':
|
||||
return self.is_exit()
|
||||
elif otype == 'g':
|
||||
return self.is_garbage()
|
||||
|
||||
def flag_string(self):
|
||||
"""
|
||||
Returns the flag string for an object. This abbreviates all of the flags
|
||||
set on the object into a list of single-character flag characters.
|
||||
"""
|
||||
# We have to cast this because the admin interface is really picky
|
||||
# about tuple index types. Bleh.
|
||||
otype = int(self.type)
|
||||
return global_defines.OBJECT_TYPES[otype][1][0]
|
||||
|
||||
import functions_db
|
||||
import functions_general
|
||||
import session_mgr
|
||||
Loading…
Add table
Add a link
Reference in a new issue