Rename all instances of Player->Account.

This commit is contained in:
Griatch 2017-07-07 23:47:21 +02:00
parent a14e11640b
commit 5590ee2258
94 changed files with 1316 additions and 2327 deletions

View file

@ -1,7 +1,7 @@
"""
Commands
Commands describe the input the player can do to the game.
Commands describe the input the account can do to the game.
"""
@ -169,17 +169,17 @@ class Command(BaseCommand):
# self.rhs = rhs
# self.rhslist = rhslist
#
# # if the class has the player_caller property set on itself, we make
# # sure that self.caller is always the player if possible. We also create
# # if the class has the account_caller property set on itself, we make
# # sure that self.caller is always the account if possible. We also create
# # a special property "character" for the puppeted object, if any. This
# # is convenient for commands defined on the Player only.
# if hasattr(self, "player_caller") and self.player_caller:
# # is convenient for commands defined on the Account only.
# if hasattr(self, "account_caller") and self.account_caller:
# if utils.inherits_from(self.caller, "evennia.objects.objects.DefaultObject"):
# # caller is an Object/Character
# self.character = self.caller
# self.caller = self.caller.player
# elif utils.inherits_from(self.caller, "evennia.players.players.DefaultPlayer"):
# # caller was already a Player
# self.caller = self.caller.account
# elif utils.inherits_from(self.caller, "evennia.accounts.accounts.DefaultAccount"):
# # caller was already an Account
# self.character = self.caller.get_puppet(self.session)
# else:
# self.character = None

View file

@ -20,7 +20,7 @@ class CharacterCmdSet(default_cmds.CharacterCmdSet):
"""
The `CharacterCmdSet` contains general in-game commands like `look`,
`get`, etc available on in-game Character objects. It is merged with
the `PlayerCmdSet` when a Player puppets a Character.
the `AccountCmdSet` when an Account puppets a Character.
"""
key = "DefaultCharacter"
@ -34,20 +34,20 @@ class CharacterCmdSet(default_cmds.CharacterCmdSet):
#
class PlayerCmdSet(default_cmds.PlayerCmdSet):
class AccountCmdSet(default_cmds.AccountCmdSet):
"""
This is the cmdset available to the Player at all times. It is
combined with the `CharacterCmdSet` when the Player puppets a
This is the cmdset available to the Account at all times. It is
combined with the `CharacterCmdSet` when the Account puppets a
Character. It holds game-account-specific commands, channel
commands, etc.
"""
key = "DefaultPlayer"
key = "DefaultAccount"
def at_cmdset_creation(self):
"""
Populates the cmdset
"""
super(PlayerCmdSet, self).at_cmdset_creation()
super(AccountCmdSet, self).at_cmdset_creation()
#
# any commands you add below will overload the default ones.
#

View file

@ -5,7 +5,7 @@ The serversession is the Server-side in-memory representation of a
user connecting to the game. Evennia manages one Session per
connection to the game. So a user logged into the game with multiple
clients (if Evennia is configured to allow that) will have multiple
sessions tied to one Player object. All communication between Evennia
sessions tied to one Account object. All communication between Evennia
and the real-world user goes through the Session(s) associated with that user.
It should be noted that modifying the Session object is not usually
@ -28,8 +28,8 @@ class ServerSession(BaseServerSession):
This class represents a player's session and is a template for
individual protocols to communicate with Evennia.
Each player gets one or more sessions assigned to them whenever they connect
to the game server. All communication between game and player goes
Each account gets one or more sessions assigned to them whenever they connect
to the game server. All communication between game and account goes
through their session(s).
"""
pass

View file

@ -2,7 +2,7 @@
Channel
The channel class represents the out-of-character chat-room usable by
Players in-game. It is mostly overloaded to change its appearance, but
Accounts in-game. It is mostly overloaded to change its appearance, but
channels can be used to implement many different forms of message
distribution systems.
@ -18,9 +18,9 @@ class Channel(DefaultChannel):
"""
Working methods:
at_channel_creation() - called once, when the channel is created
has_connection(player) - check if the given player listens to this channel
connect(player) - connect player to this channel
disconnect(player) - disconnect player from channel
has_connection(account) - check if the given account listens to this channel
connect(account) - connect account to this channel
disconnect(account) - disconnect account from channel
access(access_obj, access_type='listen', default=False) - check the
access on this channel (default access_type is listen)
delete() - delete this channel
@ -33,8 +33,8 @@ class Channel(DefaultChannel):
tempmsg(msg, header=None, senders=None) - wrapper for sending non-persistent
messages.
distribute_message(msg, online=False) - send a message to all
connected players on channel, optionally sending only
to players that are currently online (optimized for very large sends)
connected accounts on channel, optionally sending only
to accounts that are currently online (optimized for very large sends)
Useful hooks:
channel_prefix(msg, emit=False) - how the channel should be

View file

@ -1,7 +1,7 @@
"""
Characters
Characters are (by default) Objects setup to be puppeted by Players.
Characters are (by default) Objects setup to be puppeted by Accounts.
They are what you "see" in game. The Character class in this module
is setup to be the "default" character type created by the default
creation commands.
@ -19,14 +19,14 @@ class Character(DefaultCharacter):
and its commands only be called by itself, not anyone else.
(to change things, use at_object_creation() instead).
at_after_move(source_location) - Launches the "look" command after every move.
at_post_unpuppet(player) - when Player disconnects from the Character, we
at_post_unpuppet(account) - when Account disconnects from the Character, we
store the current location in the pre_logout_location Attribute and
move it to a None-location so the "unpuppeted" character
object does not need to stay on grid. Echoes "Player has disconnected"
object does not need to stay on grid. Echoes "Account has disconnected"
to the room.
at_pre_puppet - Just before Player re-connects, retrieves the character's
at_pre_puppet - Just before Account re-connects, retrieves the character's
pre_logout_location Attribute and move it back on the grid.
at_post_puppet - Echoes "PlayerName has entered the game" to the room.
at_post_puppet - Echoes "AccountName has entered the game" to the room.
"""
pass

View file

@ -40,16 +40,16 @@ class Object(DefaultObject):
date_created (string) - time stamp of object creation
permissions (list of strings) - list of permission strings
player (Player) - controlling player (if any, only set together with
account (Account) - controlling account (if any, only set together with
sessid below)
sessid (int, read-only) - session id (if any, only set together with
player above). Use `sessions` handler to get the
account above). Use `sessions` handler to get the
Sessions directly.
location (Object) - current location. Is None if this is a room
home (Object) - safety start-location
sessions (list of Sessions, read-only) - returns all sessions connected
to this object
has_player (bool, read-only)- will only return *connected* players
has_account (bool, read-only)- will only return *connected* accounts
contents (list of Objects, read-only) - returns all objects inside this
object (including exits)
exits (list of Objects, read-only) - returns all exits from this
@ -73,7 +73,7 @@ class Object(DefaultObject):
* Helper methods (see src.objects.objects.py for full headers)
search(ostring, global_search=False, attribute_name=None,
use_nicks=False, location=None, ignore_errors=False, player=False)
use_nicks=False, location=None, ignore_errors=False, account=False)
execute_cmd(raw_string)
msg(text=None, **kwargs)
msg_contents(message, exclude=None, from_obj=None, **kwargs)
@ -105,14 +105,14 @@ class Object(DefaultObject):
requests a cmdset from this object. The kwargs are
not normally used unless the cmdset is created
dynamically (see e.g. Exits).
at_pre_puppet(player)- (player-controlled objects only) called just
at_pre_puppet(account)- (account-controlled objects only) called just
before puppeting
at_post_puppet() - (player-controlled objects only) called just
after completing connection player<->object
at_pre_unpuppet() - (player-controlled objects only) called just
at_post_puppet() - (account-controlled objects only) called just
after completing connection account<->object
at_pre_unpuppet() - (account-controlled objects only) called just
before un-puppeting
at_post_unpuppet(player) - (player-controlled objects only) called just
after disconnecting player<->object link
at_post_unpuppet(account) - (account-controlled objects only) called just
after disconnecting account<->object link
at_server_reload() - called before server is reloaded
at_server_shutdown() - called just before server is fully shut down

View file

@ -1,102 +0,0 @@
"""
Player
The Player represents the game "account" and each login has only one
Player object. A Player is what chats on default channels but has no
other in-game-world existence. Rather the Player puppets Objects (such
as Characters) in order to actually participate in the game world.
Guest
Guest players are simple low-level accounts that are created/deleted
on the fly and allows users to test the game without the commitment
of a full registration. Guest accounts are deactivated by default; to
activate them, add the following line to your settings file:
GUEST_ENABLED = True
You will also need to modify the connection screen to reflect the
possibility to connect with a guest account. The setting file accepts
several more options for customizing the Guest account system.
"""
from evennia import DefaultPlayer, DefaultGuest
class Player(DefaultPlayer):
"""
This class describes the actual OOC player (i.e. the user connecting
to the MUD). It does NOT have visual appearance in the game world (that
is handled by the character which is connected to this). Comm channels
are attended/joined using this object.
It can be useful e.g. for storing configuration options for your game, but
should generally not hold any character-related info (that's best handled
on the character level).
Can be set using BASE_PLAYER_TYPECLASS.
* available properties
key (string) - name of player
name (string)- wrapper for user.username
aliases (list of strings) - aliases to the object. Will be saved to database as AliasDB entries but returned as strings.
dbref (int, read-only) - unique #id-number. Also "id" can be used.
date_created (string) - time stamp of object creation
permissions (list of strings) - list of permission strings
user (User, read-only) - django User authorization object
obj (Object) - game object controlled by player. 'character' can also be used.
sessions (list of Sessions) - sessions connected to this player
is_superuser (bool, read-only) - if the connected user is a superuser
* Handlers
locks - lock-handler: use locks.add() to add new lock strings
db - attribute-handler: store/retrieve database attributes on this self.db.myattr=val, val=self.db.myattr
ndb - non-persistent attribute handler: same as db but does not create a database entry when storing data
scripts - script-handler. Add new scripts to object with scripts.add()
cmdset - cmdset-handler. Use cmdset.add() to add new cmdsets to object
nicks - nick-handler. New nicks with nicks.add().
* Helper methods
msg(text=None, **kwargs)
swap_character(new_character, delete_old_character=False)
execute_cmd(raw_string, session=None)
search(ostring, global_search=False, attribute_name=None, use_nicks=False, location=None, ignore_errors=False, player=False)
is_typeclass(typeclass, exact=False)
swap_typeclass(new_typeclass, clean_attributes=False, no_default=True)
access(accessing_obj, access_type='read', default=False)
check_permstring(permstring)
* Hook methods (when re-implementation, remember methods need to have self as first arg)
basetype_setup()
at_player_creation()
- note that the following hooks are also found on Objects and are
usually handled on the character level:
at_init()
at_cmdset_get(**kwargs)
at_first_login()
at_post_login(session=None)
at_disconnect()
at_message_receive()
at_message_send()
at_server_reload()
at_server_shutdown()
"""
pass
class Guest(DefaultGuest):
"""
This class is used for guest logins. Unlike Players, Guests and their
characters are deleted after disconnection.
"""
pass