Moved all command definitions of Typeclassed entities up one level, to Object, Player and Script respectively. The actual code is still on the models (ObjectDB, PlayerDB and ScriptDB), but one should not be able to use the methods without having to dig into the code as far. Also added extensive, up-to-date headers to the inheriting base objects in game/gamesrc.
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8 changed files with 676 additions and 170 deletions
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@ -22,27 +22,43 @@ class Script(BaseScript):
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All scripts should inherit from this class and implement
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some or all of its hook functions and variables.
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Important variables controlling the script object:
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self.key - the name of all scripts inheriting from this class
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(defaults to <unnamed>), used in lists and searches.
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self.desc - a description of the script, used in lists
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self.interval (seconds) - How often the event is triggered and calls self.at_repeat()
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(see below) Defaults to 0 - that is, never calls at_repeat().
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self.start_delay (True/False). If True, will wait self.interval seconds
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befor calling self.at_repeat() for the first time. Defaults to False.
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self.repeats - The number of times at_repeat() should be called before automatically
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stopping the script. Default is 0, which means infinitely many repeats.
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self.persistent (True/False). If True, the script will survive a server restart
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(defaults to False).
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* available properties
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self.obj (game Object)- this ties this script to a particular object. It is
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usually not needed to set this parameter explicitly; it's set in the
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create methods.
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key (string) - name of object
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name (string)- same as key
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aliases (list of strings) - aliases to the object. Will be saved to database as AliasDB entries but returned as strings.
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dbref (int, read-only) - unique #id-number. Also "id" can be used.
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dbobj (Object, read-only) - link to database model. dbobj.typeclass points back to this class
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typeclass (Object, read-only) - this links back to this class as an identified only. Use self.swap_typeclass() to switch.
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date_created (string) - time stamp of object creation
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permissions (list of strings) - list of permission strings
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desc (string) - optional description of script, shown in listings
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obj (Object) - optional object that this script is connected to and acts on (set automatically by obj.scripts.add())
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interval (int) - how often script should run, in seconds. <0 turns off ticker
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start_delay (bool) - if the script should start repeating right away or wait self.interval seconds
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repeats (int) - how many times the script should repeat before stopping. 0 means infinite repeats
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persistent (bool) - if script should survive a server shutdown or not
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is_active (bool) - if script is currently running
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Hook methods (should also include self as the first argument):
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at_script_creation() - called only once, when an object of this class
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is first created.
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* Handlers
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locks - lock-handler: use locks.add() to add new lock strings
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db - attribute-handler: store/retrieve database attributes on this self.db.myattr=val, val=self.db.myattr
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ndb - non-persistent attribute handler: same as db but does not create a database entry when storing data
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* Helper methods
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start() - start script (this usually happens automatically at creation and obj.script.add() etc)
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stop() - stop script, and delete it
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pause() - put the script on hold, until unpause() is called. If script is persistent, the pause state will survive a shutdown.
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unpause() - restart a previously paused script. The script will continue as if it was never paused.
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time_until_next_repeat() - if a timed script (interval>0), returns time until next tick
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* Hook methods (should also include self as the first argument):
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at_script_creation() - called only once, when an object of this
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class is first created.
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is_valid() - is called to check if the script is valid to be running
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at the current time. If is_valid() returns False, the running
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script is stopped and removed from the game. You can use this
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@ -59,5 +75,9 @@ class Script(BaseScript):
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self.interval==0, this method will never be called.
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at_stop() - Called as the script object is stopped and is about to be removed from
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the game, e.g. because is_valid() returned False.
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at_server_reload() - Called when server reloads. Can be used to save temporary
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variables you want should survive a reload.
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at_server_shutdown() - called at a full server shutdown.
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"""
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pass
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