Changed how the Typeclass system returns errors. Instead of echoing typeclass erros to the MUD-info channel (which is not only not only very spammy for everyone but also very hard to make clean so as to avoid recursion at a stage of typeclass failing), the system instead stores a property on itself called 'typeclass_last_errmsg' that holds eventual errors. This means that the task of reporting errors does not fall on the typeclass system itself but on the calling methods, as it should be. So src.utils.create.create_* functions now takes a new optional keyword "report_to" that holds an object to receive errors. If this keyword is given, the function msg():es that object with the error and returns None as before. If report_to is not set however, the create_* methods now return an Exception containing the error text. All default commands have been changed to accomodate for this behaviour, which allows for much more control over errors.
Also, the default ADMIN_MEDIA static files changed location in Django 1.4. The initial_setup function now accounts for this.
This commit is contained in:
parent
63329f5420
commit
8c3b49e704
15 changed files with 838 additions and 785 deletions
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@ -23,17 +23,17 @@ class CmdHome(MuxCommand):
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home
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Usage:
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home
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home
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Teleports the player to their home.
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"""
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key = "home"
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locks = "cmd:perm(home) or perm(Builders)"
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locks = "cmd:perm(home) or perm(Builders)"
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def func(self):
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"Implement the command"
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caller = self.caller
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caller = self.caller
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home = caller.home
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if not home:
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caller.msg("You have no home set.")
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@ -47,7 +47,7 @@ class CmdLook(MuxCommand):
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Usage:
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look
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look <obj>
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look <obj>
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look *<player>
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Observes your location or objects in your vicinity.
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@ -59,27 +59,27 @@ class CmdLook(MuxCommand):
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def func(self):
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"""
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Handle the looking.
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Handle the looking.
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"""
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caller = self.caller
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args = self.args
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args = self.args
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if args:
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# Use search to handle duplicate/nonexistant results.
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looking_at_obj = caller.search(args, use_nicks=True)
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if not looking_at_obj:
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return
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return
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else:
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looking_at_obj = caller.location
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if not looking_at_obj:
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caller.msg("You have no location to look at!")
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return
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if not hasattr(looking_at_obj, 'return_appearance'):
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# this is likely due to us having a player instead
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looking_at_obj = looking_at_obj.character
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looking_at_obj = looking_at_obj.character
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if not looking_at_obj.access(caller, "view"):
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caller.msg("Could not find '%s'." % args)
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return
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return
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# get object's appearance
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caller.msg(looking_at_obj.return_appearance(caller))
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# the object's at_desc() method.
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@ -93,16 +93,16 @@ class CmdPassword(MuxCommand):
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@password <old password> = <new password>
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Changes your password. Make sure to pick a safe one.
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"""
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key = "@password"
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"""
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key = "@password"
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locks = "cmd:all()"
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def func(self):
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"hook function."
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caller = self.caller
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caller = self.caller
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if hasattr(caller, "player"):
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caller = caller.player
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caller = caller.player
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if not self.rhs:
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caller.msg("Usage: @password <oldpass> = <newpass>")
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@ -131,16 +131,16 @@ class CmdNick(MuxCommand):
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nick[/switches] <nickname> = [<string>]
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alias ''
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Switches:
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Switches:
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object - alias an object
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player - alias a player
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player - alias a player
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clearall - clear all your aliases
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list - show all defined aliases
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list - show all defined aliases
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If no switch is given, a command alias is created, used
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to replace strings before sending the command. Give an empty
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right-hand side to clear the nick
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Creates a personal nick for some in-game object or
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string. When you enter that string, it will be replaced
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with the alternate string. The switches dictate in what
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@ -148,15 +148,15 @@ class CmdNick(MuxCommand):
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is None, the alias (if it exists) will be cleared.
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Obs - no objects are actually changed with this command,
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if you want to change the inherent aliases of an object,
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use the @alias command instead.
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use the @alias command instead.
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"""
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key = "nick"
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aliases = ["nickname", "nicks", "@nick", "alias"]
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locks = "cmd:all()"
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locks = "cmd:all()"
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def func(self):
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"Create the nickname"
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caller = self.caller
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switches = self.switches
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@ -178,20 +178,20 @@ class CmdNick(MuxCommand):
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if 'clearall' in switches:
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nicks.delete()
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caller.msg("Cleared all aliases.")
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return
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return
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if not self.args or not self.lhs:
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caller.msg("Usage: nick[/switches] nickname = [realname]")
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return
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return
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nick = self.lhs
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real = self.rhs
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real = self.rhs
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if real == nick:
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caller.msg("No point in setting nick same as the string to replace...")
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return
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return
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# check so we have a suitable nick type
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if not any(True for switch in switches if switch in ("object", "player", "inputline")):
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switches = ["inputline"]
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switches = ["inputline"]
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string = ""
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for switch in switches:
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oldnick = Nick.objects.filter(db_obj=caller.dbobj, db_nick__iexact=nick, db_type__iexact=switch)
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@ -204,14 +204,14 @@ class CmdNick(MuxCommand):
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else:
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string += "\nNo nick '%s' found, so it could not be removed." % nick
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else:
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# creating new nick
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# creating new nick
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if oldnick:
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string += "\nNick %s changed from '%s' to '%s'." % (nick, oldnick[0].db_real, real)
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else:
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string += "\nNick set: '%s' = '%s'." % (nick, real)
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caller.nicks.add(nick, real, nick_type=switch)
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caller.nicks.add(nick, real, nick_type=switch)
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caller.msg(string)
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class CmdInventory(MuxCommand):
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"""
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inventory
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@ -219,9 +219,9 @@ class CmdInventory(MuxCommand):
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Usage:
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inventory
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inv
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Shows a player's inventory.
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"""
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"""
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key = "inventory"
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aliases = ["inv", "i"]
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locks = "cmd:all()"
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@ -235,7 +235,7 @@ class CmdInventory(MuxCommand):
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# format item list into nice collumns
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cols = [[],[]]
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for item in items:
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cols[0].append(item.name)
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cols[0].append(item.name)
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desc = item.db.desc
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if not desc:
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desc = ""
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@ -247,19 +247,19 @@ class CmdInventory(MuxCommand):
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string += "\n " + "{C%s{n - %s" % (row[0], row[1])
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self.caller.msg(string)
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class CmdGet(MuxCommand):
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class CmdGet(MuxCommand):
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"""
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get
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Usage:
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get <obj>
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Picks up an object from your location and puts it in
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your inventory.
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"""
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key = "get"
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aliases = "grab"
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locks = "cmd:all()"
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locks = "cmd:all()"
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def func(self):
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"implements the command."
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@ -287,13 +287,13 @@ class CmdGet(MuxCommand):
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obj.move_to(caller, quiet=True)
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caller.msg("You pick up %s." % obj.name)
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caller.location.msg_contents("%s picks up %s." %
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(caller.name,
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obj.name),
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caller.location.msg_contents("%s picks up %s." %
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(caller.name,
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obj.name),
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exclude=caller)
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# calling hook method
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obj.at_get(caller)
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class CmdDrop(MuxCommand):
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"""
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@ -301,14 +301,14 @@ class CmdDrop(MuxCommand):
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Usage:
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drop <obj>
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Lets you drop an object from your inventory into the
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Lets you drop an object from your inventory into the
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location you are currently in.
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"""
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key = "drop"
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locks = "cmd:all()"
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def func(self):
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"Implement command"
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@ -318,17 +318,17 @@ class CmdDrop(MuxCommand):
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return
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results = caller.search(self.args, ignore_errors=True)
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# we process the results ourselves since we want to sift out only
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# those in our inventory.
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# we process the results ourselves since we want to sift out only
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# those in our inventory.
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results = [obj for obj in results if obj in caller.contents]
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# now we send it into the handler.
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obj = AT_SEARCH_RESULT(caller, self.args, results, False)
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if not obj:
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return
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return
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obj.move_to(caller.location, quiet=True)
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caller.msg("You drop %s." % (obj.name,))
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caller.location.msg_contents("%s drops %s." %
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caller.location.msg_contents("%s drops %s." %
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(caller.name, obj.name),
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exclude=caller)
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# Call the object script's at_drop() method.
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@ -340,33 +340,33 @@ class CmdQuit(MuxCommand):
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quit
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Usage:
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@quit
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@quit
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Gracefully disconnect from the game.
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"""
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key = "@quit"
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locks = "cmd:all()"
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locks = "cmd:all()"
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def func(self):
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"hook function"
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"hook function"
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for session in self.caller.sessions:
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session.msg("{RQuitting{n. Hope to see you soon again.")
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session.session_disconnect()
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class CmdWho(MuxCommand):
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"""
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who
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Usage:
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who
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doing
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who
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doing
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Shows who is currently online. Doing is an alias that limits info
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also for those with all permissions.
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"""
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key = "who"
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aliases = "doing"
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aliases = "doing"
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locks = "cmd:all()"
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def func(self):
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@ -386,7 +386,7 @@ class CmdWho(MuxCommand):
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table = [["Player Name"], ["On for"], ["Idle"], ["Room"], ["Cmds"], ["Host"]]
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else:
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table = [["Player Name"], ["On for"], ["Idle"]]
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for session in session_list:
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if not session.logged_in:
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continue
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@ -396,12 +396,12 @@ class CmdWho(MuxCommand):
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plr_pobject = session.get_character()
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if not plr_pobject:
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plr_pobject = session.get_player()
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show_session_data = False
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show_session_data = False
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table = [["Player Name"], ["On for"], ["Idle"]]
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if show_session_data:
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table[0].append(plr_pobject.name[:25])
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table[1].append(utils.time_format(delta_conn, 0))
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table[2].append(utils.time_format(delta_cmd, 1))
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table[2].append(utils.time_format(delta_cmd, 1))
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table[3].append(plr_pobject.location.id)
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table[4].append(session.cmd_total)
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table[5].append(session.address[0])
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@ -421,7 +421,7 @@ class CmdWho(MuxCommand):
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else:
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string += "\n" + "".join(row)
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nplayers = (SESSIONS.player_count())
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if nplayers == 1:
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if nplayers == 1:
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string += '\nOne player logged in.'
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else:
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string += '\n%d players logged in.' % nplayers
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@ -434,14 +434,14 @@ class CmdSay(MuxCommand):
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Usage:
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say <message>
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Talk to those in your current location.
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Talk to those in your current location.
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"""
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key = "say"
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aliases = ['"', "'"]
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locks = "cmd:all()"
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def func(self):
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"Run the say command"
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@ -458,13 +458,13 @@ class CmdSay(MuxCommand):
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# Feedback for the object doing the talking.
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caller.msg('You say, "%s{n"' % speech)
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# Build the string to emit to neighbors.
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emit_string = '{c%s{n says, "%s{n"' % (caller.name,
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emit_string = '{c%s{n says, "%s{n"' % (caller.name,
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speech)
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caller.location.msg_contents(emit_string,
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caller.location.msg_contents(emit_string,
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exclude=caller)
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class CmdPose(MuxCommand):
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"""
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@ -477,13 +477,13 @@ class CmdPose(MuxCommand):
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Example:
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pose is standing by the wall, smiling.
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-> others will see:
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Tom is standing by the wall, smiling.
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Tom is standing by the wall, smiling.
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Describe an script being taken. The pose text will
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automatically begin with your name.
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automatically begin with your name.
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"""
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key = "pose"
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aliases = [":", "emote"]
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aliases = [":", "emote"]
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locks = "cmd:all()"
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def parse(self):
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@ -491,7 +491,7 @@ class CmdPose(MuxCommand):
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Custom parse the cases where the emote
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starts with some special letter, such
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as 's, at which we don't want to separate
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the caller's name and the emote with a
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the caller's name and the emote with a
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space.
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"""
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args = self.args
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@ -500,33 +500,33 @@ class CmdPose(MuxCommand):
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self.args = args
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def func(self):
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"Hook function"
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"Hook function"
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if not self.args:
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msg = "Do what?"
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self.caller.msg(msg)
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else:
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msg = "%s%s" % (self.caller.name, self.args)
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self.caller.location.msg_contents(msg)
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class CmdEncoding(MuxCommand):
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"""
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encoding - set a custom text encoding
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Usage:
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Usage:
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@encoding/switches [<encoding>]
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Switches:
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clear - clear your custom encoding
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This sets the text encoding for communicating with Evennia. This is mostly an issue only if
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This sets the text encoding for communicating with Evennia. This is mostly an issue only if
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you want to use non-ASCII characters (i.e. letters/symbols not found in English). If you see
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that your characters look strange (or you get encoding errors), you should use this command
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to set the server encoding to be the same used in your client program.
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to set the server encoding to be the same used in your client program.
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Common encodings are utf-8 (default), latin-1, ISO-8859-1 etc.
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If you don't submit an encoding, the current encoding will be displayed instead.
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If you don't submit an encoding, the current encoding will be displayed instead.
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"""
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key = "@encoding"
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@ -539,7 +539,7 @@ class CmdEncoding(MuxCommand):
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|||
"""
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caller = self.caller
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if hasattr(caller, 'player'):
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caller = caller.player
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caller = caller.player
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||||
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if 'clear' in self.switches:
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# remove customization
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|
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@ -551,22 +551,22 @@ class CmdEncoding(MuxCommand):
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del caller.db.encoding
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elif not self.args:
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# just list the encodings supported
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pencoding = caller.db.encoding
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pencoding = caller.db.encoding
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string = ""
|
||||
if pencoding:
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||||
string += "Default encoding: {g%s{n (change with {w@encoding <encoding>{n)" % pencoding
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if pencoding:
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string += "Default encoding: {g%s{n (change with {w@encoding <encoding>{n)" % pencoding
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encodings = settings.ENCODINGS
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if encodings:
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string += "\nServer's alternative encodings (tested in this order):\n {g%s{n" % ", ".join(encodings)
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string += "\nServer's alternative encodings (tested in this order):\n {g%s{n" % ", ".join(encodings)
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if not string:
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string = "No encodings found."
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||||
else:
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# change encoding
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||||
else:
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||||
# change encoding
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old_encoding = caller.db.encoding
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encoding = self.args
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||||
caller.db.encoding = encoding
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string = "Your custom text encoding was changed from '%s' to '%s'." % (old_encoding, encoding)
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caller.msg(string.strip())
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caller.msg(string.strip())
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class CmdAccess(MuxCommand):
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"""
|
||||
|
|
@ -575,7 +575,7 @@ class CmdAccess(MuxCommand):
|
|||
Usage:
|
||||
access
|
||||
|
||||
This command shows you the permission hierarchy and
|
||||
This command shows you the permission hierarchy and
|
||||
which permission groups you are a member of.
|
||||
"""
|
||||
key = "access"
|
||||
|
|
@ -587,8 +587,8 @@ class CmdAccess(MuxCommand):
|
|||
|
||||
caller = self.caller
|
||||
hierarchy_full = settings.PERMISSION_HIERARCHY
|
||||
string = "\n{wPermission Hierarchy{n (climbing):\n %s" % ", ".join(hierarchy_full)
|
||||
hierarchy = [p.lower() for p in hierarchy_full]
|
||||
string = "\n{wPermission Hierarchy{n (climbing):\n %s" % ", ".join(hierarchy_full)
|
||||
#hierarchy = [p.lower() for p in hierarchy_full]
|
||||
|
||||
if self.caller.player.is_superuser:
|
||||
cperms = "<Superuser>"
|
||||
|
|
@ -603,7 +603,7 @@ class CmdAccess(MuxCommand):
|
|||
string += "\nPlayer {c%s{n: %s" % (caller.player.key, pperms)
|
||||
caller.msg(string)
|
||||
|
||||
# OOC commands
|
||||
# OOC commands
|
||||
|
||||
class CmdOOCLook(CmdLook):
|
||||
"""
|
||||
|
|
@ -614,8 +614,8 @@ class CmdOOCLook(CmdLook):
|
|||
|
||||
This is an OOC version of the look command. Since a
|
||||
Player doesn't have an in-game existence, there is no
|
||||
concept of location or "self". If we are controlling
|
||||
a character, pass control over to normal look.
|
||||
concept of location or "self". If we are controlling
|
||||
a character, pass control over to normal look.
|
||||
|
||||
"""
|
||||
|
||||
|
|
@ -631,7 +631,7 @@ class CmdOOCLook(CmdLook):
|
|||
if utils.inherits_from(self.caller, "src.objects.objects.Object"):
|
||||
# An object of some type is calling. Convert to player.
|
||||
#print self.caller, self.caller.__class__
|
||||
self.character = self.caller
|
||||
self.character = self.caller
|
||||
if hasattr(self.caller, "player"):
|
||||
self.caller = self.caller.player
|
||||
|
||||
|
|
@ -642,20 +642,20 @@ class CmdOOCLook(CmdLook):
|
|||
else:
|
||||
self.caller = self.character # we have to put this back for normal look to work.
|
||||
super(CmdOOCLook, self).func()
|
||||
|
||||
|
||||
class CmdIC(MuxCommand):
|
||||
"""
|
||||
Switch control to an object
|
||||
|
||||
|
||||
Usage:
|
||||
@ic <character>
|
||||
|
||||
Go in-character (IC) as a given Character.
|
||||
|
||||
Go in-character (IC) as a given Character.
|
||||
|
||||
This will attempt to "become" a different object assuming you have
|
||||
the right to do so. You cannot become an object that is already
|
||||
controlled by another player. In principle <character> can be
|
||||
any in-game object as long as you have access right to puppet it.
|
||||
any in-game object as long as you have access right to puppet it.
|
||||
"""
|
||||
|
||||
key = "@ic"
|
||||
|
|
@ -671,7 +671,7 @@ class CmdIC(MuxCommand):
|
|||
if utils.inherits_from(caller, "src.objects.objects.Object"):
|
||||
caller = caller.player
|
||||
|
||||
new_character = None
|
||||
new_character = None
|
||||
if not self.args:
|
||||
new_character = caller.db.last_puppet
|
||||
if not new_character:
|
||||
|
|
@ -682,19 +682,19 @@ class CmdIC(MuxCommand):
|
|||
new_character = caller.search(self.args, global_search=True)
|
||||
if not new_character:
|
||||
# the search method handles error messages etc.
|
||||
return
|
||||
return
|
||||
if new_character.player:
|
||||
if new_character.player == caller:
|
||||
caller.msg("{RYou already are {c%s{n." % new_character.name)
|
||||
else:
|
||||
caller.msg("{c%s{r is already acted by another player.{n" % new_character.name)
|
||||
return
|
||||
caller.msg("{c%s{r is already acted by another player.{n" % new_character.name)
|
||||
return
|
||||
if not new_character.access(caller, "puppet"):
|
||||
caller.msg("{rYou may not become %s.{n" % new_character.name)
|
||||
return
|
||||
old_char = None
|
||||
old_char = None
|
||||
if caller.character:
|
||||
# save the old character. We only assign this to last_puppet if swap is successful.
|
||||
# save the old character. We only assign this to last_puppet if swap is successful.
|
||||
old_char = caller.character
|
||||
if caller.swap_character(new_character):
|
||||
new_character.msg("\n{gYou become {c%s{n.\n" % new_character.name)
|
||||
|
|
@ -704,7 +704,7 @@ class CmdIC(MuxCommand):
|
|||
loc = new_character.db.prelogout_location
|
||||
if not loc: # still no location; use home
|
||||
loc = new_character.home
|
||||
new_character.location = loc
|
||||
new_character.location = loc
|
||||
if new_character.location:
|
||||
new_character.location.msg_contents("%s has entered the game." % new_character.key, exclude=[new_character])
|
||||
new_character.location.at_object_receive(new_character, new_character.location)
|
||||
|
|
@ -715,10 +715,10 @@ class CmdIC(MuxCommand):
|
|||
class CmdOOC(MuxCommand):
|
||||
"""
|
||||
@ooc - go ooc
|
||||
|
||||
|
||||
Usage:
|
||||
@ooc
|
||||
|
||||
|
||||
Go out-of-character (OOC).
|
||||
|
||||
This will leave your current character and put you in a incorporeal OOC state.
|
||||
|
|
@ -730,8 +730,8 @@ class CmdOOC(MuxCommand):
|
|||
help_category = "General"
|
||||
|
||||
def func(self):
|
||||
"Implement function"
|
||||
|
||||
"Implement function"
|
||||
|
||||
caller = self.caller
|
||||
|
||||
if utils.inherits_from(caller, "src.objects.objects.Object"):
|
||||
|
|
@ -740,18 +740,18 @@ class CmdOOC(MuxCommand):
|
|||
if not caller.character:
|
||||
string = "You are already OOC."
|
||||
caller.msg(string)
|
||||
return
|
||||
return
|
||||
|
||||
caller.db.last_puppet = caller.character
|
||||
# save location as if we were disconnecting from the game entirely.
|
||||
if caller.character.location:
|
||||
caller.character.location.msg_contents("%s has left the game." % caller.character.key, exclude=[caller.character])
|
||||
caller.character.db.prelogout_location = caller.character.location
|
||||
caller.character.location = None
|
||||
|
||||
# disconnect
|
||||
caller.character.location = None
|
||||
|
||||
# disconnect
|
||||
caller.character.player = None
|
||||
caller.character = None
|
||||
caller.character = None
|
||||
|
||||
caller.msg("\n{GYou go OOC.{n\n")
|
||||
caller.execute_cmd("look")
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue