Added new SCRIPT_ROOT variable to settings.py, you'll need to copy this over from settings.py.dist if you're running a test game. We also now have rudimentary support for default, enter, and use locks per the basicobject.py file. Take a look at the example locks in there. A returned boolean value determines whether the player passes. Make sure you emit an error message within the lock if you're going to return false. We will have simple in-game attribute or dbref locks via an @lock command similar to MUX/MUSH that override scripted behaviors.
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parent
679ef8dc74
commit
94779a86a5
4 changed files with 54 additions and 14 deletions
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@ -159,11 +159,16 @@ def handle(cdat):
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pobject = session.get_pobject()
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exit_matches = match_exits(pobject, ' '.join(parsed_input['splitted']))
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if exit_matches:
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exit = exit_matches[0]
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if exit.get_home():
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targ_exit = exit_matches[0]
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if targ_exit.get_home():
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cdat['uinput'] = parsed_input
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pobject.move_to(exit.get_home())
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session.execute_cmd("look")
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# SCRIPT: See if the player can traverse the exit
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if not targ_exit.get_scriptlink().default_lock(pobject):
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session.msg("You can't traverse that exit.")
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else:
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pobject.move_to(targ_exit.get_home())
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session.execute_cmd("look")
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else:
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session.msg("That exit leads to nowhere.")
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return
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@ -1,6 +1,7 @@
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import os
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from traceback import format_exc
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import settings
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import functions_general
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"""
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This module is responsible for managing scripts and their connection to the
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@ -31,9 +32,6 @@ def scriptlink(source_obj, scriptname):
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if retval:
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return retval.class_factory(source_obj)
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# Store the original working directory so we can revert.
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orig_path = os.getcwd()
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# Split the script name up by periods to give us the directory we need
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# to change to. I really wish we didn't have to do this, but there's some
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# strange issue with __import__ and more than two directories worth of
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@ -45,22 +43,22 @@ def scriptlink(source_obj, scriptname):
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try:
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# Change the working directory to the location of the script and import.
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os.chdir('scripts/%s/' % (newpath_str))
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os.chdir('%s/%s/' % (settings.SCRIPT_ROOT, newpath_str))
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functions_general.log_infomsg("SCRIPT: Caching and importing %s." % (modname))
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modreference = __import__(modname)
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# Store the module reference for later fast retrieval.
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cached_scripts[scriptname] = modreference
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except ImportError:
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functions_general.log_infomsg('Error importing %s: %s' % (modname, format_exc()))
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os.chdir(orig_path)
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os.chdir(settings.BASE_PATH)
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return
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except OSError:
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functions_general.log_infomsg('Invalid module path: %s' % (format_exc()))
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os.chdir(orig_path)
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os.chdir(settings.BASE_PATH)
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return
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# Change back to the original working directory.
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os.chdir(orig_path)
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os.chdir(settings.BASE_PATH)
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# The new script module has been cached, return the reference.
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return modreference.class_factory(source_obj)
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@ -41,6 +41,39 @@ class BasicObject:
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# Un-comment the line below for an example
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#print "SCRIPT TEST: %s got %s." % (actor, self.source_obj)
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pass
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def default_lock(self, actor):
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"""
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This method returns a True or False boolean value to determine whether
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the actor passes the lock. This is generally used for picking up
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objects or traversing exits.
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actor: (Object) Reference to the person attempting an action
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"""
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# Assume everyone passes the default lock by default.
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return True
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def use_lock(self, actor):
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"""
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This method returns a True or False boolean value to determine whether
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the actor passes the lock. This is generally used for seeing whether
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a player can use an object or any of its commands.
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actor: (Object) Reference to the person attempting an action
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"""
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# Assume everyone passes the use lock by default.
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return True
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def enter_lock(self, actor):
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"""
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This method returns a True or False boolean value to determine whether
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the actor passes the lock. This is generally used for seeing whether
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a player can enter another object.
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actor: (Object) Reference to the person attempting an action
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"""
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# Assume everyone passes the enter lock by default.
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return True
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def class_factory(source_obj):
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"""
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@ -14,7 +14,7 @@ ADMINS = (
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MANAGERS = ADMINS
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# The path that contains this settings.py file.
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# The path that contains this settings.py file (no trailing slash).
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BASE_PATH = '/home/evennia/evennia'
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# 'postgresql', 'mysql', 'mysql_old', 'sqlite3' or 'ado_mssql'.
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@ -52,10 +52,14 @@ USE_I18N = False
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# lighttpd).
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SERVE_MEDIA = False
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# Absolute path to the directory that holds media.
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# Example: "/home/media/media.lawrence.com/"
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# Absolute path to the directory that holds media (no trailing slash).
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# Example: "/home/media/media.lawrence.com"
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MEDIA_ROOT = '%s/media' % (BASE_PATH)
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# Absolute path to the directory that has the script tree in it. (no trailing slash)
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# Example: "/home/evennia/scripts"
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SCRIPT_ROOT = '%s/scripts' % (BASE_PATH)
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# URL that handles the media served from MEDIA_ROOT.
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# Example: "http://media.lawrence.com"
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MEDIA_URL = '/media/'
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