- Made many small bugfixes to the @parent and @create functions as well as their underlying methods.
- Made it so user #1 is also affected by the on_player_creation() function. - Added an event folder for custom events, including a working example - Expanded the example commands and parents to include the changes to how they should be initialized. - Added an optional ansi scheme (not active by default)
This commit is contained in:
parent
a32840002c
commit
a9dbac8aae
16 changed files with 397 additions and 35 deletions
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@ -1,18 +1,48 @@
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"""
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This is an example command module that may be copied and used to serve as the
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basis to newly created modules. You'll need to make sure that this or any new
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modules are added to settings.py under CUSTOM_COMMAND_MODULES or
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CUSTOM_UNLOGGED_COMMAND_MODULES, which are tuples of module import path strings.
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This is an example command module for showing the pluggable command system
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in action.
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You'll need to make sure that this or any new modules you create are added to
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game/settings.py under CUSTOM_COMMAND_MODULES or CUSTOM_UNLOGGED_COMMAND_MODULES,
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which are tuples of module import path strings.
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See src/config_defaults.py for more details.
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E.g. to add this example command for testing, your entry in game/settings.py would
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look like this:
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CUSTOM_COMMAND_MODULES = ('game.gamesrc.commands.example',)
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(note the extra comma at the end to make this into a Python tuple. It's only
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needed if you have only one entry.)
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"""
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# This is the common global CommandTable object which we'll be adding the
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# example command to.
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# example command to. We can add any number of commands this way in the
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# same file.
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from src.cmdtable import GLOBAL_CMD_TABLE
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def cmd_example(command):
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"""
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This is the help text for the 'example' command, a command to
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show how the pluggable command system works.
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For testing, you can try calling this with different switches and
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arguments, like
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> example/test/test2 Hello
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and see what is returned.
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<<TOPIC:example_auto_help>>
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This is a subtopic to the main example command help entry.
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Note that this text is auto-added since auto_help=True
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was set in the call to add_function. Any number of subtopics like
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this one can be added on the fly using the auto-help system. See
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help topics on 'help' and 'help_staff' for more information and
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options.
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"""
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An example command to show how the pluggable command system works.
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"""
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# By building one big string and passing it at once, we cut down on a lot
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# of emit_to() calls, which is generally a good idea.
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retval = "----- Example Command -----\n\r"
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@ -33,5 +63,32 @@ def cmd_example(command):
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# Extra variables passed with cmdtable.py's add_command().
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retval += " Extra vars: %s\n\r" % command.extra_vars
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command.source_object.emit_to(retval)
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# Add the command to the common global command table.
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GLOBAL_CMD_TABLE.add_command("example", cmd_example),
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# Add the command to the common global command table. Note that
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# since auto_help=True, help entries named "example" and
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# "example_auto_help" (as defined in the __doc__ string) will
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# automatically be created for us.
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GLOBAL_CMD_TABLE.add_command("example", cmd_example, auto_help=True),
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#another simple example
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def cmd_emote_smile(command):
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"""
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Simplistic 'smile' emote.
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"""
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#get the source object (that is, the player using the command)
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caller = command.source_object
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#find name of caller
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name = caller.get_name(show_dbref=False)
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#get the location caller is at
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location = caller.get_location()
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#build the emote
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text = "%s smiles." % name
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#emit the emote to everyone at the current location
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location.emit_to_contents(text)
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#add to global command table (no auto_help activated)
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GLOBAL_CMD_TABLE.add_command('smile', cmd_emote_smile)
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0
game/gamesrc/events/__init__.py
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0
game/gamesrc/events/__init__.py
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55
game/gamesrc/events/example.py
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55
game/gamesrc/events/example.py
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"""
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Example of the event system. To try it out, make sure to import it from somewhere
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covered by @reload (like the script parent). Create an object inheriting
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the red_button parent to see its effects (e.g. @create button=examples/red_button)
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Technically the event don't contain any game logics, all it does is locate all
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objects inheriting to a particular script parent and calls one of its functions
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at a regular interval.
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"""
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from src.events import IntervalEvent
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from src.scheduler import add_event
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from src.objects.models import Object
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#the logger is useful for debugging since there is no source object to send to
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from src.logger import log_infomsg
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#Example of the event system. This example adds an event to the red_button parent
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#in parents/examples. It makes the button blink temptingly at a regular interval.
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class EventBlinkButton(IntervalEvent):
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"""
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This event lets the button flash at regular intervals.
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"""
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def __init__(self):
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"""
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A custom init method also storing the source object.
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"""
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super(EventBlinkButton, self).__init__()
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self.name = 'event_blink_red_button'
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#how often to blink, in seconds
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self.interval = 30
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#the description is seen when you run @ps in-game.
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self.description = "Blink red buttons regularly."
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def event_function(self):
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"""
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This stub function is automatically fired every self.interval seconds.
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In this case we do a search for all objects inheriting from the correct
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parent and call a function on them.
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"""
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#find all objects inheriting from red_button (parents are per definition
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#stored with the gamesrc/parent/ drawer as a base)
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parent = 'examples.red_button'
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buttons = Object.objects.global_object_script_parent_search(parent)
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log_infomsg("buttons found: %s" % buttons)
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for b in buttons:
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b.scriptlink.blink()
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#create and add the event to the global handler
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blink_event = EventBlinkButton()
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add_event(blink_event)
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source_obj: (Object) A reference to the object being scripted (the child).
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"""
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return BasicObject(source_obj)
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return BasicObject(source_obj)
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55
game/gamesrc/parents/examples/custom_basicobject.py
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55
game/gamesrc/parents/examples/custom_basicobject.py
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"""
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Simple example of a custom modified object, derived from the base object.
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If you want to make this your new default object type, move this into
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gamesrc/parents and set SCRIPT_DEFAULT_OBJECT = 'custom_basicobject'
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in game/settings.py.
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Generally, if you want to conveniently set future objects to inherit from this
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script parent (not as a default), this files and others like it need to be
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located under the game/gamesrc/parent directory.
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"""
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from game.gamesrc.parents.base.basicobject import BasicObject
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class CustomBasicObject(BasicObject):
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def at_object_creation(self):
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"""
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This function is called whenever the object is created. Use
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this instead of __init__ to set start attributes etc on a
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particular object type.
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"""
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#Set an "sdesc" (short description) attribute on object,
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#defaulting to its given name
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#get the stored object related to this class
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obj = self.scripted_obj
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#find out the object's name
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name = obj.get_name(fullname=False,
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show_dbref=False,
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show_flags=False)
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#assign the name to the new attribute
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obj.set_attribute('sdesc',name)
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def at_object_destruction(self, pobject=None):
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"""
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This is triggered when an object is about to be destroyed via
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@destroy ONLY. If an object is deleted via delete(), it is assumed
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that this method is to be skipped.
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values:
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* pobject: (Object) The object requesting the action.
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"""
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pass
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def class_factory(source_obj):
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"""
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This method is called by any script you retrieve (via the scripthandler). It
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creates an instance of the class and returns it transparently.
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source_obj: (Object) A reference to the object being scripted (the child).
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"""
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return CustomBasicObject(source_obj)
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67
game/gamesrc/parents/examples/custom_basicplayer.py
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67
game/gamesrc/parents/examples/custom_basicplayer.py
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"""
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This is an example of customizing the basic player character object.
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You will want to do this to add all sorts of custom things like
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attributes, skill values, injuries and so on.
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If you want to make this the default player object for all players, move it
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into gamesrc/parents and set SCRIPT_DEFAULT_PLAYER = 'custom_basicplayer'
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in game/settings.py.
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"""
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from game.gamesrc.parents.base.basicplayer import BasicPlayer
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class CustomBasicPlayer(BasicPlayer):
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def at_player_creation(self):
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"""
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Called when player object is first created. Use this
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instead of __init__ to define any custom attributes
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all your player characters should have.
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"""
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#Example: Adding a default sdesc (short description)
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#get the stored object related to this class
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pobject = self.scripted_obj
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#set the attribute
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pobject.set_attribute('sdesc', 'A normal person')
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def at_pre_login(self, session):
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"""
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Called when the player has entered the game but has not
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logged in yet.
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"""
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pass
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def at_post_login(self, session):
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"""
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This command is called after the player has logged in but
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before he is allowed to give any commands.
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"""
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#get the object linked to this class
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pobject = self.scripted_obj
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#find out more about our object
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name = pobject.get_name(fullname=False,
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show_dbref=False,
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show_flags=False)
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sdesc = pobject.get_attribute_value('sdesc')
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#send a greeting using our new sdesc attribute
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pobject.emit_to("You are now logged in as %s - %s." % (name, sdesc))
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#tell everyone else we're here
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pobject.get_location().emit_to_contents("%s - %s, has connected." %
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(name, sdesc), exclude=pobject)
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#show us our surroundings
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pobject.execute_cmd("look")
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def class_factory(source_obj):
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"""
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This method is called by any script you retrieve (via the scripthandler). It
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creates an instance of the class and returns it transparently.
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source_obj: (Object) A reference to the object being scripted (the child).
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"""
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return CustomBasicPlayer(source_obj)
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"""
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An example script parent for a
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An example script parent for a nice red button object. It has
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custom commands defined on itself that are only useful in relation to this
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particular object. See example.py in gamesrc/commands for more info
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on the pluggable command system.
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Assuming this script remains in gamesrc/parents/examples, create an object
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of this type using @create button=examples.red_button
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This file also shows the use of the Event system to make the button
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send a message to the players at regular intervals. Note that if you create a
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test button you must drop it before you will see its messages!
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"""
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from game.gamesrc.parents.base.basicobject import BasicObject
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#you have to import the event definition(s) from somewhere covered by @reload,
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# - this is as good a place as any. Uncomment to turn off event system.
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import game.gamesrc.events.example
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#
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#commands on the button object
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#
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def cmd_push_button(command):
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"""
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An example command to show how the pluggable command system works.
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"""
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# By building one big string and passing it at once, we cut down on a lot
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# of emit_to() calls, which is generally a good idea.
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retval = "You have pushed the button on: %s" % (command.scripted_obj.get_name())
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This is a simple command that handles a user pressing the
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button by returning a message.
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"""
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retval = "There is a loud bang: BOOOM!"
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command.source_object.emit_to(retval)
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def cmd_pull_button(command):
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"""
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An example of a second defined command (for those who
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don't know how a button works ... ;) )
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"""
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retval = "A button is meant to be pushed, not pulled!"
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command.source_object.emit_to(retval)
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#
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#The object itself
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#
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class RedButton(BasicObject):
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def __init__(self, scripted_obj, *args, **kwargs):
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"""
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This is called when class_factory() instantiates a temporary instance
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of the script parent. This is typically not something you want to
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mess with much.
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"""
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# Calling the super classes __init__ is critical! Never forget to do
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# Calling the super class' __init__ is critical! Never forget to do
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# this or everything else from here on out will fail.
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super(RedButton, self).__init__(scripted_obj, args, kwargs)
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# Add the command to the object's command table.
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# Add the commands to the object's command table (this is about
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#the only thing you should use the __init__ for).
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self.command_table.add_command("pushbutton", cmd_push_button)
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self.command_table.add_command("pullbutton", cmd_pull_button)
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def at_object_creation(self):
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"""
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This function is called when object is created. Use this
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preferably over __init__.
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In this case all we do is add the commandtable
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to the object's own command_table variable; this makes
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the commands we've added to COMMAND_TABLE available to
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the user whenever the object is around.
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"""
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#get stored object related to this class
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obj = self.scripted_obj
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obj.set_description("This is your standard big red button.")
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obj.set_attribute("breakpoint", 10)
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obj.set_attribute("count", 0)
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def blink(self):
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"""If the event system is active, it will regularly call this function to make
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the button blink. Note the use of attributes to store the variable count and
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breakpoint in a persistent way."""
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obj = self.scripted_obj
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try:
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count = int(obj.get_attribute_value("count"))
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breakpoint = int(obj.get_attribute_value("breakpoint"))
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except TypeError:
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return
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if count <= breakpoint:
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if int(count) == int(breakpoint):
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s = "The button flashes, then goes dark. "
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s += "Looks like the lamp just broke."
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else:
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s = "The red button flashes, demanding your attention."
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count += 1
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obj.set_attribute("count",count)
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obj.get_location().emit_to_contents(s)
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def class_factory(source_obj):
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"""
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This method is called any script you retrieve (via the scripthandler). It
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This method is called by any script you retrieve (via the scripthandler). It
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creates an instance of the class and returns it transparently.
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source_obj: (Object) A reference to the object being scripted (the child).
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"""
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return RedButton(source_obj)
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return RedButton(source_obj)
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|
|
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Loading…
Add table
Add a link
Reference in a new issue