Forgot to add the default/player.py module holding Player-specific commands.
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src/commands/default/player.py
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555
src/commands/default/player.py
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"""
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Player (OOC) commands. These are stored on the Player object
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and self.caller is thus always a Player, not an Object/Character.
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These commands go in the PlayerCmdset and are accessible also
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when puppeting a Character (although with lower priority)
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These commands use the MuxCommandOOC parent that makes sure
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to setup caller correctly. The self.character can be used to
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access the character when these commands are triggered with
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a connected character (such as the case of the @ooc command), it
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is None if we are OOC.
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"""
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import time
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from django.conf import settings
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from src.server.sessionhandler import SESSIONS
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from src.commands.default.muxcommand import MuxPlayerCommand
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from src.utils import utils, create, search
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from settings import MAX_NR_CHARACTERS, MULTISESSION_MODE
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# limit symbol import for API
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__all__ = ("CmdOOCLook", "CmdIC", "CmdOOC", "CmdPassword", "CmdQuit", "CmdEncoding", "CmdWho", "CmdColorTest")
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# force max nr chars to 1 if mode is 0 or 1
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MAX_NR_CHARACTERS = MULTISESSION_MODE < 2 and 1 or MAX_NR_CHARACTERS
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BASE_PLAYER_TYPECLASS = settings.BASE_PLAYER_TYPECLASS
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class CmdOOCLook(MuxPlayerCommand):
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"""
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ooc look
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Usage:
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look
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Look in the ooc state.
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"""
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#This is an OOC version of the look command. Since a
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#Player doesn't have an in-game existence, there is no
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#concept of location or "self". If we are controlling
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#a character, pass control over to normal look.
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key = "look"
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aliases = ["l", "ls"]
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locks = "cmd:all()"
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help_category = "General"
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def look_target(self):
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"Hook method for when an argument is given."
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player = self.caller
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key = self.args.lower()
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chars = dict((utils.to_str(char.key.lower()), char) for char in player.db._playable_characters)
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looktarget = chars.get(key)
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if looktarget:
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self.msg(looktarget.return_appearance(player))
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else:
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self.msg("No such character.")
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return
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def no_look_target(self):
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"Hook method for default look without a specified target"
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# caller is always a player at this point.
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player = self.caller
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sessid = self.sessid
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# get all our characters and sessions
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characters = player.db._playable_characters
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sessions = player.get_all_sessions()
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sessidstr = sessid and " (session id %i)" % sessid or ""
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string = "You are logged in as {g%s{n%s." % (player.key, sessidstr)
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string += "\n\nSession(s) connected:"
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for sess in sessions:
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csessid = sess.sessid
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string += "\n %s %s" % (sessid == csessid and "{w%i{n" % csessid or csessid, sess.address)
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string += "\n\nUse {w@ic <character>{n to enter the game, {w@occ{n to get back here."
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if not characters:
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string += "\nYou don't have any character yet. Use {w@charcreate <name> [=description]{n to create one."
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elif len(characters) < MAX_NR_CHARACTERS:
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string += "\nUse {w@charcreate <name> [=description]{n to create a new character (max %i)" % MAX_NR_CHARACTERS
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if characters:
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string += "\n\nAvailable character%s%s:" % (len(characters) > 1 and "s" or "",
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MAX_NR_CHARACTERS > 1 and " (out of a maximum of %i)" % MAX_NR_CHARACTERS or "")
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for char in characters:
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csessid = char.sessid
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if csessid:
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# character is already puppeted
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sess = player.get_session(csessid)
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if hasattr(char.locks, "lock_bypass") and char.locks.lock_bypass:
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string += "\n - {G%s{n [superuser character] (played by you from session with id %i)" % (char.key, sess.sessid)
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elif sess:
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string += "\n - {G%s{n [%s] (played by you session id %i)" % (char.key, ", ".join(char.permissions), sess.sessid)
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else:
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string += "\n - {R%s{n [%s] (played by someone else)" % (char.key, ", ".join(char.permissions))
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else:
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# character is "free to puppet"
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if player.is_superuser and char.get_attribute("_superuser_character"):
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string += "\n - %s [Superuser character]" % (char.key)
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else:
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string += "\n - %s [%s]" % (char.key, ", ".join(char.permissions))
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string = ("-" * 68) + "\n" + string + "\n" + ("-" * 68)
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self.msg(string)
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def func(self):
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"implement the ooc look command"
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if MULTISESSION_MODE < 2:
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# only one character allowed
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string = "You are out-of-character (OOC).\nUse {w@ic{n to get back into the game."
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self.msg(string)
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return
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if utils.inherits_from(self.caller, "src.objects.objects.Object"):
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# An object of some type is calling. Use default look instead.
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super(CmdOOCLook, self).func()
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elif self.args:
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self.look_target()
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else:
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self.no_look_target()
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class CmdCharCreate(MuxPlayerCommand):
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"""
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Create a character
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Usage:
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@charcreate <charname> [= desc]
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Create a new character, optionally giving it a description.
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"""
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key = "@charcreate"
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locks = "cmd:all()"
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help_category = "General"
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def func(self):
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"create the new character"
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player = self.caller
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if not self.args:
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self.msg("Usage: @charcreate <charname> [= description]")
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return
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key = self.lhs
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desc = self.rhs
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if player.db._playable_characters and len(player.db._playable_characters) >= MAX_NR_CHARACTERS:
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self.msg("You may only create a maximum of %i characters." % MAX_NR_CHARACTERS)
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return
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# create the character
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from src.objects.models import ObjectDB
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default_home = ObjectDB.objects.get_id(settings.CHARACTER_DEFAULT_HOME)
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typeclass = settings.BASE_CHARACTER_TYPECLASS
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permissions = settings.PERMISSION_PLAYER_DEFAULT
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new_character = create.create_object(typeclass, key=key, location=default_home,
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home=default_home, permissions=permissions)
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# only allow creator (and immortals) to puppet this char
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new_character.locks.add("puppet:id(%i) or pid(%i) or perm(Immortals) or pperm(Immortals)" %
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(new_character.id, player.id))
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player.db._playable_characters.append(new_character)
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if desc:
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new_character.db.desc = desc
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else:
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new_character.db.desc = "This is a Player."
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self.msg("Created new character %s." % new_character.key)
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class CmdIC(MuxPlayerCommand):
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"""
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Switch control to an object
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Usage:
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@ic <character>
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Go in-character (IC) as a given Character.
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This will attempt to "become" a different object assuming you have
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the right to do so. Note that it's the PLAYER character that puppets
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characters/objects and which needs to have the correct permission!
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You cannot become an object that is already controlled by another
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player. In principle <character> can be any in-game object as long
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as you the player have access right to puppet it.
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"""
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key = "@ic"
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locks = "cmd:all()" # must be all() or different puppeted objects won't be able to access it.
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aliases = "@puppet"
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help_category = "General"
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def func(self):
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"""
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Main puppet method
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"""
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player = self.caller
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sessid = self.sessid
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new_character = None
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if not self.args:
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new_character = player.db._last_puppet
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if not new_character:
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self.msg("Usage: @ic <character>")
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return
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if not new_character:
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# search for a matching character
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new_character = search.objects(self.args, player)
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if new_character:
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new_character = new_character[0]
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else:
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self.msg("That is not a valid character choice.")
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return
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# permission checks
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if player.get_puppet(sessid) == new_character:
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self.msg("{RYou already act as {c%s{n." % new_character.name)
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return
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if new_character.player:
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# may not puppet an already puppeted character
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if new_character.sessid and new_character.player == player:
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self.msg("{RYou already act as {c%s{n in another session." % new_character.name)
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return
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elif new_character.player != player and new_character.player.is_connected:
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self.msg("{c%s{r is already acted by another player.{n" % new_character.name)
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return
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if not new_character.access(player, "puppet"):
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# main acccess check
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self.msg("{rYou may not become %s.{n" % new_character.name)
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return
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if player.puppet_object(sessid, new_character):
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self.msg("\n{gYou become {c%s{n.\n" % new_character.name)
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player.db._last_puppet = new_character
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if not new_character.location:
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# this might be due to being hidden away at logout; check
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loc = new_character.db.prelogout_location
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if not loc: # still no location; use home
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loc = new_character.home
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new_character.location = loc
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if new_character.location:
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new_character.location.msg_contents("%s has entered the game." % new_character.key, exclude=[new_character])
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new_character.location.at_object_receive(new_character, new_character.location)
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new_character.execute_cmd("look")
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else:
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self.msg("{rYou cannot become {C%s{n." % new_character.name)
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class CmdOOC(MuxPlayerCommand):
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"""
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go ooc
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Usage:
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@ooc
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Go out-of-character (OOC).
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This will leave your current character and put you in a incorporeal OOC state.
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"""
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key = "@ooc"
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locks = "cmd:all()" # this must be all(), or different puppeted objects won't be able to access it.
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aliases = "@unpuppet"
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help_category = "General"
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def func(self):
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"Implement function"
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player = self.caller
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sessid = self.sessid
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old_char = player.get_puppet(sessid)
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if not old_char:
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string = "You are already OOC."
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self.msg(string)
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return
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player.db._last_puppet = old_char
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# save location as if we were disconnecting from the game entirely.
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if old_char.location:
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old_char.location.msg_contents("%s has left the game." % old_char.key, exclude=[old_char])
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old_char.db.prelogout_location = old_char.location
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old_char.location = None
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# disconnect
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if player.unpuppet_object(sessid):
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self.msg("\n{GYou go OOC.{n\n")
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player.execute_cmd("look")
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else:
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raise RuntimeError("Could not unpuppet!")
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class CmdWho(MuxPlayerCommand):
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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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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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locks = "cmd:all()"
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def func(self):
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"""
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Get all connected players by polling session.
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"""
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caller = self.caller
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session_list = SESSIONS.get_sessions()
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if self.cmdstring == "doing":
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show_session_data = False
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else:
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show_session_data = caller.check_permstring("Immortals") or caller.check_permstring("Wizards")
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if show_session_data:
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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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delta_cmd = time.time() - session.cmd_last_visible
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delta_conn = time.time() - session.conn_time
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plr_pobject = session.get_puppet()
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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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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[3].append(plr_pobject.location and plr_pobject.location.id or "None")
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table[4].append(session.cmd_total)
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table[5].append(session.address[0])
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else:
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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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stable = []
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for row in table: # prettify values
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stable.append([str(val).strip() for val in row])
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ftable = utils.format_table(stable, 5)
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string = ""
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for ir, row in enumerate(ftable):
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if ir == 0:
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string += "\n" + "{w%s{n" % ("".join(row))
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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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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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caller.msg(string)
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class CmdEncoding(MuxPlayerCommand):
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"""
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encoding - set a custom text encoding
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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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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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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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"""
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key = "@encoding"
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aliases = "@encode"
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locks = "cmd:all()"
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def func(self):
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"""
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Sets the encoding.
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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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if 'clear' in self.switches:
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# remove customization
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old_encoding = caller.db.encoding
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if old_encoding:
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string = "Your custom text encoding ('%s') was cleared." % old_encoding
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else:
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string = "No custom encoding was set."
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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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string = ""
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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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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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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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class CmdPassword(MuxPlayerCommand):
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"""
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@password - set your password
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Usage:
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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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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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if hasattr(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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return
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oldpass = self.lhslist[0] # this is already stripped by parse()
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newpass = self.rhslist[0] # ''
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try:
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uaccount = caller.user
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except AttributeError:
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caller.msg("This is only applicable for players.")
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return
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if not uaccount.check_password(oldpass):
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caller.msg("The specified old password isn't correct.")
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elif len(newpass) < 3:
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caller.msg("Passwords must be at least three characters long.")
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else:
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uaccount.set_password(newpass)
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uaccount.save()
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caller.msg("Password changed.")
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class CmdQuit(MuxPlayerCommand):
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"""
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quit
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Usage:
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@quit
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Switch:
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all - disconnect all connected sessions
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Gracefully disconnect your current session from the
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||||
game. Use the /all switch to disconnect from all sessions.
|
||||
"""
|
||||
key = "@quit"
|
||||
locks = "cmd:all()"
|
||||
|
||||
def func(self):
|
||||
"hook function"
|
||||
# always operate on the player
|
||||
if hasattr(self.caller, "player"):
|
||||
player = self.caller.player
|
||||
else:
|
||||
player = self.caller
|
||||
|
||||
if 'all' in self.switches:
|
||||
player.msg("{RQuitting{n all sessions. Hope to see you soon again.", sessid=self.sessid)
|
||||
for session in player.get_all_sessions():
|
||||
player.disconnect_session_from_player(session.sessid)
|
||||
else:
|
||||
nsess = len(player.get_all_sessions())
|
||||
if nsess == 2:
|
||||
player.msg("{RQuitting{n. One session is still connected.", sessid=self.sessid)
|
||||
elif nsess > 2:
|
||||
player.msg("{RQuitting{n. %i session are still connected." % (nsess-1), sessid=self.sessid)
|
||||
else:
|
||||
# we are quitting the last available session
|
||||
player.msg("{RQuitting{n. Hope to see you soon again.", sessid=self.sessid)
|
||||
player.disconnect_session_from_player(self.sessid)
|
||||
|
||||
|
||||
|
||||
class CmdColorTest(MuxPlayerCommand):
|
||||
"""
|
||||
testing colors
|
||||
|
||||
Usage:
|
||||
@color ansi|xterm256
|
||||
|
||||
Print a color map along with in-mud color codes, while testing what is supported in your client.
|
||||
Choices are 16-color ansi (supported in most muds) or the 256-color xterm256 standard.
|
||||
No checking is done to determine your client supports color - if not you will
|
||||
see rubbish appear.
|
||||
"""
|
||||
key = "@color"
|
||||
locks = "cmd:all()"
|
||||
help_category = "General"
|
||||
|
||||
def func(self):
|
||||
"Show color tables"
|
||||
|
||||
if not self.args or not self.args in ("ansi", "xterm256"):
|
||||
self.caller.msg("Usage: @color ansi|xterm256")
|
||||
return
|
||||
|
||||
if self.args == "ansi":
|
||||
from src.utils import ansi
|
||||
ap = ansi.ANSI_PARSER
|
||||
# ansi colors
|
||||
# show all ansi color-related codes
|
||||
col1 = ["%s%s{n" % (code, code.replace("{","{{")) for code, _ in ap.ext_ansi_map[:-1]]
|
||||
hi = "%ch"
|
||||
col2 = ["%s%s{n" % (code, code.replace("%", "%%")) for code, _ in ap.mux_ansi_map[:-2]]
|
||||
col3 = ["%s%s{n" % (hi+code, (hi+code).replace("%", "%%")) for code, _ in ap.mux_ansi_map[:-2]]
|
||||
table = utils.format_table([col1, col2, col3], extra_space=1)
|
||||
string = "ANSI colors:"
|
||||
for row in table:
|
||||
string += "\n" + "".join(row)
|
||||
#print string
|
||||
self.caller.msg(string)
|
||||
self.caller.msg("{{X and %%cx are black-on-black)")
|
||||
elif self.args == "xterm256":
|
||||
table = [[],[],[],[],[],[],[],[],[],[],[],[]]
|
||||
for ir in range(6):
|
||||
for ig in range(6):
|
||||
for ib in range(6):
|
||||
# foreground table
|
||||
table[ir].append("%%c%i%i%i%s{n" % (ir,ig,ib, "{{%i%i%i" % (ir,ig,ib)))
|
||||
# background table
|
||||
table[6+ir].append("%%cb%i%i%i%%c%i%i%i%s{n" % (ir,ig,ib,
|
||||
5-ir,5-ig,5-ib,
|
||||
"{{b%i%i%i" % (ir,ig,ib)))
|
||||
table = utils.format_table(table)
|
||||
string = "Xterm256 colors:"
|
||||
for row in table:
|
||||
string += "\n" + "".join(row)
|
||||
self.caller.msg(string)
|
||||
self.caller.msg("(e.g. %%c123 and %%cb123 also work)")
|
||||
|
||||
|
||||
Loading…
Add table
Add a link
Reference in a new issue