Merge conflict
This commit is contained in:
commit
c7907cbf6c
124 changed files with 21965 additions and 3894 deletions
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@ -16,10 +16,12 @@ things you want from here into your game folder and change them there.
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## Contrib modules
|
||||
|
||||
* Barter system (Griatch 2012) - A safe and effective barter-system
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for any game. Allows safe trading of any godds (including coin)
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for any game. Allows safe trading of any goods (including coin).
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* Building menu (vincent-lg 2018) - An @edit command for modifying
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||||
objects using a generated menu. Customizable for different games.
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* CharGen (Griatch 2011) - A simple Character creator for OOC mode.
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||||
Meant as a starting point for a more fleshed-out system.
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* Clothing (BattleJenkins 2017) - A layered clothing system with
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* Clothing (FlutterSprite 2017) - A layered clothing system with
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slots for different types of garments auto-showing in description.
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* Color-markups (Griatch, 2017) - Alternative in-game color markups.
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* Custom gametime (Griatch, vlgeoff 2017) - Implements Evennia's
|
||||
|
|
@ -29,11 +31,15 @@ things you want from here into your game folder and change them there.
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that requires an email to login rather then just name+password.
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* Extended Room (Griatch 2012) - An expanded Room typeclass with
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multiple descriptions for time and season as well as details.
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* Field Fill (FlutterSprite 2018) - A simple system for creating an
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EvMenu that presents a player with a highly customizable fillable
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form
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* GenderSub (Griatch 2015) - Simple example (only) of storing gender
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||||
on a character and access it in an emote with a custom marker.
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* Health Bar (Tim Ashley Jenkins 2017) - Tool to create colorful bars/meters.
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* Mail (grungies1138 2016) - An in-game mail system for communication.
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* Menu login (Griatch 2011) - A login system using menus asking
|
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for name/password rather than giving them as one command
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for name/password rather than giving them as one command.
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* Map Builder (CloudKeeper 2016) - Build a game area based on a 2D
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"graphical" unicode map. Supports assymmetric exits.
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* Menu Login (Vincent-lg 2016) - Alternate login system using EvMenu.
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|
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@ -45,13 +51,18 @@ things you want from here into your game folder and change them there.
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speaking unfamiliar languages. Also obfuscates whispers.
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* RPSystem (Griatch 2015) - Full director-style emoting system
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replacing names with sdescs/recogs. Supports wearing masks.
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* Security/Auditing (Johhny 2018) - Log server input/output for debug/security.
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* Simple Door - Example of an exit that can be opened and closed.
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* Slow exit (Griatch 2014) - Custom Exit class that takes different
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time to pass depending on if you are walking/running etc.
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* Talking NPC (Griatch 2011) - A talking NPC object that offers a
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menu-driven conversation tree.
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* Turnbattle (BattleJenkins 2017) - A turn-based combat engine meant
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as a start to build from. Has attack/disengage and turn timeouts.
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* Tree Select (FlutterSprite 2017) - A simple system for creating a
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branching EvMenu with selection options sourced from a single
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multi-line string.
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* Turnbattle (Tim Ashley Jenkins 2017) - This is a framework for a turn-based
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combat system with different levels of complexity, including versions with
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equipment and magic as well as ranged combat.
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* Wilderness (titeuf87 2017) - Make infinitely large wilderness areas
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with dynamically created locations.
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* UnixCommand (Vincent Le Geoff 2017) - Add commands with UNIX-style syntax.
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@ -59,9 +70,12 @@ things you want from here into your game folder and change them there.
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## Contrib packages
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||||
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||||
* EGI_Client (gtaylor 2016) - Client for reporting game status
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to the Evennia game index (games.evennia.com)
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to the Evennia game index (games.evennia.com).
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* In-game Python (Vincent Le Goff 2017) - Allow trusted builders to script
|
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objects and events using Python from in-game.
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* Turnbattle (FlutterSprite 2017) - A turn-based combat engine meant
|
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as a start to build from. Has attack/disengage and turn timeouts,
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and includes optional expansions for equipment and combat movement.
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* Tutorial examples (Griatch 2011, 2015) - A folder of basic
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example objects, commands and scripts.
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* Tutorial world (Griatch 2011, 2015) - A folder containing the
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|
|
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1147
evennia/contrib/building_menu.py
Normal file
1147
evennia/contrib/building_menu.py
Normal file
File diff suppressed because it is too large
Load diff
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@ -197,7 +197,7 @@ class CmdUnconnectedCreate(MuxCommand):
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session.msg(string)
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return
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if not re.findall(r"^[\w. @+\-']+$", password) or not (3 < len(password)):
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string = "\n\r Password should be longer than 3 characers. Letters, spaces, digits and @/./+/-/_/' only." \
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string = "\n\r Password should be longer than 3 characters. Letters, spaces, digits and @/./+/-/_/' only." \
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"\nFor best security, make it longer than 8 characters. You can also use a phrase of" \
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"\nmany words if you enclose the password in double quotes."
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session.msg(string)
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|
|
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@ -213,37 +213,39 @@ class ExtendedRoom(DefaultRoom):
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return detail
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return None
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def return_appearance(self, looker):
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def return_appearance(self, looker, **kwargs):
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"""
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This is called when e.g. the look command wants to retrieve
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the description of this object.
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Args:
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looker (Object): The object looking at us.
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**kwargs (dict): Arbitrary, optional arguments for users
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overriding the call (unused by default).
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Returns:
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description (str): Our description.
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"""
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update = False
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# ensures that our description is current based on time/season
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self.update_current_description()
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# run the normal return_appearance method, now that desc is updated.
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return super(ExtendedRoom, self).return_appearance(looker, **kwargs)
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def update_current_description(self):
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"""
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This will update the description of the room if the time or season
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has changed since last checked.
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"""
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update = False
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# get current time and season
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curr_season, curr_timeslot = self.get_time_and_season()
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# compare with previously stored slots
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last_season = self.ndb.last_season
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last_timeslot = self.ndb.last_timeslot
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if curr_season != last_season:
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# season changed. Load new desc, or a fallback.
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if curr_season == 'spring':
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new_raw_desc = self.db.spring_desc
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elif curr_season == 'summer':
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new_raw_desc = self.db.summer_desc
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elif curr_season == 'autumn':
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new_raw_desc = self.db.autumn_desc
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else:
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new_raw_desc = self.db.winter_desc
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new_raw_desc = self.attributes.get("%s_desc" % curr_season)
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if new_raw_desc:
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raw_desc = new_raw_desc
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else:
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@ -252,19 +254,15 @@ class ExtendedRoom(DefaultRoom):
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self.db.raw_desc = raw_desc
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self.ndb.last_season = curr_season
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update = True
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if curr_timeslot != last_timeslot:
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# timeslot changed. Set update flag.
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self.ndb.last_timeslot = curr_timeslot
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update = True
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if update:
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||||
# if anything changed we have to re-parse
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# the raw_desc for time markers
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||||
# and re-save the description again.
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self.db.desc = self.replace_timeslots(self.db.raw_desc, curr_timeslot)
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||||
# run the normal return_appearance method, now that desc is updated.
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return super(ExtendedRoom, self).return_appearance(looker)
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||||
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||||
|
||||
# Custom Look command supporting Room details. Add this to
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||||
|
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@ -369,6 +367,7 @@ class CmdExtendedDesc(default_cmds.CmdDesc):
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|||
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||||
"""
|
||||
aliases = ["describe", "detail"]
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||||
switch_options = () # Inherits from default_cmds.CmdDesc, but unused here
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||||
|
||||
def reset_times(self, obj):
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||||
"""By deleteting the caches we force a re-load."""
|
||||
|
|
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|||
667
evennia/contrib/fieldfill.py
Normal file
667
evennia/contrib/fieldfill.py
Normal file
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@ -0,0 +1,667 @@
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|||
"""
|
||||
Easy fillable form
|
||||
|
||||
Contrib - Tim Ashley Jenkins 2018
|
||||
|
||||
This module contains a function that calls an easily customizable EvMenu - this
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||||
menu presents the player with a fillable form, with fields that can be filled
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||||
out in any order. Each field's value can be verified, with the function
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||||
allowing easy checks for text and integer input, minimum and maximum values /
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||||
character lengths, or can even be verified by a custom function. Once the form
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||||
is submitted, the form's data is submitted as a dictionary to any callable of
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||||
your choice.
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||||
|
||||
The function that initializes the fillable form menu is fairly simple, and
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||||
includes the caller, the template for the form, and the callback(caller, result) to which the form
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||||
data will be sent to upon submission.
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||||
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||||
init_fill_field(formtemplate, caller, formcallback)
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||||
|
||||
Form templates are defined as a list of dictionaries - each dictionary
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||||
represents a field in the form, and contains the data for the field's name and
|
||||
behavior. For example, this basic form template will allow a player to fill out
|
||||
a brief character profile:
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||||
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||||
PROFILE_TEMPLATE = [
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||||
{"fieldname":"Name", "fieldtype":"text"},
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||||
{"fieldname":"Age", "fieldtype":"number"},
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||||
{"fieldname":"History", "fieldtype":"text"},
|
||||
]
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||||
|
||||
This will present the player with an EvMenu showing this basic form:
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||||
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||||
Name:
|
||||
Age:
|
||||
History:
|
||||
|
||||
While in this menu, the player can assign a new value to any field with the
|
||||
syntax <field> = <new value>, like so:
|
||||
|
||||
> name = Ashley
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||||
Field 'Name' set to: Ashley
|
||||
|
||||
Typing 'look' by itself will show the form and its current values.
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||||
|
||||
> look
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||||
|
||||
Name: Ashley
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||||
Age:
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||||
History:
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||||
|
||||
Number fields require an integer input, and will reject any text that can't
|
||||
be converted into an integer.
|
||||
|
||||
> age = youthful
|
||||
Field 'Age' requires a number.
|
||||
> age = 31
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||||
Field 'Age' set to: 31
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||||
|
||||
Form data is presented as an EvTable, so text of any length will wrap cleanly.
|
||||
|
||||
> history = EVERY MORNING I WAKE UP AND OPEN PALM SLAM[...]
|
||||
Field 'History' set to: EVERY MORNING I WAKE UP AND[...]
|
||||
> look
|
||||
|
||||
Name: Ashley
|
||||
Age: 31
|
||||
History: EVERY MORNING I WAKE UP AND OPEN PALM SLAM A VHS INTO THE SLOT.
|
||||
IT'S CHRONICLES OF RIDDICK AND RIGHT THEN AND THERE I START DOING
|
||||
THE MOVES ALONGSIDE WITH THE MAIN CHARACTER, RIDDICK. I DO EVERY
|
||||
MOVE AND I DO EVERY MOVE HARD.
|
||||
|
||||
When the player types 'submit' (or your specified submit command), the menu
|
||||
quits and the form's data is passed to your specified function as a dictionary,
|
||||
like so:
|
||||
|
||||
formdata = {"Name":"Ashley", "Age":31, "History":"EVERY MORNING I[...]"}
|
||||
|
||||
You can do whatever you like with this data in your function - forms can be used
|
||||
to set data on a character, to help builders create objects, or for players to
|
||||
craft items or perform other complicated actions with many variables involved.
|
||||
|
||||
The data that your form will accept can also be specified in your form template -
|
||||
let's say, for example, that you won't accept ages under 18 or over 100. You can
|
||||
do this by specifying "min" and "max" values in your field's dictionary:
|
||||
|
||||
PROFILE_TEMPLATE = [
|
||||
{"fieldname":"Name", "fieldtype":"text"},
|
||||
{"fieldname":"Age", "fieldtype":"number", "min":18, "max":100},
|
||||
{"fieldname":"History", "fieldtype":"text"}
|
||||
]
|
||||
|
||||
Now if the player tries to enter a value out of range, the form will not acept the
|
||||
given value.
|
||||
|
||||
> age = 10
|
||||
Field 'Age' reqiures a minimum value of 18.
|
||||
> age = 900
|
||||
Field 'Age' has a maximum value of 100.
|
||||
|
||||
Setting 'min' and 'max' for a text field will instead act as a minimum or
|
||||
maximum character length for the player's input.
|
||||
|
||||
There are lots of ways to present the form to the player - fields can have default
|
||||
values or show a custom message in place of a blank value, and player input can be
|
||||
verified by a custom function, allowing for a great deal of flexibility. There
|
||||
is also an option for 'bool' fields, which accept only a True / False input and
|
||||
can be customized to represent the choice to the player however you like (E.G.
|
||||
Yes/No, On/Off, Enabled/Disabled, etc.)
|
||||
|
||||
This module contains a simple example form that demonstrates all of the included
|
||||
functionality - a command that allows a player to compose a message to another
|
||||
online character and have it send after a custom delay. You can test it by
|
||||
importing this module in your game's default_cmdsets.py module and adding
|
||||
CmdTestMenu to your default character's command set.
|
||||
|
||||
FIELD TEMPLATE KEYS:
|
||||
Required:
|
||||
fieldname (str): Name of the field, as presented to the player.
|
||||
fieldtype (str): Type of value required: 'text', 'number', or 'bool'.
|
||||
|
||||
Optional:
|
||||
max (int): Maximum character length (if text) or value (if number).
|
||||
min (int): Minimum charater length (if text) or value (if number).
|
||||
truestr (str): String for a 'True' value in a bool field.
|
||||
(E.G. 'On', 'Enabled', 'Yes')
|
||||
falsestr (str): String for a 'False' value in a bool field.
|
||||
(E.G. 'Off', 'Disabled', 'No')
|
||||
default (str): Initial value (blank if not given).
|
||||
blankmsg (str): Message to show in place of value when field is blank.
|
||||
cantclear (bool): Field can't be cleared if True.
|
||||
required (bool): If True, form cannot be submitted while field is blank.
|
||||
verifyfunc (callable): Name of a callable used to verify input - takes
|
||||
(caller, value) as arguments. If the function returns True,
|
||||
the player's input is considered valid - if it returns False,
|
||||
the input is rejected. Any other value returned will act as
|
||||
the field's new value, replacing the player's input. This
|
||||
allows for values that aren't strings or integers (such as
|
||||
object dbrefs). For boolean fields, return '0' or '1' to set
|
||||
the field to False or True.
|
||||
"""
|
||||
|
||||
from evennia.utils import evmenu, evtable, delay, list_to_string, logger
|
||||
from evennia import Command
|
||||
from evennia.server.sessionhandler import SESSIONS
|
||||
|
||||
|
||||
class FieldEvMenu(evmenu.EvMenu):
|
||||
"""
|
||||
Custom EvMenu type with its own node formatter - removes extraneous lines
|
||||
"""
|
||||
|
||||
def node_formatter(self, nodetext, optionstext):
|
||||
"""
|
||||
Formats the entirety of the node.
|
||||
|
||||
Args:
|
||||
nodetext (str): The node text as returned by `self.nodetext_formatter`.
|
||||
optionstext (str): The options display as returned by `self.options_formatter`.
|
||||
caller (Object, Account or None, optional): The caller of the node.
|
||||
|
||||
Returns:
|
||||
node (str): The formatted node to display.
|
||||
|
||||
"""
|
||||
# Only return node text, no options or separators
|
||||
return nodetext
|
||||
|
||||
|
||||
def init_fill_field(formtemplate, caller, formcallback, pretext="", posttext="",
|
||||
submitcmd="submit", borderstyle="cells", formhelptext=None,
|
||||
persistent=False, initial_formdata=None):
|
||||
"""
|
||||
Initializes a menu presenting a player with a fillable form - once the form
|
||||
is submitted, the data will be passed as a dictionary to your chosen
|
||||
function.
|
||||
|
||||
Args:
|
||||
formtemplate (list of dicts): The template for the form's fields.
|
||||
caller (obj): Player who will be filling out the form.
|
||||
formcallback (callable): Function to pass the completed form's data to.
|
||||
|
||||
Options:
|
||||
pretext (str): Text to put before the form in the menu.
|
||||
posttext (str): Text to put after the form in the menu.
|
||||
submitcmd (str): Command used to submit the form.
|
||||
borderstyle (str): Form's EvTable border style.
|
||||
formhelptext (str): Help text for the form menu (or default is provided).
|
||||
persistent (bool): Whether to make the EvMenu persistent across reboots.
|
||||
initial_formdata (dict): Initial data for the form - a blank form with
|
||||
defaults specified in the template will be generated otherwise.
|
||||
In the case of a form used to edit properties on an object or a
|
||||
similar application, you may want to generate the initial form
|
||||
data dynamically before calling init_fill_field.
|
||||
"""
|
||||
|
||||
# Initialize form data from the template if none provided
|
||||
formdata = form_template_to_dict(formtemplate)
|
||||
if initial_formdata:
|
||||
formdata = initial_formdata
|
||||
|
||||
# Provide default help text if none given
|
||||
if formhelptext is None:
|
||||
formhelptext = (
|
||||
"Available commands:|/"
|
||||
"|w<field> = <new value>:|n Set given field to new value, replacing the old value|/"
|
||||
"|wclear <field>:|n Clear the value in the given field, making it blank|/"
|
||||
"|wlook|n: Show the form's current values|/"
|
||||
"|whelp|n: Display this help screen|/"
|
||||
"|wquit|n: Quit the form menu without submitting|/"
|
||||
"|w%s|n: Submit this form and quit the menu" % submitcmd)
|
||||
|
||||
# Pass kwargs to store data needed in the menu
|
||||
kwargs = {
|
||||
"formdata": formdata,
|
||||
"formtemplate": formtemplate,
|
||||
"formcallback": formcallback,
|
||||
"pretext": pretext,
|
||||
"posttext": posttext,
|
||||
"submitcmd": submitcmd,
|
||||
"borderstyle": borderstyle,
|
||||
"formhelptext": formhelptext
|
||||
}
|
||||
|
||||
# Initialize menu of selections
|
||||
FieldEvMenu(caller, "evennia.contrib.fieldfill", startnode="menunode_fieldfill",
|
||||
auto_look=False, persistent=persistent, **kwargs)
|
||||
|
||||
|
||||
def menunode_fieldfill(caller, raw_string, **kwargs):
|
||||
"""
|
||||
This is an EvMenu node, which calls itself over and over in order to
|
||||
allow a player to enter values into a fillable form. When the form is
|
||||
submitted, the form data is passed to a callback as a dictionary.
|
||||
"""
|
||||
|
||||
# Retrieve menu info - taken from ndb if not persistent or db if persistent
|
||||
if not caller.db._menutree:
|
||||
formdata = caller.ndb._menutree.formdata
|
||||
formtemplate = caller.ndb._menutree.formtemplate
|
||||
formcallback = caller.ndb._menutree.formcallback
|
||||
pretext = caller.ndb._menutree.pretext
|
||||
posttext = caller.ndb._menutree.posttext
|
||||
submitcmd = caller.ndb._menutree.submitcmd
|
||||
borderstyle = caller.ndb._menutree.borderstyle
|
||||
formhelptext = caller.ndb._menutree.formhelptext
|
||||
else:
|
||||
formdata = caller.db._menutree.formdata
|
||||
formtemplate = caller.db._menutree.formtemplate
|
||||
formcallback = caller.db._menutree.formcallback
|
||||
pretext = caller.db._menutree.pretext
|
||||
posttext = caller.db._menutree.posttext
|
||||
submitcmd = caller.db._menutree.submitcmd
|
||||
borderstyle = caller.db._menutree.borderstyle
|
||||
formhelptext = caller.db._menutree.formhelptext
|
||||
|
||||
# Syntax error
|
||||
syntax_err = "Syntax: <field> = <new value>|/Or: clear <field>, help, look, quit|/'%s' to submit form" % submitcmd
|
||||
|
||||
# Display current form data
|
||||
text = (display_formdata(formtemplate, formdata, pretext=pretext,
|
||||
posttext=posttext, borderstyle=borderstyle), formhelptext)
|
||||
options = ({"key": "_default",
|
||||
"goto": "menunode_fieldfill"})
|
||||
|
||||
if raw_string:
|
||||
# Test for given 'submit' command
|
||||
if raw_string.lower().strip() == submitcmd:
|
||||
# Test to see if any blank fields are required
|
||||
blank_and_required = []
|
||||
for field in formtemplate:
|
||||
if "required" in field.keys():
|
||||
# If field is required but current form data for field is blank
|
||||
if field["required"] is True and formdata[field["fieldname"]] is None:
|
||||
# Add to blank and required fields
|
||||
blank_and_required.append(field["fieldname"])
|
||||
if len(blank_and_required) > 0:
|
||||
# List the required fields left empty to the player
|
||||
caller.msg("The following blank fields require a value: %s" % list_to_string(blank_and_required))
|
||||
text = (None, formhelptext)
|
||||
return text, options
|
||||
|
||||
# If everything checks out, pass form data to the callback and end the menu!
|
||||
try:
|
||||
formcallback(caller, formdata)
|
||||
except Exception:
|
||||
logger.log_trace("Error in fillable form callback.")
|
||||
return None, None
|
||||
|
||||
# Test for 'look' command
|
||||
if raw_string.lower().strip() == "look" or raw_string.lower().strip() == "l":
|
||||
return text, options
|
||||
|
||||
# Test for 'clear' command
|
||||
cleartest = raw_string.lower().strip().split(" ", 1)
|
||||
if cleartest[0].lower() == "clear":
|
||||
text = (None, formhelptext)
|
||||
if len(cleartest) < 2:
|
||||
caller.msg(syntax_err)
|
||||
return text, options
|
||||
matched_field = None
|
||||
|
||||
for key in formdata.keys():
|
||||
if cleartest[1].lower() in key.lower():
|
||||
matched_field = key
|
||||
|
||||
if not matched_field:
|
||||
caller.msg("Field '%s' does not exist!" % cleartest[1])
|
||||
text = (None, formhelptext)
|
||||
return text, options
|
||||
|
||||
# Test to see if field can be cleared
|
||||
for field in formtemplate:
|
||||
if field["fieldname"] == matched_field and "cantclear" in field.keys():
|
||||
if field["cantclear"] is True:
|
||||
caller.msg("Field '%s' can't be cleared!" % matched_field)
|
||||
text = (None, formhelptext)
|
||||
return text, options
|
||||
|
||||
# Clear the field
|
||||
formdata.update({matched_field: None})
|
||||
caller.ndb._menutree.formdata = formdata
|
||||
caller.msg("Field '%s' cleared." % matched_field)
|
||||
return text, options
|
||||
|
||||
if "=" not in raw_string:
|
||||
text = (None, formhelptext)
|
||||
caller.msg(syntax_err)
|
||||
return text, options
|
||||
|
||||
# Extract field name and new field value
|
||||
entry = raw_string.split("=", 1)
|
||||
fieldname = entry[0].strip()
|
||||
newvalue = entry[1].strip()
|
||||
|
||||
# Syntax error if field name is too short or blank
|
||||
if len(fieldname) < 1:
|
||||
caller.msg(syntax_err)
|
||||
text = (None, formhelptext)
|
||||
return text, options
|
||||
|
||||
# Attempt to match field name to field in form data
|
||||
matched_field = None
|
||||
for key in formdata.keys():
|
||||
if fieldname.lower() in key.lower():
|
||||
matched_field = key
|
||||
|
||||
# No matched field
|
||||
if matched_field is None:
|
||||
caller.msg("Field '%s' does not exist!" % fieldname)
|
||||
text = (None, formhelptext)
|
||||
return text, options
|
||||
|
||||
# Set new field value if match
|
||||
# Get data from template
|
||||
fieldtype = None
|
||||
max_value = None
|
||||
min_value = None
|
||||
truestr = "True"
|
||||
falsestr = "False"
|
||||
verifyfunc = None
|
||||
for field in formtemplate:
|
||||
if field["fieldname"] == matched_field:
|
||||
fieldtype = field["fieldtype"]
|
||||
if "max" in field.keys():
|
||||
max_value = field["max"]
|
||||
if "min" in field.keys():
|
||||
min_value = field["min"]
|
||||
if "truestr" in field.keys():
|
||||
truestr = field["truestr"]
|
||||
if "falsestr" in field.keys():
|
||||
falsestr = field["falsestr"]
|
||||
if "verifyfunc" in field.keys():
|
||||
verifyfunc = field["verifyfunc"]
|
||||
|
||||
# Field type text verification
|
||||
if fieldtype == "text":
|
||||
# Test for max/min
|
||||
if max_value is not None:
|
||||
if len(newvalue) > max_value:
|
||||
caller.msg("Field '%s' has a maximum length of %i characters." % (matched_field, max_value))
|
||||
text = (None, formhelptext)
|
||||
return text, options
|
||||
if min_value is not None:
|
||||
if len(newvalue) < min_value:
|
||||
caller.msg("Field '%s' reqiures a minimum length of %i characters." % (matched_field, min_value))
|
||||
text = (None, formhelptext)
|
||||
return text, options
|
||||
|
||||
# Field type number verification
|
||||
if fieldtype == "number":
|
||||
try:
|
||||
newvalue = int(newvalue)
|
||||
except:
|
||||
caller.msg("Field '%s' requires a number." % matched_field)
|
||||
text = (None, formhelptext)
|
||||
return text, options
|
||||
# Test for max/min
|
||||
if max_value is not None:
|
||||
if newvalue > max_value:
|
||||
caller.msg("Field '%s' has a maximum value of %i." % (matched_field, max_value))
|
||||
text = (None, formhelptext)
|
||||
return text, options
|
||||
if min_value is not None:
|
||||
if newvalue < min_value:
|
||||
caller.msg("Field '%s' reqiures a minimum value of %i." % (matched_field, min_value))
|
||||
text = (None, formhelptext)
|
||||
return text, options
|
||||
|
||||
# Field type bool verification
|
||||
if fieldtype == "bool":
|
||||
if newvalue.lower() != truestr.lower() and newvalue.lower() != falsestr.lower():
|
||||
caller.msg("Please enter '%s' or '%s' for field '%s'." % (truestr, falsestr, matched_field))
|
||||
text = (None, formhelptext)
|
||||
return text, options
|
||||
if newvalue.lower() == truestr.lower():
|
||||
newvalue = True
|
||||
elif newvalue.lower() == falsestr.lower():
|
||||
newvalue = False
|
||||
|
||||
# Call verify function if present
|
||||
if verifyfunc:
|
||||
if verifyfunc(caller, newvalue) is False:
|
||||
# No error message is given - should be provided by verifyfunc
|
||||
text = (None, formhelptext)
|
||||
return text, options
|
||||
elif verifyfunc(caller, newvalue) is not True:
|
||||
newvalue = verifyfunc(caller, newvalue)
|
||||
# Set '0' or '1' to True or False if the field type is bool
|
||||
if fieldtype == "bool":
|
||||
if newvalue == 0:
|
||||
newvalue = False
|
||||
elif newvalue == 1:
|
||||
newvalue = True
|
||||
|
||||
# If everything checks out, update form!!
|
||||
formdata.update({matched_field: newvalue})
|
||||
caller.ndb._menutree.formdata = formdata
|
||||
|
||||
# Account for truestr and falsestr when updating a boolean form
|
||||
announced_newvalue = newvalue
|
||||
if newvalue is True:
|
||||
announced_newvalue = truestr
|
||||
elif newvalue is False:
|
||||
announced_newvalue = falsestr
|
||||
|
||||
# Announce the new value to the player
|
||||
caller.msg("Field '%s' set to: %s" % (matched_field, str(announced_newvalue)))
|
||||
text = (None, formhelptext)
|
||||
|
||||
return text, options
|
||||
|
||||
|
||||
def form_template_to_dict(formtemplate):
|
||||
"""
|
||||
Initializes a dictionary of form data from the given list-of-dictionaries
|
||||
form template, as formatted above.
|
||||
|
||||
Args:
|
||||
formtemplate (list of dicts): Tempate for the form to be initialized.
|
||||
|
||||
Returns:
|
||||
formdata (dict): Dictionary of initalized form data.
|
||||
"""
|
||||
formdata = {}
|
||||
|
||||
for field in formtemplate:
|
||||
# Value is blank by default
|
||||
fieldvalue = None
|
||||
if "default" in field:
|
||||
# Add in default value if present
|
||||
fieldvalue = field["default"]
|
||||
formdata.update({field["fieldname"]: fieldvalue})
|
||||
|
||||
return formdata
|
||||
|
||||
|
||||
def display_formdata(formtemplate, formdata,
|
||||
pretext="", posttext="", borderstyle="cells"):
|
||||
"""
|
||||
Displays a form's current data as a table. Used in the form menu.
|
||||
|
||||
Args:
|
||||
formtemplate (list of dicts): Template for the form
|
||||
formdata (dict): Form's current data
|
||||
|
||||
Options:
|
||||
pretext (str): Text to put before the form table.
|
||||
posttext (str): Text to put after the form table.
|
||||
borderstyle (str): EvTable's border style.
|
||||
"""
|
||||
|
||||
formtable = evtable.EvTable(border=borderstyle, valign="t", maxwidth=80)
|
||||
field_name_width = 5
|
||||
|
||||
for field in formtemplate:
|
||||
new_fieldname = None
|
||||
new_fieldvalue = None
|
||||
# Get field name
|
||||
new_fieldname = "|w" + field["fieldname"] + ":|n"
|
||||
if len(field["fieldname"]) + 5 > field_name_width:
|
||||
field_name_width = len(field["fieldname"]) + 5
|
||||
# Get field value
|
||||
if formdata[field["fieldname"]] is not None:
|
||||
new_fieldvalue = str(formdata[field["fieldname"]])
|
||||
# Use blank message if field is blank and once is present
|
||||
if new_fieldvalue is None and "blankmsg" in field:
|
||||
new_fieldvalue = "|x" + str(field["blankmsg"]) + "|n"
|
||||
elif new_fieldvalue is None:
|
||||
new_fieldvalue = " "
|
||||
# Replace True and False values with truestr and falsestr from template
|
||||
if formdata[field["fieldname"]] is True and "truestr" in field:
|
||||
new_fieldvalue = field["truestr"]
|
||||
elif formdata[field["fieldname"]] is False and "falsestr" in field:
|
||||
new_fieldvalue = field["falsestr"]
|
||||
# Add name and value to table
|
||||
formtable.add_row(new_fieldname, new_fieldvalue)
|
||||
|
||||
formtable.reformat_column(0, align="r", width=field_name_width)
|
||||
|
||||
return pretext + "|/" + str(formtable) + "|/" + posttext
|
||||
|
||||
|
||||
# EXAMPLE FUNCTIONS / COMMAND STARTS HERE
|
||||
|
||||
|
||||
def verify_online_player(caller, value):
|
||||
"""
|
||||
Example 'verify function' that matches player input to an online character
|
||||
or else rejects their input as invalid.
|
||||
|
||||
Args:
|
||||
caller (obj): Player entering the form data.
|
||||
value (str): String player entered into the form, to be verified.
|
||||
|
||||
Returns:
|
||||
matched_character (obj or False): dbref to a currently logged in
|
||||
character object - reference to the object will be stored in
|
||||
the form instead of a string. Returns False if no match is
|
||||
made.
|
||||
"""
|
||||
# Get a list of sessions
|
||||
session_list = SESSIONS.get_sessions()
|
||||
char_list = []
|
||||
matched_character = None
|
||||
|
||||
# Get a list of online characters
|
||||
for session in session_list:
|
||||
if not session.logged_in:
|
||||
# Skip over logged out characters
|
||||
continue
|
||||
# Append to our list of online characters otherwise
|
||||
char_list.append(session.get_puppet())
|
||||
|
||||
# Match player input to a character name
|
||||
for character in char_list:
|
||||
if value.lower() == character.key.lower():
|
||||
matched_character = character
|
||||
|
||||
# If input didn't match to a character
|
||||
if not matched_character:
|
||||
# Send the player an error message unique to this function
|
||||
caller.msg("No character matching '%s' is online." % value)
|
||||
# Returning False indicates the new value is not valid
|
||||
return False
|
||||
|
||||
# Returning anything besides True or False will replace the player's input with the returned
|
||||
# value. In this case, the value becomes a reference to the character object. You can store data
|
||||
# besides strings and integers in the 'formdata' dictionary this way!
|
||||
return matched_character
|
||||
|
||||
# Form template for the example 'delayed message' form
|
||||
SAMPLE_FORM = [
|
||||
{"fieldname": "Character",
|
||||
"fieldtype": "text",
|
||||
"max": 30,
|
||||
"blankmsg": "(Name of an online player)",
|
||||
"required": True,
|
||||
"verifyfunc": verify_online_player
|
||||
},
|
||||
{"fieldname": "Delay",
|
||||
"fieldtype": "number",
|
||||
"min": 3,
|
||||
"max": 30,
|
||||
"default": 10,
|
||||
"cantclear": True
|
||||
},
|
||||
{"fieldname": "Message",
|
||||
"fieldtype": "text",
|
||||
"min": 3,
|
||||
"max": 200,
|
||||
"blankmsg": "(Message up to 200 characters)"
|
||||
},
|
||||
{"fieldname": "Anonymous",
|
||||
"fieldtype": "bool",
|
||||
"truestr": "Yes",
|
||||
"falsestr": "No",
|
||||
"default": False
|
||||
}
|
||||
]
|
||||
|
||||
|
||||
class CmdTestMenu(Command):
|
||||
"""
|
||||
This test command will initialize a menu that presents you with a form.
|
||||
You can fill out the fields of this form in any order, and then type in
|
||||
'send' to send a message to another online player, which will reach them
|
||||
after a delay you specify.
|
||||
|
||||
Usage:
|
||||
<field> = <new value>
|
||||
clear <field>
|
||||
help
|
||||
look
|
||||
quit
|
||||
send
|
||||
"""
|
||||
|
||||
key = "testmenu"
|
||||
|
||||
def func(self):
|
||||
"""
|
||||
This performs the actual command.
|
||||
"""
|
||||
pretext = "|cSend a delayed message to another player ---------------------------------------|n"
|
||||
posttext = ("|c--------------------------------------------------------------------------------|n|/"
|
||||
"Syntax: type |c<field> = <new value>|n to change the values of the form. Given|/"
|
||||
"player must be currently logged in, delay is given in seconds. When you are|/"
|
||||
"finished, type '|csend|n' to send the message.|/")
|
||||
|
||||
init_fill_field(SAMPLE_FORM, self.caller, init_delayed_message,
|
||||
pretext=pretext, posttext=posttext,
|
||||
submitcmd="send", borderstyle="none")
|
||||
|
||||
|
||||
def sendmessage(obj, text):
|
||||
"""
|
||||
Callback to send a message to a player.
|
||||
|
||||
Args:
|
||||
obj (obj): Player to message.
|
||||
text (str): Message.
|
||||
"""
|
||||
obj.msg(text)
|
||||
|
||||
|
||||
def init_delayed_message(caller, formdata):
|
||||
"""
|
||||
Initializes a delayed message, using data from the example form.
|
||||
|
||||
Args:
|
||||
caller (obj): Character submitting the message.
|
||||
formdata (dict): Data from submitted form.
|
||||
"""
|
||||
# Retrieve data from the filled out form.
|
||||
# We stored the character to message as an object ref using a verifyfunc
|
||||
# So we don't have to do any more searching or matching here!
|
||||
player_to_message = formdata["Character"]
|
||||
message_delay = formdata["Delay"]
|
||||
sender = str(caller)
|
||||
if formdata["Anonymous"] is True:
|
||||
sender = "anonymous"
|
||||
message = ("Message from %s: " % sender) + str(formdata["Message"])
|
||||
|
||||
caller.msg("Message sent to %s!" % player_to_message)
|
||||
# Make a deferred call to 'sendmessage' above.
|
||||
delay(message_delay, sendmessage, player_to_message, message)
|
||||
return
|
||||
103
evennia/contrib/health_bar.py
Normal file
103
evennia/contrib/health_bar.py
Normal file
|
|
@ -0,0 +1,103 @@
|
|||
"""
|
||||
Health Bar
|
||||
|
||||
Contrib - Tim Ashley Jenkins 2017
|
||||
|
||||
The function provided in this module lets you easily display visual
|
||||
bars or meters - "health bar" is merely the most obvious use for this,
|
||||
though these bars are highly customizable and can be used for any sort
|
||||
of appropriate data besides player health.
|
||||
|
||||
Today's players may be more used to seeing statistics like health,
|
||||
stamina, magic, and etc. displayed as bars rather than bare numerical
|
||||
values, so using this module to present this data this way may make it
|
||||
more accessible. Keep in mind, however, that players may also be using
|
||||
a screen reader to connect to your game, which will not be able to
|
||||
represent the colors of the bar in any way. By default, the values
|
||||
represented are rendered as text inside the bar which can be read by
|
||||
screen readers.
|
||||
|
||||
The health bar will account for current values above the maximum or
|
||||
below 0, rendering them as a completely full or empty bar with the
|
||||
values displayed within.
|
||||
"""
|
||||
|
||||
def display_meter(cur_value, max_value,
|
||||
length=30, fill_color=["R", "Y", "G"],
|
||||
empty_color="B", text_color="w",
|
||||
align="left", pre_text="", post_text="",
|
||||
show_values=True):
|
||||
"""
|
||||
Represents a current and maximum value given as a "bar" rendered with
|
||||
ANSI or xterm256 background colors.
|
||||
|
||||
Args:
|
||||
cur_value (int): Current value to display
|
||||
max_value (int): Maximum value to display
|
||||
|
||||
Options:
|
||||
length (int): Length of meter returned, in characters
|
||||
fill_color (list): List of color codes for the full portion
|
||||
of the bar, sans any sort of prefix - both ANSI and xterm256
|
||||
colors are usable. When the bar is empty, colors toward the
|
||||
start of the list will be chosen - when the bar is full, colors
|
||||
towards the end are picked. You can adjust the 'weights' of
|
||||
the changing colors by adding multiple entries of the same
|
||||
color - for example, if you only want the bar to change when
|
||||
it's close to empty, you could supply ['R','Y','G','G','G']
|
||||
empty_color (str): Color code for the empty portion of the bar.
|
||||
text_color (str): Color code for text inside the bar.
|
||||
align (str): "left", "right", or "center" - alignment of text in the bar
|
||||
pre_text (str): Text to put before the numbers in the bar
|
||||
post_text (str): Text to put after the numbers in the bar
|
||||
show_values (bool): If true, shows the numerical values represented by
|
||||
the bar. It's highly recommended you keep this on, especially if
|
||||
there's no info given in pre_text or post_text, as players on screen
|
||||
readers will be unable to read the graphical aspect of the bar.
|
||||
"""
|
||||
# Start by building the base string.
|
||||
num_text = ""
|
||||
if show_values:
|
||||
num_text = "%i / %i" % (cur_value, max_value)
|
||||
bar_base_str = pre_text + num_text + post_text
|
||||
# Cut down the length of the base string if needed
|
||||
if len(bar_base_str) > length:
|
||||
bar_base_str = bar_base_str[:length]
|
||||
# Pad and align the bar base string
|
||||
if align == "right":
|
||||
bar_base_str = bar_base_str.rjust(length, " ")
|
||||
elif align == "center":
|
||||
bar_base_str = bar_base_str.center(length, " ")
|
||||
else:
|
||||
bar_base_str = bar_base_str.ljust(length, " ")
|
||||
|
||||
if max_value < 1: # Prevent divide by zero
|
||||
max_value = 1
|
||||
if cur_value < 0: # Prevent weirdly formatted 'negative bars'
|
||||
cur_value = 0
|
||||
if cur_value > max_value: # Display overfull bars correctly
|
||||
cur_value = max_value
|
||||
|
||||
# Now it's time to determine where to put the color codes.
|
||||
percent_full = float(cur_value) / float(max_value)
|
||||
split_index = round(float(length) * percent_full)
|
||||
# Determine point at which to split the bar
|
||||
split_index = int(split_index)
|
||||
|
||||
# Separate the bar string into full and empty portions
|
||||
full_portion = bar_base_str[:split_index]
|
||||
empty_portion = bar_base_str[split_index:]
|
||||
|
||||
# Pick which fill color to use based on how full the bar is
|
||||
fillcolor_index = (float(len(fill_color)) * percent_full)
|
||||
fillcolor_index = int(round(fillcolor_index)) - 1
|
||||
fillcolor_code = "|[" + fill_color[fillcolor_index]
|
||||
|
||||
# Make color codes for empty bar portion and text_color
|
||||
emptycolor_code = "|[" + empty_color
|
||||
textcolor_code = "|" + text_color
|
||||
|
||||
# Assemble the final bar
|
||||
final_bar = fillcolor_code + textcolor_code + full_portion + "|n" + emptycolor_code + textcolor_code + empty_portion + "|n"
|
||||
|
||||
return final_bar
|
||||
|
|
@ -430,7 +430,7 @@ class EventCharacter(DefaultCharacter):
|
|||
|
||||
# Browse all the room's other characters
|
||||
for obj in location.contents:
|
||||
if obj is self or not inherits_from(obj, "objects.objects.DefaultCharacter"):
|
||||
if obj is self or not inherits_from(obj, "evennia.objects.objects.DefaultCharacter"):
|
||||
continue
|
||||
|
||||
allow = obj.callbacks.call("can_say", self, obj, message, parameters=message)
|
||||
|
|
@ -491,7 +491,7 @@ class EventCharacter(DefaultCharacter):
|
|||
parameters=message)
|
||||
|
||||
# Call the other characters' "say" event
|
||||
presents = [obj for obj in location.contents if obj is not self and inherits_from(obj, "objects.objects.DefaultCharacter")]
|
||||
presents = [obj for obj in location.contents if obj is not self and inherits_from(obj, "evennia.objects.objects.DefaultCharacter")]
|
||||
for present in presents:
|
||||
present.callbacks.call("say", self, present, message, parameters=message)
|
||||
|
||||
|
|
|
|||
5
evennia/contrib/security/README.md
Normal file
5
evennia/contrib/security/README.md
Normal file
|
|
@ -0,0 +1,5 @@
|
|||
# Security
|
||||
|
||||
This directory contains security-related contribs
|
||||
|
||||
- Auditing (Johnny 2018) - Allow for optional security logging of user input/output.
|
||||
0
evennia/contrib/security/__init__.py
Normal file
0
evennia/contrib/security/__init__.py
Normal file
72
evennia/contrib/security/auditing/README.md
Normal file
72
evennia/contrib/security/auditing/README.md
Normal file
|
|
@ -0,0 +1,72 @@
|
|||
# Input/Output Auditing
|
||||
|
||||
Contrib - Johnny 2017
|
||||
|
||||
This is a tap that optionally intercepts all data sent to/from clients and the
|
||||
server and passes it to a callback of your choosing.
|
||||
|
||||
It is intended for quality assurance, post-incident investigations and debugging
|
||||
but obviously can be abused. All data is recorded in cleartext. Please
|
||||
be ethical, and if you are unwilling to properly deal with the implications of
|
||||
recording user passwords or private communications, please do not enable
|
||||
this module.
|
||||
|
||||
Some checks have been implemented to protect the privacy of users.
|
||||
|
||||
|
||||
Files included in this module:
|
||||
|
||||
outputs.py - Example callback methods. This module ships with examples of
|
||||
callbacks that send data as JSON to a file in your game/server/logs
|
||||
dir or to your native Linux syslog daemon. You can of course write
|
||||
your own to do other things like post them to Kafka topics.
|
||||
|
||||
server.py - Extends the Evennia ServerSession object to pipe data to the
|
||||
callback upon receipt.
|
||||
|
||||
tests.py - Unit tests that check to make sure commands with sensitive
|
||||
arguments are having their PII scrubbed.
|
||||
|
||||
|
||||
Installation/Configuration:
|
||||
|
||||
Deployment is completed by configuring a few settings in server.conf. This line
|
||||
is required:
|
||||
|
||||
SERVER_SESSION_CLASS = 'evennia.contrib.security.auditing.server.AuditedServerSession'
|
||||
|
||||
This tells Evennia to use this ServerSession instead of its own. Below are the
|
||||
other possible options along with the default value that will be used if unset.
|
||||
|
||||
# Where to send logs? Define the path to a module containing your callback
|
||||
# function. It should take a single dict argument as input
|
||||
AUDIT_CALLBACK = 'evennia.contrib.security.auditing.outputs.to_file'
|
||||
|
||||
# Log user input? Be ethical about this; it will log all private and
|
||||
# public communications between players and/or admins (default: False).
|
||||
AUDIT_IN = False
|
||||
|
||||
# Log server output? This will result in logging of ALL system
|
||||
# messages and ALL broadcasts to connected players, so on a busy game any
|
||||
# broadcast to all users will yield a single event for every connected user!
|
||||
AUDIT_OUT = False
|
||||
|
||||
# The default output is a dict. Do you want to allow key:value pairs with
|
||||
# null/blank values? If you're just writing to disk, disabling this saves
|
||||
# some disk space, but whether you *want* sparse values or not is more of a
|
||||
# consideration if you're shipping logs to a NoSQL/schemaless database.
|
||||
# (default: False)
|
||||
AUDIT_ALLOW_SPARSE = False
|
||||
|
||||
# If you write custom commands that handle sensitive data like passwords,
|
||||
# you must write a regular expression to remove that before writing to log.
|
||||
# AUDIT_MASKS is a list of dictionaries that define the names of commands
|
||||
# and the regexes needed to scrub them.
|
||||
# The system already has defaults to filter out sensitive login/creation
|
||||
# commands in the default command set. Your list of AUDIT_MASKS will be appended
|
||||
# to those defaults.
|
||||
#
|
||||
# In the regex, the sensitive data itself must be captured in a named group with a
|
||||
# label of 'secret' (see the Python docs on the `re` module for more info). For
|
||||
# example: `{'authentication': r"^@auth\s+(?P<secret>[\w]+)"}`
|
||||
AUDIT_MASKS = []
|
||||
0
evennia/contrib/security/auditing/__init__.py
Normal file
0
evennia/contrib/security/auditing/__init__.py
Normal file
60
evennia/contrib/security/auditing/outputs.py
Normal file
60
evennia/contrib/security/auditing/outputs.py
Normal file
|
|
@ -0,0 +1,60 @@
|
|||
"""
|
||||
Auditable Server Sessions - Example Outputs
|
||||
Example methods demonstrating output destinations for logs generated by
|
||||
audited server sessions.
|
||||
|
||||
This is designed to be a single source of events for developers to customize
|
||||
and add any additional enhancements before events are written out-- i.e. if you
|
||||
want to keep a running list of what IPs a user logs in from on account/character
|
||||
objects, or if you want to perform geoip or ASN lookups on IPs before committing,
|
||||
or tag certain events with the results of a reputational lookup, this should be
|
||||
the easiest place to do it. Write a method and invoke it via
|
||||
`settings.AUDIT_CALLBACK` to have log data objects passed to it.
|
||||
|
||||
Evennia contribution - Johnny 2017
|
||||
"""
|
||||
from evennia.utils.logger import log_file
|
||||
import json
|
||||
import syslog
|
||||
|
||||
|
||||
def to_file(data):
|
||||
"""
|
||||
Writes dictionaries of data generated by an AuditedServerSession to files
|
||||
in JSON format, bucketed by date.
|
||||
|
||||
Uses Evennia's native logger and writes to the default
|
||||
log directory (~/yourgame/server/logs/ or settings.LOG_DIR)
|
||||
|
||||
Args:
|
||||
data (dict): Parsed session transmission data.
|
||||
|
||||
"""
|
||||
# Bucket logs by day and remove objects before serialization
|
||||
bucket = data.pop('objects')['time'].strftime('%Y-%m-%d')
|
||||
|
||||
# Write it
|
||||
log_file(json.dumps(data), filename="audit_%s.log" % bucket)
|
||||
|
||||
|
||||
def to_syslog(data):
|
||||
"""
|
||||
Writes dictionaries of data generated by an AuditedServerSession to syslog.
|
||||
|
||||
Takes advantage of your system's native logger and writes to wherever
|
||||
you have it configured, which is independent of Evennia.
|
||||
Linux systems tend to write to /var/log/syslog.
|
||||
|
||||
If you're running rsyslog, you can configure it to dump and/or forward logs
|
||||
to disk and/or an external data warehouse (recommended-- if your server is
|
||||
compromised or taken down, losing your logs along with it is no help!).
|
||||
|
||||
Args:
|
||||
data (dict): Parsed session transmission data.
|
||||
|
||||
"""
|
||||
# Remove objects before serialization
|
||||
data.pop('objects')
|
||||
|
||||
# Write it out
|
||||
syslog.syslog(json.dumps(data))
|
||||
241
evennia/contrib/security/auditing/server.py
Normal file
241
evennia/contrib/security/auditing/server.py
Normal file
|
|
@ -0,0 +1,241 @@
|
|||
"""
|
||||
Auditable Server Sessions:
|
||||
Extension of the stock ServerSession that yields objects representing
|
||||
user inputs and system outputs.
|
||||
|
||||
Evennia contribution - Johnny 2017
|
||||
"""
|
||||
import os
|
||||
import re
|
||||
import socket
|
||||
|
||||
from django.utils import timezone
|
||||
from django.conf import settings as ev_settings
|
||||
from evennia.utils import utils, logger, mod_import, get_evennia_version
|
||||
from evennia.server.serversession import ServerSession
|
||||
|
||||
# Attributes governing auditing of commands and where to send log objects
|
||||
AUDIT_CALLBACK = getattr(ev_settings, 'AUDIT_CALLBACK',
|
||||
'evennia.contrib.security.auditing.outputs.to_file')
|
||||
AUDIT_IN = getattr(ev_settings, 'AUDIT_IN', False)
|
||||
AUDIT_OUT = getattr(ev_settings, 'AUDIT_OUT', False)
|
||||
AUDIT_ALLOW_SPARSE = getattr(ev_settings, 'AUDIT_ALLOW_SPARSE', False)
|
||||
AUDIT_MASKS = [
|
||||
{'connect': r"^[@\s]*[connect]{5,8}\s+(\".+?\"|[^\s]+)\s+(?P<secret>.+)"},
|
||||
{'connect': r"^[@\s]*[connect]{5,8}\s+(?P<secret>[\w]+)"},
|
||||
{'create': r"^[^@]?[create]{5,6}\s+(\w+|\".+?\")\s+(?P<secret>[\w]+)"},
|
||||
{'create': r"^[^@]?[create]{5,6}\s+(?P<secret>[\w]+)"},
|
||||
{'userpassword': r"^[@\s]*[userpassword]{11,14}\s+(\w+|\".+?\")\s+=*\s*(?P<secret>[\w]+)"},
|
||||
{'userpassword': r"^.*new password set to '(?P<secret>[^']+)'\."},
|
||||
{'userpassword': r"^.* has changed your password to '(?P<secret>[^']+)'\."},
|
||||
{'password': r"^[@\s]*[password]{6,9}\s+(?P<secret>.*)"},
|
||||
] + getattr(ev_settings, 'AUDIT_MASKS', [])
|
||||
|
||||
|
||||
if AUDIT_CALLBACK:
|
||||
try:
|
||||
AUDIT_CALLBACK = getattr(
|
||||
mod_import('.'.join(AUDIT_CALLBACK.split('.')[:-1])), AUDIT_CALLBACK.split('.')[-1])
|
||||
logger.log_sec("Auditing module online.")
|
||||
logger.log_sec("Audit record User input: {}, output: {}.\n"
|
||||
"Audit sparse recording: {}, Log callback: {}".format(
|
||||
AUDIT_IN, AUDIT_OUT, AUDIT_ALLOW_SPARSE, AUDIT_CALLBACK))
|
||||
except Exception as e:
|
||||
logger.log_err("Failed to activate Auditing module. %s" % e)
|
||||
|
||||
|
||||
class AuditedServerSession(ServerSession):
|
||||
"""
|
||||
This particular implementation parses all server inputs and/or outputs and
|
||||
passes a dict containing the parsed metadata to a callback method of your
|
||||
creation. This is useful for recording player activity where necessary for
|
||||
security auditing, usage analysis or post-incident forensic discovery.
|
||||
|
||||
*** WARNING ***
|
||||
All strings are recorded and stored in plaintext. This includes those strings
|
||||
which might contain sensitive data (create, connect, @password). These commands
|
||||
have their arguments masked by default, but you must mask or mask any
|
||||
custom commands of your own that handle sensitive information.
|
||||
|
||||
See README.md for installation/configuration instructions.
|
||||
"""
|
||||
def audit(self, **kwargs):
|
||||
"""
|
||||
Extracts messages and system data from a Session object upon message
|
||||
send or receive.
|
||||
|
||||
Kwargs:
|
||||
src (str): Source of data; 'client' or 'server'. Indicates direction.
|
||||
text (str or list): Client sends messages to server in the form of
|
||||
lists. Server sends messages to client as string.
|
||||
|
||||
Returns:
|
||||
log (dict): Dictionary object containing parsed system and user data
|
||||
related to this message.
|
||||
|
||||
"""
|
||||
# Get time at start of processing
|
||||
time_obj = timezone.now()
|
||||
time_str = str(time_obj)
|
||||
|
||||
session = self
|
||||
src = kwargs.pop('src', '?')
|
||||
bytecount = 0
|
||||
|
||||
# Do not log empty lines
|
||||
if not kwargs:
|
||||
return {}
|
||||
|
||||
# Get current session's IP address
|
||||
client_ip = session.address
|
||||
|
||||
# Capture Account name and dbref together
|
||||
account = session.get_account()
|
||||
account_token = ''
|
||||
if account:
|
||||
account_token = '%s%s' % (account.key, account.dbref)
|
||||
|
||||
# Capture Character name and dbref together
|
||||
char = session.get_puppet()
|
||||
char_token = ''
|
||||
if char:
|
||||
char_token = '%s%s' % (char.key, char.dbref)
|
||||
|
||||
# Capture Room name and dbref together
|
||||
room = None
|
||||
room_token = ''
|
||||
if char:
|
||||
room = char.location
|
||||
room_token = '%s%s' % (room.key, room.dbref)
|
||||
|
||||
# Try to compile an input/output string
|
||||
def drill(obj, bucket):
|
||||
if isinstance(obj, dict):
|
||||
return bucket
|
||||
elif utils.is_iter(obj):
|
||||
for sub_obj in obj:
|
||||
bucket.extend(drill(sub_obj, []))
|
||||
else:
|
||||
bucket.append(obj)
|
||||
return bucket
|
||||
|
||||
text = kwargs.pop('text', '')
|
||||
if utils.is_iter(text):
|
||||
text = '|'.join(drill(text, []))
|
||||
|
||||
# Mask any PII in message, where possible
|
||||
bytecount = len(text.encode('utf-8'))
|
||||
text = self.mask(text)
|
||||
|
||||
# Compile the IP, Account, Character, Room, and the message.
|
||||
log = {
|
||||
'time': time_str,
|
||||
'hostname': socket.getfqdn(),
|
||||
'application': '%s' % ev_settings.SERVERNAME,
|
||||
'version': get_evennia_version(),
|
||||
'pid': os.getpid(),
|
||||
'direction': 'SND' if src == 'server' else 'RCV',
|
||||
'protocol': self.protocol_key,
|
||||
'ip': client_ip,
|
||||
'session': 'session#%s' % self.sessid,
|
||||
'account': account_token,
|
||||
'character': char_token,
|
||||
'room': room_token,
|
||||
'text': text.strip(),
|
||||
'bytes': bytecount,
|
||||
'data': kwargs,
|
||||
'objects': {
|
||||
'time': time_obj,
|
||||
'session': self,
|
||||
'account': account,
|
||||
'character': char,
|
||||
'room': room,
|
||||
}
|
||||
}
|
||||
|
||||
# Remove any keys with blank values
|
||||
if AUDIT_ALLOW_SPARSE is False:
|
||||
log['data'] = {k: v for k, v in log['data'].iteritems() if v}
|
||||
log['objects'] = {k: v for k, v in log['objects'].iteritems() if v}
|
||||
log = {k: v for k, v in log.iteritems() if v}
|
||||
|
||||
return log
|
||||
|
||||
def mask(self, msg):
|
||||
"""
|
||||
Masks potentially sensitive user information within messages before
|
||||
writing to log. Recording cleartext password attempts is bad policy.
|
||||
|
||||
Args:
|
||||
msg (str): Raw text string sent from client <-> server
|
||||
|
||||
Returns:
|
||||
msg (str): Text string with sensitive information masked out.
|
||||
|
||||
"""
|
||||
# Check to see if the command is embedded within server output
|
||||
_msg = msg
|
||||
is_embedded = False
|
||||
match = re.match(".*Command.*'(.+)'.*is not available.*", msg, flags=re.IGNORECASE)
|
||||
if match:
|
||||
msg = match.group(1).replace('\\', '')
|
||||
submsg = msg
|
||||
is_embedded = True
|
||||
|
||||
for mask in AUDIT_MASKS:
|
||||
for command, regex in mask.iteritems():
|
||||
try:
|
||||
match = re.match(regex, msg, flags=re.IGNORECASE)
|
||||
except Exception as e:
|
||||
logger.log_err(regex)
|
||||
logger.log_err(e)
|
||||
continue
|
||||
|
||||
if match:
|
||||
term = match.group('secret')
|
||||
masked = re.sub(term, '*' * len(term.zfill(8)), msg)
|
||||
|
||||
if is_embedded:
|
||||
msg = re.sub(submsg, '%s <Masked: %s>' % (masked, command), _msg, flags=re.IGNORECASE)
|
||||
else:
|
||||
msg = masked
|
||||
|
||||
return msg
|
||||
|
||||
return _msg
|
||||
|
||||
def data_out(self, **kwargs):
|
||||
"""
|
||||
Generic hook for sending data out through the protocol.
|
||||
|
||||
Kwargs:
|
||||
kwargs (any): Other data to the protocol.
|
||||
|
||||
"""
|
||||
if AUDIT_CALLBACK and AUDIT_OUT:
|
||||
try:
|
||||
log = self.audit(src='server', **kwargs)
|
||||
if log:
|
||||
AUDIT_CALLBACK(log)
|
||||
except Exception as e:
|
||||
logger.log_err(e)
|
||||
|
||||
super(AuditedServerSession, self).data_out(**kwargs)
|
||||
|
||||
def data_in(self, **kwargs):
|
||||
"""
|
||||
Hook for protocols to send incoming data to the engine.
|
||||
|
||||
Kwargs:
|
||||
kwargs (any): Other data from the protocol.
|
||||
|
||||
"""
|
||||
if AUDIT_CALLBACK and AUDIT_IN:
|
||||
try:
|
||||
log = self.audit(src='client', **kwargs)
|
||||
if log:
|
||||
AUDIT_CALLBACK(log)
|
||||
except Exception as e:
|
||||
logger.log_err(e)
|
||||
|
||||
super(AuditedServerSession, self).data_in(**kwargs)
|
||||
95
evennia/contrib/security/auditing/tests.py
Normal file
95
evennia/contrib/security/auditing/tests.py
Normal file
|
|
@ -0,0 +1,95 @@
|
|||
"""
|
||||
Module containing the test cases for the Audit system.
|
||||
"""
|
||||
|
||||
from django.conf import settings
|
||||
from evennia.utils.test_resources import EvenniaTest
|
||||
import re
|
||||
|
||||
# Configure session auditing settings
|
||||
settings.AUDIT_CALLBACK = "evennia.security.contrib.auditing.outputs.to_syslog"
|
||||
settings.AUDIT_IN = True
|
||||
settings.AUDIT_OUT = True
|
||||
settings.AUDIT_ALLOW_SPARSE = True
|
||||
|
||||
# Configure settings to use custom session
|
||||
settings.SERVER_SESSION_CLASS = "evennia.contrib.security.auditing.server.AuditedServerSession"
|
||||
|
||||
|
||||
class AuditingTest(EvenniaTest):
|
||||
|
||||
def test_mask(self):
|
||||
"""
|
||||
Make sure the 'mask' function is properly masking potentially sensitive
|
||||
information from strings.
|
||||
"""
|
||||
safe_cmds = (
|
||||
'/say hello to my little friend',
|
||||
'@ccreate channel = for channeling',
|
||||
'@create/drop some stuff',
|
||||
'@create rock',
|
||||
'@create a pretty shirt : evennia.contrib.clothing.Clothing',
|
||||
'@charcreate johnnyefhiwuhefwhef',
|
||||
'Command "@logout" is not available. Maybe you meant "@color" or "@cboot"?',
|
||||
'/me says, "what is the password?"',
|
||||
'say the password is plugh',
|
||||
# Unfortunately given the syntax, there is no way to discern the
|
||||
# latter of these as sensitive
|
||||
'@create pretty sunset'
|
||||
'@create johnny password123',
|
||||
'{"text": "Command \'do stuff\' is not available. Type \"help\" for help."}'
|
||||
)
|
||||
|
||||
for cmd in safe_cmds:
|
||||
self.assertEqual(self.session.mask(cmd), cmd)
|
||||
|
||||
unsafe_cmds = (
|
||||
("something - new password set to 'asdfghjk'.", "something - new password set to '********'."),
|
||||
("someone has changed your password to 'something'.", "someone has changed your password to '*********'."),
|
||||
('connect johnny password123', 'connect johnny ***********'),
|
||||
('concnct johnny password123', 'concnct johnny ***********'),
|
||||
('concnct johnnypassword123', 'concnct *****************'),
|
||||
('connect "johnny five" "password 123"', 'connect "johnny five" **************'),
|
||||
('connect johnny "password 123"', 'connect johnny **************'),
|
||||
('create johnny password123', 'create johnny ***********'),
|
||||
('@password password1234 = password2345', '@password ***************************'),
|
||||
('@password password1234 password2345', '@password *************************'),
|
||||
('@passwd password1234 = password2345', '@passwd ***************************'),
|
||||
('@userpassword johnny = password234', '@userpassword johnny = ***********'),
|
||||
('craete johnnypassword123', 'craete *****************'),
|
||||
("Command 'conncect teddy teddy' is not available. Maybe you meant \"@encode\"?", 'Command \'conncect ******** ********\' is not available. Maybe you meant "@encode"?'),
|
||||
("{'text': u'Command \\'conncect jsis dfiidf\\' is not available. Type \"help\" for help.'}", "{'text': u'Command \\'conncect jsis ********\\' is not available. Type \"help\" for help.'}")
|
||||
)
|
||||
|
||||
for index, (unsafe, safe) in enumerate(unsafe_cmds):
|
||||
self.assertEqual(re.sub(' <Masked: .+>', '', self.session.mask(unsafe)).strip(), safe)
|
||||
|
||||
# Make sure scrubbing is not being abused to evade monitoring
|
||||
secrets = [
|
||||
'say password password password; ive got a secret that i cant explain',
|
||||
'whisper johnny = password\n let\'s lynch the landlord',
|
||||
'say connect johnny password1234|the secret life of arabia',
|
||||
"@password eval(\"__import__('os').system('clear')\", {'__builtins__':{}})"
|
||||
]
|
||||
for secret in secrets:
|
||||
self.assertEqual(self.session.mask(secret), secret)
|
||||
|
||||
def test_audit(self):
|
||||
"""
|
||||
Make sure the 'audit' function is returning a dictionary based on values
|
||||
parsed from the Session object.
|
||||
"""
|
||||
log = self.session.audit(src='client', text=[['hello']])
|
||||
obj = {k:v for k,v in log.iteritems() if k in ('direction', 'protocol', 'application', 'text')}
|
||||
self.assertEqual(obj, {
|
||||
'direction': 'RCV',
|
||||
'protocol': 'telnet',
|
||||
'application': 'Evennia',
|
||||
'text': 'hello'
|
||||
})
|
||||
|
||||
# Make sure OOB data is being recorded
|
||||
log = self.session.audit(src='client', text="connect johnny password123", prompt="hp=20|st=10|ma=15", pane=2)
|
||||
self.assertEqual(log['text'], 'connect johnny ***********')
|
||||
self.assertEqual(log['data']['prompt'], 'hp=20|st=10|ma=15')
|
||||
self.assertEqual(log['data']['pane'], 2)
|
||||
|
|
@ -671,6 +671,15 @@ class TestGenderSub(CommandTest):
|
|||
txt = "Test |p gender"
|
||||
self.assertEqual(gendersub._RE_GENDER_PRONOUN.sub(char._get_pronoun, txt), "Test their gender")
|
||||
|
||||
# test health bar contrib
|
||||
|
||||
from evennia.contrib import health_bar
|
||||
|
||||
class TestHealthBar(EvenniaTest):
|
||||
def test_healthbar(self):
|
||||
expected_bar_str = "|[G|w |n|[B|w test24 / 200test |n"
|
||||
self.assertTrue(health_bar.display_meter(24, 200, length=40, pre_text="test", post_text="test", align="center") == expected_bar_str)
|
||||
|
||||
# test mail contrib
|
||||
|
||||
|
||||
|
|
@ -789,7 +798,7 @@ from evennia.contrib import talking_npc
|
|||
class TestTalkingNPC(CommandTest):
|
||||
def test_talkingnpc(self):
|
||||
npc = create_object(talking_npc.TalkingNPC, key="npctalker", location=self.room1)
|
||||
self.call(talking_npc.CmdTalk(), "", "(You walk up and talk to Char.)|")
|
||||
self.call(talking_npc.CmdTalk(), "", "(You walk up and talk to Char.)")
|
||||
npc.delete()
|
||||
|
||||
|
||||
|
|
@ -944,101 +953,637 @@ class TestTutorialWorldRooms(CommandTest):
|
|||
|
||||
|
||||
# test turnbattle
|
||||
from evennia.contrib import turnbattle
|
||||
from evennia.contrib.turnbattle import tb_basic, tb_equip, tb_range, tb_items, tb_magic
|
||||
from evennia.objects.objects import DefaultRoom
|
||||
|
||||
|
||||
class TestTurnBattleCmd(CommandTest):
|
||||
class TestTurnBattleBasicCmd(CommandTest):
|
||||
|
||||
# Test combat commands
|
||||
# Test basic combat commands
|
||||
def test_turnbattlecmd(self):
|
||||
self.call(turnbattle.CmdFight(), "", "You can't start a fight if you've been defeated!")
|
||||
self.call(turnbattle.CmdAttack(), "", "You can only do that in combat. (see: help fight)")
|
||||
self.call(turnbattle.CmdPass(), "", "You can only do that in combat. (see: help fight)")
|
||||
self.call(turnbattle.CmdDisengage(), "", "You can only do that in combat. (see: help fight)")
|
||||
self.call(turnbattle.CmdRest(), "", "Char rests to recover HP.")
|
||||
self.call(tb_basic.CmdFight(), "", "You can't start a fight if you've been defeated!")
|
||||
self.call(tb_basic.CmdAttack(), "", "You can only do that in combat. (see: help fight)")
|
||||
self.call(tb_basic.CmdPass(), "", "You can only do that in combat. (see: help fight)")
|
||||
self.call(tb_basic.CmdDisengage(), "", "You can only do that in combat. (see: help fight)")
|
||||
self.call(tb_basic.CmdRest(), "", "Char rests to recover HP.")
|
||||
|
||||
|
||||
class TestTurnBattleFunc(EvenniaTest):
|
||||
class TestTurnBattleEquipCmd(CommandTest):
|
||||
|
||||
def setUp(self):
|
||||
super(TestTurnBattleEquipCmd, self).setUp()
|
||||
self.testweapon = create_object(tb_equip.TBEWeapon, key="test weapon")
|
||||
self.testarmor = create_object(tb_equip.TBEArmor, key="test armor")
|
||||
self.testweapon.move_to(self.char1)
|
||||
self.testarmor.move_to(self.char1)
|
||||
|
||||
# Test equipment commands
|
||||
def test_turnbattleequipcmd(self):
|
||||
# Start with equip module specific commands.
|
||||
self.call(tb_equip.CmdWield(), "weapon", "Char wields test weapon.")
|
||||
self.call(tb_equip.CmdUnwield(), "", "Char lowers test weapon.")
|
||||
self.call(tb_equip.CmdDon(), "armor", "Char dons test armor.")
|
||||
self.call(tb_equip.CmdDoff(), "", "Char removes test armor.")
|
||||
# Also test the commands that are the same in the basic module
|
||||
self.call(tb_equip.CmdFight(), "", "You can't start a fight if you've been defeated!")
|
||||
self.call(tb_equip.CmdAttack(), "", "You can only do that in combat. (see: help fight)")
|
||||
self.call(tb_equip.CmdPass(), "", "You can only do that in combat. (see: help fight)")
|
||||
self.call(tb_equip.CmdDisengage(), "", "You can only do that in combat. (see: help fight)")
|
||||
self.call(tb_equip.CmdRest(), "", "Char rests to recover HP.")
|
||||
|
||||
|
||||
class TestTurnBattleRangeCmd(CommandTest):
|
||||
# Test range commands
|
||||
def test_turnbattlerangecmd(self):
|
||||
# Start with range module specific commands.
|
||||
self.call(tb_range.CmdShoot(), "", "You can only do that in combat. (see: help fight)")
|
||||
self.call(tb_range.CmdApproach(), "", "You can only do that in combat. (see: help fight)")
|
||||
self.call(tb_range.CmdWithdraw(), "", "You can only do that in combat. (see: help fight)")
|
||||
self.call(tb_range.CmdStatus(), "", "HP Remaining: 100 / 100")
|
||||
# Also test the commands that are the same in the basic module
|
||||
self.call(tb_range.CmdFight(), "", "There's nobody here to fight!")
|
||||
self.call(tb_range.CmdAttack(), "", "You can only do that in combat. (see: help fight)")
|
||||
self.call(tb_range.CmdPass(), "", "You can only do that in combat. (see: help fight)")
|
||||
self.call(tb_range.CmdDisengage(), "", "You can only do that in combat. (see: help fight)")
|
||||
self.call(tb_range.CmdRest(), "", "Char rests to recover HP.")
|
||||
|
||||
|
||||
class TestTurnBattleItemsCmd(CommandTest):
|
||||
|
||||
def setUp(self):
|
||||
super(TestTurnBattleItemsCmd, self).setUp()
|
||||
self.testitem = create_object(key="test item")
|
||||
self.testitem.move_to(self.char1)
|
||||
|
||||
# Test item commands
|
||||
def test_turnbattleitemcmd(self):
|
||||
self.call(tb_items.CmdUse(), "item", "'Test item' is not a usable item.")
|
||||
# Also test the commands that are the same in the basic module
|
||||
self.call(tb_items.CmdFight(), "", "You can't start a fight if you've been defeated!")
|
||||
self.call(tb_items.CmdAttack(), "", "You can only do that in combat. (see: help fight)")
|
||||
self.call(tb_items.CmdPass(), "", "You can only do that in combat. (see: help fight)")
|
||||
self.call(tb_items.CmdDisengage(), "", "You can only do that in combat. (see: help fight)")
|
||||
self.call(tb_items.CmdRest(), "", "Char rests to recover HP.")
|
||||
|
||||
|
||||
class TestTurnBattleMagicCmd(CommandTest):
|
||||
|
||||
# Test magic commands
|
||||
def test_turnbattlemagiccmd(self):
|
||||
self.call(tb_magic.CmdStatus(), "", "You have 100 / 100 HP and 20 / 20 MP.")
|
||||
self.call(tb_magic.CmdLearnSpell(), "test spell", "There is no spell with that name.")
|
||||
self.call(tb_magic.CmdCast(), "", "Usage: cast <spell name> = <target>, <target2>")
|
||||
# Also test the commands that are the same in the basic module
|
||||
self.call(tb_magic.CmdFight(), "", "There's nobody here to fight!")
|
||||
self.call(tb_magic.CmdAttack(), "", "You can only do that in combat. (see: help fight)")
|
||||
self.call(tb_magic.CmdPass(), "", "You can only do that in combat. (see: help fight)")
|
||||
self.call(tb_magic.CmdDisengage(), "", "You can only do that in combat. (see: help fight)")
|
||||
self.call(tb_magic.CmdRest(), "", "Char rests to recover HP and MP.")
|
||||
|
||||
|
||||
class TestTurnBattleBasicFunc(EvenniaTest):
|
||||
|
||||
def setUp(self):
|
||||
super(TestTurnBattleBasicFunc, self).setUp()
|
||||
self.testroom = create_object(DefaultRoom, key="Test Room")
|
||||
self.attacker = create_object(tb_basic.TBBasicCharacter, key="Attacker", location=self.testroom)
|
||||
self.defender = create_object(tb_basic.TBBasicCharacter, key="Defender", location=self.testroom)
|
||||
self.joiner = create_object(tb_basic.TBBasicCharacter, key="Joiner", location=None)
|
||||
|
||||
def tearDown(self):
|
||||
super(TestTurnBattleBasicFunc, self).tearDown()
|
||||
self.attacker.delete()
|
||||
self.defender.delete()
|
||||
self.joiner.delete()
|
||||
self.testroom.delete()
|
||||
self.turnhandler.stop()
|
||||
|
||||
# Test combat functions
|
||||
def test_turnbattlefunc(self):
|
||||
attacker = create_object(turnbattle.BattleCharacter, key="Attacker")
|
||||
defender = create_object(turnbattle.BattleCharacter, key="Defender")
|
||||
testroom = create_object(DefaultRoom, key="Test Room")
|
||||
attacker.location = testroom
|
||||
defender.loaction = testroom
|
||||
def test_tbbasicfunc(self):
|
||||
# Initiative roll
|
||||
initiative = turnbattle.roll_init(attacker)
|
||||
initiative = tb_basic.roll_init(self.attacker)
|
||||
self.assertTrue(initiative >= 0 and initiative <= 1000)
|
||||
# Attack roll
|
||||
attack_roll = turnbattle.get_attack(attacker, defender)
|
||||
attack_roll = tb_basic.get_attack(self.attacker, self.defender)
|
||||
self.assertTrue(attack_roll >= 0 and attack_roll <= 100)
|
||||
# Defense roll
|
||||
defense_roll = turnbattle.get_defense(attacker, defender)
|
||||
defense_roll = tb_basic.get_defense(self.attacker, self.defender)
|
||||
self.assertTrue(defense_roll == 50)
|
||||
# Damage roll
|
||||
damage_roll = turnbattle.get_damage(attacker, defender)
|
||||
damage_roll = tb_basic.get_damage(self.attacker, self.defender)
|
||||
self.assertTrue(damage_roll >= 15 and damage_roll <= 25)
|
||||
# Apply damage
|
||||
defender.db.hp = 10
|
||||
turnbattle.apply_damage(defender, 3)
|
||||
self.assertTrue(defender.db.hp == 7)
|
||||
self.defender.db.hp = 10
|
||||
tb_basic.apply_damage(self.defender, 3)
|
||||
self.assertTrue(self.defender.db.hp == 7)
|
||||
# Resolve attack
|
||||
defender.db.hp = 40
|
||||
turnbattle.resolve_attack(attacker, defender, attack_value=20, defense_value=10)
|
||||
self.assertTrue(defender.db.hp < 40)
|
||||
self.defender.db.hp = 40
|
||||
tb_basic.resolve_attack(self.attacker, self.defender, attack_value=20, defense_value=10)
|
||||
self.assertTrue(self.defender.db.hp < 40)
|
||||
# Combat cleanup
|
||||
attacker.db.Combat_attribute = True
|
||||
turnbattle.combat_cleanup(attacker)
|
||||
self.assertFalse(attacker.db.combat_attribute)
|
||||
self.attacker.db.Combat_attribute = True
|
||||
tb_basic.combat_cleanup(self.attacker)
|
||||
self.assertFalse(self.attacker.db.combat_attribute)
|
||||
# Is in combat
|
||||
self.assertFalse(turnbattle.is_in_combat(attacker))
|
||||
self.assertFalse(tb_basic.is_in_combat(self.attacker))
|
||||
# Set up turn handler script for further tests
|
||||
attacker.location.scripts.add(turnbattle.TurnHandler)
|
||||
turnhandler = attacker.db.combat_TurnHandler
|
||||
self.assertTrue(attacker.db.combat_TurnHandler)
|
||||
self.attacker.location.scripts.add(tb_basic.TBBasicTurnHandler)
|
||||
self.turnhandler = self.attacker.db.combat_TurnHandler
|
||||
self.assertTrue(self.attacker.db.combat_TurnHandler)
|
||||
# Set the turn handler's interval very high to keep it from repeating during tests.
|
||||
self.turnhandler.interval = 10000
|
||||
# Force turn order
|
||||
turnhandler.db.fighters = [attacker, defender]
|
||||
turnhandler.db.turn = 0
|
||||
self.turnhandler.db.fighters = [self.attacker, self.defender]
|
||||
self.turnhandler.db.turn = 0
|
||||
# Test is turn
|
||||
self.assertTrue(turnbattle.is_turn(attacker))
|
||||
self.assertTrue(tb_basic.is_turn(self.attacker))
|
||||
# Spend actions
|
||||
attacker.db.Combat_ActionsLeft = 1
|
||||
turnbattle.spend_action(attacker, 1, action_name="Test")
|
||||
self.assertTrue(attacker.db.Combat_ActionsLeft == 0)
|
||||
self.assertTrue(attacker.db.Combat_LastAction == "Test")
|
||||
self.attacker.db.Combat_ActionsLeft = 1
|
||||
tb_basic.spend_action(self.attacker, 1, action_name="Test")
|
||||
self.assertTrue(self.attacker.db.Combat_ActionsLeft == 0)
|
||||
self.assertTrue(self.attacker.db.Combat_LastAction == "Test")
|
||||
# Initialize for combat
|
||||
attacker.db.Combat_ActionsLeft = 983
|
||||
turnhandler.initialize_for_combat(attacker)
|
||||
self.assertTrue(attacker.db.Combat_ActionsLeft == 0)
|
||||
self.assertTrue(attacker.db.Combat_LastAction == "null")
|
||||
self.attacker.db.Combat_ActionsLeft = 983
|
||||
self.turnhandler.initialize_for_combat(self.attacker)
|
||||
self.assertTrue(self.attacker.db.Combat_ActionsLeft == 0)
|
||||
self.assertTrue(self.attacker.db.Combat_LastAction == "null")
|
||||
# Start turn
|
||||
defender.db.Combat_ActionsLeft = 0
|
||||
turnhandler.start_turn(defender)
|
||||
self.assertTrue(defender.db.Combat_ActionsLeft == 1)
|
||||
self.defender.db.Combat_ActionsLeft = 0
|
||||
self.turnhandler.start_turn(self.defender)
|
||||
self.assertTrue(self.defender.db.Combat_ActionsLeft == 1)
|
||||
# Next turn
|
||||
turnhandler.db.fighters = [attacker, defender]
|
||||
turnhandler.db.turn = 0
|
||||
turnhandler.next_turn()
|
||||
self.assertTrue(turnhandler.db.turn == 1)
|
||||
self.turnhandler.db.fighters = [self.attacker, self.defender]
|
||||
self.turnhandler.db.turn = 0
|
||||
self.turnhandler.next_turn()
|
||||
self.assertTrue(self.turnhandler.db.turn == 1)
|
||||
# Turn end check
|
||||
turnhandler.db.fighters = [attacker, defender]
|
||||
turnhandler.db.turn = 0
|
||||
attacker.db.Combat_ActionsLeft = 0
|
||||
turnhandler.turn_end_check(attacker)
|
||||
self.assertTrue(turnhandler.db.turn == 1)
|
||||
self.turnhandler.db.fighters = [self.attacker, self.defender]
|
||||
self.turnhandler.db.turn = 0
|
||||
self.attacker.db.Combat_ActionsLeft = 0
|
||||
self.turnhandler.turn_end_check(self.attacker)
|
||||
self.assertTrue(self.turnhandler.db.turn == 1)
|
||||
# Join fight
|
||||
joiner = create_object(turnbattle.BattleCharacter, key="Joiner")
|
||||
turnhandler.db.fighters = [attacker, defender]
|
||||
turnhandler.db.turn = 0
|
||||
turnhandler.join_fight(joiner)
|
||||
self.assertTrue(turnhandler.db.turn == 1)
|
||||
self.assertTrue(turnhandler.db.fighters == [joiner, attacker, defender])
|
||||
# Remove the script at the end
|
||||
turnhandler.stop()
|
||||
self.joiner.location = self.testroom
|
||||
self.turnhandler.db.fighters = [self.attacker, self.defender]
|
||||
self.turnhandler.db.turn = 0
|
||||
self.turnhandler.join_fight(self.joiner)
|
||||
self.assertTrue(self.turnhandler.db.turn == 1)
|
||||
self.assertTrue(self.turnhandler.db.fighters == [self.joiner, self.attacker, self.defender])
|
||||
|
||||
|
||||
class TestTurnBattleEquipFunc(EvenniaTest):
|
||||
|
||||
def setUp(self):
|
||||
super(TestTurnBattleEquipFunc, self).setUp()
|
||||
self.testroom = create_object(DefaultRoom, key="Test Room")
|
||||
self.attacker = create_object(tb_equip.TBEquipCharacter, key="Attacker", location=self.testroom)
|
||||
self.defender = create_object(tb_equip.TBEquipCharacter, key="Defender", location=self.testroom)
|
||||
self.joiner = create_object(tb_equip.TBEquipCharacter, key="Joiner", location=None)
|
||||
|
||||
def tearDown(self):
|
||||
super(TestTurnBattleEquipFunc, self).tearDown()
|
||||
self.attacker.delete()
|
||||
self.defender.delete()
|
||||
self.joiner.delete()
|
||||
self.testroom.delete()
|
||||
self.turnhandler.stop()
|
||||
|
||||
# Test the combat functions in tb_equip too. They work mostly the same.
|
||||
def test_tbequipfunc(self):
|
||||
# Initiative roll
|
||||
initiative = tb_equip.roll_init(self.attacker)
|
||||
self.assertTrue(initiative >= 0 and initiative <= 1000)
|
||||
# Attack roll
|
||||
attack_roll = tb_equip.get_attack(self.attacker, self.defender)
|
||||
self.assertTrue(attack_roll >= -50 and attack_roll <= 150)
|
||||
# Defense roll
|
||||
defense_roll = tb_equip.get_defense(self.attacker, self.defender)
|
||||
self.assertTrue(defense_roll == 50)
|
||||
# Damage roll
|
||||
damage_roll = tb_equip.get_damage(self.attacker, self.defender)
|
||||
self.assertTrue(damage_roll >= 0 and damage_roll <= 50)
|
||||
# Apply damage
|
||||
self.defender.db.hp = 10
|
||||
tb_equip.apply_damage(self.defender, 3)
|
||||
self.assertTrue(self.defender.db.hp == 7)
|
||||
# Resolve attack
|
||||
self.defender.db.hp = 40
|
||||
tb_equip.resolve_attack(self.attacker, self.defender, attack_value=20, defense_value=10)
|
||||
self.assertTrue(self.defender.db.hp < 40)
|
||||
# Combat cleanup
|
||||
self.attacker.db.Combat_attribute = True
|
||||
tb_equip.combat_cleanup(self.attacker)
|
||||
self.assertFalse(self.attacker.db.combat_attribute)
|
||||
# Is in combat
|
||||
self.assertFalse(tb_equip.is_in_combat(self.attacker))
|
||||
# Set up turn handler script for further tests
|
||||
self.attacker.location.scripts.add(tb_equip.TBEquipTurnHandler)
|
||||
self.turnhandler = self.attacker.db.combat_TurnHandler
|
||||
self.assertTrue(self.attacker.db.combat_TurnHandler)
|
||||
# Set the turn handler's interval very high to keep it from repeating during tests.
|
||||
self.turnhandler.interval = 10000
|
||||
# Force turn order
|
||||
self.turnhandler.db.fighters = [self.attacker, self.defender]
|
||||
self.turnhandler.db.turn = 0
|
||||
# Test is turn
|
||||
self.assertTrue(tb_equip.is_turn(self.attacker))
|
||||
# Spend actions
|
||||
self.attacker.db.Combat_ActionsLeft = 1
|
||||
tb_equip.spend_action(self.attacker, 1, action_name="Test")
|
||||
self.assertTrue(self.attacker.db.Combat_ActionsLeft == 0)
|
||||
self.assertTrue(self.attacker.db.Combat_LastAction == "Test")
|
||||
# Initialize for combat
|
||||
self.attacker.db.Combat_ActionsLeft = 983
|
||||
self.turnhandler.initialize_for_combat(self.attacker)
|
||||
self.assertTrue(self.attacker.db.Combat_ActionsLeft == 0)
|
||||
self.assertTrue(self.attacker.db.Combat_LastAction == "null")
|
||||
# Start turn
|
||||
self.defender.db.Combat_ActionsLeft = 0
|
||||
self.turnhandler.start_turn(self.defender)
|
||||
self.assertTrue(self.defender.db.Combat_ActionsLeft == 1)
|
||||
# Next turn
|
||||
self.turnhandler.db.fighters = [self.attacker, self.defender]
|
||||
self.turnhandler.db.turn = 0
|
||||
self.turnhandler.next_turn()
|
||||
self.assertTrue(self.turnhandler.db.turn == 1)
|
||||
# Turn end check
|
||||
self.turnhandler.db.fighters = [self.attacker, self.defender]
|
||||
self.turnhandler.db.turn = 0
|
||||
self.attacker.db.Combat_ActionsLeft = 0
|
||||
self.turnhandler.turn_end_check(self.attacker)
|
||||
self.assertTrue(self.turnhandler.db.turn == 1)
|
||||
# Join fight
|
||||
self.turnhandler.db.fighters = [self.attacker, self.defender]
|
||||
self.turnhandler.db.turn = 0
|
||||
self.turnhandler.join_fight(self.joiner)
|
||||
self.assertTrue(self.turnhandler.db.turn == 1)
|
||||
self.assertTrue(self.turnhandler.db.fighters == [self.joiner, self.attacker, self.defender])
|
||||
|
||||
|
||||
class TestTurnBattleRangeFunc(EvenniaTest):
|
||||
|
||||
def setUp(self):
|
||||
super(TestTurnBattleRangeFunc, self).setUp()
|
||||
self.testroom = create_object(DefaultRoom, key="Test Room")
|
||||
self.attacker = create_object(tb_range.TBRangeCharacter, key="Attacker", location=self.testroom)
|
||||
self.defender = create_object(tb_range.TBRangeCharacter, key="Defender", location=self.testroom)
|
||||
self.joiner = create_object(tb_range.TBRangeCharacter, key="Joiner", location=self.testroom)
|
||||
|
||||
def tearDown(self):
|
||||
super(TestTurnBattleRangeFunc, self).tearDown()
|
||||
self.attacker.delete()
|
||||
self.defender.delete()
|
||||
self.joiner.delete()
|
||||
self.testroom.delete()
|
||||
self.turnhandler.stop()
|
||||
|
||||
# Test combat functions in tb_range too.
|
||||
def test_tbrangefunc(self):
|
||||
# Initiative roll
|
||||
initiative = tb_range.roll_init(self.attacker)
|
||||
self.assertTrue(initiative >= 0 and initiative <= 1000)
|
||||
# Attack roll
|
||||
attack_roll = tb_range.get_attack(self.attacker, self.defender, "test")
|
||||
self.assertTrue(attack_roll >= 0 and attack_roll <= 100)
|
||||
# Defense roll
|
||||
defense_roll = tb_range.get_defense(self.attacker, self.defender, "test")
|
||||
self.assertTrue(defense_roll == 50)
|
||||
# Damage roll
|
||||
damage_roll = tb_range.get_damage(self.attacker, self.defender)
|
||||
self.assertTrue(damage_roll >= 15 and damage_roll <= 25)
|
||||
# Apply damage
|
||||
self.defender.db.hp = 10
|
||||
tb_range.apply_damage(self.defender, 3)
|
||||
self.assertTrue(self.defender.db.hp == 7)
|
||||
# Resolve attack
|
||||
self.defender.db.hp = 40
|
||||
tb_range.resolve_attack(self.attacker, self.defender, "test", attack_value=20, defense_value=10)
|
||||
self.assertTrue(self.defender.db.hp < 40)
|
||||
# Combat cleanup
|
||||
self.attacker.db.Combat_attribute = True
|
||||
tb_range.combat_cleanup(self.attacker)
|
||||
self.assertFalse(self.attacker.db.combat_attribute)
|
||||
# Is in combat
|
||||
self.assertFalse(tb_range.is_in_combat(self.attacker))
|
||||
# Set up turn handler script for further tests
|
||||
self.attacker.location.scripts.add(tb_range.TBRangeTurnHandler)
|
||||
self.turnhandler = self.attacker.db.combat_TurnHandler
|
||||
self.assertTrue(self.attacker.db.combat_TurnHandler)
|
||||
# Set the turn handler's interval very high to keep it from repeating during tests.
|
||||
self.turnhandler.interval = 10000
|
||||
# Force turn order
|
||||
self.turnhandler.db.fighters = [self.attacker, self.defender]
|
||||
self.turnhandler.db.turn = 0
|
||||
# Test is turn
|
||||
self.assertTrue(tb_range.is_turn(self.attacker))
|
||||
# Spend actions
|
||||
self.attacker.db.Combat_ActionsLeft = 1
|
||||
tb_range.spend_action(self.attacker, 1, action_name="Test")
|
||||
self.assertTrue(self.attacker.db.Combat_ActionsLeft == 0)
|
||||
self.assertTrue(self.attacker.db.Combat_LastAction == "Test")
|
||||
# Initialize for combat
|
||||
self.attacker.db.Combat_ActionsLeft = 983
|
||||
self.turnhandler.initialize_for_combat(self.attacker)
|
||||
self.assertTrue(self.attacker.db.Combat_ActionsLeft == 0)
|
||||
self.assertTrue(self.attacker.db.Combat_LastAction == "null")
|
||||
# Set up ranges again, since initialize_for_combat clears them
|
||||
self.attacker.db.combat_range = {}
|
||||
self.attacker.db.combat_range[self.attacker] = 0
|
||||
self.attacker.db.combat_range[self.defender] = 1
|
||||
self.defender.db.combat_range = {}
|
||||
self.defender.db.combat_range[self.defender] = 0
|
||||
self.defender.db.combat_range[self.attacker] = 1
|
||||
# Start turn
|
||||
self.defender.db.Combat_ActionsLeft = 0
|
||||
self.turnhandler.start_turn(self.defender)
|
||||
self.assertTrue(self.defender.db.Combat_ActionsLeft == 2)
|
||||
# Next turn
|
||||
self.turnhandler.db.fighters = [self.attacker, self.defender]
|
||||
self.turnhandler.db.turn = 0
|
||||
self.turnhandler.next_turn()
|
||||
self.assertTrue(self.turnhandler.db.turn == 1)
|
||||
# Turn end check
|
||||
self.turnhandler.db.fighters = [self.attacker, self.defender]
|
||||
self.turnhandler.db.turn = 0
|
||||
self.attacker.db.Combat_ActionsLeft = 0
|
||||
self.turnhandler.turn_end_check(self.attacker)
|
||||
self.assertTrue(self.turnhandler.db.turn == 1)
|
||||
# Join fight
|
||||
self.turnhandler.db.fighters = [self.attacker, self.defender]
|
||||
self.turnhandler.db.turn = 0
|
||||
self.turnhandler.join_fight(self.joiner)
|
||||
self.assertTrue(self.turnhandler.db.turn == 1)
|
||||
self.assertTrue(self.turnhandler.db.fighters == [self.joiner, self.attacker, self.defender])
|
||||
# Now, test for approach/withdraw functions
|
||||
self.assertTrue(tb_range.get_range(self.attacker, self.defender) == 1)
|
||||
# Approach
|
||||
tb_range.approach(self.attacker, self.defender)
|
||||
self.assertTrue(tb_range.get_range(self.attacker, self.defender) == 0)
|
||||
# Withdraw
|
||||
tb_range.withdraw(self.attacker, self.defender)
|
||||
self.assertTrue(tb_range.get_range(self.attacker, self.defender) == 1)
|
||||
|
||||
|
||||
class TestTurnBattleItemsFunc(EvenniaTest):
|
||||
|
||||
@patch("evennia.contrib.turnbattle.tb_items.tickerhandler", new=MagicMock())
|
||||
def setUp(self):
|
||||
super(TestTurnBattleItemsFunc, self).setUp()
|
||||
self.testroom = create_object(DefaultRoom, key="Test Room")
|
||||
self.attacker = create_object(tb_items.TBItemsCharacter, key="Attacker", location=self.testroom)
|
||||
self.defender = create_object(tb_items.TBItemsCharacter, key="Defender", location=self.testroom)
|
||||
self.joiner = create_object(tb_items.TBItemsCharacter, key="Joiner", location=self.testroom)
|
||||
self.user = create_object(tb_items.TBItemsCharacter, key="User", location=self.testroom)
|
||||
self.test_healpotion = create_object(key="healing potion")
|
||||
self.test_healpotion.db.item_func = "heal"
|
||||
self.test_healpotion.db.item_uses = 3
|
||||
|
||||
def tearDown(self):
|
||||
super(TestTurnBattleItemsFunc, self).tearDown()
|
||||
self.attacker.delete()
|
||||
self.defender.delete()
|
||||
self.joiner.delete()
|
||||
self.user.delete()
|
||||
self.testroom.delete()
|
||||
self.turnhandler.stop()
|
||||
|
||||
# Test functions in tb_items.
|
||||
def test_tbitemsfunc(self):
|
||||
# Initiative roll
|
||||
initiative = tb_items.roll_init(self.attacker)
|
||||
self.assertTrue(initiative >= 0 and initiative <= 1000)
|
||||
# Attack roll
|
||||
attack_roll = tb_items.get_attack(self.attacker, self.defender)
|
||||
self.assertTrue(attack_roll >= 0 and attack_roll <= 100)
|
||||
# Defense roll
|
||||
defense_roll = tb_items.get_defense(self.attacker, self.defender)
|
||||
self.assertTrue(defense_roll == 50)
|
||||
# Damage roll
|
||||
damage_roll = tb_items.get_damage(self.attacker, self.defender)
|
||||
self.assertTrue(damage_roll >= 15 and damage_roll <= 25)
|
||||
# Apply damage
|
||||
self.defender.db.hp = 10
|
||||
tb_items.apply_damage(self.defender, 3)
|
||||
self.assertTrue(self.defender.db.hp == 7)
|
||||
# Resolve attack
|
||||
self.defender.db.hp = 40
|
||||
tb_items.resolve_attack(self.attacker, self.defender, attack_value=20, defense_value=10)
|
||||
self.assertTrue(self.defender.db.hp < 40)
|
||||
# Combat cleanup
|
||||
self.attacker.db.Combat_attribute = True
|
||||
tb_items.combat_cleanup(self.attacker)
|
||||
self.assertFalse(self.attacker.db.combat_attribute)
|
||||
# Is in combat
|
||||
self.assertFalse(tb_items.is_in_combat(self.attacker))
|
||||
# Set up turn handler script for further tests
|
||||
self.attacker.location.scripts.add(tb_items.TBItemsTurnHandler)
|
||||
self.turnhandler = self.attacker.db.combat_TurnHandler
|
||||
self.assertTrue(self.attacker.db.combat_TurnHandler)
|
||||
# Set the turn handler's interval very high to keep it from repeating during tests.
|
||||
self.turnhandler.interval = 10000
|
||||
# Force turn order
|
||||
self.turnhandler.db.fighters = [self.attacker, self.defender]
|
||||
self.turnhandler.db.turn = 0
|
||||
# Test is turn
|
||||
self.assertTrue(tb_items.is_turn(self.attacker))
|
||||
# Spend actions
|
||||
self.attacker.db.Combat_ActionsLeft = 1
|
||||
tb_items.spend_action(self.attacker, 1, action_name="Test")
|
||||
self.assertTrue(self.attacker.db.Combat_ActionsLeft == 0)
|
||||
self.assertTrue(self.attacker.db.Combat_LastAction == "Test")
|
||||
# Initialize for combat
|
||||
self.attacker.db.Combat_ActionsLeft = 983
|
||||
self.turnhandler.initialize_for_combat(self.attacker)
|
||||
self.assertTrue(self.attacker.db.Combat_ActionsLeft == 0)
|
||||
self.assertTrue(self.attacker.db.Combat_LastAction == "null")
|
||||
# Start turn
|
||||
self.defender.db.Combat_ActionsLeft = 0
|
||||
self.turnhandler.start_turn(self.defender)
|
||||
self.assertTrue(self.defender.db.Combat_ActionsLeft == 1)
|
||||
# Next turn
|
||||
self.turnhandler.db.fighters = [self.attacker, self.defender]
|
||||
self.turnhandler.db.turn = 0
|
||||
self.turnhandler.next_turn()
|
||||
self.assertTrue(self.turnhandler.db.turn == 1)
|
||||
# Turn end check
|
||||
self.turnhandler.db.fighters = [self.attacker, self.defender]
|
||||
self.turnhandler.db.turn = 0
|
||||
self.attacker.db.Combat_ActionsLeft = 0
|
||||
self.turnhandler.turn_end_check(self.attacker)
|
||||
self.assertTrue(self.turnhandler.db.turn == 1)
|
||||
# Join fight
|
||||
self.turnhandler.db.fighters = [self.attacker, self.defender]
|
||||
self.turnhandler.db.turn = 0
|
||||
self.turnhandler.join_fight(self.joiner)
|
||||
self.assertTrue(self.turnhandler.db.turn == 1)
|
||||
self.assertTrue(self.turnhandler.db.fighters == [self.joiner, self.attacker, self.defender])
|
||||
# Now time to test item stuff.
|
||||
# Spend item use
|
||||
tb_items.spend_item_use(self.test_healpotion, self.user)
|
||||
self.assertTrue(self.test_healpotion.db.item_uses == 2)
|
||||
# Use item
|
||||
self.user.db.hp = 2
|
||||
tb_items.use_item(self.user, self.test_healpotion, self.user)
|
||||
self.assertTrue(self.user.db.hp > 2)
|
||||
# Add contition
|
||||
tb_items.add_condition(self.user, self.user, "Test", 5)
|
||||
self.assertTrue(self.user.db.conditions == {"Test":[5, self.user]})
|
||||
# Condition tickdown
|
||||
tb_items.condition_tickdown(self.user, self.user)
|
||||
self.assertTrue(self.user.db.conditions == {"Test":[4, self.user]})
|
||||
# Test item functions now!
|
||||
# Item heal
|
||||
self.user.db.hp = 2
|
||||
tb_items.itemfunc_heal(self.test_healpotion, self.user, self.user)
|
||||
# Item add condition
|
||||
self.user.db.conditions = {}
|
||||
tb_items.itemfunc_add_condition(self.test_healpotion, self.user, self.user)
|
||||
self.assertTrue(self.user.db.conditions == {"Regeneration":[5, self.user]})
|
||||
# Item cure condition
|
||||
self.user.db.conditions = {"Poisoned":[5, self.user]}
|
||||
tb_items.itemfunc_cure_condition(self.test_healpotion, self.user, self.user)
|
||||
self.assertTrue(self.user.db.conditions == {})
|
||||
|
||||
|
||||
class TestTurnBattleMagicFunc(EvenniaTest):
|
||||
|
||||
def setUp(self):
|
||||
super(TestTurnBattleMagicFunc, self).setUp()
|
||||
self.testroom = create_object(DefaultRoom, key="Test Room")
|
||||
self.attacker = create_object(tb_magic.TBMagicCharacter, key="Attacker", location=self.testroom)
|
||||
self.defender = create_object(tb_magic.TBMagicCharacter, key="Defender", location=self.testroom)
|
||||
self.joiner = create_object(tb_magic.TBMagicCharacter, key="Joiner", location=self.testroom)
|
||||
|
||||
def tearDown(self):
|
||||
super(TestTurnBattleMagicFunc, self).tearDown()
|
||||
self.attacker.delete()
|
||||
self.defender.delete()
|
||||
self.joiner.delete()
|
||||
self.testroom.delete()
|
||||
self.turnhandler.stop()
|
||||
|
||||
# Test combat functions in tb_magic.
|
||||
def test_tbbasicfunc(self):
|
||||
# Initiative roll
|
||||
initiative = tb_magic.roll_init(self.attacker)
|
||||
self.assertTrue(initiative >= 0 and initiative <= 1000)
|
||||
# Attack roll
|
||||
attack_roll = tb_magic.get_attack(self.attacker, self.defender)
|
||||
self.assertTrue(attack_roll >= 0 and attack_roll <= 100)
|
||||
# Defense roll
|
||||
defense_roll = tb_magic.get_defense(self.attacker, self.defender)
|
||||
self.assertTrue(defense_roll == 50)
|
||||
# Damage roll
|
||||
damage_roll = tb_magic.get_damage(self.attacker, self.defender)
|
||||
self.assertTrue(damage_roll >= 15 and damage_roll <= 25)
|
||||
# Apply damage
|
||||
self.defender.db.hp = 10
|
||||
tb_magic.apply_damage(self.defender, 3)
|
||||
self.assertTrue(self.defender.db.hp == 7)
|
||||
# Resolve attack
|
||||
self.defender.db.hp = 40
|
||||
tb_magic.resolve_attack(self.attacker, self.defender, attack_value=20, defense_value=10)
|
||||
self.assertTrue(self.defender.db.hp < 40)
|
||||
# Combat cleanup
|
||||
self.attacker.db.Combat_attribute = True
|
||||
tb_magic.combat_cleanup(self.attacker)
|
||||
self.assertFalse(self.attacker.db.combat_attribute)
|
||||
# Is in combat
|
||||
self.assertFalse(tb_magic.is_in_combat(self.attacker))
|
||||
# Set up turn handler script for further tests
|
||||
self.attacker.location.scripts.add(tb_magic.TBMagicTurnHandler)
|
||||
self.turnhandler = self.attacker.db.combat_TurnHandler
|
||||
self.assertTrue(self.attacker.db.combat_TurnHandler)
|
||||
# Set the turn handler's interval very high to keep it from repeating during tests.
|
||||
self.turnhandler.interval = 10000
|
||||
# Force turn order
|
||||
self.turnhandler.db.fighters = [self.attacker, self.defender]
|
||||
self.turnhandler.db.turn = 0
|
||||
# Test is turn
|
||||
self.assertTrue(tb_magic.is_turn(self.attacker))
|
||||
# Spend actions
|
||||
self.attacker.db.Combat_ActionsLeft = 1
|
||||
tb_magic.spend_action(self.attacker, 1, action_name="Test")
|
||||
self.assertTrue(self.attacker.db.Combat_ActionsLeft == 0)
|
||||
self.assertTrue(self.attacker.db.Combat_LastAction == "Test")
|
||||
# Initialize for combat
|
||||
self.attacker.db.Combat_ActionsLeft = 983
|
||||
self.turnhandler.initialize_for_combat(self.attacker)
|
||||
self.assertTrue(self.attacker.db.Combat_ActionsLeft == 0)
|
||||
self.assertTrue(self.attacker.db.Combat_LastAction == "null")
|
||||
# Start turn
|
||||
self.defender.db.Combat_ActionsLeft = 0
|
||||
self.turnhandler.start_turn(self.defender)
|
||||
self.assertTrue(self.defender.db.Combat_ActionsLeft == 1)
|
||||
# Next turn
|
||||
self.turnhandler.db.fighters = [self.attacker, self.defender]
|
||||
self.turnhandler.db.turn = 0
|
||||
self.turnhandler.next_turn()
|
||||
self.assertTrue(self.turnhandler.db.turn == 1)
|
||||
# Turn end check
|
||||
self.turnhandler.db.fighters = [self.attacker, self.defender]
|
||||
self.turnhandler.db.turn = 0
|
||||
self.attacker.db.Combat_ActionsLeft = 0
|
||||
self.turnhandler.turn_end_check(self.attacker)
|
||||
self.assertTrue(self.turnhandler.db.turn == 1)
|
||||
# Join fight
|
||||
self.turnhandler.db.fighters = [self.attacker, self.defender]
|
||||
self.turnhandler.db.turn = 0
|
||||
self.turnhandler.join_fight(self.joiner)
|
||||
self.assertTrue(self.turnhandler.db.turn == 1)
|
||||
self.assertTrue(self.turnhandler.db.fighters == [self.joiner, self.attacker, self.defender])
|
||||
|
||||
|
||||
# Test tree select
|
||||
|
||||
from evennia.contrib import tree_select
|
||||
|
||||
TREE_MENU_TESTSTR = """Foo
|
||||
Bar
|
||||
-Baz
|
||||
--Baz 1
|
||||
--Baz 2
|
||||
-Qux"""
|
||||
|
||||
|
||||
class TestTreeSelectFunc(EvenniaTest):
|
||||
|
||||
def test_tree_functions(self):
|
||||
# Dash counter
|
||||
self.assertTrue(tree_select.dashcount("--test") == 2)
|
||||
# Is category
|
||||
self.assertTrue(tree_select.is_category(TREE_MENU_TESTSTR, 1) == True)
|
||||
# Parse options
|
||||
self.assertTrue(tree_select.parse_opts(TREE_MENU_TESTSTR, category_index=2) == [(3, "Baz 1"), (4, "Baz 2")])
|
||||
# Index to selection
|
||||
self.assertTrue(tree_select.index_to_selection(TREE_MENU_TESTSTR, 2) == "Baz")
|
||||
# Go up one category
|
||||
self.assertTrue(tree_select.go_up_one_category(TREE_MENU_TESTSTR, 4) == 2)
|
||||
# Option list to menu options
|
||||
test_optlist = tree_select.parse_opts(TREE_MENU_TESTSTR, category_index=2)
|
||||
optlist_to_menu_expected_result = [{'goto': ['menunode_treeselect', {'newindex': 3}], 'key': 'Baz 1'},
|
||||
{'goto': ['menunode_treeselect', {'newindex': 4}], 'key': 'Baz 2'},
|
||||
{'goto': ['menunode_treeselect', {'newindex': 1}], 'key': ['<< Go Back', 'go back', 'back'], 'desc': 'Return to the previous menu.'}]
|
||||
self.assertTrue(tree_select.optlist_to_menuoptions(TREE_MENU_TESTSTR, test_optlist, 2, True, True) == optlist_to_menu_expected_result)
|
||||
|
||||
# Test field fill
|
||||
|
||||
from evennia.contrib import fieldfill
|
||||
|
||||
FIELD_TEST_TEMPLATE = [
|
||||
{"fieldname":"TextTest", "fieldtype":"text"},
|
||||
{"fieldname":"NumberTest", "fieldtype":"number", "blankmsg":"Number here!"},
|
||||
{"fieldname":"DefaultText", "fieldtype":"text", "default":"Test"},
|
||||
{"fieldname":"DefaultNum", "fieldtype":"number", "default":3}
|
||||
]
|
||||
|
||||
FIELD_TEST_DATA = {"TextTest":None, "NumberTest":None, "DefaultText":"Test", "DefaultNum":3}
|
||||
|
||||
class TestFieldFillFunc(EvenniaTest):
|
||||
|
||||
def test_field_functions(self):
|
||||
self.assertTrue(fieldfill.form_template_to_dict(FIELD_TEST_TEMPLATE) == FIELD_TEST_DATA)
|
||||
|
||||
# Test of the unixcommand module
|
||||
|
||||
from evennia.contrib.unixcommand import UnixCommand
|
||||
|
|
@ -1850,3 +2395,148 @@ class TestPuzzles(CommandTest):
|
|||
'pasta': 2,
|
||||
'boiled egg': 1,
|
||||
})
|
||||
|
||||
# Tests for the building_menu contrib
|
||||
from evennia.contrib.building_menu import BuildingMenu, CmdNoInput, CmdNoMatch
|
||||
|
||||
class Submenu(BuildingMenu):
|
||||
def init(self, exit):
|
||||
self.add_choice("title", key="t", attr="key")
|
||||
|
||||
class TestBuildingMenu(CommandTest):
|
||||
|
||||
def setUp(self):
|
||||
super(TestBuildingMenu, self).setUp()
|
||||
self.menu = BuildingMenu(caller=self.char1, obj=self.room1, title="test")
|
||||
self.menu.add_choice("title", key="t", attr="key")
|
||||
|
||||
def test_quit(self):
|
||||
"""Try to quit the building menu."""
|
||||
self.assertFalse(self.char1.cmdset.has("building_menu"))
|
||||
self.menu.open()
|
||||
self.assertTrue(self.char1.cmdset.has("building_menu"))
|
||||
self.call(CmdNoMatch(building_menu=self.menu), "q")
|
||||
# char1 tries to quit the editor
|
||||
self.assertFalse(self.char1.cmdset.has("building_menu"))
|
||||
|
||||
def test_setattr(self):
|
||||
"""Test the simple setattr provided by building menus."""
|
||||
key = self.room1.key
|
||||
self.menu.open()
|
||||
self.call(CmdNoMatch(building_menu=self.menu), "t")
|
||||
self.assertIsNotNone(self.menu.current_choice)
|
||||
self.call(CmdNoMatch(building_menu=self.menu), "some new title")
|
||||
self.call(CmdNoMatch(building_menu=self.menu), "@")
|
||||
self.assertIsNone(self.menu.current_choice)
|
||||
self.assertEqual(self.room1.key, "some new title")
|
||||
self.call(CmdNoMatch(building_menu=self.menu), "q")
|
||||
|
||||
def test_add_choice_without_key(self):
|
||||
"""Try to add choices without keys."""
|
||||
choices = []
|
||||
for i in range(20):
|
||||
choices.append(self.menu.add_choice("choice", attr="test"))
|
||||
self.menu._add_keys_choice()
|
||||
keys = ["c", "h", "o", "i", "e", "ch", "ho", "oi", "ic", "ce", "cho", "hoi", "oic", "ice", "choi", "hoic", "oice", "choic", "hoice", "choice"]
|
||||
for i in range(20):
|
||||
self.assertEqual(choices[i].key, keys[i])
|
||||
|
||||
# Adding another key of the same title would break, no more available shortcut
|
||||
self.menu.add_choice("choice", attr="test")
|
||||
with self.assertRaises(ValueError):
|
||||
self.menu._add_keys_choice()
|
||||
|
||||
def test_callbacks(self):
|
||||
"""Test callbacks in menus."""
|
||||
self.room1.key = "room1"
|
||||
def on_enter(caller, menu):
|
||||
caller.msg("on_enter:{}".format(menu.title))
|
||||
def on_nomatch(caller, string, choice):
|
||||
caller.msg("on_nomatch:{},{}".format(string, choice.key))
|
||||
def on_leave(caller, obj):
|
||||
caller.msg("on_leave:{}".format(obj.key))
|
||||
self.menu.add_choice("test", key="e", on_enter=on_enter, on_nomatch=on_nomatch, on_leave=on_leave)
|
||||
self.call(CmdNoMatch(building_menu=self.menu), "e", "on_enter:test")
|
||||
self.call(CmdNoMatch(building_menu=self.menu), "ok", "on_nomatch:ok,e")
|
||||
self.call(CmdNoMatch(building_menu=self.menu), "@", "on_leave:room1")
|
||||
self.call(CmdNoMatch(building_menu=self.menu), "q")
|
||||
|
||||
def test_multi_level(self):
|
||||
"""Test multi-level choices."""
|
||||
# Creaste three succeeding menu (t2 is contained in t1, t3 is contained in t2)
|
||||
def on_nomatch_t1(caller, menu):
|
||||
menu.move("whatever") # this will be valid since after t1 is a joker
|
||||
|
||||
def on_nomatch_t2(caller, menu):
|
||||
menu.move("t3") # this time the key matters
|
||||
|
||||
t1 = self.menu.add_choice("what", key="t1", on_nomatch=on_nomatch_t1)
|
||||
t2 = self.menu.add_choice("and", key="t1.*", on_nomatch=on_nomatch_t2)
|
||||
t3 = self.menu.add_choice("why", key="t1.*.t3")
|
||||
self.menu.open()
|
||||
|
||||
# Move into t1
|
||||
self.assertIn(t1, self.menu.relevant_choices)
|
||||
self.assertNotIn(t2, self.menu.relevant_choices)
|
||||
self.assertNotIn(t3, self.menu.relevant_choices)
|
||||
self.assertIsNone(self.menu.current_choice)
|
||||
self.call(CmdNoMatch(building_menu=self.menu), "t1")
|
||||
self.assertEqual(self.menu.current_choice, t1)
|
||||
self.assertNotIn(t1, self.menu.relevant_choices)
|
||||
self.assertIn(t2, self.menu.relevant_choices)
|
||||
self.assertNotIn(t3, self.menu.relevant_choices)
|
||||
|
||||
# Move into t2
|
||||
self.call(CmdNoMatch(building_menu=self.menu), "t2")
|
||||
self.assertEqual(self.menu.current_choice, t2)
|
||||
self.assertNotIn(t1, self.menu.relevant_choices)
|
||||
self.assertNotIn(t2, self.menu.relevant_choices)
|
||||
self.assertIn(t3, self.menu.relevant_choices)
|
||||
|
||||
# Move into t3
|
||||
self.call(CmdNoMatch(building_menu=self.menu), "t3")
|
||||
self.assertEqual(self.menu.current_choice, t3)
|
||||
self.assertNotIn(t1, self.menu.relevant_choices)
|
||||
self.assertNotIn(t2, self.menu.relevant_choices)
|
||||
self.assertNotIn(t3, self.menu.relevant_choices)
|
||||
|
||||
# Move back to t2
|
||||
self.call(CmdNoMatch(building_menu=self.menu), "@")
|
||||
self.assertEqual(self.menu.current_choice, t2)
|
||||
self.assertNotIn(t1, self.menu.relevant_choices)
|
||||
self.assertNotIn(t2, self.menu.relevant_choices)
|
||||
self.assertIn(t3, self.menu.relevant_choices)
|
||||
|
||||
# Move back into t1
|
||||
self.call(CmdNoMatch(building_menu=self.menu), "@")
|
||||
self.assertEqual(self.menu.current_choice, t1)
|
||||
self.assertNotIn(t1, self.menu.relevant_choices)
|
||||
self.assertIn(t2, self.menu.relevant_choices)
|
||||
self.assertNotIn(t3, self.menu.relevant_choices)
|
||||
|
||||
# Moves back to the main menu
|
||||
self.call(CmdNoMatch(building_menu=self.menu), "@")
|
||||
self.assertIn(t1, self.menu.relevant_choices)
|
||||
self.assertNotIn(t2, self.menu.relevant_choices)
|
||||
self.assertNotIn(t3, self.menu.relevant_choices)
|
||||
self.assertIsNone(self.menu.current_choice)
|
||||
self.call(CmdNoMatch(building_menu=self.menu), "q")
|
||||
|
||||
def test_submenu(self):
|
||||
"""Test to add sub-menus."""
|
||||
def open_exit(menu):
|
||||
menu.open_submenu("evennia.contrib.tests.Submenu", self.exit)
|
||||
return False
|
||||
|
||||
self.menu.add_choice("exit", key="x", on_enter=open_exit)
|
||||
self.menu.open()
|
||||
self.call(CmdNoMatch(building_menu=self.menu), "x")
|
||||
self.menu = self.char1.ndb._building_menu
|
||||
self.call(CmdNoMatch(building_menu=self.menu), "t")
|
||||
self.call(CmdNoMatch(building_menu=self.menu), "in")
|
||||
self.call(CmdNoMatch(building_menu=self.menu), "@")
|
||||
self.call(CmdNoMatch(building_menu=self.menu), "@")
|
||||
self.menu = self.char1.ndb._building_menu
|
||||
self.assertEqual(self.char1.ndb._building_menu.obj, self.room1)
|
||||
self.call(CmdNoMatch(building_menu=self.menu), "q")
|
||||
self.assertEqual(self.exit.key, "in")
|
||||
|
|
|
|||
535
evennia/contrib/tree_select.py
Normal file
535
evennia/contrib/tree_select.py
Normal file
|
|
@ -0,0 +1,535 @@
|
|||
"""
|
||||
Easy menu selection tree
|
||||
|
||||
Contrib - Tim Ashley Jenkins 2017
|
||||
|
||||
This module allows you to create and initialize an entire branching EvMenu
|
||||
instance with nothing but a multi-line string passed to one function.
|
||||
|
||||
EvMenu is incredibly powerful and flexible, but using it for simple menus
|
||||
can often be fairly cumbersome - a simple menu that can branch into five
|
||||
categories would require six nodes, each with options represented as a list
|
||||
of dictionaries.
|
||||
|
||||
This module provides a function, init_tree_selection, which acts as a frontend
|
||||
for EvMenu, dynamically sourcing the options from a multi-line string you provide.
|
||||
For example, if you define a string as such:
|
||||
|
||||
TEST_MENU = '''Foo
|
||||
Bar
|
||||
Baz
|
||||
Qux'''
|
||||
|
||||
And then use TEST_MENU as the 'treestr' source when you call init_tree_selection
|
||||
on a player:
|
||||
|
||||
init_tree_selection(TEST_MENU, caller, callback)
|
||||
|
||||
The player will be presented with an EvMenu, like so:
|
||||
|
||||
___________________________
|
||||
|
||||
Make your selection:
|
||||
___________________________
|
||||
|
||||
Foo
|
||||
Bar
|
||||
Baz
|
||||
Qux
|
||||
|
||||
Making a selection will pass the selection's key to the specified callback as a
|
||||
string along with the caller, as well as the index of the selection (the line number
|
||||
on the source string) along with the source string for the tree itself.
|
||||
|
||||
In addition to specifying selections on the menu, you can also specify categories.
|
||||
Categories are indicated by putting options below it preceded with a '-' character.
|
||||
If a selection is a category, then choosing it will bring up a new menu node, prompting
|
||||
the player to select between those options, or to go back to the previous menu. In
|
||||
addition, categories are marked by default with a '[+]' at the end of their key. Both
|
||||
this marker and the option to go back can be disabled.
|
||||
|
||||
Categories can be nested in other categories as well - just go another '-' deeper. You
|
||||
can do this as many times as you like. There's no hard limit to the number of
|
||||
categories you can go down.
|
||||
|
||||
For example, let's add some more options to our menu, turning 'Bar' into a category.
|
||||
|
||||
TEST_MENU = '''Foo
|
||||
Bar
|
||||
-You've got to know
|
||||
--When to hold em
|
||||
--When to fold em
|
||||
--When to walk away
|
||||
Baz
|
||||
Qux'''
|
||||
|
||||
Now when we call the menu, we can see that 'Bar' has become a category instead of a
|
||||
selectable option.
|
||||
|
||||
_______________________________
|
||||
|
||||
Make your selection:
|
||||
_______________________________
|
||||
|
||||
Foo
|
||||
Bar [+]
|
||||
Baz
|
||||
Qux
|
||||
|
||||
Note the [+] next to 'Bar'. If we select 'Bar', it'll show us the option listed under it.
|
||||
|
||||
________________________________________________________________
|
||||
|
||||
Bar
|
||||
________________________________________________________________
|
||||
|
||||
You've got to know [+]
|
||||
<< Go Back: Return to the previous menu.
|
||||
|
||||
Just the one option, which is a category itself, and the option to go back, which will
|
||||
take us back to the previous menu. Let's select 'You've got to know'.
|
||||
|
||||
________________________________________________________________
|
||||
|
||||
You've got to know
|
||||
________________________________________________________________
|
||||
|
||||
When to hold em
|
||||
When to fold em
|
||||
When to walk away
|
||||
<< Go Back: Return to the previous menu.
|
||||
|
||||
Now we see the three options listed under it, too. We can select one of them or use 'Go
|
||||
Back' to return to the 'Bar' menu we were just at before. It's very simple to make a
|
||||
branching tree of selections!
|
||||
|
||||
One last thing - you can set the descriptions for the various options simply by adding a
|
||||
':' character followed by the description to the option's line. For example, let's add a
|
||||
description to 'Baz' in our menu:
|
||||
|
||||
TEST_MENU = '''Foo
|
||||
Bar
|
||||
-You've got to know
|
||||
--When to hold em
|
||||
--When to fold em
|
||||
--When to walk away
|
||||
Baz: Look at this one: the best option.
|
||||
Qux'''
|
||||
|
||||
Now we see that the Baz option has a description attached that's separate from its key:
|
||||
|
||||
_______________________________________________________________
|
||||
|
||||
Make your selection:
|
||||
_______________________________________________________________
|
||||
|
||||
Foo
|
||||
Bar [+]
|
||||
Baz: Look at this one: the best option.
|
||||
Qux
|
||||
|
||||
Once the player makes a selection - let's say, 'Foo' - the menu will terminate and call
|
||||
your specified callback with the selection, like so:
|
||||
|
||||
callback(caller, TEST_MENU, 0, "Foo")
|
||||
|
||||
The index of the selection is given along with a string containing the selection's key.
|
||||
That way, if you have two selections in the menu with the same key, you can still
|
||||
differentiate between them.
|
||||
|
||||
And that's all there is to it! For simple branching-tree selections, using this system is
|
||||
much easier than manually creating EvMenu nodes. It also makes generating menus with dynamic
|
||||
options much easier - since the source of the menu tree is just a string, you could easily
|
||||
generate that string procedurally before passing it to the init_tree_selection function.
|
||||
For example, if a player casts a spell or does an attack without specifying a target, instead
|
||||
of giving them an error, you could present them with a list of valid targets to select by
|
||||
generating a multi-line string of targets and passing it to init_tree_selection, with the
|
||||
callable performing the maneuver once a selection is made.
|
||||
|
||||
This selection system only works for simple branching trees - doing anything really complicated
|
||||
like jumping between categories or prompting for arbitrary input would still require a full
|
||||
EvMenu implementation. For simple selections, however, I'm sure you will find using this function
|
||||
to be much easier!
|
||||
|
||||
Included in this module is a sample menu and function which will let a player change the color
|
||||
of their name - feel free to mess with it to get a feel for how this system works by importing
|
||||
this module in your game's default_cmdsets.py module and adding CmdNameColor to your default
|
||||
character's command set.
|
||||
"""
|
||||
|
||||
from evennia.utils import evmenu
|
||||
from evennia.utils.logger import log_trace
|
||||
from evennia import Command
|
||||
|
||||
def init_tree_selection(treestr, caller, callback,
|
||||
index=None, mark_category=True, go_back=True,
|
||||
cmd_on_exit="look",
|
||||
start_text="Make your selection:"):
|
||||
"""
|
||||
Prompts a player to select an option from a menu tree given as a multi-line string.
|
||||
|
||||
Args:
|
||||
treestr (str): Multi-lne string representing menu options
|
||||
caller (obj): Player to initialize the menu for
|
||||
callback (callable): Function to run when a selection is made. Must take 4 args:
|
||||
caller (obj): Caller given above
|
||||
treestr (str): Menu tree string given above
|
||||
index (int): Index of final selection
|
||||
selection (str): Key of final selection
|
||||
|
||||
Options:
|
||||
index (int or None): Index to start the menu at, or None for top level
|
||||
mark_category (bool): If True, marks categories with a [+] symbol in the menu
|
||||
go_back (bool): If True, present an option to go back to previous categories
|
||||
start_text (str): Text to display at the top level of the menu
|
||||
cmd_on_exit(str): Command to enter when the menu exits - 'look' by default
|
||||
|
||||
|
||||
Notes:
|
||||
This function will initialize an instance of EvMenu with options generated
|
||||
dynamically from the source string, and passes the menu user's selection to
|
||||
a function of your choosing. The EvMenu is made of a single, repeating node,
|
||||
which will call itself over and over at different levels of the menu tree as
|
||||
categories are selected.
|
||||
|
||||
Once a non-category selection is made, the user's selection will be passed to
|
||||
the given callable, both as a string and as an index number. The index is given
|
||||
to ensure every selection has a unique identifier, so that selections with the
|
||||
same key in different categories can be distinguished between.
|
||||
|
||||
The menus called by this function are not persistent and cannot perform
|
||||
complicated tasks like prompt for arbitrary input or jump multiple category
|
||||
levels at once - you'll have to use EvMenu itself if you want to take full
|
||||
advantage of its features.
|
||||
"""
|
||||
|
||||
# Pass kwargs to store data needed in the menu
|
||||
kwargs = {
|
||||
"index":index,
|
||||
"mark_category":mark_category,
|
||||
"go_back":go_back,
|
||||
"treestr":treestr,
|
||||
"callback":callback,
|
||||
"start_text":start_text
|
||||
}
|
||||
|
||||
# Initialize menu of selections
|
||||
evmenu.EvMenu(caller, "evennia.contrib.tree_select", startnode="menunode_treeselect",
|
||||
startnode_input=None, cmd_on_exit=cmd_on_exit, **kwargs)
|
||||
|
||||
def dashcount(entry):
|
||||
"""
|
||||
Counts the number of dashes at the beginning of a string. This
|
||||
is needed to determine the depth of options in categories.
|
||||
|
||||
Args:
|
||||
entry (str): String to count the dashes at the start of
|
||||
|
||||
Returns:
|
||||
dashes (int): Number of dashes at the start
|
||||
"""
|
||||
dashes = 0
|
||||
for char in entry:
|
||||
if char == "-":
|
||||
dashes += 1
|
||||
else:
|
||||
return dashes
|
||||
return dashes
|
||||
|
||||
def is_category(treestr, index):
|
||||
"""
|
||||
Determines whether an option in a tree string is a category by
|
||||
whether or not there are additional options below it.
|
||||
|
||||
Args:
|
||||
treestr (str): Multi-line string representing menu options
|
||||
index (int): Which line of the string to test
|
||||
|
||||
Returns:
|
||||
is_category (bool): Whether the option is a category
|
||||
"""
|
||||
opt_list = treestr.split('\n')
|
||||
# Not a category if it's the last one in the list
|
||||
if index == len(opt_list) - 1:
|
||||
return False
|
||||
# Not a category if next option is not one level deeper
|
||||
return not bool(dashcount(opt_list[index+1]) != dashcount(opt_list[index]) + 1)
|
||||
|
||||
def parse_opts(treestr, category_index=None):
|
||||
"""
|
||||
Parses a tree string and given index into a list of options. If
|
||||
category_index is none, returns all the options at the top level of
|
||||
the menu. If category_index corresponds to a category, returns a list
|
||||
of options under that category. If category_index corresponds to
|
||||
an option that is not a category, it's a selection and returns True.
|
||||
|
||||
Args:
|
||||
treestr (str): Multi-line string representing menu options
|
||||
category_index (int): Index of category or None for top level
|
||||
|
||||
Returns:
|
||||
kept_opts (list or True): Either a list of options in the selected
|
||||
category or True if a selection was made
|
||||
"""
|
||||
dash_depth = 0
|
||||
opt_list = treestr.split('\n')
|
||||
kept_opts = []
|
||||
|
||||
# If a category index is given
|
||||
if category_index != None:
|
||||
# If given index is not a category, it's a selection - return True.
|
||||
if not is_category(treestr, category_index):
|
||||
return True
|
||||
# Otherwise, change the dash depth to match the new category.
|
||||
dash_depth = dashcount(opt_list[category_index]) + 1
|
||||
# Delete everything before the category index
|
||||
opt_list = opt_list [category_index+1:]
|
||||
|
||||
# Keep every option (referenced by index) at the appropriate depth
|
||||
cur_index = 0
|
||||
for option in opt_list:
|
||||
if dashcount(option) == dash_depth:
|
||||
if category_index == None:
|
||||
kept_opts.append((cur_index, option[dash_depth:]))
|
||||
else:
|
||||
kept_opts.append((cur_index + category_index + 1, option[dash_depth:]))
|
||||
# Exits the loop if leaving a category
|
||||
if dashcount(option) < dash_depth:
|
||||
return kept_opts
|
||||
cur_index += 1
|
||||
return kept_opts
|
||||
|
||||
def index_to_selection(treestr, index, desc=False):
|
||||
"""
|
||||
Given a menu tree string and an index, returns the corresponding selection's
|
||||
name as a string. If 'desc' is set to True, will return the selection's
|
||||
description as a string instead.
|
||||
|
||||
Args:
|
||||
treestr (str): Multi-line string representing menu options
|
||||
index (int): Index to convert to selection key or description
|
||||
|
||||
Options:
|
||||
desc (bool): If true, returns description instead of key
|
||||
|
||||
Returns:
|
||||
selection (str): Selection key or description if 'desc' is set
|
||||
"""
|
||||
opt_list = treestr.split('\n')
|
||||
# Fetch the given line
|
||||
selection = opt_list[index]
|
||||
# Strip out the dashes at the start
|
||||
selection = selection[dashcount(selection):]
|
||||
# Separate out description, if any
|
||||
if ":" in selection:
|
||||
# Split string into key and description
|
||||
selection = selection.split(':', 1)
|
||||
selection[1] = selection[1].strip(" ")
|
||||
else:
|
||||
# If no description given, set description to None
|
||||
selection = [selection, None]
|
||||
if not desc:
|
||||
return selection[0]
|
||||
else:
|
||||
return selection[1]
|
||||
|
||||
def go_up_one_category(treestr, index):
|
||||
"""
|
||||
Given a menu tree string and an index, returns the category that the given option
|
||||
belongs to. Used for the 'go back' option.
|
||||
|
||||
Args:
|
||||
treestr (str): Multi-line string representing menu options
|
||||
index (int): Index to determine the parent category of
|
||||
|
||||
Returns:
|
||||
parent_category (int): Index of parent category
|
||||
"""
|
||||
opt_list = treestr.split('\n')
|
||||
# Get the number of dashes deep the given index is
|
||||
dash_level = dashcount(opt_list[index])
|
||||
# Delete everything after the current index
|
||||
opt_list = opt_list[:index+1]
|
||||
|
||||
|
||||
# If there's no dash, return 'None' to return to base menu
|
||||
if dash_level == 0:
|
||||
return None
|
||||
current_index = index
|
||||
# Go up through each option until we find one that's one category above
|
||||
for selection in reversed(opt_list):
|
||||
if dashcount(selection) == dash_level - 1:
|
||||
return current_index
|
||||
current_index -= 1
|
||||
|
||||
def optlist_to_menuoptions(treestr, optlist, index, mark_category, go_back):
|
||||
"""
|
||||
Takes a list of options processed by parse_opts and turns it into
|
||||
a list/dictionary of menu options for use in menunode_treeselect.
|
||||
|
||||
Args:
|
||||
treestr (str): Multi-line string representing menu options
|
||||
optlist (list): List of options to convert to EvMenu's option format
|
||||
index (int): Index of current category
|
||||
mark_category (bool): Whether or not to mark categories with [+]
|
||||
go_back (bool): Whether or not to add an option to go back in the menu
|
||||
|
||||
Returns:
|
||||
menuoptions (list of dicts): List of menu options formatted for use
|
||||
in EvMenu, each passing a different "newindex" kwarg that changes
|
||||
the menu level or makes a selection
|
||||
"""
|
||||
|
||||
menuoptions = []
|
||||
cur_index = 0
|
||||
for option in optlist:
|
||||
index_to_add = optlist[cur_index][0]
|
||||
menuitem = {}
|
||||
keystr = index_to_selection(treestr, index_to_add)
|
||||
if mark_category and is_category(treestr, index_to_add):
|
||||
# Add the [+] to the key if marking categories, and the key by itself as an alias
|
||||
menuitem["key"] = [keystr + " [+]", keystr]
|
||||
else:
|
||||
menuitem["key"] = keystr
|
||||
# Get the option's description
|
||||
desc = index_to_selection(treestr, index_to_add, desc=True)
|
||||
if desc:
|
||||
menuitem["desc"] = desc
|
||||
# Passing 'newindex' as a kwarg to the node is how we move through the menu!
|
||||
menuitem["goto"] = ["menunode_treeselect", {"newindex":index_to_add}]
|
||||
menuoptions.append(menuitem)
|
||||
cur_index += 1
|
||||
# Add option to go back, if needed
|
||||
if index != None and go_back == True:
|
||||
gobackitem = {"key":["<< Go Back", "go back", "back"],
|
||||
"desc":"Return to the previous menu.",
|
||||
"goto":["menunode_treeselect", {"newindex":go_up_one_category(treestr, index)}]}
|
||||
menuoptions.append(gobackitem)
|
||||
return menuoptions
|
||||
|
||||
def menunode_treeselect(caller, raw_string, **kwargs):
|
||||
"""
|
||||
This is the repeating menu node that handles the tree selection.
|
||||
"""
|
||||
|
||||
# If 'newindex' is in the kwargs, change the stored index.
|
||||
if "newindex" in kwargs:
|
||||
caller.ndb._menutree.index = kwargs["newindex"]
|
||||
|
||||
# Retrieve menu info
|
||||
index = caller.ndb._menutree.index
|
||||
mark_category = caller.ndb._menutree.mark_category
|
||||
go_back = caller.ndb._menutree.go_back
|
||||
treestr = caller.ndb._menutree.treestr
|
||||
callback = caller.ndb._menutree.callback
|
||||
start_text = caller.ndb._menutree.start_text
|
||||
|
||||
# List of options if index is 'None' or category, or 'True' if a selection
|
||||
optlist = parse_opts(treestr, category_index=index)
|
||||
|
||||
# If given index returns optlist as 'True', it's a selection. Pass to callback and end the menu.
|
||||
if optlist == True:
|
||||
selection = index_to_selection(treestr, index)
|
||||
try:
|
||||
callback(caller, treestr, index, selection)
|
||||
except Exception:
|
||||
log_trace("Error in tree selection callback.")
|
||||
|
||||
# Returning None, None ends the menu.
|
||||
return None, None
|
||||
|
||||
# Otherwise, convert optlist to a list of menu options.
|
||||
else:
|
||||
options = optlist_to_menuoptions(treestr, optlist, index, mark_category, go_back)
|
||||
if index == None:
|
||||
# Use start_text for the menu text on the top level
|
||||
text = start_text
|
||||
else:
|
||||
# Use the category name and description (if any) as the menu text
|
||||
if index_to_selection(treestr, index, desc=True) != None:
|
||||
text = "|w" + index_to_selection(treestr, index) + "|n: " + index_to_selection(treestr, index, desc=True)
|
||||
else:
|
||||
text = "|w" + index_to_selection(treestr, index) + "|n"
|
||||
return text, options
|
||||
|
||||
# The rest of this module is for the example menu and command! It'll change the color of your name.
|
||||
|
||||
"""
|
||||
Here's an example string that you can initialize a menu from. Note the dashes at
|
||||
the beginning of each line - that's how menu option depth and hierarchy is determined.
|
||||
"""
|
||||
|
||||
NAMECOLOR_MENU = """Set name color: Choose a color for your name!
|
||||
-Red shades: Various shades of |511red|n
|
||||
--Red: |511Set your name to Red|n
|
||||
--Pink: |533Set your name to Pink|n
|
||||
--Maroon: |301Set your name to Maroon|n
|
||||
-Orange shades: Various shades of |531orange|n
|
||||
--Orange: |531Set your name to Orange|n
|
||||
--Brown: |321Set your name to Brown|n
|
||||
--Sienna: |420Set your name to Sienna|n
|
||||
-Yellow shades: Various shades of |551yellow|n
|
||||
--Yellow: |551Set your name to Yellow|n
|
||||
--Gold: |540Set your name to Gold|n
|
||||
--Dandelion: |553Set your name to Dandelion|n
|
||||
-Green shades: Various shades of |141green|n
|
||||
--Green: |141Set your name to Green|n
|
||||
--Lime: |350Set your name to Lime|n
|
||||
--Forest: |032Set your name to Forest|n
|
||||
-Blue shades: Various shades of |115blue|n
|
||||
--Blue: |115Set your name to Blue|n
|
||||
--Cyan: |155Set your name to Cyan|n
|
||||
--Navy: |113Set your name to Navy|n
|
||||
-Purple shades: Various shades of |415purple|n
|
||||
--Purple: |415Set your name to Purple|n
|
||||
--Lavender: |535Set your name to Lavender|n
|
||||
--Fuchsia: |503Set your name to Fuchsia|n
|
||||
Remove name color: Remove your name color, if any"""
|
||||
|
||||
class CmdNameColor(Command):
|
||||
"""
|
||||
Set or remove a special color on your name. Just an example for the
|
||||
easy menu selection tree contrib.
|
||||
"""
|
||||
|
||||
key = "namecolor"
|
||||
|
||||
def func(self):
|
||||
# This is all you have to do to initialize a menu!
|
||||
init_tree_selection(NAMECOLOR_MENU, self.caller,
|
||||
change_name_color,
|
||||
start_text="Name color options:")
|
||||
|
||||
def change_name_color(caller, treestr, index, selection):
|
||||
"""
|
||||
Changes a player's name color.
|
||||
|
||||
Args:
|
||||
caller (obj): Character whose name to color.
|
||||
treestr (str): String for the color change menu - unused
|
||||
index (int): Index of menu selection - unused
|
||||
selection (str): Selection made from the name color menu - used
|
||||
to determine the color the player chose.
|
||||
"""
|
||||
|
||||
# Store the caller's uncolored name
|
||||
if not caller.db.uncolored_name:
|
||||
caller.db.uncolored_name = caller.key
|
||||
|
||||
# Dictionary matching color selection names to color codes
|
||||
colordict = { "Red":"|511", "Pink":"|533", "Maroon":"|301",
|
||||
"Orange":"|531", "Brown":"|321", "Sienna":"|420",
|
||||
"Yellow":"|551", "Gold":"|540", "Dandelion":"|553",
|
||||
"Green":"|141", "Lime":"|350", "Forest":"|032",
|
||||
"Blue":"|115", "Cyan":"|155", "Navy":"|113",
|
||||
"Purple":"|415", "Lavender":"|535", "Fuchsia":"|503"}
|
||||
|
||||
# I know this probably isn't the best way to do this. It's just an example!
|
||||
if selection == "Remove name color": # Player chose to remove their name color
|
||||
caller.key = caller.db.uncolored_name
|
||||
caller.msg("Name color removed.")
|
||||
elif selection in colordict:
|
||||
newcolor = colordict[selection] # Retrieve color code based on menu selection
|
||||
caller.key = newcolor + caller.db.uncolored_name + "|n" # Add color code to caller's name
|
||||
caller.msg(newcolor + ("Name color changed to %s!" % selection) + "|n")
|
||||
|
||||
55
evennia/contrib/turnbattle/README.md
Normal file
55
evennia/contrib/turnbattle/README.md
Normal file
|
|
@ -0,0 +1,55 @@
|
|||
# Turn based battle system framework
|
||||
|
||||
Contrib - Tim Ashley Jenkins 2017
|
||||
|
||||
This is a framework for a simple turn-based combat system, similar
|
||||
to those used in D&D-style tabletop role playing games. It allows
|
||||
any character to start a fight in a room, at which point initiative
|
||||
is rolled and a turn order is established. Each participant in combat
|
||||
has a limited time to decide their action for that turn (30 seconds by
|
||||
default), and combat progresses through the turn order, looping through
|
||||
the participants until the fight ends.
|
||||
|
||||
This folder contains multiple examples of how such a system can be
|
||||
implemented and customized:
|
||||
|
||||
tb_basic.py - The simplest system, which implements initiative and turn
|
||||
order, attack rolls against defense values, and damage to hit
|
||||
points. Only very basic game mechanics are included.
|
||||
|
||||
tb_equip.py - Adds weapons and armor to the basic implementation of
|
||||
the battle system, including commands for wielding weapons and
|
||||
donning armor, and modifiers to accuracy and damage based on
|
||||
currently used equipment.
|
||||
|
||||
tb_items.py - Adds usable items and conditions/status effects, and gives
|
||||
a lot of examples for each. Items can perform nearly any sort of
|
||||
function, including healing, adding or curing conditions, or
|
||||
being used to attack. Conditions affect a fighter's attributes
|
||||
and options in combat and persist outside of fights, counting
|
||||
down per turn in combat and in real time outside combat.
|
||||
|
||||
tb_magic.py - Adds a spellcasting system, allowing characters to cast
|
||||
spells with a variety of effects by spending MP. Spells are
|
||||
linked to functions, and as such can perform any sort of action
|
||||
the developer can imagine - spells for attacking, healing and
|
||||
conjuring objects are included as examples.
|
||||
|
||||
tb_range.py - Adds a system for abstract positioning and movement, which
|
||||
tracks the distance between different characters and objects in
|
||||
combat, as well as differentiates between melee and ranged
|
||||
attacks.
|
||||
|
||||
This system is meant as a basic framework to start from, and is modeled
|
||||
after the combat systems of popular tabletop role playing games rather than
|
||||
the real-time battle systems that many MMOs and some MUDs use. As such, it
|
||||
may be better suited to role-playing or more story-oriented games, or games
|
||||
meant to closely emulate the experience of playing a tabletop RPG.
|
||||
|
||||
Each of these modules contains the full functionality of the battle system
|
||||
with different customizations added in - the instructions to install each
|
||||
one is contained in the module itself. It's recommended that you install
|
||||
and test tb_basic first, so you can better understand how the other
|
||||
modules expand on it and get a better idea of how you can customize the
|
||||
system to your liking and integrate the subsystems presented here into
|
||||
your own combat system.
|
||||
1
evennia/contrib/turnbattle/__init__.py
Normal file
1
evennia/contrib/turnbattle/__init__.py
Normal file
|
|
@ -0,0 +1 @@
|
|||
|
||||
|
|
@ -16,26 +16,26 @@ is easily extensible and can be used as the foundation for implementing
|
|||
the rules from your turn-based tabletop game of choice or making your
|
||||
own battle system.
|
||||
|
||||
To install and test, import this module's BattleCharacter object into
|
||||
To install and test, import this module's TBBasicCharacter object into
|
||||
your game's character.py module:
|
||||
|
||||
from evennia.contrib.turnbattle import BattleCharacter
|
||||
from evennia.contrib.turnbattle.tb_basic import TBBasicCharacter
|
||||
|
||||
And change your game's character typeclass to inherit from BattleCharacter
|
||||
And change your game's character typeclass to inherit from TBBasicCharacter
|
||||
instead of the default:
|
||||
|
||||
class Character(BattleCharacter):
|
||||
class Character(TBBasicCharacter):
|
||||
|
||||
Next, import this module into your default_cmdsets.py module:
|
||||
|
||||
from evennia.contrib import turnbattle
|
||||
from evennia.contrib.turnbattle import tb_basic
|
||||
|
||||
And add the battle command set to your default command set:
|
||||
|
||||
#
|
||||
# any commands you add below will overload the default ones.
|
||||
#
|
||||
self.add(turnbattle.BattleCmdSet())
|
||||
self.add(tb_basic.BattleCmdSet())
|
||||
|
||||
This module is meant to be heavily expanded on, so you may want to copy it
|
||||
to your game's 'world' folder and modify it there rather than importing it
|
||||
|
|
@ -48,10 +48,18 @@ from evennia.commands.default.help import CmdHelp
|
|||
|
||||
"""
|
||||
----------------------------------------------------------------------------
|
||||
COMBAT FUNCTIONS START HERE
|
||||
OPTIONS
|
||||
----------------------------------------------------------------------------
|
||||
"""
|
||||
|
||||
TURN_TIMEOUT = 30 # Time before turns automatically end, in seconds
|
||||
ACTIONS_PER_TURN = 1 # Number of actions allowed per turn
|
||||
|
||||
"""
|
||||
----------------------------------------------------------------------------
|
||||
COMBAT FUNCTIONS START HERE
|
||||
----------------------------------------------------------------------------
|
||||
"""
|
||||
|
||||
def roll_init(character):
|
||||
"""
|
||||
|
|
@ -167,6 +175,20 @@ def apply_damage(defender, damage):
|
|||
if defender.db.hp <= 0:
|
||||
defender.db.hp = 0
|
||||
|
||||
def at_defeat(defeated):
|
||||
"""
|
||||
Announces the defeat of a fighter in combat.
|
||||
|
||||
Args:
|
||||
defeated (obj): Fighter that's been defeated.
|
||||
|
||||
Notes:
|
||||
All this does is announce a defeat message by default, but if you
|
||||
want anything else to happen to defeated fighters (like putting them
|
||||
into a dying state or something similar) then this is the place to
|
||||
do it.
|
||||
"""
|
||||
defeated.location.msg_contents("%s has been defeated!" % defeated)
|
||||
|
||||
def resolve_attack(attacker, defender, attack_value=None, defense_value=None):
|
||||
"""
|
||||
|
|
@ -195,10 +217,9 @@ def resolve_attack(attacker, defender, attack_value=None, defense_value=None):
|
|||
# Announce damage dealt and apply damage.
|
||||
attacker.location.msg_contents("%s hits %s for %i damage!" % (attacker, defender, damage_value))
|
||||
apply_damage(defender, damage_value)
|
||||
# If defender HP is reduced to 0 or less, announce defeat.
|
||||
# If defender HP is reduced to 0 or less, call at_defeat.
|
||||
if defender.db.hp <= 0:
|
||||
attacker.location.msg_contents("%s has been defeated!" % defender)
|
||||
|
||||
at_defeat(defender)
|
||||
|
||||
def combat_cleanup(character):
|
||||
"""
|
||||
|
|
@ -226,9 +247,7 @@ def is_in_combat(character):
|
|||
Returns:
|
||||
(bool): True if in combat or False if not in combat
|
||||
"""
|
||||
if character.db.Combat_TurnHandler:
|
||||
return True
|
||||
return False
|
||||
return bool(character.db.combat_turnhandler)
|
||||
|
||||
|
||||
def is_turn(character):
|
||||
|
|
@ -241,11 +260,9 @@ def is_turn(character):
|
|||
Returns:
|
||||
(bool): True if it is their turn or False otherwise
|
||||
"""
|
||||
turnhandler = character.db.Combat_TurnHandler
|
||||
turnhandler = character.db.combat_turnhandler
|
||||
currentchar = turnhandler.db.fighters[turnhandler.db.turn]
|
||||
if character == currentchar:
|
||||
return True
|
||||
return False
|
||||
return bool(character == currentchar)
|
||||
|
||||
|
||||
def spend_action(character, actions, action_name=None):
|
||||
|
|
@ -261,14 +278,14 @@ def spend_action(character, actions, action_name=None):
|
|||
combat to provided string
|
||||
"""
|
||||
if action_name:
|
||||
character.db.Combat_LastAction = action_name
|
||||
character.db.combat_lastaction = action_name
|
||||
if actions == 'all': # If spending all actions
|
||||
character.db.Combat_ActionsLeft = 0 # Set actions to 0
|
||||
character.db.combat_actionsleft = 0 # Set actions to 0
|
||||
else:
|
||||
character.db.Combat_ActionsLeft -= actions # Use up actions.
|
||||
if character.db.Combat_ActionsLeft < 0:
|
||||
character.db.Combat_ActionsLeft = 0 # Can't have fewer than 0 actions
|
||||
character.db.Combat_TurnHandler.turn_end_check(character) # Signal potential end of turn.
|
||||
character.db.combat_actionsleft -= actions # Use up actions.
|
||||
if character.db.combat_actionsleft < 0:
|
||||
character.db.combat_actionsleft = 0 # Can't have fewer than 0 actions
|
||||
character.db.combat_turnhandler.turn_end_check(character) # Signal potential end of turn.
|
||||
|
||||
|
||||
"""
|
||||
|
|
@ -278,7 +295,7 @@ CHARACTER TYPECLASS
|
|||
"""
|
||||
|
||||
|
||||
class BattleCharacter(DefaultCharacter):
|
||||
class TBBasicCharacter(DefaultCharacter):
|
||||
"""
|
||||
A character able to participate in turn-based combat. Has attributes for current
|
||||
and maximum HP, and access to combat commands.
|
||||
|
|
@ -324,7 +341,182 @@ class BattleCharacter(DefaultCharacter):
|
|||
return False
|
||||
return True
|
||||
|
||||
"""
|
||||
----------------------------------------------------------------------------
|
||||
SCRIPTS START HERE
|
||||
----------------------------------------------------------------------------
|
||||
"""
|
||||
|
||||
|
||||
class TBBasicTurnHandler(DefaultScript):
|
||||
"""
|
||||
This is the script that handles the progression of combat through turns.
|
||||
On creation (when a fight is started) it adds all combat-ready characters
|
||||
to its roster and then sorts them into a turn order. There can only be one
|
||||
fight going on in a single room at a time, so the script is assigned to a
|
||||
room as its object.
|
||||
|
||||
Fights persist until only one participant is left with any HP or all
|
||||
remaining participants choose to end the combat with the 'disengage' command.
|
||||
"""
|
||||
|
||||
def at_script_creation(self):
|
||||
"""
|
||||
Called once, when the script is created.
|
||||
"""
|
||||
self.key = "Combat Turn Handler"
|
||||
self.interval = 5 # Once every 5 seconds
|
||||
self.persistent = True
|
||||
self.db.fighters = []
|
||||
|
||||
# Add all fighters in the room with at least 1 HP to the combat."
|
||||
for thing in self.obj.contents:
|
||||
if thing.db.hp:
|
||||
self.db.fighters.append(thing)
|
||||
|
||||
# Initialize each fighter for combat
|
||||
for fighter in self.db.fighters:
|
||||
self.initialize_for_combat(fighter)
|
||||
|
||||
# Add a reference to this script to the room
|
||||
self.obj.db.combat_turnhandler = self
|
||||
|
||||
# Roll initiative and sort the list of fighters depending on who rolls highest to determine turn order.
|
||||
# The initiative roll is determined by the roll_init function and can be customized easily.
|
||||
ordered_by_roll = sorted(self.db.fighters, key=roll_init, reverse=True)
|
||||
self.db.fighters = ordered_by_roll
|
||||
|
||||
# Announce the turn order.
|
||||
self.obj.msg_contents("Turn order is: %s " % ", ".join(obj.key for obj in self.db.fighters))
|
||||
|
||||
# Start first fighter's turn.
|
||||
self.start_turn(self.db.fighters[0])
|
||||
|
||||
# Set up the current turn and turn timeout delay.
|
||||
self.db.turn = 0
|
||||
self.db.timer = TURN_TIMEOUT # Set timer to turn timeout specified in options
|
||||
|
||||
def at_stop(self):
|
||||
"""
|
||||
Called at script termination.
|
||||
"""
|
||||
for fighter in self.db.fighters:
|
||||
combat_cleanup(fighter) # Clean up the combat attributes for every fighter.
|
||||
self.obj.db.combat_turnhandler = None # Remove reference to turn handler in location
|
||||
|
||||
def at_repeat(self):
|
||||
"""
|
||||
Called once every self.interval seconds.
|
||||
"""
|
||||
currentchar = self.db.fighters[self.db.turn] # Note the current character in the turn order.
|
||||
self.db.timer -= self.interval # Count down the timer.
|
||||
|
||||
if self.db.timer <= 0:
|
||||
# Force current character to disengage if timer runs out.
|
||||
self.obj.msg_contents("%s's turn timed out!" % currentchar)
|
||||
spend_action(currentchar, 'all', action_name="disengage") # Spend all remaining actions.
|
||||
return
|
||||
elif self.db.timer <= 10 and not self.db.timeout_warning_given: # 10 seconds left
|
||||
# Warn the current character if they're about to time out.
|
||||
currentchar.msg("WARNING: About to time out!")
|
||||
self.db.timeout_warning_given = True
|
||||
|
||||
def initialize_for_combat(self, character):
|
||||
"""
|
||||
Prepares a character for combat when starting or entering a fight.
|
||||
|
||||
Args:
|
||||
character (obj): Character to initialize for combat.
|
||||
"""
|
||||
combat_cleanup(character) # Clean up leftover combat attributes beforehand, just in case.
|
||||
character.db.combat_actionsleft = 0 # Actions remaining - start of turn adds to this, turn ends when it reaches 0
|
||||
character.db.combat_turnhandler = self # Add a reference to this turn handler script to the character
|
||||
character.db.combat_lastaction = "null" # Track last action taken in combat
|
||||
|
||||
def start_turn(self, character):
|
||||
"""
|
||||
Readies a character for the start of their turn by replenishing their
|
||||
available actions and notifying them that their turn has come up.
|
||||
|
||||
Args:
|
||||
character (obj): Character to be readied.
|
||||
|
||||
Notes:
|
||||
Here, you only get one action per turn, but you might want to allow more than
|
||||
one per turn, or even grant a number of actions based on a character's
|
||||
attributes. You can even add multiple different kinds of actions, I.E. actions
|
||||
separated for movement, by adding "character.db.combat_movesleft = 3" or
|
||||
something similar.
|
||||
"""
|
||||
character.db.combat_actionsleft = ACTIONS_PER_TURN # Replenish actions
|
||||
# Prompt the character for their turn and give some information.
|
||||
character.msg("|wIt's your turn! You have %i HP remaining.|n" % character.db.hp)
|
||||
|
||||
def next_turn(self):
|
||||
"""
|
||||
Advances to the next character in the turn order.
|
||||
"""
|
||||
|
||||
# Check to see if every character disengaged as their last action. If so, end combat.
|
||||
disengage_check = True
|
||||
for fighter in self.db.fighters:
|
||||
if fighter.db.combat_lastaction != "disengage": # If a character has done anything but disengage
|
||||
disengage_check = False
|
||||
if disengage_check: # All characters have disengaged
|
||||
self.obj.msg_contents("All fighters have disengaged! Combat is over!")
|
||||
self.stop() # Stop this script and end combat.
|
||||
return
|
||||
|
||||
# Check to see if only one character is left standing. If so, end combat.
|
||||
defeated_characters = 0
|
||||
for fighter in self.db.fighters:
|
||||
if fighter.db.HP == 0:
|
||||
defeated_characters += 1 # Add 1 for every fighter with 0 HP left (defeated)
|
||||
if defeated_characters == (len(self.db.fighters) - 1): # If only one character isn't defeated
|
||||
for fighter in self.db.fighters:
|
||||
if fighter.db.HP != 0:
|
||||
LastStanding = fighter # Pick the one fighter left with HP remaining
|
||||
self.obj.msg_contents("Only %s remains! Combat is over!" % LastStanding)
|
||||
self.stop() # Stop this script and end combat.
|
||||
return
|
||||
|
||||
# Cycle to the next turn.
|
||||
currentchar = self.db.fighters[self.db.turn]
|
||||
self.db.turn += 1 # Go to the next in the turn order.
|
||||
if self.db.turn > len(self.db.fighters) - 1:
|
||||
self.db.turn = 0 # Go back to the first in the turn order once you reach the end.
|
||||
newchar = self.db.fighters[self.db.turn] # Note the new character
|
||||
self.db.timer = TURN_TIMEOUT + self.time_until_next_repeat() # Reset the timer.
|
||||
self.db.timeout_warning_given = False # Reset the timeout warning.
|
||||
self.obj.msg_contents("%s's turn ends - %s's turn begins!" % (currentchar, newchar))
|
||||
self.start_turn(newchar) # Start the new character's turn.
|
||||
|
||||
def turn_end_check(self, character):
|
||||
"""
|
||||
Tests to see if a character's turn is over, and cycles to the next turn if it is.
|
||||
|
||||
Args:
|
||||
character (obj): Character to test for end of turn
|
||||
"""
|
||||
if not character.db.combat_actionsleft: # Character has no actions remaining
|
||||
self.next_turn()
|
||||
return
|
||||
|
||||
def join_fight(self, character):
|
||||
"""
|
||||
Adds a new character to a fight already in progress.
|
||||
|
||||
Args:
|
||||
character (obj): Character to be added to the fight.
|
||||
"""
|
||||
# Inserts the fighter to the turn order, right behind whoever's turn it currently is.
|
||||
self.db.fighters.insert(self.db.turn, character)
|
||||
# Tick the turn counter forward one to compensate.
|
||||
self.db.turn += 1
|
||||
# Initialize the character like you do at the start.
|
||||
self.initialize_for_combat(character)
|
||||
|
||||
|
||||
"""
|
||||
----------------------------------------------------------------------------
|
||||
COMMANDS START HERE
|
||||
|
|
@ -365,13 +557,13 @@ class CmdFight(Command):
|
|||
if len(fighters) <= 1: # If you're the only able fighter in the room
|
||||
self.caller.msg("There's nobody here to fight!")
|
||||
return
|
||||
if here.db.Combat_TurnHandler: # If there's already a fight going on...
|
||||
if here.db.combat_turnhandler: # If there's already a fight going on...
|
||||
here.msg_contents("%s joins the fight!" % self.caller)
|
||||
here.db.Combat_TurnHandler.join_fight(self.caller) # Join the fight!
|
||||
here.db.combat_turnhandler.join_fight(self.caller) # Join the fight!
|
||||
return
|
||||
here.msg_contents("%s starts a fight!" % self.caller)
|
||||
# Add a turn handler script to the room, which starts combat.
|
||||
here.scripts.add("contrib.turnbattle.TurnHandler")
|
||||
here.scripts.add("contrib.turnbattle.tb_basic.TBBasicTurnHandler")
|
||||
# Remember you'll have to change the path to the script if you copy this code to your own modules!
|
||||
|
||||
|
||||
|
|
@ -559,177 +751,4 @@ class BattleCmdSet(default_cmds.CharacterCmdSet):
|
|||
self.add(CmdRest())
|
||||
self.add(CmdPass())
|
||||
self.add(CmdDisengage())
|
||||
self.add(CmdCombatHelp())
|
||||
|
||||
|
||||
"""
|
||||
----------------------------------------------------------------------------
|
||||
SCRIPTS START HERE
|
||||
----------------------------------------------------------------------------
|
||||
"""
|
||||
|
||||
|
||||
class TurnHandler(DefaultScript):
|
||||
"""
|
||||
This is the script that handles the progression of combat through turns.
|
||||
On creation (when a fight is started) it adds all combat-ready characters
|
||||
to its roster and then sorts them into a turn order. There can only be one
|
||||
fight going on in a single room at a time, so the script is assigned to a
|
||||
room as its object.
|
||||
|
||||
Fights persist until only one participant is left with any HP or all
|
||||
remaining participants choose to end the combat with the 'disengage' command.
|
||||
"""
|
||||
|
||||
def at_script_creation(self):
|
||||
"""
|
||||
Called once, when the script is created.
|
||||
"""
|
||||
self.key = "Combat Turn Handler"
|
||||
self.interval = 5 # Once every 5 seconds
|
||||
self.persistent = True
|
||||
self.db.fighters = []
|
||||
|
||||
# Add all fighters in the room with at least 1 HP to the combat."
|
||||
for object in self.obj.contents:
|
||||
if object.db.hp:
|
||||
self.db.fighters.append(object)
|
||||
|
||||
# Initialize each fighter for combat
|
||||
for fighter in self.db.fighters:
|
||||
self.initialize_for_combat(fighter)
|
||||
|
||||
# Add a reference to this script to the room
|
||||
self.obj.db.Combat_TurnHandler = self
|
||||
|
||||
# Roll initiative and sort the list of fighters depending on who rolls highest to determine turn order.
|
||||
# The initiative roll is determined by the roll_init function and can be customized easily.
|
||||
ordered_by_roll = sorted(self.db.fighters, key=roll_init, reverse=True)
|
||||
self.db.fighters = ordered_by_roll
|
||||
|
||||
# Announce the turn order.
|
||||
self.obj.msg_contents("Turn order is: %s " % ", ".join(obj.key for obj in self.db.fighters))
|
||||
|
||||
# Set up the current turn and turn timeout delay.
|
||||
self.db.turn = 0
|
||||
self.db.timer = 30 # 30 seconds
|
||||
|
||||
def at_stop(self):
|
||||
"""
|
||||
Called at script termination.
|
||||
"""
|
||||
for fighter in self.db.fighters:
|
||||
combat_cleanup(fighter) # Clean up the combat attributes for every fighter.
|
||||
self.obj.db.Combat_TurnHandler = None # Remove reference to turn handler in location
|
||||
|
||||
def at_repeat(self):
|
||||
"""
|
||||
Called once every self.interval seconds.
|
||||
"""
|
||||
currentchar = self.db.fighters[self.db.turn] # Note the current character in the turn order.
|
||||
self.db.timer -= self.interval # Count down the timer.
|
||||
|
||||
if self.db.timer <= 0:
|
||||
# Force current character to disengage if timer runs out.
|
||||
self.obj.msg_contents("%s's turn timed out!" % currentchar)
|
||||
spend_action(currentchar, 'all', action_name="disengage") # Spend all remaining actions.
|
||||
return
|
||||
elif self.db.timer <= 10 and not self.db.timeout_warning_given: # 10 seconds left
|
||||
# Warn the current character if they're about to time out.
|
||||
currentchar.msg("WARNING: About to time out!")
|
||||
self.db.timeout_warning_given = True
|
||||
|
||||
def initialize_for_combat(self, character):
|
||||
"""
|
||||
Prepares a character for combat when starting or entering a fight.
|
||||
|
||||
Args:
|
||||
character (obj): Character to initialize for combat.
|
||||
"""
|
||||
combat_cleanup(character) # Clean up leftover combat attributes beforehand, just in case.
|
||||
character.db.Combat_ActionsLeft = 0 # Actions remaining - start of turn adds to this, turn ends when it reaches 0
|
||||
character.db.Combat_TurnHandler = self # Add a reference to this turn handler script to the character
|
||||
character.db.Combat_LastAction = "null" # Track last action taken in combat
|
||||
|
||||
def start_turn(self, character):
|
||||
"""
|
||||
Readies a character for the start of their turn by replenishing their
|
||||
available actions and notifying them that their turn has come up.
|
||||
|
||||
Args:
|
||||
character (obj): Character to be readied.
|
||||
|
||||
Notes:
|
||||
Here, you only get one action per turn, but you might want to allow more than
|
||||
one per turn, or even grant a number of actions based on a character's
|
||||
attributes. You can even add multiple different kinds of actions, I.E. actions
|
||||
separated for movement, by adding "character.db.Combat_MovesLeft = 3" or
|
||||
something similar.
|
||||
"""
|
||||
character.db.Combat_ActionsLeft = 1 # 1 action per turn.
|
||||
# Prompt the character for their turn and give some information.
|
||||
character.msg("|wIt's your turn! You have %i HP remaining.|n" % character.db.hp)
|
||||
|
||||
def next_turn(self):
|
||||
"""
|
||||
Advances to the next character in the turn order.
|
||||
"""
|
||||
|
||||
# Check to see if every character disengaged as their last action. If so, end combat.
|
||||
disengage_check = True
|
||||
for fighter in self.db.fighters:
|
||||
if fighter.db.Combat_LastAction != "disengage": # If a character has done anything but disengage
|
||||
disengage_check = False
|
||||
if disengage_check: # All characters have disengaged
|
||||
self.obj.msg_contents("All fighters have disengaged! Combat is over!")
|
||||
self.stop() # Stop this script and end combat.
|
||||
return
|
||||
|
||||
# Check to see if only one character is left standing. If so, end combat.
|
||||
defeated_characters = 0
|
||||
for fighter in self.db.fighters:
|
||||
if fighter.db.HP == 0:
|
||||
defeated_characters += 1 # Add 1 for every fighter with 0 HP left (defeated)
|
||||
if defeated_characters == (len(self.db.fighters) - 1): # If only one character isn't defeated
|
||||
for fighter in self.db.fighters:
|
||||
if fighter.db.HP != 0:
|
||||
LastStanding = fighter # Pick the one fighter left with HP remaining
|
||||
self.obj.msg_contents("Only %s remains! Combat is over!" % LastStanding)
|
||||
self.stop() # Stop this script and end combat.
|
||||
return
|
||||
|
||||
# Cycle to the next turn.
|
||||
currentchar = self.db.fighters[self.db.turn]
|
||||
self.db.turn += 1 # Go to the next in the turn order.
|
||||
if self.db.turn > len(self.db.fighters) - 1:
|
||||
self.db.turn = 0 # Go back to the first in the turn order once you reach the end.
|
||||
newchar = self.db.fighters[self.db.turn] # Note the new character
|
||||
self.db.timer = 30 + self.time_until_next_repeat() # Reset the timer.
|
||||
self.db.timeout_warning_given = False # Reset the timeout warning.
|
||||
self.obj.msg_contents("%s's turn ends - %s's turn begins!" % (currentchar, newchar))
|
||||
self.start_turn(newchar) # Start the new character's turn.
|
||||
|
||||
def turn_end_check(self, character):
|
||||
"""
|
||||
Tests to see if a character's turn is over, and cycles to the next turn if it is.
|
||||
|
||||
Args:
|
||||
character (obj): Character to test for end of turn
|
||||
"""
|
||||
if not character.db.Combat_ActionsLeft: # Character has no actions remaining
|
||||
self.next_turn()
|
||||
return
|
||||
|
||||
def join_fight(self, character):
|
||||
"""
|
||||
Adds a new character to a fight already in progress.
|
||||
|
||||
Args:
|
||||
character (obj): Character to be added to the fight.
|
||||
"""
|
||||
# Inserts the fighter to the turn order, right behind whoever's turn it currently is.
|
||||
self.db.fighters.insert(self.db.turn, character)
|
||||
# Tick the turn counter forward one to compensate.
|
||||
self.db.turn += 1
|
||||
# Initialize the character like you do at the start.
|
||||
self.initialize_for_combat(character)
|
||||
self.add(CmdCombatHelp())
|
||||
1086
evennia/contrib/turnbattle/tb_equip.py
Normal file
1086
evennia/contrib/turnbattle/tb_equip.py
Normal file
File diff suppressed because it is too large
Load diff
1397
evennia/contrib/turnbattle/tb_items.py
Normal file
1397
evennia/contrib/turnbattle/tb_items.py
Normal file
File diff suppressed because it is too large
Load diff
1290
evennia/contrib/turnbattle/tb_magic.py
Normal file
1290
evennia/contrib/turnbattle/tb_magic.py
Normal file
File diff suppressed because it is too large
Load diff
1383
evennia/contrib/turnbattle/tb_range.py
Normal file
1383
evennia/contrib/turnbattle/tb_range.py
Normal file
File diff suppressed because it is too large
Load diff
|
|
@ -749,9 +749,9 @@ hole
|
|||
to the ground together with the stone archway that once help it up.
|
||||
#
|
||||
# We lock the bridge exit for the mob, so it don't wander out on the bridge. Only
|
||||
# traversing objects controlled by a player (i.e. Characters) may cross the bridge.
|
||||
# traversing objects controlled by an account (i.e. Characters) may cross the bridge.
|
||||
#
|
||||
@lock bridge = traverse:has_player()
|
||||
@lock bridge = traverse:has_account()
|
||||
|
||||
#------------------------------------------------------------
|
||||
#
|
||||
|
|
@ -997,7 +997,7 @@ mobon ghost
|
|||
The stairs are worn by the age-old passage of feet.
|
||||
#
|
||||
# Lock the antechamber so the ghost cannot get in there.
|
||||
@lock stairs down = traverse:has_player()
|
||||
@lock stairs down = traverse:has_account()
|
||||
#
|
||||
# Go down
|
||||
#
|
||||
|
|
|
|||
|
|
@ -24,7 +24,7 @@ import random
|
|||
|
||||
from evennia import DefaultObject, DefaultExit, Command, CmdSet
|
||||
from evennia.utils import search, delay
|
||||
from evennia.utils.spawner import spawn
|
||||
from evennia.prototypes.spawner import spawn
|
||||
|
||||
# -------------------------------------------------------------
|
||||
#
|
||||
|
|
@ -905,19 +905,19 @@ WEAPON_PROTOTYPES = {
|
|||
"magic": False,
|
||||
"desc": "A generic blade."},
|
||||
"knife": {
|
||||
"prototype": "weapon",
|
||||
"prototype_parent": "weapon",
|
||||
"aliases": "sword",
|
||||
"key": "Kitchen knife",
|
||||
"desc": "A rusty kitchen knife. Better than nothing.",
|
||||
"damage": 3},
|
||||
"dagger": {
|
||||
"prototype": "knife",
|
||||
"prototype_parent": "knife",
|
||||
"key": "Rusty dagger",
|
||||
"aliases": ["knife", "dagger"],
|
||||
"desc": "A double-edged dagger with a nicked edge and a wooden handle.",
|
||||
"hit": 0.25},
|
||||
"sword": {
|
||||
"prototype": "weapon",
|
||||
"prototype_parent": "weapon",
|
||||
"key": "Rusty sword",
|
||||
"aliases": ["sword"],
|
||||
"desc": "A rusty shortsword. It has a leather-wrapped handle covered i food grease.",
|
||||
|
|
@ -925,28 +925,28 @@ WEAPON_PROTOTYPES = {
|
|||
"damage": 5,
|
||||
"parry": 0.5},
|
||||
"club": {
|
||||
"prototype": "weapon",
|
||||
"prototype_parent": "weapon",
|
||||
"key": "Club",
|
||||
"desc": "A heavy wooden club, little more than a heavy branch.",
|
||||
"hit": 0.4,
|
||||
"damage": 6,
|
||||
"parry": 0.2},
|
||||
"axe": {
|
||||
"prototype": "weapon",
|
||||
"prototype_parent": "weapon",
|
||||
"key": "Axe",
|
||||
"desc": "A woodcutter's axe with a keen edge.",
|
||||
"hit": 0.4,
|
||||
"damage": 6,
|
||||
"parry": 0.2},
|
||||
"ornate longsword": {
|
||||
"prototype": "sword",
|
||||
"prototype_parent": "sword",
|
||||
"key": "Ornate longsword",
|
||||
"desc": "A fine longsword with some swirling patterns on the handle.",
|
||||
"hit": 0.5,
|
||||
"magic": True,
|
||||
"damage": 5},
|
||||
"warhammer": {
|
||||
"prototype": "club",
|
||||
"prototype_parent": "club",
|
||||
"key": "Silver Warhammer",
|
||||
"aliases": ["hammer", "warhammer", "war"],
|
||||
"desc": "A heavy war hammer with silver ornaments. This huge weapon causes massive damage - if you can hit.",
|
||||
|
|
@ -954,21 +954,21 @@ WEAPON_PROTOTYPES = {
|
|||
"magic": True,
|
||||
"damage": 8},
|
||||
"rune axe": {
|
||||
"prototype": "axe",
|
||||
"prototype_parent": "axe",
|
||||
"key": "Runeaxe",
|
||||
"aliases": ["axe"],
|
||||
"hit": 0.4,
|
||||
"magic": True,
|
||||
"damage": 6},
|
||||
"thruning": {
|
||||
"prototype": "ornate longsword",
|
||||
"prototype_parent": "ornate longsword",
|
||||
"key": "Broadsword named Thruning",
|
||||
"desc": "This heavy bladed weapon is marked with the name 'Thruning'. It is very powerful in skilled hands.",
|
||||
"hit": 0.6,
|
||||
"parry": 0.6,
|
||||
"damage": 7},
|
||||
"slayer waraxe": {
|
||||
"prototype": "rune axe",
|
||||
"prototype_parent": "rune axe",
|
||||
"key": "Slayer waraxe",
|
||||
"aliases": ["waraxe", "war", "slayer"],
|
||||
"desc": "A huge double-bladed axe marked with the runes for 'Slayer'."
|
||||
|
|
@ -976,7 +976,7 @@ WEAPON_PROTOTYPES = {
|
|||
"hit": 0.7,
|
||||
"damage": 8},
|
||||
"ghostblade": {
|
||||
"prototype": "ornate longsword",
|
||||
"prototype_parent": "ornate longsword",
|
||||
"key": "The Ghostblade",
|
||||
"aliases": ["blade", "ghost"],
|
||||
"desc": "This massive sword is large as you are tall, yet seems to weigh almost nothing."
|
||||
|
|
@ -985,7 +985,7 @@ WEAPON_PROTOTYPES = {
|
|||
"parry": 0.8,
|
||||
"damage": 10},
|
||||
"hawkblade": {
|
||||
"prototype": "ghostblade",
|
||||
"prototype_parent": "ghostblade",
|
||||
"key": "The Hawkblade",
|
||||
"aliases": ["hawk", "blade"],
|
||||
"desc": "The weapon of a long-dead heroine and a more civilized age,"
|
||||
|
|
|
|||
|
|
@ -747,7 +747,7 @@ class CmdLookDark(Command):
|
|||
"""
|
||||
caller = self.caller
|
||||
|
||||
if random.random() < 0.8:
|
||||
if random.random() < 0.75:
|
||||
# we don't find anything
|
||||
caller.msg(random.choice(DARK_MESSAGES))
|
||||
else:
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue