Ejemplo n.º 1
0
def create_object(typeclass=None,
                  key=None,
                  location=None,
                  home=None,
                  permissions=None,
                  locks=None,
                  aliases=None,
                  tags=None,
                  destination=None,
                  report_to=None,
                  nohome=False):
    """

    Create a new in-game object.

    Kwargs:
        typeclass (class or str): Class or python path to a typeclass.
        key (str): Name of the new object. If not set, a name of
            #dbref will be set.
        home (Object or str): Obj or #dbref to use as the object's
            home location.
        permissions (str): A comma-separated string of permissions.
        locks (str): one or more lockstrings, separated by semicolons.
        aliases (list): A list of alternative keys.
        tags (list): List of tag keys (using no category).
        destination (Object or str): Obj or #dbref to use as an Exit's
            target.
        report_to (Object): The object to return error messages to.
        nohome (bool): This allows the creation of objects without a
            default home location; only used when creating the default
            location itself or during unittests.

    Returns:
        object (Object): A newly created object of the given typeclass.

    Raises:
        ObjectDB.DoesNotExist: If trying to create an Object with
            `location` or `home` that can't be found.

    """
    global _ObjectDB
    if not _ObjectDB:
        from evennia.objects.models import ObjectDB as _ObjectDB

    typeclass = typeclass if typeclass else settings.BASE_OBJECT_TYPECLASS

    if isinstance(typeclass, basestring):
        # a path is given. Load the actual typeclass
        typeclass = class_from_module(typeclass, settings.TYPECLASS_PATHS)

    # Setup input for the create command. We use ObjectDB as baseclass here
    # to give us maximum freedom (the typeclasses will load
    # correctly when each object is recovered).

    location = dbid_to_obj(location, _ObjectDB)
    destination = dbid_to_obj(destination, _ObjectDB)
    home = dbid_to_obj(home, _ObjectDB)
    if not home:
        try:
            home = dbid_to_obj(settings.DEFAULT_HOME,
                               _ObjectDB) if not nohome else None
        except _ObjectDB.DoesNotExist:
            raise _ObjectDB.DoesNotExist(
                "settings.DEFAULT_HOME (= '%s') does not exist, or the setting is malformed."
                % settings.DEFAULT_HOME)

    # create new instance
    new_object = typeclass(db_key=key,
                           db_location=location,
                           db_destination=destination,
                           db_home=home,
                           db_typeclass_path=typeclass.path)
    # store the call signature for the signal
    new_object._createdict = dict(key=key,
                                  location=location,
                                  destination=destination,
                                  home=home,
                                  typeclass=typeclass.path,
                                  permissions=permissions,
                                  locks=locks,
                                  aliases=aliases,
                                  tags=tags,
                                  report_to=report_to,
                                  nohome=nohome)
    # this will trigger the save signal which in turn calls the
    # at_first_save hook on the typeclass, where the _createdict can be
    # used.
    new_object.save()
    return new_object
Ejemplo n.º 2
0
def create_object(
    typeclass=None,
    key=None,
    location=None,
    home=None,
    permissions=None,
    locks=None,
    aliases=None,
    tags=None,
    destination=None,
    report_to=None,
    nohome=False,
    attributes=None,
    nattributes=None,
):
    """

    Create a new in-game object.

    Kwargs:
        typeclass (class or str): Class or python path to a typeclass.
        key (str): Name of the new object. If not set, a name of
            #dbref will be set.
        home (Object or str): Obj or #dbref to use as the object's
            home location.
        permissions (list): A list of permission strings or tuples (permstring, category).
        locks (str): one or more lockstrings, separated by semicolons.
        aliases (list): A list of alternative keys or tuples (aliasstring, category).
        tags (list): List of tag keys or tuples (tagkey, category) or (tagkey, category, data).
        destination (Object or str): Obj or #dbref to use as an Exit's
            target.
        report_to (Object): The object to return error messages to.
        nohome (bool): This allows the creation of objects without a
            default home location; only used when creating the default
            location itself or during unittests.
        attributes (list): Tuples on the form (key, value) or (key, value, category),
           (key, value, lockstring) or (key, value, lockstring, default_access).
            to set as Attributes on the new object.
        nattributes (list): Non-persistent tuples on the form (key, value). Note that
            adding this rarely makes sense since this data will not survive a reload.

    Returns:
        object (Object): A newly created object of the given typeclass.

    Raises:
        ObjectDB.DoesNotExist: If trying to create an Object with
            `location` or `home` that can't be found.

    """
    global _ObjectDB
    if not _ObjectDB:
        from evennia.objects.models import ObjectDB as _ObjectDB

    typeclass = typeclass if typeclass else settings.BASE_OBJECT_TYPECLASS

    # convenience converters to avoid common usage mistake
    permissions = make_iter(permissions) if permissions is not None else None
    locks = make_iter(locks) if locks is not None else None
    aliases = make_iter(aliases) if aliases is not None else None
    tags = make_iter(tags) if tags is not None else None
    attributes = make_iter(attributes) if attributes is not None else None

    if isinstance(typeclass, str):
        # a path is given. Load the actual typeclass
        typeclass = class_from_module(typeclass, settings.TYPECLASS_PATHS)

    # Setup input for the create command. We use ObjectDB as baseclass here
    # to give us maximum freedom (the typeclasses will load
    # correctly when each object is recovered).

    location = dbid_to_obj(location, _ObjectDB)
    destination = dbid_to_obj(destination, _ObjectDB)
    home = dbid_to_obj(home, _ObjectDB)
    if not home:
        try:
            home = dbid_to_obj(settings.DEFAULT_HOME,
                               _ObjectDB) if not nohome else None
        except _ObjectDB.DoesNotExist:
            raise _ObjectDB.DoesNotExist(
                "settings.DEFAULT_HOME (= '%s') does not exist, or the setting is malformed."
                % settings.DEFAULT_HOME)

    # create new instance
    new_object = typeclass(
        db_key=key,
        db_location=location,
        db_destination=destination,
        db_home=home,
        db_typeclass_path=typeclass.path,
    )
    # store the call signature for the signal
    new_object._createdict = dict(
        key=key,
        location=location,
        destination=destination,
        home=home,
        typeclass=typeclass.path,
        permissions=permissions,
        locks=locks,
        aliases=aliases,
        tags=tags,
        report_to=report_to,
        nohome=nohome,
        attributes=attributes,
        nattributes=nattributes,
    )
    # this will trigger the save signal which in turn calls the
    # at_first_save hook on the typeclass, where the _createdict can be
    # used.
    new_object.save()

    signals.SIGNAL_OBJECT_POST_CREATE.send(sender=new_object)

    return new_object
Ejemplo n.º 3
0
def create_object(typeclass=None,
                  key=None,
                  location=None,
                  home=None,
                  permissions=None,
                  locks=None,
                  aliases=None,
                  destination=None,
                  report_to=None,
                  nohome=False):
    """

    Create a new in-game object.

    keywords:
        typeclass - class or python path to a typeclass
        key - name of the new object. If not set, a name of #dbref will be set.
        home - obj or #dbref to use as the object's home location
        permissions - a comma-separated string of permissions
        locks - one or more lockstrings, separated by semicolons
        aliases - a list of alternative keys
        destination - obj or #dbref to use as an Exit's target

        nohome - this allows the creation of objects without a default home location;
                 only used when creating the default location itself or during unittests
    """
    global _ObjectDB
    if not _ObjectDB:
        from evennia.objects.models import ObjectDB as _ObjectDB

    typeclass = typeclass if typeclass else settings.BASE_OBJECT_TYPECLASS

    if isinstance(typeclass, basestring):
        # a path is given. Load the actual typeclass
        typeclass = class_from_module(typeclass, settings.TYPECLASS_PATHS)

    # Setup input for the create command. We use ObjectDB as baseclass here
    # to give us maximum freedom (the typeclasses will load
    # correctly when each object is recovered).

    location = dbid_to_obj(location, _ObjectDB)
    destination = dbid_to_obj(destination, _ObjectDB)
    home = dbid_to_obj(home, _ObjectDB)
    if not home:
        try:
            home = dbid_to_obj(settings.DEFAULT_HOME,
                               _ObjectDB) if not nohome else None
        except _ObjectDB.DoesNotExist:
            raise _ObjectDB.DoesNotExist(
                "settings.DEFAULT_HOME (= '%s') does not exist, or the setting is malformed."
                % settings.DEFAULT_HOME)

    # create new instance
    new_object = typeclass(db_key=key,
                           db_location=location,
                           db_destination=destination,
                           db_home=home,
                           db_typeclass_path=typeclass.path)
    # store the call signature for the signal
    new_object._createdict = {
        "key": key,
        "location": location,
        "destination": destination,
        "home": home,
        "typeclass": typeclass.path,
        "permissions": permissions,
        "locks": locks,
        "aliases": aliases,
        "destination": destination,
        "report_to": report_to,
        "nohome": nohome
    }
    # this will trigger the save signal which in turn calls the
    # at_first_save hook on the typeclass, where the _createdict can be
    # used.
    new_object.save()
    return new_object