def __init__(self): """ Creates a statement handler instance. Loads statements. """ # load function sets action_func_set_class = class_from_module(settings.ACTION_FUNC_SET) self.action_func_set = action_func_set_class() condition_func_set_class = class_from_module(settings.CONDITION_FUNC_SET) self.condition_func_set = condition_func_set_class() skill_func_set_class = class_from_module(settings.SKILL_FUNC_SET) self.skill_func_set = skill_func_set_class()
def open_parent_menu(self): """Open the parent menu, using `self.parents`. Note: You probably don't need to call this method directly, since the caller can go back to the parent menu using the `keys_go_back` automatically. """ parents = list(self.parents) if parents: parent_class, parent_obj, parent_keys = parents[-1] del parents[-1] if self.caller.cmdset.has(BuildingMenuCmdSet): self.caller.cmdset.remove(BuildingMenuCmdSet) try: menu_class = class_from_module(parent_class) except Exception: log_trace("BuildingMenu: attempting to load class {} failed".format( repr(parent_class))) return # Create the parent menu try: building_menu = menu_class(self.caller, parent_obj, keys=parent_keys, parents=tuple(parents)) except Exception: log_trace("An error occurred while creating building menu {}".format( repr(parent_class))) return else: return building_menu.open()
def add_channel(self, channel): """ Add an individual channel to the handler. This should be called whenever a new channel is created. Args: channel (Channel): The channel to add. Notes: To remove a channel, simply delete the channel object and run self.update on the handler. This should usually be handled automatically by one of the deletion methos of the Channel itself. """ global _CHANNEL_COMMAND_CLASS if not _CHANNEL_COMMAND_CLASS: _CHANNEL_COMMAND_CLASS = class_from_module(settings.CHANNEL_COMMAND_CLASS) # map the channel to a searchable command cmd = _CHANNEL_COMMAND_CLASS( key=channel.key.strip().lower(), aliases=channel.aliases.all(), locks="cmd:all();%s" % channel.locks, help_category="Channel names", obj=channel, arg_regex=r"\s.*?|/history.*?", is_channel=True) # format the help entry key = channel.key cmd.__doc__ = cmd.__doc__.format(channelkey=key, lower_channelkey=key.strip().lower(), channeldesc=channel.attributes.get("desc", default="").strip()) self.cached_channel_cmds.append(cmd) self.cached_cmdsets = {}
def create_channel(key, aliases=None, desc=None, locks=None, keep_log=True, typeclass=None): """ Create A communication Channel. A Channel serves as a central hub for distributing Msgs to groups of people without specifying the receivers explicitly. Instead players may 'connect' to the channel and follow the flow of messages. By default the channel allows access to all old messages, but this can be turned off with the keep_log switch. key - this must be unique. aliases - list of alternative (likely shorter) keynames. locks - lock string definitions """ typeclass = typeclass if typeclass else settings.BASE_CHANNEL_TYPECLASS if isinstance(typeclass, basestring): # a path is given. Load the actual typeclass typeclass = class_from_module(typeclass, settings.TYPECLASS_PATHS) # create new instance new_channel = typeclass(db_key=key) # store call signature for the signal new_channel._createdict = {"key":key, "aliases":aliases, "desc":desc, "locks":locks, "keep_log":keep_log} # 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_channel.save() return new_channel
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. 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 tags - a list of tag keys (using no category) 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, "tags": tags, "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
def load_classes(self): """ Add all typeclasses from the typeclass path. """ for key in self.module_dict: if self.class_dict.has_key(key): continue cls = class_from_module(self.module_dict[key]) self.class_dict[key] = cls self.trigger_dict[key] = cls.get_event_trigger_types()
def register_events(path_or_typeclass): """ Register the events in this typeclass. Args: path_or_typeclass (str or type): the Python path leading to the class containing events, or the class itself. Returns: The typeclass itself. Notes: This function will read events from the `_events` class variable defined in the typeclass given in parameters. It will add the events, either to the script if it exists, or to some temporary storage, waiting for the script to be initialized. """ if isinstance(path_or_typeclass, basestring): typeclass = class_from_module(path_or_typeclass) else: typeclass = path_or_typeclass typeclass_name = typeclass.__module__ + "." + typeclass.__name__ try: storage = ScriptDB.objects.get(db_key="event_handler") assert storage.is_active assert storage.ndb.events is not None except (ScriptDB.DoesNotExist, AssertionError): storage = EVENTS # If the script is started, add the event directly. # Otherwise, add it to the temporary storage. for name, tup in getattr(typeclass, "_events", {}).items(): if len(tup) == 4: variables, help_text, custom_call, custom_add = tup elif len(tup) == 3: variables, help_text, custom_call = tup custom_add = None elif len(tup) == 2: variables, help_text = tup custom_call = None custom_add = None else: variables = help_text = custom_call = custom_add = None if isinstance(storage, list): storage.append((typeclass_name, name, variables, help_text, custom_call, custom_add)) else: storage.add_event(typeclass_name, name, variables, help_text, custom_call, custom_add) return typeclass
def create_channel( key, aliases=None, desc=None, locks=None, keep_log=True, typeclass=None, tags=None ): """ Create A communication Channel. A Channel serves as a central hub for distributing Msgs to groups of people without specifying the receivers explicitly. Instead accounts may 'connect' to the channel and follow the flow of messages. By default the channel allows access to all old messages, but this can be turned off with the keep_log switch. Args: key (str): This must be unique. Keyword Args: aliases (list of str): List of alternative (likely shorter) keynames. desc (str): A description of the channel, for use in listings. locks (str): Lockstring. keep_log (bool): Log channel throughput. typeclass (str or class): The typeclass of the Channel (not often used). tags (list): A list of tags or tuples `(tag, category)`. Returns: channel (Channel): A newly created channel. """ typeclass = typeclass if typeclass else settings.BASE_CHANNEL_TYPECLASS if isinstance(typeclass, str): # a path is given. Load the actual typeclass typeclass = class_from_module(typeclass, settings.TYPECLASS_PATHS) # create new instance new_channel = typeclass(db_key=key) # store call signature for the signal new_channel._createdict = dict( key=key, aliases=aliases, desc=desc, locks=locks, keep_log=keep_log, tags=tags ) # 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_channel.save() signals.SIGNAL_CHANNEL_POST_CREATE.send(sender=new_channel) return new_channel
def load_data(self): """ This delayed import avoids trying to load Scripts before they are initialized. """ if self.typeclass_storage is None: self.typeclass_storage = {} for key, data in self.loaded_data.items(): try: typeclass = data.get('typeclass', settings.BASE_SCRIPT_TYPECLASS) self.typeclass_storage[key] = class_from_module(typeclass) except ImportError as err: logger.log_err( f"GlobalScriptContainer could not start global script {key}: {err}")
def restore(caller): """Restore the building menu for the caller. Args: caller (Account or Object): the caller. Note: This method should be automatically called if a menu is saved in the caller, but the object itself cannot be found. """ menu = caller.db._building_menu if menu: class_name = menu.get("class") if not class_name: log_err( "BuildingMenu: on caller {}, a persistent attribute holds building menu data, but no class could be found to restore the menu" .format(caller)) return try: menu_class = class_from_module(class_name) except Exception: log_trace( "BuildingMenu: attempting to load class {} failed".format( repr(class_name))) return # Create the menu obj = menu.get("obj") keys = menu.get("keys") title = menu.get("title", "") parents = menu.get("parents") persistent = menu.get("persistent", False) try: building_menu = menu_class(caller, obj, title=title, keys=keys, parents=parents, persistent=persistent) except Exception: log_trace( "An error occurred while creating building menu {}".format( repr(class_name))) return return building_menu
def open_submenu(self, submenu_class, submenu_obj, parent_keys=None): """ Open a sub-menu, closing the current menu and opening the new one. Args: submenu_class (str): the submenu class as a Python path. submenu_obj (Object): the object to give to the submenu. parent_keys (list of str, optional): the parent keys when the submenu is closed. Note: When the user enters `@` in the submenu, she will go back to the current menu, with the `parent_keys` set as its keys. Therefore, you should set it on the keys of the choice that should be opened when the user leaves the submenu. Returns: new_menu (BuildingMenu): the new building menu or None. """ parent_keys = parent_keys or [] parents = list(self.parents) parents.append((type(self).__module__ + "." + type(self).__name__, self.obj, parent_keys)) if self.caller.cmdset.has(BuildingMenuCmdSet): self.caller.cmdset.remove(BuildingMenuCmdSet) # Shift to the new menu try: menu_class = class_from_module(submenu_class) except Exception: log_trace( "BuildingMenu: attempting to load class {} failed".format( repr(submenu_class))) return # Create the submenu try: building_menu = menu_class(self.caller, submenu_obj, parents=parents) except Exception: log_trace( "An error occurred while creating building menu {}".format( repr(submenu_class))) return else: return building_menu.open()
class AccessHandler: """ Base class to use for .acl lazy property on many things. This is a pretty useless class on its own - subclass and reimplement its methods to get something useful out of it. """ permissions = OrderedDict() identity_handlers = {key: class_from_module(path) for key, path in settings.ACL_IDENTITY_HANDLER_CLASSES.items()} def __init__(self, owner): self.owner = owner def render(self, looker): message = list() def check(self, accessor, permission): permission = permission.strip().lower() def sort_acl(queryset): return sorted(queryset, key=lambda x: getattr(x, 'acl_sort', 0)) def get_acl(deny=False): acl_entries = sort_acl(ACLEntry.objects.filter(resource=self.owner, deny=deny)) gathered = set() for entry in acl_entries: if entry.identity.check_acl(accessor, entry.mode): gathered += {str(perm) for perm in entry.permissions.all()} if 'all' in gathered: return True if permission in gathered: return True return False # first we check to see if access should be DENIED. This takes priority over allows. if get_acl(deny=True): return False return get_acl(deny=False) def find_identity(self, identity): if isinstance(identity, DefaultIdentity): return identity, '' if ':' not in identity: raise ValueError(f"Malformed Identity string: {identity}") identity_type, target = identity.split(':', 1) identity_type = identity_type.strip().lower() if not (handler := self.identity_handlers.get(identity_type, None)): raise ValueError(f"Unsupported Identity Type: {identity_type}. Supported: {self.identity_handlers.keys()}") if not (found := handler.find(target)): raise ValueError(f"Could not find Identity Type {identity_type}: {target}")
def lazy_import_from_str(clsname): """ Fetches a class from world.msgs.models by name and caches the reference. The idea here is mostly for preventing circular references with lazy imports. Args: clsname: The name of the proxy class in msgs.models to retrieve. Returns: The Msg proxy class we want to get from the name. """ from evennia.utils.utils import class_from_module if clsname in _cached_lazy_imports: return _cached_lazy_imports[clsname] cls = class_from_module("world.msgs.models." + clsname) _cached_lazy_imports[clsname] = cls return cls
def after_data_loaded(self): """ Init the character. """ super(MudderyCharacter, self).after_data_loaded() # get level initial = False if not self.db.level: self.db.level = getattr(self.system, "level", 1) initial = True # friendly self.friendly = getattr(self.system, "friendly", 0) # skill's ai ai_choose_skill_class = class_from_module(settings.AI_CHOOSE_SKILL) self.ai_choose_skill = ai_choose_skill_class() # skill's gcd self.skill_gcd = GAME_SETTINGS.get("global_cd") self.auto_cast_skill_cd = GAME_SETTINGS.get("auto_cast_skill_cd") self.gcd_finish_time = 0 # loop for auto cast skills self.auto_cast_loop = None # clear target self.target = None # set reborn time self.reborn_time = getattr(self.system, "reborn_time", 0) # A temporary character will be deleted after the combat finished. self.is_temp = False # update equipment positions self.reset_equip_positions() # load default skills self.load_default_skills() # load default objects self.load_default_objects() # refresh the character's properties. self.refresh_properties(not initial)
def get(self, key): """ Get a typeclass recursively. """ if key in self.class_dict: return self.class_dict[key] elif key in self.module_dict: cls = class_from_module(self.module_dict[key]) if self.class_dict.has_key(key): if self.class_dict[key] != cls: logger.log_infomsg("Typeclass %s is replaced by %s." % (key, cls)) self.class_dict[key] = cls self.trigger_dict[key] = cls.get_event_trigger_types() return cls logger.log_errmsg("Can not find typeclass key: %s." % key)
def load_classes(self): """ Add all typeclasses from the typeclass path. To prevent loop import, call this method later. """ if self.all_loaded: return for key in self.module_dict: if key in self.class_dict: continue cls = class_from_module(self.module_dict[key]) self.class_dict[key] = cls self.trigger_dict[key] = cls.get_event_trigger_types() self.all_loaded = True
def get(self, key): """ Get a typeclass recursively. """ if key in self.class_dict: return self.class_dict[key] elif key in self.module_dict: cls = class_from_module(self.module_dict[key]) if key in self.class_dict: if self.class_dict[key] != cls: logger.log_infomsg("Typeclass %s is replaced by %s." % (key, cls)) self.class_dict[key] = cls self.trigger_dict[key] = cls.get_event_trigger_types() return cls logger.log_errmsg("Can not find typeclass key: %s." % key)
def after_data_loaded(self): """ Init the character. """ super(MudderyCharacter, self).after_data_loaded() # get level if not self.db.level: self.db.level = getattr(self.dfield, "level", 1) # friendly self.friendly = getattr(self.dfield, "friendly", 0) # skill's ai ai_choose_skill_class = class_from_module(settings.AI_CHOOSE_SKILL) self.ai_choose_skill = ai_choose_skill_class() # skill's gcd self.skill_gcd = GAME_SETTINGS.get("global_cd") self.auto_cast_skill_cd = GAME_SETTINGS.get("auto_cast_skill_cd") self.gcd_finish_time = 0 # loop for auto cast skills self.auto_cast_loop = None # clear target self.target = None # set reborn time self.reborn_time = getattr(self.dfield, "reborn_time", 0) # A temporary character will be deleted after the combat finished. self.is_temp = False # update equipment positions self.reset_equip_positions() # load default skills self.load_default_skills() # load default objects self.load_default_objects() # refresh data self.refresh_data()
def set_class_from_typeclass(self, typeclass_path=None): if typeclass_path: try: self.__class__ = class_from_module( typeclass_path, defaultpaths=settings.TYPECLASS_PATHS) except Exception: log_trace() try: self.__class__ = class_from_module( self.__settingsclasspath__) except Exception: log_trace() try: self.__class__ = class_from_module( self.__defaultclasspath__) except Exception: log_trace() self.__class__ = self._meta.proxy_for_model or self.__class__ finally: self.db_typeclass_path = typeclass_path elif self.db_typeclass_path: try: self.__class__ = class_from_module(self.db_typeclass_path) except Exception: log_trace() try: self.__class__ = class_from_module( self.__defaultclasspath__) except Exception: log_trace() self.__dbclass__ = self._meta.proxy_for_model or self.__class__ else: self.db_typeclass_path = "%s.%s" % (self.__module__, self.__class__.__name__) # important to put this at the end since _meta is based on the set __class__ try: self.__dbclass__ = self._meta.proxy_for_model or self.__class__ except AttributeError: err_class = repr(self.__class__) self.__class__ = class_from_module( "evennia.objects.objects.DefaultObject") self.__dbclass__ = class_from_module( "evennia.objects.models.ObjectDB") self.db_typeclass_path = "evennia.objects.objects.DefaultObject" log_trace( "Critical: Class %s of %s is not a valid typeclass!\nTemporarily falling back to %s." % (err_class, self, self.__class__))
def move_to(self, screen, app=None, folder=None, db=None): """ Move to another screen, not adding it to the screen tree. This method is used to change the current screen without putting the new one in the screen tree: the screen tree is a list of screens that were browsed, and is used to go back. Some screens don't need to be put in the screen tree, like confirmation messages, error messages, and other such screens. Most of the time, you will use the `next` method, that does the same thing but records the new screen in the screen tree. Args: screen (Screen class or str): the new screen as a class or path leading to it. app (App, optional): the screen app. db (dict, optional): a dictionary of data to send to the new screen. Note: If `app` isn't specified, use the current screen's `app`. Returns: new_screen (Screen): the new screen object. """ app = app or self.app if isinstance(screen, str): if "." not in screen: # We assume it means a relative import in the current module screen = type(app).__module__ + "." + screen screen = class_from_module(screen) self.close() new_screen = screen(self.obj, self.user, self.type, app) new_screen.db.clear() new_screen._save() new_screen._refresh_commands() # Before displaying the screen, add the optional data if db: new_screen.db.update(db) new_screen.open() new_screen.display() return new_screen
def create_channel(key, aliases=None, desc=None, locks=None, keep_log=True, typeclass=None): """ Create A communication Channel. A Channel serves as a central hub for distributing Msgs to groups of people without specifying the receivers explicitly. Instead players may 'connect' to the channel and follow the flow of messages. By default the channel allows access to all old messages, but this can be turned off with the keep_log switch. Args: key (str): This must be unique. Kwargs: aliases (list of str): List of alternative (likely shorter) keynames. desc (str): A description of the channel, for use in listings. locks (str): Lockstring. keep_log (bool): Log channel throughput. typeclass (str or class): The typeclass of the Channel (not often used). Returns: channel (Channel): A newly created channel. """ typeclass = typeclass if typeclass else settings.BASE_CHANNEL_TYPECLASS if isinstance(typeclass, basestring): # a path is given. Load the actual typeclass typeclass = class_from_module(typeclass, settings.TYPECLASS_PATHS) # create new instance new_channel = typeclass(db_key=key) # store call signature for the signal new_channel._createdict = dict(key=key, aliases=aliases, desc=desc, locks=locks, keep_log=keep_log) # 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_channel.save() return new_channel
def open_submenu(self, submenu_class, submenu_obj, parent_keys=None): """ Open a sub-menu, closing the current menu and opening the new one. Args: submenu_class (str): the submenu class as a Python path. submenu_obj (Object): the object to give to the submenu. parent_keys (list of str, optional): the parent keys when the submenu is closed. Note: When the user enters `@` in the submenu, she will go back to the current menu, with the `parent_keys` set as its keys. Therefore, you should set it on the keys of the choice that should be opened when the user leaves the submenu. Returns: new_menu (BuildingMenu): the new building menu or None. """ parent_keys = parent_keys or [] parents = list(self.parents) parents.append((type(self).__module__ + "." + type(self).__name__, self.obj, parent_keys)) if self.caller.cmdset.has(BuildingMenuCmdSet): self.caller.cmdset.remove(BuildingMenuCmdSet) # Shift to the new menu try: menu_class = class_from_module(submenu_class) except Exception: log_trace("BuildingMenu: attempting to load class {} failed".format(repr(submenu_class))) return # Create the submenu try: building_menu = menu_class(self.caller, submenu_obj, parents=parents) except Exception: log_trace("An error occurred while creating building menu {}".format(repr(submenu_class))) return else: return building_menu.open()
def create_channel(key, aliases=None, desc=None, locks=None, keep_log=True, typeclass=None): """ Create A communication Channel. A Channel serves as a central hub for distributing Msgs to groups of people without specifying the receivers explicitly. Instead players may 'connect' to the channel and follow the flow of messages. By default the channel allows access to all old messages, but this can be turned off with the keep_log switch. key - this must be unique. aliases - list of alternative (likely shorter) keynames. locks - lock string definitions """ typeclass = typeclass if typeclass else settings.BASE_CHANNEL_TYPECLASS if isinstance(typeclass, basestring): # a path is given. Load the actual typeclass typeclass = class_from_module(typeclass, settings.TYPECLASS_PATHS) # create new instance new_channel = typeclass(db_key=key) # store call signature for the signal new_channel._createdict = { "key": key, "aliases": aliases, "desc": desc, "locks": locks, "keep_log": keep_log } # 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_channel.save() return new_channel
def use(self, user, screen=None, app_name=None, folder="app", db=None): """Use the computer. This method creates a CmdSet on the user, if the computer isn't already used. It also prepares the first screen. """ used = self.db.get("used") if used is user: user.msg("You already are using it.") elif used: user.msg("{} is already using it.".format( used.get_display_name(user))) elif user.cmdset.has("computer"): user.msg("It looks like you're already busy, isn't it?") else: # Add the CmdSet self.apps.load(user) if app_name: app = self.apps.get(app_name, folder) else: app = None if screen: Screen = class_from_module(screen) else: Screen = MainScreen self.db["used"] = user screen = Screen(self.obj, user, self, app) if "screen_tree" not in self.db: self.db["screen_tree"] = [ (type(screen).__module__ + "." + type(screen).__name__, app_name, folder, None) ] if db: screen.db.update(db) screen._save() screen.open() screen.display() user.db._aven_using = self.obj user.cmdset.add("commands.high_tech.ComputerCmdSet", permanent=True)
def func(self): """Main function for this command.""" field_name, sep, obj_name = self.lhs.partition(" ") field_name = field_name.lower() operation = "get" if field_name.endswith("/add"): field_name = field_name[:-4] operation = "add" elif field_name.endswith("/del"): field_name = field_name[:-4] operation = "del" elif self.rhs: operation = "set" if not obj_name: obj_name = field_name field_name = "" if not obj_name: self.msg("Specify at least an object's name or #ID.") return # Search for the actual object objs = self.caller.search(obj_name, quiet=True) if not objs or len(objs) > 1: obj = self.caller.search(obj_name, global_search=True) if not obj: return else: obj = objs[0] # Get the representation value for this object type repr = getattr(type(obj), "repr", None) if repr is None: self.msg("This object has no representation to describe it.") return repr = class_from_module(repr) repr = repr(obj) repr.process(self.caller, field_name, self.rhs, operation)
def add(self, channel): """ Add an individual channel to the handler. This is called whenever a new channel is created. Args: channel (Channel): The channel to add. Notes: To remove a channel, simply delete the channel object and run self.update on the handler. This should usually be handled automatically by one of the deletion methos of the Channel itself. """ global _CHANNEL_COMMAND_CLASS if not _CHANNEL_COMMAND_CLASS: _CHANNEL_COMMAND_CLASS = class_from_module( settings.CHANNEL_COMMAND_CLASS) # map the channel to a searchable command cmd = _CHANNEL_COMMAND_CLASS( key=channel.key.strip().lower(), aliases=channel.aliases.all(), locks="cmd:all();%s" % channel.locks, help_category="Channel names", obj=channel, is_channel=True, ) # format the help entry key = channel.key cmd.__doc__ = cmd.__doc__.format( channelkey=key, lower_channelkey=key.strip().lower(), channeldesc=channel.attributes.get("desc", default="").strip(), ) self._cached_channel_cmds[channel] = cmd self._cached_channels[key] = channel self._cached_cmdsets = {}
def restore(caller): """Restore the building menu for the caller. Args: caller (Account or Object): the caller. Note: This method should be automatically called if a menu is saved in the caller, but the object itself cannot be found. """ menu = caller.db._building_menu if menu: class_name = menu.get("class") if not class_name: log_err("BuildingMenu: on caller {}, a persistent attribute holds building menu " "data, but no class could be found to restore the menu".format(caller)) return try: menu_class = class_from_module(class_name) except Exception: log_trace("BuildingMenu: attempting to load class {} failed".format(repr(class_name))) return # Create the menu obj = menu.get("obj") keys = menu.get("keys") title = menu.get("title", "") parents = menu.get("parents") persistent = menu.get("persistent", False) try: building_menu = menu_class(caller, obj, title=title, keys=keys, parents=parents, persistent=persistent) except Exception: log_trace("An error occurred while creating building menu {}".format(repr(class_name))) return return building_menu
def back(self): """Go back in the screen tree. This method forces moving back in the previous screen. The previous screen is either at the end of the screen tree, or one step above, depending on whether the current screen is in the screen tree. Returns: new_screen (Screen or None): the new screen in which the user now is. """ previous = self.previous app = folder = None if previous: previous, app, folder, db = previous if isinstance(previous, str): previous = class_from_module(previous) self.close() if app and folder: app = self.type.apps.get(app, folder) previous = previous(self.obj, self.user, self.type, app) previous.db.clear() if db: previous.db.update(db) path = self.path tree = self.type.db.get("screen_tree", []) if tree and tree[-1][0] == path: del tree[-1] previous._save() previous._refresh_commands() previous.open() previous.display() return previous return None
def open_parent_menu(self): """Open the parent menu, using `self.parents`. Note: You probably don't need to call this method directly, since the caller can go back to the parent menu using the `keys_go_back` automatically. """ parents = list(self.parents) if parents: parent_class, parent_obj, parent_keys = parents[-1] del parents[-1] if self.caller.cmdset.has(BuildingMenuCmdSet): self.caller.cmdset.remove(BuildingMenuCmdSet) try: menu_class = class_from_module(parent_class) except Exception: log_trace( "BuildingMenu: attempting to load class {} failed".format( repr(parent_class))) return # Create the parent menu try: building_menu = menu_class(self.caller, parent_obj, keys=parent_keys, parents=tuple(parents)) except Exception: log_trace( "An error occurred while creating building menu {}".format( repr(parent_class))) return else: return building_menu.open()
def after_data_loaded(self): """ Init the character. """ super(MudderyCharacter, self).after_data_loaded() # skill's ai ai_choose_skill_class = class_from_module(settings.AI_CHOOSE_SKILL) self.ai_choose_skill = ai_choose_skill_class() # skill's gcd self.skill_gcd = GAME_SETTINGS.get("global_cd") self.auto_cast_skill_cd = GAME_SETTINGS.get("auto_cast_skill_cd") self.gcd_finish_time = 0 # loop for auto cast skills self.auto_cast_loop = None # clear target self.target = None # set reborn time self.reborn_time = getattr(self.dfield, "reborn_time", 0) # A temporary character will be deleted after the combat finished. self.is_temp = False # update equipment positions self.reset_equip_positions() # load default skills self.load_default_skills() # load default objects self.load_default_objects() # refresh data self.refresh_data()
def set_class_from_typeclass(self, typeclass_path=None): if typeclass_path: try: self.__class__ = class_from_module(typeclass_path, defaultpaths=settings.TYPECLASS_PATHS) except Exception: log_trace() try: self.__class__ = class_from_module(self.__settingsclasspath__) except Exception: log_trace() try: self.__class__ = class_from_module(self.__defaultclasspath__) except Exception: log_trace() self.__class__ = self._meta.proxy_for_model or self.__class__ finally: self.db_typeclass_path = typeclass_path elif self.db_typeclass_path: try: self.__class__ = class_from_module(self.db_typeclass_path) except Exception: log_trace() try: self.__class__ = class_from_module(self.__defaultclasspath__) except Exception: log_trace() self.__dbclass__ = self._meta.proxy_for_model or self.__class__ else: self.db_typeclass_path = "%s.%s" % (self.__module__, self.__class__.__name__) # important to put this at the end since _meta is based on the set __class__ try: self.__dbclass__ = self._meta.proxy_for_model or self.__class__ except AttributeError: err_class = repr(self.__class__) self.__class__ = class_from_module("evennia.objects.objects.DefaultObject") self.__dbclass__ = class_from_module("evennia.objects.models.ObjectDB") self.db_typeclass_path = "evennia.objects.objects.DefaultObject" log_trace("Critical: Class %s of %s is not a valid typeclass!\nTemporarily falling back to %s." % (err_class, self, self.__class__))
def create_system(self, sys_key, system_typeclass, category_typeclass, channel_typeclass, command_class): sys_typeclass = class_from_module(system_typeclass) new_system = sys_typeclass.create_channel_system( sys_key, category_typeclass, channel_typeclass, command_class) return new_system
from django.conf import settings from evennia.utils.utils import class_from_module from athanor_entity.entities.base import AthanorGameEntity MIXINS = [] for mixin in settings.MIXINS["ENTITY_ITEM"]: MIXINS.append(class_from_module(mixin)) MIXINS.sort(key=lambda x: getattr(x, "mixin_priority", 0)) class AthanorItem(AthanorGameEntity): pass
make sure to homogenize self.caller to always be the account object for easy handling. """ import hashlib import time from django.conf import settings from evennia.comms.models import ChannelDB, Msg from evennia.accounts.models import AccountDB from evennia.accounts import bots from evennia.comms.channelhandler import CHANNELHANDLER from evennia.locks.lockhandler import LockException from evennia.utils import create, logger, utils, evtable from evennia.utils.utils import make_iter, class_from_module COMMAND_DEFAULT_CLASS = class_from_module(settings.COMMAND_DEFAULT_CLASS) CHANNEL_DEFAULT_TYPECLASS = class_from_module(settings.BASE_CHANNEL_TYPECLASS) # limit symbol import for API __all__ = ( "CmdAddCom", "CmdDelCom", "CmdAllCom", "CmdChannels", "CmdCdestroy", "CmdCBoot", "CmdCemit", "CmdCWho", "CmdChannelCreate", "CmdClock", "CmdCdesc",
def func(self): """Do checks and create account""" session = self.caller args = self.args.strip() # Rate-limit account creation. address = session.address if isinstance(address, tuple): address = address[0] if CREATION_THROTTLE.check(address): session.msg("|RYou are creating too many accounts. Try again in a few minutes.|n") return # extract double quoted parts parts = [part.strip() for part in re.split(r"\"", args) if part.strip()] if len(parts) == 1: # this was (hopefully) due to no quotes being found parts = parts[0].split(None, 1) if len(parts) != 2: string = "\n Usage (without <>): create <name> <password>" \ "\nIf <name> or <password> contains spaces, enclose it in double quotes." session.msg(string) return accountname, password = parts # sanity checks if not re.findall(r"^[\w. @+\-']+$", accountname) or not (0 < len(accountname) <= 30): # this echoes the restrictions made by django's auth # module (except not allowing spaces, for convenience of # logging in). string = "\n\r Accountname can max be 30 characters or fewer. Letters, spaces, digits and @/./+/-/_/' only." session.msg(string) return # strip excessive spaces in accountname accountname = re.sub(r"\s+", " ", accountname).strip() if AccountDB.objects.filter(username__iexact=accountname): # account already exists (we also ignore capitalization here) session.msg("Sorry, there is already an account with the name '%s'." % accountname) return # Reserve accountnames found in GUEST_LIST if settings.GUEST_LIST and accountname.lower() in (guest.lower() for guest in settings.GUEST_LIST): string = "\n\r That name is reserved. Please choose another Accountname." session.msg(string) return # Validate password Account = utils.class_from_module(settings.BASE_ACCOUNT_TYPECLASS) # Have to create a dummy Account object to check username similarity valid, error = Account.validate_password(password, account=Account(username=accountname)) if error: errors = [e for suberror in error.messages for e in error.messages] string = "\n".join(errors) session.msg(string) return # Check IP and/or name bans bans = ServerConfig.objects.conf("server_bans") if bans and (any(tup[0] == accountname.lower() for tup in bans) or any(tup[2].match(session.address) for tup in bans if tup[2])): # this is a banned IP or name! string = "|rYou have been banned and cannot continue from here." \ "\nIf you feel this ban is in error, please email an admin.|x" session.msg(string) session.sessionhandler.disconnect(session, "Good bye! Disconnecting.") return # everything's ok. Create the new account account. try: permissions = settings.PERMISSION_ACCOUNT_DEFAULT typeclass = settings.BASE_CHARACTER_TYPECLASS new_account = _create_account(session, accountname, password, permissions) if new_account: if MULTISESSION_MODE < 2: default_home = ObjectDB.objects.get_id(settings.DEFAULT_HOME) _create_character(session, new_account, typeclass, default_home, permissions) # Update the throttle to indicate a new account was created from this IP CREATION_THROTTLE.update(address) # tell the caller everything went well. string = "A new account '%s' was created. Welcome!" if " " in accountname: string += "\n\nYou can now log in with the command 'connect \"%s\" <your password>'." else: string += "\n\nYou can now log with the command 'connect %s <your password>'." session.msg(string % (accountname, accountname)) except Exception: # We are in the middle between logged in and -not, so we have # to handle tracebacks ourselves at this point. If we don't, # we won't see any errors at all. session.msg("An error occurred. Please e-mail an admin if the problem persists.") logger.log_trace()
def __init__(self, *args, **kwargs): """ The `__init__` method of typeclasses is the core operational code of the typeclass system, where it dynamically re-applies a class based on the db_typeclass_path database field rather than use the one in the model. Args: Passed through to parent. Kwargs: Passed through to parent. Notes: The loading mechanism will attempt the following steps: 1. Attempt to load typeclass given on command line 2. Attempt to load typeclass stored in db_typeclass_path 3. Attempt to load `__settingsclasspath__`, which is by the default classes defined to be the respective user-set base typeclass settings, like `BASE_OBJECT_TYPECLASS`. 4. Attempt to load `__defaultclasspath__`, which is the base classes in the library, like DefaultObject etc. 5. If everything else fails, use the database model. Normal operation is to load successfully at either step 1 or 2 depending on how the class was called. Tracebacks will be logged for every step the loader must take beyond 2. """ typeclass_path = kwargs.pop("typeclass", None) super(TypedObject, self).__init__(*args, **kwargs) if typeclass_path: try: self.__class__ = class_from_module( typeclass_path, defaultpaths=settings.TYPECLASS_PATHS) except Exception: log_trace() try: self.__class__ = class_from_module( self.__settingsclasspath__) except Exception: log_trace() try: self.__class__ = class_from_module( self.__defaultclasspath__) except Exception: log_trace() self.__class__ = self._meta.proxy_for_model or self.__class__ finally: self.db_typclass_path = typeclass_path elif self.db_typeclass_path: try: self.__class__ = class_from_module(self.db_typeclass_path) except Exception: log_trace() try: self.__class__ = class_from_module( self.__defaultclasspath__) except Exception: log_trace() self.__dbclass__ = self._meta.proxy_for_model or self.__class__ else: self.db_typeclass_path = "%s.%s" % (self.__module__, self.__class__.__name__) # important to put this at the end since _meta is based on the set __class__ self.__dbclass__ = self._meta.proxy_for_model or self.__class__
the Evennia API. It is also a severe security risk and should therefore always be limited to superusers only. """ import re from builtins import range from django.conf import settings from evennia.utils.batchprocessors import BATCHCMD, BATCHCODE from evennia.commands.cmdset import CmdSet from evennia.utils import logger, utils _RE_COMMENT = re.compile(r"^#.*?$", re.MULTILINE + re.DOTALL) _RE_CODE_START = re.compile(r"^# batchcode code:", re.MULTILINE) _COMMAND_DEFAULT_CLASS = utils.class_from_module(settings.COMMAND_DEFAULT_CLASS) #from evennia.commands.default.muxcommand import _COMMAND_DEFAULT_CLASS # limit symbols for API inclusion __all__ = ("CmdBatchCommands", "CmdBatchCode") _HEADER_WIDTH = 70 _UTF8_ERROR = \ """ {rDecode error in '%s'.{n This file contains non-ascii character(s). This is common if you wrote some input in a language that has more letters and special symbols than English; such as accents or umlauts. This is usually fine and fully supported! But for Evennia to know how to decode such characters in a universal way, the batchfile must be saved with the
def validate_prototype(prototype, protkey=None, protparents=None, is_prototype_base=True, strict=True, _flags=None): """ Run validation on a prototype, checking for inifinite regress. Args: prototype (dict): Prototype to validate. protkey (str, optional): The name of the prototype definition. If not given, the prototype dict needs to have the `prototype_key` field set. protpartents (dict, optional): The available prototype parent library. If note given this will be determined from settings/database. is_prototype_base (bool, optional): We are trying to create a new object *based on this object*. This means we can't allow 'mixin'-style prototypes without typeclass/parent etc. strict (bool, optional): If unset, don't require needed keys, only check against infinite recursion etc. _flags (dict, optional): Internal work dict that should not be set externally. Raises: RuntimeError: If prototype has invalid structure. RuntimeWarning: If prototype has issues that would make it unsuitable to build an object with (it may still be useful as a mix-in prototype). """ assert isinstance(prototype, dict) if _flags is None: _flags = {"visited": [], "depth": 0, "typeclass": False, "errors": [], "warnings": []} if not protparents: protparents = {prototype.get('prototype_key', "").lower(): prototype for prototype in search_prototype()} protkey = protkey and protkey.lower() or prototype.get('prototype_key', None) if strict and not bool(protkey): _flags['errors'].append("Prototype lacks a `prototype_key`.") protkey = "[UNSET]" typeclass = prototype.get('typeclass') prototype_parent = prototype.get('prototype_parent', []) if strict and not (typeclass or prototype_parent): if is_prototype_base: _flags['errors'].append("Prototype {} requires `typeclass` " "or 'prototype_parent'.".format(protkey)) else: _flags['warnings'].append("Prototype {} can only be used as a mixin since it lacks " "a typeclass or a prototype_parent.".format(protkey)) if strict and typeclass: try: class_from_module(typeclass) except ImportError as err: _flags['errors'].append( "{}: Prototype {} is based on typeclass {}, which could not be imported!".format( err, protkey, typeclass)) # recursively traverese prototype_parent chain for protstring in make_iter(prototype_parent): protstring = protstring.lower() if protkey is not None and protstring == protkey: _flags['errors'].append("Prototype {} tries to parent itself.".format(protkey)) protparent = protparents.get(protstring) if not protparent: _flags['errors'].append("Prototype {}'s prototype_parent '{}' was not found.".format( (protkey, protstring))) if id(prototype) in _flags['visited']: _flags['errors'].append( "{} has infinite nesting of prototypes.".format(protkey or prototype)) if _flags['errors']: raise RuntimeError("Error: " + "\nError: ".join(_flags['errors'])) _flags['visited'].append(id(prototype)) _flags['depth'] += 1 validate_prototype(protparent, protstring, protparents, is_prototype_base=is_prototype_base, _flags=_flags) _flags['visited'].pop() _flags['depth'] -= 1 if typeclass and not _flags['typeclass']: _flags['typeclass'] = typeclass # if we get back to the current level without a typeclass it's an error. if strict and is_prototype_base and _flags['depth'] <= 0 and not _flags['typeclass']: _flags['errors'].append("Prototype {} has no `typeclass` defined anywhere in its parent\n " "chain. Add `typeclass`, or a `prototype_parent` pointing to a " "prototype with a typeclass.".format(protkey)) if _flags['depth'] <= 0: if _flags['errors']: raise RuntimeError("Error: " + "\nError: ".join(_flags['errors'])) if _flags['warnings']: raise RuntimeWarning("Warning: " + "\nWarning: ".join(_flags['warnings'])) # make sure prototype_locks are set to defaults prototype_locks = [lstring.split(":", 1) for lstring in prototype.get("prototype_locks", "").split(';') if ":" in lstring] locktypes = [tup[0].strip() for tup in prototype_locks] if "spawn" not in locktypes: prototype_locks.append(("spawn", "all()")) if "edit" not in locktypes: prototype_locks.append(("edit", "all()")) prototype_locks = ";".join(":".join(tup) for tup in prototype_locks) prototype['prototype_locks'] = prototype_locks
def swap_typeclass(self, new_typeclass, clean_attributes=False, run_start_hooks="all", no_default=True, clean_cmdsets=False): """ This performs an in-situ swap of the typeclass. This means that in-game, this object will suddenly be something else. Player will not be affected. To 'move' a player to a different object entirely (while retaining this object's type), use self.player.swap_object(). Note that this might be an error prone operation if the old/new typeclass was heavily customized - your code might expect one and not the other, so be careful to bug test your code if using this feature! Often its easiest to create a new object and just swap the player over to that one instead. Args: new_typeclass (str or classobj): Type to switch to. clean_attributes (bool or list, optional): Will delete all attributes stored on this object (but not any of the database fields such as name or location). You can't get attributes back, but this is often the safest bet to make sure nothing in the new typeclass clashes with the old one. If you supply a list, only those named attributes will be cleared. run_start_hooks (str or None, optional): This is either None, to not run any hooks, "all" to run all hooks defined by at_first_start, or a string giving the name of the hook to run (for example 'at_object_creation'). This will always be called without arguments. no_default (bool, optiona): If set, the swapper will not allow for swapping to a default typeclass in case the given one fails for some reason. Instead the old one will be preserved. clean_cmdsets (bool, optional): Delete all cmdsets on the object. """ if not callable(new_typeclass): # this is an actual class object - build the path new_typeclass = class_from_module( new_typeclass, defaultpaths=settings.TYPECLASS_PATHS) # if we get to this point, the class is ok. if inherits_from(self, "evennia.scripts.models.ScriptDB"): if self.interval > 0: raise RuntimeError("Cannot use swap_typeclass on time-dependent " \ "Script '%s'.\nStop and start a new Script of the " \ "right type instead." % self.key) self.typeclass_path = new_typeclass.path self.__class__ = new_typeclass if clean_attributes: # Clean out old attributes if is_iter(clean_attributes): for attr in clean_attributes: self.attributes.remove(attr) for nattr in clean_attributes: if hasattr(self.ndb, nattr): self.nattributes.remove(nattr) else: self.attributes.clear() self.nattributes.clear() if clean_cmdsets: # purge all cmdsets self.cmdset.clear() self.cmdset.remove_default() if run_start_hooks == 'all': # fake this call to mimic the first save self.at_first_save() elif run_start_hooks: # a custom hook-name to call. getattr(self, run_start_hooks)()
def create_script(typeclass=None, key=None, obj=None, player=None, locks=None, interval=None, start_delay=None, repeats=None, persistent=None, autostart=True, report_to=None, desc=None): """ Create a new script. All scripts are a combination of a database object that communicates with the database, and an typeclass that 'decorates' the database object into being different types of scripts. It's behaviour is similar to the game objects except scripts has a time component and are more limited in scope. 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. obj (Object): The entity on which this Script sits. If this is `None`, we are creating a "global" script. player (Player): The player on which this Script sits. It is exclusiv to `obj`. locks (str): one or more lockstrings, separated by semicolons. interval (int): The triggering interval for this Script, in seconds. If unset, the Script will not have a timing component. start_delay (bool): If `True`, will wait `interval` seconds before triggering the first time. repeats (int): The number of times to trigger before stopping. If unset, will repeat indefinitely. persistent (bool): If this Script survives a server shutdown or not (all Scripts will survive a reload). autostart (bool): If this Script will start immediately when created or if the `start` method must be called explicitly. report_to (Object): The object to return error messages to. desc (str): Optional description of script See evennia.scripts.manager for methods to manipulate existing scripts in the database. """ global _ScriptDB if not _ScriptDB: from evennia.scripts.models import ScriptDB as _ScriptDB typeclass = typeclass if typeclass else settings.BASE_SCRIPT_TYPECLASS if isinstance(typeclass, basestring): # a path is given. Load the actual typeclass typeclass = class_from_module(typeclass, settings.TYPECLASS_PATHS) # validate input kwarg = {} if key: kwarg["db_key"] = key if player: kwarg["db_player"] = dbid_to_obj(player, _ScriptDB) if obj: kwarg["db_obj"] = dbid_to_obj(obj, _ScriptDB) if interval: kwarg["db_interval"] = interval if start_delay: kwarg["db_start_delay"] = start_delay if repeats: kwarg["db_repeats"] = repeats if persistent: kwarg["db_persistent"] = persistent if desc: kwarg["db_desc"] = desc # create new instance new_script = typeclass(**kwarg) # store the call signature for the signal new_script._createdict = dict(key=key, obj=obj, player=player, locks=locks, interval=interval, start_delay=start_delay, repeats=repeats, persistent=persistent, autostart=autostart, report_to=report_to) # 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_script.save() return new_script
def create_account( key, email, password, typeclass=None, is_superuser=False, locks=None, permissions=None, tags=None, attributes=None, report_to=None, ): """ This creates a new account. Args: key (str): The account's name. This should be unique. email (str or None): Email on valid [email protected] form. If the empty string, will be set to None. password (str): Password in cleartext. Kwargs: typeclass (str): The typeclass to use for the account. is_superuser (bool): Wether or not this account is to be a superuser locks (str): Lockstring. permission (list): List of permission strings. tags (list): List of Tags on form `(key, category[, data])` attributes (list): List of Attributes on form `(key, value [, category, [,lockstring [, default_pass]]])` report_to (Object): An object with a msg() method to report errors to. If not given, errors will be logged. Returns: Account: The newly created Account. Raises: ValueError: If `key` already exists in database. Notes: Usually only the server admin should need to be superuser, all other access levels can be handled with more fine-grained permissions or groups. A superuser bypasses all lock checking operations and is thus not suitable for play-testing the game. """ global _AccountDB if not _AccountDB: from evennia.accounts.models import AccountDB as _AccountDB typeclass = typeclass if typeclass else settings.BASE_ACCOUNT_TYPECLASS locks = make_iter(locks) if locks is not None else None permissions = make_iter(permissions) if permissions 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 AccountDB as baseclass # here to give us maximum freedom (the typeclasses will load # correctly when each object is recovered). if not email: email = None if _AccountDB.objects.filter(username__iexact=key): raise ValueError("An Account with the name '%s' already exists." % key) # this handles a given dbref-relocate to an account. report_to = dbid_to_obj(report_to, _AccountDB) # create the correct account entity, using the setup from # base django auth. now = timezone.now() email = typeclass.objects.normalize_email(email) new_account = typeclass( username=key, email=email, is_staff=is_superuser, is_superuser=is_superuser, last_login=now, date_joined=now, ) if password is not None: # the password may be None for 'fake' accounts, like bots valid, error = new_account.validate_password(password, new_account) if not valid: raise error new_account.set_password(password) new_account._createdict = dict(locks=locks, permissions=permissions, report_to=report_to, tags=tags, attributes=attributes) # saving will trigger the signal that calls the # at_first_save hook on the typeclass, where the _createdict # can be used. new_account.save() # note that we don't send a signal here, that is sent from the Account.create helper method # instead. return new_account
def func(self): """Implement the command""" caller = self.caller nlim = int(self.args) if self.args and self.args.isdigit() else 10 nobjs = ObjectDB.objects.count() Character = class_from_module(settings.BASE_CHARACTER_TYPECLASS) nchars = Character.objects.all_family().count() Room = class_from_module(settings.BASE_ROOM_TYPECLASS) nrooms = Room.objects.all_family().count() Exit = class_from_module(settings.BASE_EXIT_TYPECLASS) nexits = Exit.objects.all_family().count() nother = nobjs - nchars - nrooms - nexits nobjs = nobjs or 1 # fix zero-div error with empty database # total object sum table totaltable = self.styled_table( "|wtype|n", "|wcomment|n", "|wcount|n", "|w%|n", border="table", align="l" ) totaltable.align = "l" totaltable.add_row( "Characters", "(BASE_CHARACTER_TYPECLASS + children)", nchars, "%.2f" % ((float(nchars) / nobjs) * 100), ) totaltable.add_row( "Rooms", "(BASE_ROOM_TYPECLASS + children)", nrooms, "%.2f" % ((float(nrooms) / nobjs) * 100), ) totaltable.add_row( "Exits", "(BASE_EXIT_TYPECLASS + children)", nexits, "%.2f" % ((float(nexits) / nobjs) * 100), ) totaltable.add_row("Other", "", nother, "%.2f" % ((float(nother) / nobjs) * 100)) # typeclass table typetable = self.styled_table( "|wtypeclass|n", "|wcount|n", "|w%|n", border="table", align="l" ) typetable.align = "l" dbtotals = ObjectDB.objects.get_typeclass_totals() for stat in dbtotals: typetable.add_row( stat.get("typeclass", "<error>"), stat.get("count", -1), "%.2f" % stat.get("percent", -1), ) # last N table objs = ObjectDB.objects.all().order_by("db_date_created")[max(0, nobjs - nlim) :] latesttable = self.styled_table( "|wcreated|n", "|wdbref|n", "|wname|n", "|wtypeclass|n", align="l", border="table" ) latesttable.align = "l" for obj in objs: latesttable.add_row( utils.datetime_format(obj.date_created), obj.dbref, obj.key, obj.path ) string = "\n|wObject subtype totals (out of %i Objects):|n\n%s" % (nobjs, totaltable) string += "\n|wObject typeclass distribution:|n\n%s" % typetable string += "\n|wLast %s Objects created:|n\n%s" % (min(nobjs, nlim), latesttable) caller.msg(string)
def create_player(key, email, password, typeclass=None, is_superuser=False, locks=None, permissions=None, report_to=None): """ This creates a new player. Args: key (str): The player's name. This should be unique. email (str): Email on valid [email protected] form. This is technically required but if set to `None`, an email of `[email protected]` will be used as a placeholder. password (str): Password in cleartext. Kwargs: is_superuser (bool): Wether or not this player is to be a superuser locks (str): Lockstring. permission (list): List of permission strings. report_to (Object): An object with a msg() method to report errors to. If not given, errors will be logged. Raises: ValueError: If `key` already exists in database. Notes: Usually only the server admin should need to be superuser, all other access levels can be handled with more fine-grained permissions or groups. A superuser bypasses all lock checking operations and is thus not suitable for play-testing the game. """ global _PlayerDB if not _PlayerDB: from evennia.players.models import PlayerDB as _PlayerDB typeclass = typeclass if typeclass else settings.BASE_PLAYER_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 PlayerDB as baseclass # here to give us maximum freedom (the typeclasses will load # correctly when each object is recovered). if not email: email = "*****@*****.**" if _PlayerDB.objects.filter(username__iexact=key): raise ValueError("A Player with the name '%s' already exists." % key) # this handles a given dbref-relocate to a player. report_to = dbid_to_obj(report_to, _PlayerDB) # create the correct player entity, using the setup from # base django auth. now = timezone.now() email = typeclass.objects.normalize_email(email) new_player = typeclass(username=key, email=email, is_staff=is_superuser, is_superuser=is_superuser, last_login=now, date_joined=now) new_player.set_password(password) new_player._createdict = dict(locks=locks, permissions=permissions, report_to=report_to) # saving will trigger the signal that calls the # at_first_save hook on the typeclass, where the _createdict # can be used. new_player.save() return new_player
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
def create_script(typeclass, key=None, obj=None, player=None, locks=None, interval=None, start_delay=None, repeats=None, persistent=None, autostart=True, report_to=None): """ Create a new script. All scripts are a combination of a database object that communicates with the database, and an typeclass that 'decorates' the database object into being different types of scripts. It's behaviour is similar to the game objects except scripts has a time component and are more limited in scope. Argument 'typeclass' can be either an actual typeclass object or a python path to such an object. Only set key here if you want a unique name for this particular script (set it in config to give same key to all scripts of the same type). Set obj to tie this script to a particular object. See evennia.scripts.manager for methods to manipulate existing scripts in the database. report_to is an obtional object to receive error messages. If report_to is not set, an Exception with the error will be raised. If set, this method will return None upon errors. """ global _ScriptDB if not _ScriptDB: from evennia.scripts.models import ScriptDB as _ScriptDB typeclass = typeclass if typeclass else settings.BASE_SCRIPT_TYPECLASS if isinstance(typeclass, basestring): # a path is given. Load the actual typeclass typeclass = class_from_module(typeclass, settings.TYPECLASS_PATHS) # validate input kwarg = {} if key: kwarg["db_key"] = key if player: kwarg["db_player"] = dbid_to_obj(player, _ScriptDB) if obj: kwarg["db_obj"] = dbid_to_obj(obj, _ScriptDB) if interval: kwarg["db_interval"] = interval if start_delay: kwarg["db_start_delay"] = start_delay if repeats: kwarg["db_repeats"] = repeats if persistent: kwarg["db_persistent"] = persistent # create new instance new_script = typeclass(**kwarg) # store the call signature for the signal new_script._createdict = {"key":key, "obj":obj, "player":player, "locks":locks, "interval":interval, "start_delay":start_delay, "repeats":repeats, "persistent":persistent, "autostart":autostart, "report_to":report_to} # this will trigger the save signal which in turn calls the # at_first_save hook on the tyepclass, where the _createdict # can be used. new_script.save() return new_script
def swap_typeclass(self, new_typeclass, clean_attributes=False, run_start_hooks=True, no_default=True): """ This performs an in-situ swap of the typeclass. This means that in-game, this object will suddenly be something else. Player will not be affected. To 'move' a player to a different object entirely (while retaining this object's type), use self.player.swap_object(). Note that this might be an error prone operation if the old/new typeclass was heavily customized - your code might expect one and not the other, so be careful to bug test your code if using this feature! Often its easiest to create a new object and just swap the player over to that one instead. Arguments: new_typeclass (path/classobj) - type to switch to clean_attributes (bool/list) - will delete all attributes stored on this object (but not any of the database fields such as name or location). You can't get attributes back, but this is often the safest bet to make sure nothing in the new typeclass clashes with the old one. If you supply a list, only those named attributes will be cleared. run_start_hooks - trigger the start hooks of the object, as if it was created for the first time. no_default - if this is active, the swapper will not allow for swapping to a default typeclass in case the given one fails for some reason. Instead the old one will be preserved. Returns: boolean True/False depending on if the swap worked or not. """ if not callable(new_typeclass): # this is an actual class object - build the path new_typeclass = class_from_module( new_typeclass, defaultpaths=settings.TYPECLASS_PATHS) # if we get to this point, the class is ok. if inherits_from(self, "evennia.scripts.models.ScriptDB"): if self.interval > 0: raise RuntimeError("Cannot use swap_typeclass on time-dependent " \ "Script '%s'.\nStop and start a new Script of the " \ "right type instead." % self.key) self.typeclass_path = new_typeclass.path self.__class__ = new_typeclass if clean_attributes: # Clean out old attributes if is_iter(clean_attributes): for attr in clean_attributes: self.attributes.remove(attr) for nattr in clean_attributes: if hasattr(self.ndb, nattr): self.nattributes.remove(nattr) else: #print "deleting attrs ..." self.attributes.clear() self.nattributes.clear() if run_start_hooks: # fake this call to mimic the first save self.at_first_save()
""" This model instantiate a script_handler. """ from evennia.utils.utils import class_from_module from django.conf import settings # load script handler from settings.SCRIPT_HANDLER scriptclass = class_from_module(settings.SCRIPT_HANDLER) SCRIPT_HANDLER = scriptclass()
def create_script( typeclass=None, key=None, obj=None, account=None, locks=None, interval=None, start_delay=None, repeats=None, persistent=None, autostart=True, report_to=None, desc=None, tags=None, attributes=None, ): """ Create a new script. All scripts are a combination of a database object that communicates with the database, and an typeclass that 'decorates' the database object into being different types of scripts. It's behaviour is similar to the game objects except scripts has a time component and are more limited in scope. 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. obj (Object): The entity on which this Script sits. If this is `None`, we are creating a "global" script. account (Account): The account on which this Script sits. It is exclusiv to `obj`. locks (str): one or more lockstrings, separated by semicolons. interval (int): The triggering interval for this Script, in seconds. If unset, the Script will not have a timing component. start_delay (bool): If `True`, will wait `interval` seconds before triggering the first time. repeats (int): The number of times to trigger before stopping. If unset, will repeat indefinitely. persistent (bool): If this Script survives a server shutdown or not (all Scripts will survive a reload). autostart (bool): If this Script will start immediately when created or if the `start` method must be called explicitly. report_to (Object): The object to return error messages to. desc (str): Optional description of script tags (list): List of tags or tuples (tag, category). attributes (list): List if tuples (key, value) or (key, value, category) (key, value, lockstring) or (key, value, lockstring, default_access). See evennia.scripts.manager for methods to manipulate existing scripts in the database. """ global _ScriptDB if not _ScriptDB: from evennia.scripts.models import ScriptDB as _ScriptDB typeclass = typeclass if typeclass else settings.BASE_SCRIPT_TYPECLASS if isinstance(typeclass, str): # a path is given. Load the actual typeclass typeclass = class_from_module(typeclass, settings.TYPECLASS_PATHS) # validate input kwarg = {} if key: kwarg["db_key"] = key if account: kwarg["db_account"] = dbid_to_obj(account, _AccountDB) if obj: kwarg["db_obj"] = dbid_to_obj(obj, _ObjectDB) if interval: kwarg["db_interval"] = max(0, interval) if start_delay: kwarg["db_start_delay"] = start_delay if repeats: kwarg["db_repeats"] = max(0, repeats) if persistent: kwarg["db_persistent"] = persistent if desc: kwarg["db_desc"] = desc tags = make_iter(tags) if tags is not None else None attributes = make_iter(attributes) if attributes is not None else None # create new instance new_script = typeclass(**kwarg) # store the call signature for the signal new_script._createdict = dict( key=key, obj=obj, account=account, locks=locks, interval=interval, start_delay=start_delay, repeats=repeats, persistent=persistent, autostart=autostart, report_to=report_to, desc=desc, tags=tags, attributes=attributes, ) # 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_script.save() if not new_script.id: # this happens in the case of having a repeating script with `repeats=1` and # `start_delay=False` - the script will run once and immediately stop before save is over. return None signals.SIGNAL_SCRIPT_POST_CREATE.send(sender=new_script) return new_script
def __init__(self, *args, **kwargs): """ The `__init__` method of typeclasses is the core operational code of the typeclass system, where it dynamically re-applies a class based on the db_typeclass_path database field rather than use the one in the model. Args: Passed through to parent. Kwargs: Passed through to parent. Notes: The loading mechanism will attempt the following steps: 1. Attempt to load typeclass given on command line 2. Attempt to load typeclass stored in db_typeclass_path 3. Attempt to load `__settingsclasspath__`, which is by the default classes defined to be the respective user-set base typeclass settings, like `BASE_OBJECT_TYPECLASS`. 4. Attempt to load `__defaultclasspath__`, which is the base classes in the library, like DefaultObject etc. 5. If everything else fails, use the database model. Normal operation is to load successfully at either step 1 or 2 depending on how the class was called. Tracebacks will be logged for every step the loader must take beyond 2. """ typeclass_path = kwargs.pop("typeclass", None) super(TypedObject, self).__init__(*args, **kwargs) if typeclass_path: try: self.__class__ = class_from_module(typeclass_path, defaultpaths=settings.TYPECLASS_PATHS) except Exception: log_trace() try: self.__class__ = class_from_module(self.__settingsclasspath__) except Exception: log_trace() try: self.__class__ = class_from_module(self.__defaultclasspath__) except Exception: log_trace() self.__class__ = self._meta.proxy_for_model or self.__class__ finally: self.db_typclass_path = typeclass_path elif self.db_typeclass_path: try: self.__class__ = class_from_module(self.db_typeclass_path) except Exception: log_trace() try: self.__class__ = class_from_module(self.__defaultclasspath__) except Exception: log_trace() self.__dbclass__ = self._meta.proxy_for_model or self.__class__ else: self.db_typeclass_path = "%s.%s" % (self.__module__, self.__class__.__name__) # important to put this at the end since _meta is based on the set __class__ self.__dbclass__ = self._meta.proxy_for_model or self.__class__
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
def swap_typeclass(self, new_typeclass, clean_attributes=False, run_start_hooks=True, no_default=True): """ This performs an in-situ swap of the typeclass. This means that in-game, this object will suddenly be something else. Player will not be affected. To 'move' a player to a different object entirely (while retaining this object's type), use self.player.swap_object(). Note that this might be an error prone operation if the old/new typeclass was heavily customized - your code might expect one and not the other, so be careful to bug test your code if using this feature! Often its easiest to create a new object and just swap the player over to that one instead. Args: new_typeclass (str or classobj): Type to switch to. clean_attributes (bool or list, optional): Will delete all attributes stored on this object (but not any of the database fields such as name or location). You can't get attributes back, but this is often the safest bet to make sure nothing in the new typeclass clashes with the old one. If you supply a list, only those named attributes will be cleared. run_start_hooks (bool, optional): Trigger the start hooks of the object, as if it was created for the first time. no_default (bool, optiona): If set, the swapper will not allow for swapping to a default typeclass in case the given one fails for some reason. Instead the old one will be preserved. Returns: result (bool): True/False depending on if the swap worked or not. """ if not callable(new_typeclass): # this is an actual class object - build the path new_typeclass = class_from_module(new_typeclass, defaultpaths=settings.TYPECLASS_PATHS) # if we get to this point, the class is ok. if inherits_from(self, "evennia.scripts.models.ScriptDB"): if self.interval > 0: raise RuntimeError("Cannot use swap_typeclass on time-dependent " \ "Script '%s'.\nStop and start a new Script of the " \ "right type instead." % self.key) self.typeclass_path = new_typeclass.path self.__class__ = new_typeclass if clean_attributes: # Clean out old attributes if is_iter(clean_attributes): for attr in clean_attributes: self.attributes.remove(attr) for nattr in clean_attributes: if hasattr(self.ndb, nattr): self.nattributes.remove(nattr) else: self.attributes.clear() self.nattributes.clear() if run_start_hooks: # fake this call to mimic the first save self.at_first_save()
""" General Character commands usually available to all characters """ import re from django.conf import settings from evennia.utils import utils, evtable from evennia.typeclasses.attributes import NickTemplateInvalid COMMAND_DEFAULT_CLASS = utils.class_from_module(settings.COMMAND_DEFAULT_CLASS) # limit symbol import for API __all__ = ( "CmdHome", "CmdLook", "CmdNick", "CmdInventory", "CmdSetDesc", "CmdGet", "CmdDrop", "CmdGive", "CmdSay", "CmdWhisper", "CmdPose", "CmdAccess", ) class CmdHome(COMMAND_DEFAULT_CLASS): """ move to your character's home location
def create_player(key, email, password, typeclass=None, is_superuser=False, locks=None, permissions=None, report_to=None): """ This creates a new player. key - the player's name. This should be unique. email - email on valid [email protected] form. password - password in cleartext is_superuser - wether or not this player is to be a superuser locks - lockstring permission - list of permissions report_to - an object with a msg() method to report errors to. If not given, errors will be logged. Will return the Player-typeclass or None/raise Exception if the Typeclass given failed to load. Concerning is_superuser: Usually only the server admin should need to be superuser, all other access levels can be handled with more fine-grained permissions or groups. A superuser bypasses all lock checking operations and is thus not suitable for play-testing the game. """ global _PlayerDB if not _PlayerDB: from evennia.players.models import PlayerDB as _PlayerDB typeclass = typeclass if typeclass else settings.BASE_PLAYER_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 PlayerDB as baseclass # here to give us maximum freedom (the typeclasses will load # correctly when each object is recovered). if not email: email = "*****@*****.**" if _PlayerDB.objects.filter(username__iexact=key): raise ValueError("A Player with the name '%s' already exists." % key) # this handles a given dbref-relocate to a player. report_to = dbid_to_obj(report_to, _PlayerDB) # create the correct player entity, using the setup from # base django auth. now = timezone.now() email = typeclass.objects.normalize_email(email) new_player = typeclass(username=key, email=email, is_staff=is_superuser, is_superuser=is_superuser, last_login=now, date_joined=now) new_player.set_password(password) new_player._createdict = {"locks":locks, "permissions":permissions, "report_to":report_to} # saving will trigger the signal that calls the # at_first_save hook on the typeclass, where the _createdict # can be used. new_player.save() return new_player