コード例 #1
0
ファイル: create.py プロジェクト: Mackyjin/evennia
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. Any game object is a combination
    of a database object that stores data persistently to
    the database, and a typeclass, which on-the-fly 'decorates'
    the database object into whataver different type of object
    it is supposed to be in the game.

    See src.objects.managers for methods to manipulate existing objects
    in the database. src.objects.objects holds the base typeclasses
    and src.objects.models hold the database model.

    report_to is an optional object for reporting errors to in string form.
              If report_to is not set, errors will be raised as en Exception
              containing the error message. If set, this method will return
              None upon errors.
    nohome - this allows the creation of objects without a default home location;
             this only used when creating default location itself or during unittests
    """
    global _Object, _ObjectDB
    if not _Object:
        from src.objects.objects import Object as _Object
    if not _ObjectDB:
        from src.objects.models import ObjectDB as _ObjectDB

    # input validation

    if not typeclass:
        typeclass = settings.BASE_OBJECT_TYPECLASS
    elif isinstance(typeclass, _ObjectDB):
        # this is already an objectdb instance, extract its typeclass
        typeclass = typeclass.typeclass.path
    elif isinstance(typeclass, _Object) or utils.inherits_from(typeclass, _Object):
        # this is already an object typeclass, extract its path
        typeclass = typeclass.path

    # handle eventual #dbref input
    location = handle_dbref(location, _ObjectDB)
    home = handle_dbref(home, _ObjectDB)
    destination = handle_dbref(destination, _ObjectDB)
    report_to = handle_dbref(report_to, _ObjectDB)

    # create new database object
    new_db_object = _ObjectDB()

    # assign the typeclass
    typeclass = utils.to_unicode(typeclass)
    new_db_object.typeclass_path = typeclass

    # the name/key is often set later in the typeclass. This
    # is set here as a failsafe.
    if key:
        new_db_object.key = key
    else:
        new_db_object.key = "#%i" % new_db_object.dbid

    # this will either load the typeclass or the default one
    new_object = new_db_object.typeclass

    if not _GA(new_object, "is_typeclass")(typeclass, exact=True):
        # this will fail if we gave a typeclass as input and it still
        # gave us a default
        SharedMemoryModel.delete(new_db_object)
        if report_to:
            _GA(report_to, "msg")("Error creating %s (%s):\n%s" % (new_db_object.key, typeclass,
                                                                 _GA(new_db_object, "typeclass_last_errmsg")))
            return None
        else:
            raise Exception(_GA(new_db_object, "typeclass_last_errmsg"))

    # from now on we can use the typeclass object
    # as if it was the database object.

    new_object.destination = destination

    # call the hook method. This is where all at_creation
    # customization happens as the typeclass stores custom
    # things on its database object.
    new_object.basetype_setup()  # setup the basics of Exits, Characters etc.
    new_object.at_object_creation()

    # custom-given perms/locks overwrite hooks
    if permissions:
        new_object.permissions.add(permissions)
    if locks:
        new_object.locks.add(locks)
    if aliases:
        new_object.aliases.add(aliases)

    if home:
        new_object.home = home
    else:
        # we shouldn't need to handle dbref here (home handler should fix it), but some have
        # reported issues here (issue 446).
        try:
            new_object.home = handle_dbref(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)

    # perform a move_to in order to display eventual messages.
    if location:
        new_object.move_to(location, quiet=True)
    else:
        # rooms would have location=None.
        new_object.location = None

    # post-hook setup (mainly used by Exits)
    new_object.basetype_posthook_setup()

    new_object.save()
    return new_object
コード例 #2
0
ファイル: create.py プロジェクト: totalgit/evennia
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. Any game object is a combination
    of a database object that stores data persistently to
    the database, and a typeclass, which on-the-fly 'decorates'
    the database object into whataver different type of object
    it is supposed to be in the game.

    See src.objects.managers for methods to manipulate existing objects
    in the database. src.objects.objects holds the base typeclasses
    and src.objects.models hold the database model.

    report_to is an optional object for reporting errors to in string form.
              If report_to is not set, errors will be raised as en Exception
              containing the error message. If set, this method will return
              None upon errors.
    nohome - this allows the creation of objects without a default home location;
             this only used when creating the default location itself or during unittests
    """
    global _Object, _ObjectDB
    if not _Object:
        from src.objects.objects import Object as _Object
    if not _ObjectDB:
        from src.objects.models import ObjectDB as _ObjectDB

    # input validation

    if not typeclass:
        typeclass = settings.BASE_OBJECT_TYPECLASS
    elif isinstance(typeclass, _ObjectDB):
        # this is already an objectdb instance, extract its typeclass
        typeclass = typeclass.typeclass.path
    elif isinstance(typeclass, _Object) or utils.inherits_from(
            typeclass, _Object):
        # this is already an object typeclass, extract its path
        typeclass = typeclass.path
    typeclass = utils.to_unicode(typeclass)

    # Setup input for the create command

    location = handle_dbref(location, _ObjectDB)
    destination = handle_dbref(destination, _ObjectDB)
    home = handle_dbref(home, _ObjectDB)
    if not home:
        try:
            home = handle_dbref(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 database object all in one go
    new_db_object = _ObjectDB(db_key=key,
                              db_location=location,
                              db_destination=destination,
                              db_home=home,
                              db_typeclass_path=typeclass)

    if not key:
        # the object should always have a key, so if not set we give a default
        new_db_object.key = "#%i" % new_db_object.dbid

    # this will either load the typeclass or the default one (will also save object)
    new_object = new_db_object.typeclass

    if not _GA(new_object, "is_typeclass")(typeclass, exact=True):
        # this will fail if we gave a typeclass as input and it still
        # gave us a default
        try:
            SharedMemoryModel.delete(new_db_object)
        except AssertionError:
            # this happens if object was never created
            pass
        if report_to:
            report_to = handle_dbref(report_to, _ObjectDB)
            _GA(report_to,
                "msg")("Error creating %s (%s).\n%s" %
                       (new_db_object.key, typeclass,
                        _GA(new_db_object, "typeclass_last_errmsg")))
            return None
        else:
            raise Exception(_GA(new_db_object, "typeclass_last_errmsg"))

    # from now on we can use the typeclass object
    # as if it was the database object.

    # call the hook methods. This is where all at_creation
    # customization happens as the typeclass stores custom
    # things on its database object.

    # note - this may override input keys, locations etc!
    new_object.basetype_setup()  # setup the basics of Exits, Characters etc.
    new_object.at_object_creation()

    # we want the input to override that set in the hooks, so
    # we re-apply those if needed
    if new_object.key != key:
        new_object.key = key
    if new_object.location != location:
        new_object.location = location
    if new_object.home != home:
        new_object.home = home
    if new_object.destination != destination:
        new_object.destination = destination

    # custom-given perms/locks do overwrite hooks
    if permissions:
        new_object.permissions.add(permissions)
    if locks:
        new_object.locks.add(locks)
    if aliases:
        new_object.aliases.add(aliases)

    # trigger relevant move_to hooks in order to display messages.
    if location:
        new_object.at_object_receive(new_object, None)
        new_object.at_after_move(new_object)

    # post-hook setup (mainly used by Exits)
    new_object.basetype_posthook_setup()

    return new_object
コード例 #3
0
ファイル: create.py プロジェクト: AHecky3/evennia
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. Any game object is a combination
    of a database object that stores data persistently to
    the database, and a typeclass, which on-the-fly 'decorates'
    the database object into whataver different type of object
    it is supposed to be in the game.

    See src.objects.managers for methods to manipulate existing objects
    in the database. src.objects.objects holds the base typeclasses
    and src.objects.models hold the database model.

    report_to is an optional object for reporting errors to in string form.
              If report_to is not set, errors will be raised as en Exception
              containing the error message. If set, this method will return
              None upon errors.
    nohome - this allows the creation of objects without a default home location;
             this only used when creating the default location itself or during unittests
    """
    global _Object, _ObjectDB
    if not _Object:
        from src.objects.objects import Object as _Object
    if not _ObjectDB:
        from src.objects.models import ObjectDB as _ObjectDB

    # input validation

    if not typeclass:
        typeclass = settings.BASE_OBJECT_TYPECLASS
    elif isinstance(typeclass, _ObjectDB):
        # this is already an objectdb instance, extract its typeclass
        typeclass = typeclass.typeclass.path
    elif isinstance(typeclass, _Object) or utils.inherits_from(typeclass, _Object):
        # this is already an object typeclass, extract its path
        typeclass = typeclass.path
    typeclass = utils.to_unicode(typeclass)

    # Setup input for the create command

    location = handle_dbref(location, _ObjectDB)
    destination = handle_dbref(destination, _ObjectDB)
    home = handle_dbref(home, _ObjectDB)
    if not home:
        try:
            home = handle_dbref(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 database object all in one go
    new_db_object = _ObjectDB(db_key=key, db_location=location,
                              db_destination=destination, db_home=home,
                              db_typeclass_path=typeclass)

    if not key:
        # the object should always have a key, so if not set we give a default
        new_db_object.key = "#%i" % new_db_object.dbid

    # this will either load the typeclass or the default one (will also save object)
    new_object = new_db_object.typeclass

    if not _GA(new_object, "is_typeclass")(typeclass, exact=True):
        # this will fail if we gave a typeclass as input and it still
        # gave us a default
        try:
            SharedMemoryModel.delete(new_db_object)
        except AssertionError:
            # this happens if object was never created
            pass
        if report_to:
            report_to = handle_dbref(report_to, _ObjectDB)
            _GA(report_to, "msg")("Error creating %s (%s).\n%s" % (new_db_object.key, typeclass,
                                                                 _GA(new_db_object, "typeclass_last_errmsg")))
            return None
        else:
            raise Exception(_GA(new_db_object, "typeclass_last_errmsg"))

    # from now on we can use the typeclass object
    # as if it was the database object.

    # call the hook methods. This is where all at_creation
    # customization happens as the typeclass stores custom
    # things on its database object.

    # note - this may override input keys, locations etc!
    new_object.basetype_setup()  # setup the basics of Exits, Characters etc.
    new_object.at_object_creation()

    # we want the input to override that set in the hooks, so
    # we re-apply those if needed
    if new_object.key != key:
        new_object.key = key
    if new_object.location != location:
        new_object.location = location
    if new_object.home != home:
        new_object.home = home
    if new_object.destination != destination:
        new_object.destination = destination

    # custom-given perms/locks do overwrite hooks
    if permissions:
        new_object.permissions.add(permissions)
    if locks:
        new_object.locks.add(locks)
    if aliases:
        new_object.aliases.add(aliases)

    # trigger relevant move_to hooks in order to display messages.
    if location:
        location.at_object_receive(new_object, None)
        new_object.at_after_move(None)

    # post-hook setup (mainly used by Exits)
    new_object.basetype_posthook_setup()

    return new_object
コード例 #4
0
ファイル: create.py プロジェクト: BGCX262/zsmud-git
def create_object(typeclass, key=None, location=None,
                  home=None, player=None, permissions=None, locks=None,
                  aliases=None, destination=None, report_to=None):
    """
    Create a new in-game object. Any game object is a combination
    of a database object that stores data persistently to
    the database, and a typeclass, which on-the-fly 'decorates'
    the database object into whataver different type of object
    it is supposed to be in the game.

    See src.objects.managers for methods to manipulate existing objects
    in the database. src.objects.objects holds the base typeclasses
    and src.objects.models hold the database model.

    report_to is an optional object for reporting errors to in string form.
              If report_to is not set, errors will be raised as en Exception
              containing the error message. If set, this method will return
              None upon errors.
    """
    global _Object, _ObjectDB
    if not _Object:
        from src.objects.objects import Object as _Object
    if not _ObjectDB:
        from src.objects.models import ObjectDB as _ObjectDB

    if not typeclass:
        typeclass = settings.BASE_OBJECT_TYPECLASS
    elif isinstance(typeclass, _ObjectDB):
        # this is already an objectdb instance, extract its typeclass
        typeclass = typeclass.typeclass.path
    elif isinstance(typeclass, _Object) or utils.inherits_from(typeclass, _Object):
        # this is already an object typeclass, extract its path
        typeclass = typeclass.path

    # create new database object
    new_db_object = _ObjectDB()

    # assign the typeclass
    typeclass = utils.to_unicode(typeclass)
    new_db_object.typeclass_path = typeclass

    # the name/key is often set later in the typeclass. This
    # is set here as a failsafe.
    if key:
        new_db_object.key = key
    else:
        new_db_object.key = "#%i" % new_db_object.dbid

    # this will either load the typeclass or the default one
    new_object = new_db_object.typeclass

    if not _GA(new_object, "is_typeclass")(typeclass, exact=True):
        # this will fail if we gave a typeclass as input and it still gave us a default
        SharedMemoryModel.delete(new_db_object)
        if report_to:
            _GA(report_to, "msg")("Error creating %s (%s):\n%s" % (new_db_object.key, typeclass,
                                                                 _GA(new_db_object, "typeclass_last_errmsg")))
            return None
        else:
            raise Exception(_GA(new_db_object, "typeclass_last_errmsg"))

    # from now on we can use the typeclass object
    # as if it was the database object.

    if player:
        # link a player and the object together
        new_object.player = player
        player.obj = new_object

    new_object.destination = destination

    # call the hook method. This is where all at_creation
    # customization happens as the typeclass stores custom
    # things on its database object.
    new_object.basetype_setup() # setup the basics of Exits, Characters etc.
    new_object.at_object_creation()

    # custom-given perms/locks overwrite hooks
    if permissions:
        new_object.permissions = permissions
    if locks:
         new_object.locks.add(locks)
    if aliases:
        new_object.aliases = aliases

    # perform a move_to in order to display eventual messages.
    if home:
        new_object.home = home
    else:
        new_object.home =  settings.CHARACTER_DEFAULT_HOME


    if location:
         new_object.move_to(location, quiet=True)
    else:
        # rooms would have location=None.
        new_object.location = None

    # post-hook setup (mainly used by Exits)
    new_object.basetype_posthook_setup()

    new_object.save()
    return new_object
コード例 #5
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. Any game object is a combination
    of a database object that stores data persistently to
    the database, and a typeclass, which on-the-fly 'decorates'
    the database object into whataver different type of object
    it is supposed to be in the game.

    See src.objects.managers for methods to manipulate existing objects
    in the database. src.objects.objects holds the base typeclasses
    and src.objects.models hold the database model.

    report_to is an optional object for reporting errors to in string form.
              If report_to is not set, errors will be raised as en Exception
              containing the error message. If set, this method will return
              None upon errors.
    nohome - this allows the creation of objects without a default home location;
             this only used when creating default location itself or during unittests
    """
    global _Object, _ObjectDB
    if not _Object:
        from src.objects.objects import Object as _Object
    if not _ObjectDB:
        from src.objects.models import ObjectDB as _ObjectDB

    # input validation

    if not typeclass:
        typeclass = settings.BASE_OBJECT_TYPECLASS
    elif isinstance(typeclass, _ObjectDB):
        # this is already an objectdb instance, extract its typeclass
        typeclass = typeclass.typeclass.path
    elif isinstance(typeclass, _Object) or utils.inherits_from(
            typeclass, _Object):
        # this is already an object typeclass, extract its path
        typeclass = typeclass.path

    # handle eventual #dbref input
    location = handle_dbref(location, _ObjectDB)
    home = handle_dbref(home, _ObjectDB)
    destination = handle_dbref(destination, _ObjectDB)
    report_to = handle_dbref(report_to, _ObjectDB)

    # create new database object
    new_db_object = _ObjectDB()

    # assign the typeclass
    typeclass = utils.to_unicode(typeclass)
    new_db_object.typeclass_path = typeclass

    # the name/key is often set later in the typeclass. This
    # is set here as a failsafe.
    if key:
        new_db_object.key = key
    else:
        new_db_object.key = "#%i" % new_db_object.dbid

    # this will either load the typeclass or the default one
    new_object = new_db_object.typeclass

    if not _GA(new_object, "is_typeclass")(typeclass, exact=True):
        # this will fail if we gave a typeclass as input and it still
        # gave us a default
        SharedMemoryModel.delete(new_db_object)
        if report_to:
            _GA(report_to,
                "msg")("Error creating %s (%s):\n%s" %
                       (new_db_object.key, typeclass,
                        _GA(new_db_object, "typeclass_last_errmsg")))
            return None
        else:
            raise Exception(_GA(new_db_object, "typeclass_last_errmsg"))

    # from now on we can use the typeclass object
    # as if it was the database object.

    new_object.destination = destination

    # call the hook method. This is where all at_creation
    # customization happens as the typeclass stores custom
    # things on its database object.
    new_object.basetype_setup()  # setup the basics of Exits, Characters etc.
    new_object.at_object_creation()

    # custom-given perms/locks overwrite hooks
    if permissions:
        new_object.permissions.add(permissions)
    if locks:
        new_object.locks.add(locks)
    if aliases:
        new_object.aliases.add(aliases)

    if home:
        new_object.home = home
    else:
        # we shouldn't need to handle dbref here (home handler should fix it), but some have
        # reported issues here (issue 446).
        try:
            new_object.home = handle_dbref(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)

    # perform a move_to in order to display eventual messages.
    if location:
        new_object.move_to(location, quiet=True)
    else:
        # rooms would have location=None.
        new_object.location = None

    # post-hook setup (mainly used by Exits)
    new_object.basetype_posthook_setup()

    new_object.save()
    return new_object