def ability_say(self, sentence): """Say a text string. """ self.broadcastToOne( to_subject=('You say, "%s".' % sentence.directString()), to_other=(self, ' says, "%s"' % sentence.directString()), )
def ability_persist(self, sentence): """persist {mapname} This will create a file called mapname.rp, containing the saved state of the current game.""" if self.code_space.has_key("log_persist") and self.code_space["log_persist"] is not None: self.code_space["log_persist"](self.name, self.reality, sentence.directString(), time.time()) file = open(sentence.directString() + ".rp", "wb") cPickle.dump(self.reality, file) file.flush() file.close() self.hears('Saved "%s.rp".' % sentence.directString())
def ability_snippet(self, sentence): """snippet {name} This creates an arbitrarily named string in your namespace from a response-request and runs it as a block of python code. BE CAREFUL when using this; do not define functions, for example, or they will render your map unpickleable. """ snipname = sentence.directString() def cancel(self): pass def ok(self, code, o=self, snipname=snipname): cs = o.code_space cs[snipname] = code try: code = compile(code, "$$" + o.name + "$$", "exec") exec code in cs, cs except: sio = StringIO.StringIO() traceback.print_exc(file=sio) o.hears(sio.getvalue()) c = Referenceable() c.remote_ok = ok c.remote_cancel = cancel code = self.code_space.get(snipname, "") self.request("Snippet %s" % snipname, code, c)
def ability_import(self, sentence): """import (object|.python.object) [to varname] If you have a pathname that starts with a '.', this will attempt to load a module and import the last thing on the dotted path. (For example, if you say 'import .twisted.reality.thing.Thing', that would be equivalent to 'from twisted.reality.thing import Thing'. Otherwise, it attempts to search for an object and import it as the synonym you specify. (Spaces will be replaced with underscores.) """ ds = sentence.directString() if ds[0] == ".": ds = ds[1:] if ds: dt = string.split(ds, ".") dt = map(string.strip, dt) if len(dt) == 1: st = "import %s" % dt[0] else: st = "from %s import %s" % (string.join(dt[:-1], "."), dt[-1]) self.runcode(st) self.hears("%s: success." % st) else: dt = sentence.directObject() ds = string.replace(ds, " ", "_") self.code_space[ds] = dt self.hears("You remember %s as %s." % (dt.nounPhrase(self), repr(ds)))
def ability_adduser(self, sentence): """adduser (name) Adds a new user to the map. """ name = sentence.directString() p = Player(name) p.location = self.place self.hears("poof")
def ability_create(self, sentence): """create {name} Creates a new Thing with the name you provide. See also "destroy".""" if self.code_space.has_key("log_create") and self.code_space["log_create"] is not None: self.code_space["log_create"](self.name, obj, time.time()) obj = thing.Thing(sentence.directString()) obj.location = self self.hears("*poof* ", obj.nounPhrase, " was created.")
def ability_source(self, sentence): """source {thing} This creates a file called thing.py, containing the source for the thing in question.""" file = open(sentence.directString() + "_rp.py", "wb") def writeln(bytes, file=file): file.write(bytes) self.reality.printSource(writeln)
def ability_undig(self, sentence): """undig {direction} Undig is the opposite of dig, in that it will close off the exit in the given direction, as well as destroying the room it leads to, so use it carefully. See also Dig, compare \"untunnel\", \"barricade\".""" direction = sentence.directString() otherPlace = self.place.findExit(direction) self.place.disconnectExit(direction) if self.code_space.has_key("trashcan") and self.code_space["trashcan"] is not None: otherPlace.location = self.code_space["trashcan"] else: otherPlace.destroy()
def ability_go(self, sentence): """Move in a direction. """ direct = sentence.directString() where = self.location.findExit(direct) # TODO: calculations as to whether I will *fit* in # this wonderful new place I've discovered self.hears("You go ", direct, ".") self.location = where
def ability_untunnel(self, sentence): """untunnel {direction} Untunnel removes both directions of the exit in the given direction. (e.g. If you "untunnel west", it will block the exit leading west, as well as the exit leading east from the room that the west exit used to connect to.) See also "tunnel", compare "barricade", "undig".""" direction = sentence.directString() otherPlace = self.place.findExit(direction) self.place.disconnectExit(direction) otherPlace.disconnectExit(geometry.reverse(direction))
def ability_help(self, sentence): """help {commandname} For help with a command, type help followed by the command you would like help with. For example, for help with the dig command, type "help dig".""" try: toHelpWith = sentence.directString() except error.NoString: error.Failure(self.ability_help.__doc__) try: vb = self.getAbility(toHelpWith) self.hears(vb.__doc__) return except AttributeError: pass self.hears("I'm not familiar with that ability.")
def ability_dig(self, sentence): """dig {direction} Dig creates a new room (and an exit to that room from the current room, and back again) in the direction specified. See also "undig" to totally undo this process, or "tunnel" and "barricade" to edit or create new exits for your new room.""" direction = sentence.directString() try: name = sentence.indirectString("to") except: name = "Untitled Room" p = self.place r = room.Room(name, self.reality) p.connectExit(direction, r) r.connectExit(geometry.reverse(direction), p) if self.code_space.has_key("log_dig") and self.code_space["log_dig"] is not None: self.code_space["log_dig"](self.name, r, time.time())
def ability_portal(self, sentence): """portal {direction} to {room} Portal creates a new, one-way passage from the room you are currently in to the room specified by "to". (For example, "portal east to mansion basement" would create a new exit to the east, leading to the "mansion basement" room. Note that this would NOT create a corresponding exit in "mansion basement" leading back to the room you were in.) This can be undone with "barricade". See also "tunnel" and "dig".""" direction = sentence.directString() try: rs = sentence.indirectString("to") r = self.reality.get(rs) p = self.place p.connectExit(direction, r) except: self.hears('Please specify a destination room! (For example, "dig west to mansion cellar")')
def ability_tunnel(self, sentence): """untunnel {direction} to {room} Tunnel creates a new, two-way passage in the room you are currently in, which links to the room specified with "to" and back again. (For example, "tunnel west to mansion cellar" would create a new exit to the west, leading to the "mansion cellar" room, and also add an east exit to "mansion cellar" that led back to the room you're currently in.) This can be easily undone with "untunnel". Compare "dig" and "".""" direction = sentence.directString() try: rs = sentence.indirectString("to") r = self.reality.get(rs) p = self.place p.connectExit(direction, r) r.connectExit(geometry.reverse(direction), p) except: self.hears('Please specify a destination room! (For example, "dig west to mansion cellar")')
def ability_rebuild(self, sentence): """rebuild (name|.python.name) This will rebuild either a Thing (reloading its toplevel module (the one that its class is in) and changing its class as appropriate.), an object in your namespace, or a qualified python module name (prefixed with a dot). """ ds = sentence.directString() if ds[0] == ".": module = string.replace(ds[1:], " ", "") rebuild.rebuild(reflect.namedModule(module)) else: try: object = self.code_space[ds] except: object = sentence.directObject() if reflect.isinst(object, thing.Thing): rebuild.rebuild(reflect.namedModule(object.__class__.__module__)) else: rebuild.rebuild(object)
def ability_barricade(self, sentence): """barricade {direction} Barricade will close the exit leading in the given direction, if it exists. Note that this will only close the direction you have specified, and not the way back (if there is one.) Compare \"untunnel\", see also \"undig\".""" direction = sentence.directString() self.place.disconnectExit(direction)
def ability_emote(self, sentence): """`emote' a text string (perform an arbitrary action with no effect on the world). """ self.location.allHear("* ", self, " ", sentence.directString())