示例#1
0
	def func(self):
		"implements the command."

		caller = self.caller

		if not self.args:
			caller.msg("Get what?")
			return
		#print "general/get:", caller, caller.location, self.args, caller.location.contents
		parsed = self.args.split(" ")
		if len(parsed) == 3 and parsed[1] == "from":
			target = caller.search(parsed[2])
			if target != None:
				if utils.inherits_from(target, "game.gamesrc.objects.container.Container") == False:
					if target == caller:
						obj = caller.search(parsed[0], location=target)
						if obj == None:
							return
						else:
							caller.msg("You already have that.")
					elif utils.inherits_from(target, "game.gamesrc.objects.kc.Character"):
						caller.msg("You can't steal from others!")
					elif target == caller.location:
						caller.msg("Isn't that a bit overcomplicated?")
					else:
						caller.msg("It's not possible to take something out of that.")
					return
				elif utils.inherits_from(target, "game.gamesrc.objects.container.Container") == True:
					if target.db.con_closed:
						caller.msg("You have to open the %s first." % target.name)
						return
			obj = caller.search(parsed[0], location=target)
		else:
			obj = caller.search(parsed[0], location=caller.location)
		if not obj:
			return
		if caller == obj:
			caller.msg("You can't get yourself.")
			return
		#print obj, obj.location, caller, caller==obj.location
		if caller == obj.location:
			caller.msg("You already have that.")
			return
		if not obj.access(caller, 'get'):
			if obj.db.get_err_msg:
				caller.msg(obj.db.get_err_msg)
			else:
				caller.msg("You can't get that.")
			return

		obj.move_to(caller, quiet=True)
		if len(parsed) == 3 and parsed[1] == "from" and not target == caller.location:
			caller.msg("You get the %s from the %s." % (obj.name, target.name))
			caller.location.msg_contents("%s gets the %s from the %s." % (caller.name, obj.name, target.name), exclude=caller)
		else:
			caller.msg("You pick up the %s." % obj.name)
			caller.location.msg_contents("%s picks up the %s." % (caller.name, obj.name), exclude=caller)
		# calling hook method
		obj.at_get(caller)
示例#2
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 def display_mail(self, message):
     """
     Display a mail message.
     """
     senders = ', '.join([ sender.name for sender in message.senders if utils.inherits_from(sender.typeclass, settings.BASE_CHARACTER_TYPECLASS) ])
     receivers = ', '.join([ receiver.name for receiver in message.receivers if utils.inherits_from(receiver.typeclass, settings.BASE_CHARACTER_TYPECLASS) ])
     self.caller.msg('--------Mail from %s to %s.' % (senders, receivers))
     self.caller.msg('Sent on: %s' % message.date_sent)
     self.caller.msg('Subject: %s\n' % message.header)
     self.caller.msg(message.message)
     self.caller.msg('\nDone.')
示例#3
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    def parse(self):
        """
        We run the parent parser as usual, then fix the result
        """
        super(MuxPlayerCommand, self).parse()

        if utils.inherits_from(self.caller, "src.objects.objects.Object"):
            # caller is an Object/Character
            self.character = self.caller
            self.caller = self.caller.player
        elif utils.inherits_from(self.caller, "src.players.players.Player"):
            # caller was already a Player
            self.character = self.caller.get_puppet(self.sessid)
        else:
            self.character = None
示例#4
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    def func(self):
        "Implement function"

        caller = self.caller

        if utils.inherits_from(caller, "src.objects.objects.Object"):
            caller = self.caller.player

        if not caller.character:
            string = "You are already OOC."
            caller.msg(string)
            return

        caller.db.last_puppet = caller.character
        # save location as if we were disconnecting from the game entirely.
        if caller.character.location:
            caller.character.location.msg_contents("%s has left the game." % caller.character.key, exclude=[caller.character])
            caller.character.db.prelogout_location = caller.character.location
            caller.character.location = None

        # disconnect
        caller.character.player = None
        caller.character = None

        caller.msg("\n{GYou go OOC.{n\n")
        caller.execute_cmd("look")
示例#5
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 def is_lit(self):
     """
     Checks for a lightsource on all characters in the room.
     """
     return any([any([True for obj in char.contents 
                     if utils.inherits_from(obj, "game.gamesrc.objects.world.items.LightSource") and obj.is_active]) 
             for char in self.contents if char.has_player])
示例#6
0
    def add(self, cmd):
        """
        Add a command, a list of commands or a cmdset to this cmdset.

        Note that if cmd already exists in set,
        it will replace the old one (no priority checking etc
        at this point; this is often used to overload
        default commands).

        If cmd is another cmdset class or -instance, the commands
        of that command set is added to this one, as if they were part
        of the original cmdset definition. No merging or priority checks
        are made, rather later added commands will simply replace
        existing ones to make a unique set.
        """

        if inherits_from(cmd, "src.commands.cmdset.CmdSet"):
            # cmd is a command set so merge all commands in that set
            # to this one. We raise a visible error if we created
            # an infinite loop (adding cmdset to itself somehow)
            try:
                cmd = self._instantiate(cmd)
            except RuntimeError:
                string = "Adding cmdset %(cmd)s to %(class)s lead to an "
                string += "infinite loop. When adding a cmdset to another, "
                string += "make sure they are not themself cyclically added to "
                string += "the new cmdset somewhere in the chain."
                raise RuntimeError(
                    _(string) % {
                        "cmd": cmd,
                        "class": self.__class__
                    })
            cmds = cmd.commands
        elif is_iter(cmd):
            cmds = [self._instantiate(c) for c in cmd]
        else:
            cmds = [self._instantiate(cmd)]
        commands = self.commands
        system_commands = self.system_commands
        for cmd in cmds:
            # add all commands
            if not hasattr(cmd, 'obj'):
                cmd.obj = self.cmdsetobj
            try:
                ic = commands.index(cmd)
                commands[ic] = cmd  # replace
            except ValueError:
                commands.append(cmd)
            # extra run to make sure to avoid doublets
            self.commands = list(set(commands))
            #print "In cmdset.add(cmd):", self.key, cmd
            # add system_command to separate list as well,
            # for quick look-up
            if cmd.key.startswith("__"):
                try:
                    ic = system_commands.index(cmd)
                    system_commands[ic] = cmd  # replace
                except ValueError:
                    system_commands.append(cmd)
示例#7
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    def parse(self):
        "overload parts of parse"

        # run parent
        super(CommCommand, self).parse()
        # fix obj->player
        if utils.inherits_from(self.caller, "src.objects.objects.Object"):
            # an object. Convert it to its player.
            self.caller = self.caller.player
示例#8
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 def __player_set(self, player):
     "Setter. Allows for self.player = value"
     if inherits_from(player, TypeClass):
         player = player.dbobj
     set_field_cache(self, "player", player)
     # we must set this here or superusers won't be able to
     # bypass lockchecks unless they start the game connected
     # to the character in question.
     self.locks.cache_lock_bypass(self)
示例#9
0
 def display_mail(self, message):
     """
     Display a mail message.
     """
     senders = ', '.join([
         sender.name for sender in message.senders if utils.inherits_from(
             sender.typeclass, settings.BASE_CHARACTER_TYPECLASS)
     ])
     receivers = ', '.join([
         receiver.name
         for receiver in message.receivers if utils.inherits_from(
             receiver.typeclass, settings.BASE_CHARACTER_TYPECLASS)
     ])
     self.caller.msg('--------Mail from %s to %s.' % (senders, receivers))
     self.caller.msg('Sent on: %s' % message.date_sent)
     self.caller.msg('Subject: %s\n' % message.header)
     self.caller.msg(message.message)
     self.caller.msg('\nDone.')
示例#10
0
文件: cmdset.py 项目: AHecky3/evennia
    def add(self, cmd):
        """
        Add a command, a list of commands or a cmdset to this cmdset.

        Note that if cmd already exists in set,
        it will replace the old one (no priority checking etc
        at this point; this is often used to overload
        default commands).

        If cmd is another cmdset class or -instance, the commands
        of that command set is added to this one, as if they were part
        of the original cmdset definition. No merging or priority checks
        are made, rather later added commands will simply replace
        existing ones to make a unique set.
        """

        if inherits_from(cmd, "src.commands.cmdset.CmdSet"):
            # cmd is a command set so merge all commands in that set
            # to this one. We raise a visible error if we created
            # an infinite loop (adding cmdset to itself somehow)
            try:
                cmd = self._instantiate(cmd)
            except RuntimeError:
                string = "Adding cmdset %(cmd)s to %(class)s lead to an "
                string += "infinite loop. When adding a cmdset to another, "
                string += "make sure they are not themself cyclically added to "
                string += "the new cmdset somewhere in the chain."
                raise RuntimeError(_(string) % {"cmd": cmd,
                                                "class": self.__class__})
            cmds = cmd.commands
        elif is_iter(cmd):
            cmds = [self._instantiate(c) for c in cmd]
        else:
            cmds = [self._instantiate(cmd)]
        commands = self.commands
        system_commands = self.system_commands
        for cmd in cmds:
            # add all commands
            if not hasattr(cmd, 'obj'):
                cmd.obj = self.cmdsetobj
            try:
                ic = commands.index(cmd)
                commands[ic] = cmd  # replace
            except ValueError:
                commands.append(cmd)
            # extra run to make sure to avoid doublets
            self.commands = list(set(commands))
            #print "In cmdset.add(cmd):", self.key, cmd
            # add system_command to separate list as well,
            # for quick look-up
            if cmd.key.startswith("__"):
                try:
                    ic = system_commands.index(cmd)
                    system_commands[ic] = cmd  # replace
                except ValueError:
                    system_commands.append(cmd)
示例#11
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	def func(self):
		"Implement put"

		caller = self.caller
		if not self.args:
			caller.msg("Put what in where?")
			return
		parsed = self.args.split(" ")
		if len(parsed) == 3 and parsed[1] == "in":
			target = caller.search(parsed[2])
			if target != None:
				if utils.inherits_from(target, "game.gamesrc.objects.container.Container") == False:
					if utils.inherits_from(target, "game.gamesrc.objects.kc.Character"):
						caller.msg("Why don't you try giving it to them?")
					elif target == caller.location:
						caller.msg("Why don't you just drop it?")
					else:
						caller.msg("It's not possible to put something in that.")
					return
				elif utils.inherits_from(target, "game.gamesrc.objects.container.Container") == True:
					if target.db.con_closed:
						caller.msg("You have to open the %s first." % target.name)
						return
			to_put = caller.search(parsed[0])
			if target == to_put:
				caller.msg("You can't do that.")
				return
		else:
			return
		if not (to_put and target):
			return
		if target == caller:
			caller.msg("You keep the %s to yourself." % to_put.key)
			return
		if not to_put.location == caller:
			caller.msg("You are not holding the %s." % to_put.key)
			return
		# give object
		to_put.location = target
		caller.msg("You put the %s in the %s." % (to_put.key, target.key))
		caller.location.msg_contents("%s puts the %s in the %s." % (caller.key, to_put.key, target.key), exclude=caller)
示例#12
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 def func(self):
     "implement the ooc look command"
     if MULTISESSION_MODE < 2:
         # only one character allowed
         string = "You are out-of-character (OOC).\nUse {w@ic{n to get back into the game."
         self.msg(string)
         return
     if utils.inherits_from(self.caller, "src.objects.objects.Object"):
         # An object of some type is calling. Use default look instead.
         super(CmdOOCLook, self).func()
     elif self.args:
         self.look_target()
     else:
         self.no_look_target()
示例#13
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 def func(self):
     "implement the ooc look command"
     if MULTISESSION_MODE < 2:
         # only one character allowed
         string = "You are out-of-character (OOC).\nUse {w@ic{n to get back into the game."
         self.msg(string)
         return
     if utils.inherits_from(self.caller, "src.objects.objects.Object"):
         # An object of some type is calling. Use default look instead.
         super(CmdOOCLook, self).func()
     elif self.args:
         self.look_target()
     else:
         self.no_look_target()
示例#14
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    def parse(self):
        """
        We run the parent parser as usual, then fix the result
        """
        super(MuxCommandOOC, self).parse()

        if utils.inherits_from(self.caller, "src.objects.objects.Object"):
            # caller is an Object/Character
            self.character = self.caller
            self.caller = self.caller.player
        elif hasattr(self.caller, "character"):
            # caller was already a Player
            self.character = self.caller.character
        else:
            self.character = None
示例#15
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    def add(self, cmdset, emit_to_obj=None, permanent=False):
        """
        Add a cmdset to the handler, on top of the old ones.
        Default is to not make this permanent, i.e. the set
        will not survive a server reset.

        cmdset - can be a cmdset object or the python path to
                 such an object.
        emit_to_obj - an object to receive error messages.
        permanent - this cmdset will remain across a server reboot

        Note: An interesting feature of this method is if you were to
        send it an *already instantiated cmdset* (i.e. not a class),
        the current cmdsethandler's obj attribute will then *not* be
        transferred over to this already instantiated set (this is
        because it might be used elsewhere and can cause strange effects).
        This means you could in principle have the handler
        launch command sets tied to a *different* object than the
        handler. Not sure when this would be useful, but it's a 'quirk'
        that has to be documented.
        """
        if not (isinstance(cmdset, basestring)
                or utils.inherits_from(cmdset, CmdSet)):
            raise Exception(
                _("Only CmdSets can be added to the cmdsethandler!"))
        if callable(cmdset):
            cmdset = cmdset(self.obj)
        elif isinstance(cmdset, basestring):
            # this is (maybe) a python path. Try to import from cache.
            cmdset = self._import_cmdset(cmdset)
        if cmdset and cmdset.key != '_CMDSET_ERROR':
            if permanent and cmdset.key != '_CMDSET_ERROR':
                # store the path permanently
                cmdset.permanent = True
                storage = self.obj.cmdset_storage
                if not storage:
                    storage = ["", cmdset.path]
                else:
                    storage.append(cmdset.path)
                self.obj.cmdset_storage = storage
            else:
                cmdset.permanent = False
            self.cmdset_stack.append(cmdset)
            self.update()
示例#16
0
    def add(self, cmdset, emit_to_obj=None, permanent=False):
        """
        Add a cmdset to the handler, on top of the old ones.
        Default is to not make this permanent, i.e. the set
        will not survive a server reset.

        cmdset - can be a cmdset object or the python path to
                 such an object.
        emit_to_obj - an object to receive error messages.
        permanent - this cmdset will remain across a server reboot

        Note: An interesting feature of this method is if you were to
        send it an *already instantiated cmdset* (i.e. not a class),
        the current cmdsethandler's obj attribute will then *not* be
        transferred over to this already instantiated set (this is
        because it might be used elsewhere and can cause strange effects).
        This means you could in principle have the handler
        launch command sets tied to a *different* object than the
        handler. Not sure when this would be useful, but it's a 'quirk'
        that has to be documented.
        """
        if not (isinstance(cmdset, basestring) or utils.inherits_from(cmdset, CmdSet)):
            raise Exception(_("Only CmdSets can be added to the cmdsethandler!"))
        if callable(cmdset):
            cmdset = cmdset(self.obj)
        elif isinstance(cmdset, basestring):
            # this is (maybe) a python path. Try to import from cache.
            cmdset = self._import_cmdset(cmdset)
        if cmdset and cmdset.key != '_CMDSET_ERROR':
            if permanent and cmdset.key != '_CMDSET_ERROR':
                # store the path permanently
                cmdset.permanent = True
                storage = self.obj.cmdset_storage
                if not storage:
                    storage = ["", cmdset.path]
                else:
                    storage.append(cmdset.path)
                self.obj.cmdset_storage = storage
            else:
                cmdset.permanent = False
            self.cmdset_stack.append(cmdset)
            self.update()
示例#17
0
    def add_default(self, cmdset, emit_to_obj=None, permanent=True):
        """
        Add a new default cmdset. If an old default existed,
        it is replaced. If permanent is set, the set will survive a reboot.
        cmdset - can be a cmdset object or the python path to
                 an instance of such an object.
        emit_to_obj - an object to receive error messages.
        permanent - save cmdset across reboots
        See also the notes for self.add(), which applies here too.
        """
        if callable(cmdset):
            if not utils.inherits_from(cmdset, CmdSet):
                raise Exception(
                    _("Only CmdSets can be added to the cmdsethandler!"))
            cmdset = cmdset(self.obj)
        elif isinstance(cmdset, basestring):
            # this is (maybe) a python path. Try to import from cache.
            cmdset = self._import_cmdset(cmdset)
        if cmdset and cmdset.key != '_CMDSET_ERROR':
            if self.cmdset_stack:
                self.cmdset_stack[0] = cmdset
                self.mergetype_stack[0] = cmdset.mergetype
            else:
                self.cmdset_stack = [cmdset]
                self.mergetype_stack = [cmdset.mergetype]

            if permanent and cmdset.key != '_CMDSET_ERROR':
                cmdset.permanent = True
                storage = self.obj.cmdset_storage
                if storage:
                    storage[0] = cmdset.path
                else:
                    storage = [cmdset.path]
                self.obj.cmdset_storage = storage
            else:
                cmdset.permanent = False
            self.update()
示例#18
0
    def add_default(self, cmdset, emit_to_obj=None, permanent=True):
        """
        Add a new default cmdset. If an old default existed,
        it is replaced. If permanent is set, the set will survive a reboot.
        cmdset - can be a cmdset object or the python path to
                 an instance of such an object.
        emit_to_obj - an object to receive error messages.
        permanent - save cmdset across reboots
        See also the notes for self.add(), which applies here too.
        """
        if callable(cmdset):
            if not utils.inherits_from(cmdset, CmdSet):
                raise Exception(_("Only CmdSets can be added to the cmdsethandler!"))
            cmdset = cmdset(self.obj)
        elif isinstance(cmdset, basestring):
            # this is (maybe) a python path. Try to import from cache.
            cmdset = self._import_cmdset(cmdset)
        if cmdset and cmdset.key != '_CMDSET_ERROR':
            if self.cmdset_stack:
                self.cmdset_stack[0] = cmdset
                self.mergetype_stack[0] = cmdset.mergetype
            else:
                self.cmdset_stack = [cmdset]
                self.mergetype_stack = [cmdset.mergetype]

            if permanent and cmdset.key != '_CMDSET_ERROR':
                cmdset.permanent = True
                storage = self.obj.cmdset_storage
                if storage:
                    storage[0] = cmdset.path
                else:
                    storage = [cmdset.path]
                self.obj.cmdset_storage = storage
            else:
                cmdset.permanent = False
            self.update()
示例#19
0
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, _Player
    if not _PlayerDB:
        from src.players.models import PlayerDB as _PlayerDB
    if not _Player:
        from src.players.player import Player as _Player

    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 = handle_dbref(report_to, _PlayerDB)

    try:

        # create the correct Player object
        if is_superuser:
            new_db_player = _PlayerDB.objects.create_superuser(
                key, email, password)
        else:
            new_db_player = _PlayerDB.objects.create_user(key, email, password)

        if not typeclass:
            typeclass = settings.BASE_PLAYER_TYPECLASS
        elif isinstance(typeclass, _PlayerDB):
            # this is an PlayerDB instance, extract its typeclass path
            typeclass = typeclass.typeclass.path
        elif isinstance(typeclass, _Player) or utils.inherits_from(
                typeclass, _Player):
            # this is Player object typeclass, extract its path
            typeclass = typeclass.path

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

        # this will either load the typeclass or the default one
        new_player = new_db_player.typeclass

        if not _GA(new_db_player, "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_player)
            if report_to:
                _GA(report_to,
                    "msg")("Error creating %s (%s):\n%s" %
                           (new_db_player.key, typeclass,
                            _GA(new_db_player, "typeclass_last_errmsg")))
                return None
            else:
                raise Exception(_GA(new_db_player, "typeclass_last_errmsg"))

        new_player.basetype_setup()  # setup the basic locks and cmdset
        # call hook method (may override default permissions)
        new_player.at_player_creation()

        # custom given arguments potentially overrides the hook
        if permissions:
            new_player.permissions.add(permissions)
        elif not new_player.permissions:
            new_player.permissions.add(settings.PERMISSION_PLAYER_DEFAULT)
        if locks:
            new_player.locks.add(locks)
        return new_player

    except Exception:
        # a failure in creating the player; we try to clean
        # up as much as we can
        logger.log_trace()
        try:
            new_player.delete()
        except Exception:
            pass
        try:
            del new_player
        except Exception:
            pass
        raise
示例#20
0
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
示例#21
0
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 src.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 _Script, _ScriptDB
    if not _Script:
        from src.scripts.scripts import Script as _Script
    if not _ScriptDB:
        from src.scripts.models import ScriptDB as _ScriptDB

    if not typeclass:
        typeclass = settings.BASE_SCRIPT_TYPECLASS
    elif isinstance(typeclass, _ScriptDB):
        # this is already an scriptdb instance, extract its typeclass
        typeclass = typeclass.typeclass.path
    elif isinstance(typeclass, _Script) or utils.inherits_from(
            typeclass, _Script):
        # this is already an object typeclass, extract its path
        typeclass = typeclass.path

    # create new database script
    new_db_script = _ScriptDB()

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

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

    # this will either load the typeclass or the default one
    new_script = new_db_script.typeclass

    if not _GA(new_db_script, "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_script)
        if report_to:
            _GA(report_to,
                "msg")("Error creating %s (%s): %s" %
                       (new_db_script.key, typeclass,
                        _GA(new_db_script, "typeclass_last_errmsg")))
            return None
        else:
            raise Exception(_GA(new_db_script, "typeclass_last_errmsg"))

    if obj:
        new_script.obj = obj
    if player:
        new_script.player = player

    # call the hook method. This is where all at_creation
    # customization happens as the typeclass stores custom
    # things on its database object.
    new_script.at_script_creation()

    # custom-given variables override the hook
    if key:
        new_script.key = key
    if locks:
        new_script.locks.add(locks)
    if interval is not None:
        new_script.interval = interval
    if start_delay is not None:
        new_script.start_delay = start_delay
    if repeats is not None:
        new_script.repeats = repeats
    if persistent is not None:
        new_script.persistent = persistent

    # a new created script should usually be started.
    if autostart:
        new_script.start()

    new_db_script.save()
    return new_script
示例#22
0
文件: create.py 项目: dbenoy/latitude
    def func(self):
        "Do checks and create account"

        session = self.caller
        args = self.args.strip()

        # extract 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>"
            string += "\nIf <name> or <password> contains spaces, enclose it in quotes."
            session.msg(string)
            return
        playername, password = parts

        # Drop the player name to lowercase
        playername = playername.lower()
        # sanity checks
        if re.search('[^a-zA-Z0-9._-]', playername) or not (3 <= len(playername) <= 20):
            session.msg('{RPlayer names must be between 3 and 20 characters, and only contain english letters, numbers, dot (.), underscore (_), or dash(-)')
            return
        # Verify this player doesn't already exist
        if PlayerDB.objects.filter(user__username__iexact=playername) or User.objects.filter(username__iexact=playername):
            # player already exists (we also ignore capitalization here)
            session.msg("Sorry, there is already a player with the name '%s'." % playername)
            return
        # Verify that this player name does not match an existing character name
        for existing_object in search_object(playername, attribute_name='key'):
            if utils.inherits_from(existing_object, "src.objects.objects.Character"):
                session.msg("Sorry, there is already a character with the name '%s'." % playername)
                return
        # Security check the password
        if not re.findall('^[\w. @+-]+$', password) or not (3 < len(password)):
            string = "\n\r Password should be longer than 3 characers. Letters, spaces, digits and @\.\+\-\_ only."
            string += "\nFor best security, make it longer than 8 characters. You can also use a phrase of"
            string += "\nmany words if you enclose the password in quotes."
            session.msg(string)
            return

        # everything's ok. Create the new player account.
        try:
            default_home = ObjectDB.objects.get_id(settings.CHARACTER_DEFAULT_HOME)

            typeclass = settings.BASE_CHARACTER_TYPECLASS
            permissions = settings.PERMISSION_PLAYER_DEFAULT

            try:
                new_player = create.create_player(playername, None, password,
                                                     permissions=permissions)


            except Exception, e:
                session.msg("There was an error creating the default Player/Character:\n%s\n If this problem persists, contact an admin." % e)
                return

            # This needs to be called so the engine knows this player is logging in for the first time.
            # (so it knows to call the right hooks during login later)
            utils.init_new_player(new_player)

            # join the new player to the public channel
            pchanneldef = settings.CHANNEL_PUBLIC
            if pchanneldef:
                pchannel = Channel.objects.get_channel(pchanneldef[0])
                if not pchannel.connect_to(new_player):
                    string = "New player '%s' could not connect to public channel!" % new_player.key
                    logger.log_errmsg(string)


            # tell the caller everything went well.
            string = "A new account '%s' was created. Welcome!"
            if " " in playername:
                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 % (playername, playername))
示例#23
0
def create_player(name, email, password,
                  user=None,
                  typeclass=None,
                  is_superuser=False,
                  locks=None, permissions=None,
                  create_character=True, character_typeclass=None,
                  character_location=None, character_home=None,
                  player_dbobj=None, report_to=None):


    """
    This creates a new player, handling the creation of the User
    object and its associated Player object.

    If player_dbobj is given, this player object is used instead of
    creating a new one. This is called by the admin interface since it
    needs to create the player object in order to relate it automatically
    to the user.

    If create_character is
    True, a game player object with the same name as the User/Player will
    also be created. Its typeclass and base properties can also be given.

    Returns the new game character, or the Player obj if no
    character is created.  For more info about the typeclass argument,
    see create_objects() above.

    Note: if user is supplied, it will NOT be modified (args name, email,
    passw and is_superuser will be ignored). Change those properties
    directly on the User instead.

    If no permissions are given (None), the default permission group
    as defined in settings.PERMISSION_PLAYER_DEFAULT will be
    assigned. If permissions are given, no automatic assignment will
    occur.

    Concerning is_superuser:
     A superuser should have access to everything
     in the game and on the server/web interface. The very first user
     created in the database is always a superuser (that's using
     django's own creation, not this one).
     Usually only the server admin should need to be superuser, all
     other access levels can be handled with more fine-grained
     permissions or groups.
     Since superuser overrules all permissions, we don't
     set any in this case.

    """
    # The system should already have checked so the name/email
    # isn't already registered, and that the password is ok before
    # getting here.
    global _PlayerDB, _Player
    if not _PlayerDB:
        from src.players.models import PlayerDB as _PlayerDB
    if not _Player:
        from src.players.player import Player as _Player

    if not email:
        email = "*****@*****.**"
    if user:
        new_user = user
        email = user.email
    else:
        if is_superuser:
            new_user = User.objects.create_superuser(name, email, password)
        else:
            new_user = User.objects.create_user(name, email, password)
    try:
        if not typeclass:
            typeclass = settings.BASE_PLAYER_TYPECLASS
        elif isinstance(typeclass, _PlayerDB):
            # this is already an objectdb instance, extract its typeclass
            typeclass = typeclass.typeclass.path
        elif isinstance(typeclass, _Player) or utils.inherits_from(typeclass, _Player):
            # this is already an object typeclass, extract its path
            typeclass = typeclass.path
        if player_dbobj:
            try:
                _GA(player_dbobj, "dbobj")
                new_db_player = player_dbobj.dbobj
            except AttributeError:
                new_db_player = player_dbobj
            # use the typeclass from this object
            typeclass = new_db_player.typeclass_path
        else:
            new_db_player = _PlayerDB(db_key=name, user=new_user)
            new_db_player.save()
            # assign the typeclass
            typeclass = utils.to_unicode(typeclass)
            new_db_player.typeclass_path = typeclass

        # this will either load the typeclass or the default one
        new_player = new_db_player.typeclass

        if not _GA(new_db_player, "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_player)
            if report_to:
                _GA(report_to, "msg")("Error creating %s (%s):\n%s" % (new_db_player.key, typeclass,
                                                                  _GA(new_db_player, "typeclass_last_errmsg")))
                return None
            else:
                raise Exception(_GA(new_db_player, "typeclass_last_errmsg"))

        new_player.basetype_setup() # setup the basic locks and cmdset
        # call hook method (may override default permissions)
        new_player.at_player_creation()

        # custom given arguments potentially overrides the hook
        if permissions:
            new_player.permissions = permissions
        elif not new_player.permissions:
            new_player.permissions = settings.PERMISSION_PLAYER_DEFAULT

        if locks:
            new_player.locks.add(locks)

        # create *in-game* 'player' object
        if create_character:
            if not character_typeclass:
                character_typeclass = settings.BASE_CHARACTER_TYPECLASS
            # creating the object automatically links the player
            # and object together by player.obj <-> obj.player
            new_character = create_object(character_typeclass, key=name,
                                          location=character_location, home=character_location,
                                          permissions=permissions,
                                          player=new_player, report_to=report_to)
            return new_character
        return new_player
    except Exception, e:
        # a failure in creating the character
        if not user:
            # in there was a failure we clean up everything we can
            logger.log_trace()
            try:
                new_user.delete()
            except Exception:
                pass
            try:
                new_player.delete()
            except Exception:
                pass
            try:
                del new_character
            except Exception:
                pass
        raise e
示例#24
0
文件: create.py 项目: 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
示例#25
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
示例#26
0
 def character_set(self, character):
     "Setter. Allows for self.character = value"
     if inherits_from(character, TypeClass):
         character = character.dbobj
     set_field_cache(self, "obj", character)
示例#27
0
    def func(self):
        """
        Implements the ooc look command

        We use an attribute _character_dbrefs on the player in order
        to figure out which characters are "theirs". A drawback of this
        is that only the CmdCharacterCreate command adds this attribute,
        and thus e.g. player #1 will not be listed (although it will work).
        Existence in this list does not depend on puppeting rights though,
        that is checked by the @ic command directly.
        """

        # making sure caller is really a player
        self.character = None
        if utils.inherits_from(self.caller, "src.objects.objects.Object"):
            # An object of some type is calling. Convert to player.
            #print self.caller, self.caller.__class__
            self.character = self.caller
            if hasattr(self.caller, "player"):
                self.caller = self.caller.player

        if not self.character:            
            # ooc mode, we are players

            avail_chars = self.caller.db._character_dbrefs
            if self.args:
                # Maybe the caller wants to look at a character
                if not avail_chars:
                    self.caller.msg("You have no characters to look at. Why not create one?")
                    return                                            
                objs = ObjectDB.objects.get_objs_with_key_and_typeclass(self.args.strip(), CHARACTER_TYPECLASS)
                objs = [obj for obj in objs if obj.id in avail_chars]
                if not objs:
                    self.caller.msg("You cannot see this Character.")
                    return
                self.caller.msg(objs[0].return_appearance(self.caller))
                return

            # not inspecting a character. Show the OOC info.
            charobjs = []
            charnames = []
            if self.caller.db._character_dbrefs:
                dbrefs = self.caller.db._character_dbrefs                
                charobjs = [ObjectDB.objects.get_id(dbref) for dbref in dbrefs]
                charnames = [charobj.key for charobj in charobjs if charobj]
            if charnames:
                charlist = "The following Character(s) are available:\n\n"
                charlist += "\n\r".join(["{w    %s{n" % charname for charname in charnames])                    
                charlist += "\n\n   Use {w@ic <character name>{n to switch to that Character."
            else:
                charlist = "You have no Characters."
            string = \
"""   You, %s, are an {wOOC ghost{n without form. The world is hidden
   from you and besides chatting on channels your options are limited.
   You need to have a Character in order to interact with the world.

   %s

   Use {wcreate <name>{n to create a new character and {whelp{n for a
   list of available commands.""" % (self.caller.key, charlist)
            self.caller.msg(string)

        else:
            # not ooc mode - leave back to normal look
            self.caller = self.character # we have to put this back for normal look to work.
            super(CmdOOCLook, self).func()
示例#28
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 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
示例#29
0
    def func(self):
        """
        Tries to create the Character object. We also put an
        attribute on ourselves to remember it.
        """

        # making sure caller is really a player
        self.character = None
        if utils.inherits_from(self.caller, "src.objects.objects.Object"):
            # An object of some type is calling. Convert to player.
            #print self.caller, self.caller.__class__
            self.character = self.caller
            if hasattr(self.caller, "player"):
                self.caller = self.caller.player

        if not self.args:
            self.caller.msg("Usage: create <character name>")
            return
        charname = self.args.strip()
        split_charname = charname.split(' ')
        if len(split_charname) > 2:
            self.caller.msg("Character name must be in the following format: Firstname Surname.  Or: Firstname.")
            return
        old_char = ObjectDB.objects.get_objs_with_key_and_typeclass(charname, CHARACTER_TYPECLASS)
        if old_char:
            self.caller.msg("Character {c%s{n already exists." % charname)
            return
        # create the character
       
        new_character = create.create_object(CHARACTER_TYPECLASS, key=charname)
        if not new_character:
            self.caller.msg("{rThe Character couldn't be created. This is a bug. Please contact an admin.")
            return
        # make sure to lock the character to only be puppeted by this player
        new_character.locks.add("puppet:id(%i) or pid(%i) or perm(Immortals) or pperm(Immortals)" %
                                (new_character.id, self.caller.id))

        # save dbref
        avail_chars = self.caller.db._character_dbrefs
        if avail_chars:
            avail_chars.append(new_character.id)
        else:
            avail_chars = [new_character.id]
        self.caller.db._character_dbrefs = avail_chars

        self.caller.msg("{gThe Character {c%s{g was successfully created!" % charname)
       
        if self.caller.swap_character(new_character):
            attributes = new_character.db.attributes
            nodes = []
            copy_dir = '/var/mud/evennia/game/gamesrc/copy/'
            for option in ['race', 'deity', 'alignment', 'gender', 'weapon skills', 'armor skills']:
                if 'race' in option:
                    for race in ['bardok', 'erelania', 'the unknowns', 'earthen', 'gerdling']:
                        confirm_node = MenuNode("confirm-%s" % race, links=['deity'], linktexts=['Choose your deity.'], code="self.caller.set_race('%s')" % race)
                        nodes.append(confirm_node)
                        if 'bardok' in race:
                            text = copyreader.read_file("%s/races/bardok_desc.txt" % copy_dir)
                            race_node = MenuNode("%s" % race, text=text, links=['confirm-bardok', 'race'], linktexts=['Confirm Race Selection', 'Back to Races'])
                        elif 'erelania' in race:
                            text = copyreader.read_file("%s/races/erelania_desc.txt" % copy_dir)
                            race_node = MenuNode("%s" % race, text=text, links=['confirm-erelania', 'race'], linktexts=['Confirm Race Selection', 'Back to Races'])
                        elif 'gerdling' in race:
                            text = copyreader.read_file("%s/races/gerdling_desc.txt" % copy_dir)
                            race_node = MenuNode("%s" % race, text=text, links=['confirm-gerdling', 'race'], linktexts=['Confirm Race Selection', 'Back to Races'])
                        elif 'earthen' in race:
                            text = copyreader.read_file("%s/races/earthen_desc.txt" % copy_dir)
                            race_node = MenuNode("%s" % race, text=text, links=['confirm-earthen', 'race'], linktexts=['Confirm Race Selection', 'Back to Races'])
                        nodes.append(race_node)
                    text = copyreader.read_file("%s/races/races_desc.txt" % copy_dir)
                    root_race_node = MenuNode("%s" % option, text=text, links=['bardok', 'erelania', 'gerdling', 'earthen'], linktexts=['The Bardok', 'The Erelania', 'The Gerdling', 'The Earthen'])
                    nodes.append(root_race_node)
                elif 'deity' in option:
                    deities = ['ankarith', 'slyth', 'green warden', 'kaylynne']
                    for deity in deities:
                        confirm_node = MenuNode('confirm-%s' % deity, links=['gender'], linktexts=['Choose your gender.'], code="self.caller.set_deity('%s')" % deity)
                        nodes.append(confirm_node)
                        if 'karith' in deity:
                            text = copyreader.read_file("%s/deities/ankarith_desc.txt" % copy_dir)
                            deity_node = MenuNode("%s" % deity, text=text, links=['confirm-ankarith', 'deity'], linktexts=['Confirm Deity Selection', 'Back to Deities'])
                            #self.obj.msg("links: %s,   linktexts: %s" % (deity_node.links, deity_node.linktexts))
                        elif 'slyth' in deity:
                            text = copyreader.read_file("%s/deities/slyth_desc.txt" % copy_dir)
                            deity_node = MenuNode("%s" % deity, text=text, links=['confirm-slyth', 'deity'], linktexts=['Confirm Deity Selection', 'Back to Deities'])
                        elif 'green warden' in deity:
                            text = copyreader.read_file("%s/deities/greenwarden_desc.txt" % copy_dir)
                            deity_node = MenuNode("%s" % deity, text=text, links=['confirm-green warden', 'deity'], linktexts=['Confirm Deity Selection', 'Back to Deities'])
                        elif 'kaylynne' in deity:
                            text = copyreader.read_file("%s/deities/kaylynne_desc.txt" % copy_dir)
                            deity_node = MenuNode("%s" % deity, text=text, links=['confirm-kaylynne', 'deity'], linktexts=['Confirm Deity Selection', 'Back to Deities'])
                        nodes.append(deity_node)
                    deity_node_text = copyreader.read_file("%s/deities/deities_desc.txt" % copy_dir)
                    root_deity_node = MenuNode("deity", text=deity_node_text, links=['ankarith', 'slyth', 'green warden', 'kaylynne'],
                        linktexts=['An\'Karith', 'Slyth of the Glade', 'The Green Warden', 'Kaylynne'])
                    nodes.append(root_deity_node)
                elif 'gender' in option:
                    confirm_male = MenuNode("confirm-gender-male", links=['weapons'], linktexts=['Choose which weapon to specialize in.'], code="self.caller.set_gender('male')")
                    confirm_female = MenuNode("confirm-gender-female", links=['weapons'], linktexts=['Choose which weapon to specialize in.'], code="self.caller.set_gender('female')")
                    nodes.append(confirm_male)
                    nodes.append(confirm_female)
                    text = """
--{rGender Selection{n--
Please select which gender you would like to be:

                    """
                    gender_node = MenuNode("gender", text=text, links=['confirm-gender-male', 'confirm-gender-female'],
                                        linktexts=['Male', 'Female'])
                    nodes.append(gender_node)
                elif 'weapon skills' in option:
                    confirm_blades = MenuNode("confirm-blades", links=['armor'], linktexts=['Choose Armor Specialization .'], code="self.caller.set_weapon_skill('blades')")
                    confirm_heavy = MenuNode("confirm-heavy", links=['armor'], linktexts=['Choose Armor Specialization'], code="self.caller.set_weapon_skill('heavy')")
                    confirm_bludgeon = MenuNode("confirm-bludgeon", links=['armor'], linktexts=['Choose Armor Specialization.'], code="self.caller.set_weapon_skill('bludgeon')")
                    nodes.append(confirm_blades)
                    nodes.append(confirm_heavy)
                    nodes.append(confirm_bludgeon)
                    text = """
--{rWeapon Type Selection{n--
Please select which weapon type you would like to specialize in:

{GTypes:{n

{cBludgeoning{n - Weapons that bash and smash. (Maces, hammers, staves).
{cBladed{n - Weapons that slash and cut. (Swords, daggers, axes).
{cHeavy{n - Large, often two handed weaponry. (Bastard sword, Great Axe, Polearm).

Using weaponry you are not skilled in will result is an increased chance of scoring
only glancing blows on a target (damage / 2).  You may also take large and more
consistent balance reduction.
                    """
                    weapons_node = MenuNode("weapons", links=['confirm-bludgeon', 'confirm-blades', 'confirm-heavy'], linktexts=['Bludgeoning Weapons', 'Bladed Weapons', 'Heavy Weapons'], text=text)
                    nodes.append(weapons_node)
                elif 'armor skills' in option:
                    confirm_light = MenuNode("confirm-lightarmor", links=['END'], linktexts=['Begin Your Journey!'], code="self.caller.set_armor_skill('light')")
                    confirm_medium = MenuNode("confirm-mediumarmor", links=['END'], linktexts=['Begin Your Journey!'], code="self.caller.set_armor_skill('medium')")
                    confirm_heavy = MenuNode("confirm-heavyarmor", links=['END'], linktexts=['Begin Your Journey!'], code="self.caller.set_armor_skill('heavy')")  
                    nodes.append(confirm_light)
                    nodes.append(confirm_medium)
                    nodes.append(confirm_heavy)
                    text = """
--{rArmor Specilization{n--
Please select which armory type you would like to specialize in:

{GTypes:{n

{cLight{n - Lightweight, mobile armors. (leather, cloth).
{cMedium{n - Moderate weight, semi-mobile armor. (scalemail, ring mail, chainmail).
{cHeavy{n - Heavy weight, hard to move in armor. (plate and half plate)

Using armor you are not specialized in, will result in large balance loss which
in turn will result in stat loss and most likely death.
                    """
                    armor_node = MenuNode("armor", links=['confirm-lightarmor', 'confirm-mediumarmor', 'confirm-heavyarmor'], linktexts=['Light Armor', 'Medium Armor', 'Heavy Armor'], text=text)
                    nodes.append(armor_node)
                """
                elif 'alignment' in option:
                    confirm_good = MenuNode("confirm-good", links=['END'], linktexts=['Begin your journey.'], text="{rYou begin your journey down the path of light.{n", code="self.caller.set_alignment('good')")
                    confirm_evil = MenuNode("confirm-evil", links=['END'], linktexts=['Begin your journey.'], text="{rYou begin your journey down the path of darkness.{n", code="self.caller.set_alignment('evil')")
                    nodes.append(confirm_good)
                    nodes.append(confirm_evil)
                    text =
--{rAlignment Selection{n--
Which path to do you desire to walk?

                   
                    alignment_node = MenuNode("alignment", text=text, links=['confirm-evil', 'confirm-good', 'START'],
                                            linktexts=['Path of Darkness', 'Path of Light', 'Back to Customization'])
                    nodes.append(alignment_node)
                """
            start_node = MenuNode("START", text="{bWelcome to Avaloria.  Please proceed through the menu to customize your character.{n",
                        links=['race' ], linktexts=['Choose your race.'])
            nodes.append(start_node)
            endnode = MenuNode("END", links=[], linktexts=[], code="self.caller.post_creation()")
            nodes.append(endnode)
#        node_string = ' '.join([node.key for node in nodes])
 #       self.obj.msg("{mDEBUG: nodes: %s{n" % node_string)
            menutree = MenuTree(caller=self.caller.character, nodes=nodes, exec_end=None)
            flags = new_character.db.flags
            flags['in_menu'] = True
            self.caller.db.flags = flags
            menutree.start()
示例#30
0
def perm(accessing_obj, accessed_obj, *args, **kwargs):
    """
    The basic permission-checker. Ignores case.

    Usage:
       perm(<permission>)

    where <permission> is the permission accessing_obj must
    have in order to pass the lock.

    If the given permission is part of settings.PERMISSION_HIERARCHY,
    permission is also granted to all ranks higher up in the hierarchy.

    If accessing_object is an Object controlled by a Player, the
    permissions of the Player is used unless the Attribute _quell
    is set to True on the Object. In this case however, the
    LOWEST hieararcy-permission of the Player/Object-pair will be used
    (this is order to avoid Players potentially escalating their own permissions
    by use of a higher-level Object)

    """
    # this allows the perm_above lockfunc to make use of this function too
    gtmode = kwargs.pop("_greater_than", False)

    try:
        perm = args[0].lower()
        perms_object = [p.lower() for p in accessing_obj.permissions.all()]
    except (AttributeError, IndexError):
        return False

    if utils.inherits_from(accessing_obj, "src.objects.objects.Object") and accessing_obj.player:
        player = accessing_obj.player
        perms_player = [p.lower() for p in player.permissions.all()]
        is_quell = player.attributes.get("_quell")

        if perm in _PERMISSION_HIERARCHY:
            # check hierarchy without allowing escalation obj->player
            hpos_target = _PERMISSION_HIERARCHY.index(perm)
            hpos_player = [hpos for hpos, hperm in enumerate(_PERMISSION_HIERARCHY) if hperm in perms_player]
            hpos_player = hpos_player and hpos_player[-1] or -1
            if is_quell:
                hpos_object = [hpos for hpos, hperm in enumerate(_PERMISSION_HIERARCHY) if hperm in perms_object]
                hpos_object = hpos_object and hpos_object[-1] or -1
                if gtmode:
                    return hpos_target < min(hpos_player, hpos_object)
                else:
                    return hpos_target <= min(hpos_player, hpos_object)
            elif gtmode:
                return gtmode and hpos_target < hpos_player
            else:
                return hpos_target <= hpos_player
        elif not is_quell and perm in perms_player:
            # if we get here, check player perms first, otherwise
            # continue as normal
            return True

    if perm in perms_object:
        # simplest case - we have direct match
        return True
    if perm in _PERMISSION_HIERARCHY:
        # check if we have a higher hierarchy position
        hpos_target = _PERMISSION_HIERARCHY.index(perm)
        return any(1 for hpos, hperm in enumerate(_PERMISSION_HIERARCHY)
                   if hperm in perms_object and hpos_target < hpos)
    return False
示例#31
0
def _to_player(accessing_obj):
    "Helper function. Makes sure an accessing object is a player object"
    if utils.inherits_from(accessing_obj, "src.objects.objects.Object"):
        # an object. Convert to player.
        accessing_obj = accessing_obj.player
    return accessing_obj
示例#32
0
 def __player_set(self, player):
     "Setter. Allows for self.player = value"
     if inherits_from(player, TypeClass):
         player = player.dbobj
     set_field_cache(self, "player", player)
示例#33
0
def _to_player(accessing_obj):
    "Helper function. Makes sure an accessing object is a player object"
    if utils.inherits_from(accessing_obj, "src.objects.objects.Object"):
        # an object. Convert to player.
        accessing_obj = accessing_obj.player
    return accessing_obj
示例#34
0
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, _Player
    if not _PlayerDB:
        from src.players.models import PlayerDB as _PlayerDB
    if not _Player:
        from src.players.player import Player as _Player

    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 = handle_dbref(report_to, _PlayerDB)

    try:

        # create the correct Player object
        if is_superuser:
            new_db_player = _PlayerDB.objects.create_superuser(key, email, password)
        else:
            new_db_player = _PlayerDB.objects.create_user(key, email, password)

        if not typeclass:
            typeclass = settings.BASE_PLAYER_TYPECLASS
        elif isinstance(typeclass, _PlayerDB):
            # this is an PlayerDB instance, extract its typeclass path
            typeclass = typeclass.typeclass.path
        elif isinstance(typeclass, _Player) or utils.inherits_from(typeclass, _Player):
            # this is Player object typeclass, extract its path
            typeclass = typeclass.path

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

        # this will either load the typeclass or the default one
        new_player = new_db_player.typeclass

        if not _GA(new_db_player, "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_player)
            if report_to:
                _GA(report_to, "msg")("Error creating %s (%s):\n%s" % (new_db_player.key, typeclass,
                                                                  _GA(new_db_player, "typeclass_last_errmsg")))
                return None
            else:
                raise Exception(_GA(new_db_player, "typeclass_last_errmsg"))

        new_player.basetype_setup()  # setup the basic locks and cmdset
        # call hook method (may override default permissions)
        new_player.at_player_creation()

        # custom given arguments potentially overrides the hook
        if permissions:
            new_player.permissions.add(permissions)
        elif not new_player.permissions:
            new_player.permissions.add(settings.PERMISSION_PLAYER_DEFAULT)
        if locks:
            new_player.locks.add(locks)
        return new_player

    except Exception:
        # a failure in creating the player; we try to clean
        # up as much as we can
        logger.log_trace()
        try:
            new_player.delete()
        except Exception:
            pass
        try:
            del new_player
        except Exception:
            pass
        raise
示例#35
0
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 src.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 _Script, _ScriptDB
    if not _Script:
        from src.scripts.scripts import Script as _Script
    if not _ScriptDB:
        from src.scripts.models import ScriptDB as _ScriptDB

    if not typeclass:
        typeclass = settings.BASE_SCRIPT_TYPECLASS
    elif isinstance(typeclass, _ScriptDB):
        # this is already an scriptdb instance, extract its typeclass
        typeclass = typeclass.typeclass.path
    elif isinstance(typeclass, _Script) or utils.inherits_from(typeclass, _Script):
        # this is already an object typeclass, extract its path
        typeclass = typeclass.path

    # create new database script
    new_db_script = _ScriptDB()

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

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

    # this will either load the typeclass or the default one
    new_script = new_db_script.typeclass

    if not _GA(new_db_script, "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_script)
        if report_to:
            _GA(report_to, "msg")("Error creating %s (%s): %s" % (new_db_script.key, typeclass,
                                                                 _GA(new_db_script, "typeclass_last_errmsg")))
            return None
        else:
            raise Exception(_GA(new_db_script, "typeclass_last_errmsg"))

    if obj:
        new_script.obj = obj
    if player:
        new_script.player = player

    # call the hook method. This is where all at_creation
    # customization happens as the typeclass stores custom
    # things on its database object.
    new_script.at_script_creation()

    # custom-given variables override the hook
    if key:
        new_script.key = key
    if locks:
        new_script.locks.add(locks)
    if interval is not None:
        new_script.interval = interval
    if start_delay is not None:
        new_script.start_delay = start_delay
    if repeats is not None:
        new_script.repeats = repeats
    if persistent is not None:
        new_script.persistent = persistent

    # a new created script should usually be started.
    if autostart:
        new_script.start()

    new_db_script.save()
    return new_script
示例#36
0
    def func(self):
        """
        Tries to create the Character object. We also put an
        attribute on ourselves to remember it. 
        """

        # making sure caller is really a player 
        self.character = None
        if utils.inherits_from(self.caller, "src.objects.objects.Object"):
            # An object of some type is calling. Convert to player.
            #print self.caller, self.caller.__class__
            self.character = self.caller 
            if hasattr(self.caller, "player"):
                self.caller = self.caller.player

        if not self.args:
            self.caller.msg("Usage: create <character name>")
            return 
        charname = self.args.strip()
        old_char = ObjectDB.objects.get_objs_with_key_and_typeclass(charname, CHARACTER_TYPECLASS)
        if old_char:
            self.caller.msg("Character {c%s{n already exists." % charname)
            return 
        # create the character
        
        new_character = create.create_object(CHARACTER_TYPECLASS, key=charname)
        if not new_character:
            self.caller.msg("{rThe Character couldn't be created. This is a bug. Please contact an admin.")
            return 
        # make sure to lock the character to only be puppeted by this player
        new_character.locks.add("puppet:id(%i) or pid(%i) or perm(Immortals) or pperm(Immortals)" % 
                                (new_character.id, self.caller.id))

        # save dbref
        avail_chars = self.caller.db._character_dbrefs
        if avail_chars:
            avail_chars.append(new_character.id)
        else:
            avail_chars = [new_character.id]
        self.caller.db._character_dbrefs = avail_chars

        self.caller.msg("{gThe Character {c%s{g was successfully created!" % charname) 
        
        self.caller = new_character
        attributes = new_character.db.attributes
        nodes = []
        copy_dir = '/var/mud/evennia/game/gamesrc/copy/'
        for option in ['race', 'deity', 'alignment', 'gender']:
            if 'race' in option:
                for race in ['bardok', 'erelania', 'the unknowns', 'earthen', 'gerdling']:
                    confirm_node = MenuNode("confirm-%s" % race, links=['deity'], linktexts=['Choose your deity.'], code="self.caller.set_race('%s')" % race)
                    nodes.append(confirm_node)
                    if 'bardok' in race:
                        text = copyreader.read_file("%s/races/bardok_desc.txt" % copy_dir)
                        race_node = MenuNode("%s" % race, text=text, links=['confirm-bardok', 'race'], linktexts=['Confirm Race Selection', 'Back to Races'])
                    elif 'erelania' in race:
                        text = copyreader.read_file("%s/races/erelania_desc.txt" % copy_dir)
                        race_node = MenuNode("%s" % race, text=text, links=['confirm-erelania', 'race'], linktexts=['Confirm Race Selection', 'Back to Races'])
                    elif 'gerdling' in race:
                        text = copyreader.read_file("%s/races/gerdling_desc.txt" % copy_dir)
                        race_node = MenuNode("%s" % race, text=text, links=['confirm-gerdling', 'race'], linktexts=['Confirm Race Selection', 'Back to Races'])
                    elif 'earthen' in race:
                        text = copyreader.read_file("%s/races/earthen_desc.txt" % copy_dir)
                        race_node = MenuNode("%s" % race, text=text, links=['confirm-earthen', 'race'], linktexts=['Confirm Race Selection', 'Back to Races'])
                    nodes.append(race_node)
                text = copyreader.read_file("%s/races/races_desc.txt" % copy_dir)
                root_race_node = MenuNode("%s" % option, text=text, links=['bardok', 'erelania', 'gerdling', 'earthen'], linktexts=['The Bardok', 'The Erelania', 'The Gerdling', 'The Earthen']) 
                nodes.append(root_race_node)
            elif 'deity' in option:
                deities = ['ankarith', 'slyth', 'green warden', 'kaylynne']
                for deity in deities:
                    confirm_node = MenuNode('confirm-%s' % deity, links=['gender'], linktexts=['Choose your gender.'], code="self.caller.set_deity('%s')" % deity)
                    nodes.append(confirm_node)
                    if 'karith' in deity:
                        text = copyreader.read_file("%s/deities/ankarith_desc.txt" % copy_dir)
                        deity_node = MenuNode("%s" % deity, text=text, links=['confirm-ankarith', 'deity'], linktexts=['Confirm Deity Selection', 'Back to Deities'])
                        #self.obj.msg("links: %s,   linktexts: %s" % (deity_node.links, deity_node.linktexts))
                    elif 'slyth' in deity:
                        text = copyreader.read_file("%s/deities/slyth_desc.txt" % copy_dir)
                        deity_node = MenuNode("%s" % deity, text=text, links=['confirm-slyth', 'deity'], linktexts=['Confirm Deity Selection', 'Back to Deities'])
                    elif 'green warden' in deity:
                        text = copyreader.read_file("%s/deities/greenwarden_desc.txt" % copy_dir)
                        deity_node = MenuNode("%s" % deity, text=text, links=['confirm-green warden', 'deity'], linktexts=['Confirm Deity Selection', 'Back to Deities'])
                    elif 'kaylynne' in deity:
                        text = copyreader.read_file("%s/deities/kaylynne_desc.txt" % copy_dir)
                        deity_node = MenuNode("%s" % deity, text=text, links=['confirm-kaylynne', 'deity'], linktexts=['Confirm Deity Selection', 'Back to Deities'])
                    nodes.append(deity_node) 
                deity_node_text = copyreader.read_file("%s/deities/deities_desc.txt" % copy_dir)
                root_deity_node = MenuNode("deity", text=deity_node_text, links=['ankarith', 'slyth', 'green warden', 'kaylynne'], 
                        linktexts=['An\'Karith', 'Slyth of the Glade', 'The Green Warden', 'Kaylynne'])
                nodes.append(root_deity_node)
            elif 'gender' in option:
                confirm_male = MenuNode("confirm-gender-male", links=['alignment'], linktexts=['Choose the path you walk.'], code="self.caller.set_gender('male')")
                confirm_female = MenuNode("confirm-gender-female", links=['alignment'], linktexts=['Choose the path you walk.'], code="self.caller.set_gender('female')")
                nodes.append(confirm_male)
                nodes.append(confirm_female)
                text = """
--{rGender Selection{n--
Please select which gender you would like to be:

                """
                gender_node = MenuNode("gender", text=text, links=['confirm-gender-male', 'confirm-gender-female'],
                                        linktexts=['Male', 'Female'])
                nodes.append(gender_node)
            elif 'alignment' in option:
                confirm_good = MenuNode("confirm-good",  text="{rYou begin your journey down the path of light.{n", code="self.caller.set_alignment('good')")
                confirm_evil = MenuNode("confirm-evil", text="{rYou begin your journey down the path of darkness.{n", code="self.caller.set_alignment('evil')")
                nodes.append(confirm_good)
                nodes.append(confirm_evil)
                text = """
--{rAlignment Selection{n--
Which path to do you desire to walk?

                """
                alignment_node = MenuNode("alignment", text=text, links=['confirm-evil', 'confirm-good', 'START'],
                                            linktexts=['Path of Darkness', 'Path of Light', 'Back to Customization'])
                nodes.append(alignment_node)
        start_node = MenuNode("START", text="{bWelcome to Avaloria.  Please proceed through the menu to customize your character.{n",
                        links=['race' ], linktexts=['Choose your race.'])
        nodes.append(start_node)
        node_string = ' '.join([node.key for node in nodes])
        self.obj.msg("{mDEBUG: nodes: %s{n" % node_string)
        menutree = MenuTree(caller=self.obj, nodes=nodes)
        menutree.start()
示例#37
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
示例#38
0
class Mail(default_cmds.MuxCommand):
    """
Send and receive messages.

To check your messages:
    mail

To check message number 3, type:
    mail 3

To send a message to someone named Thaddius:
    mail Thaddius=Hello there, Thaddius!

To delete message number 4, type:
    mail/delete 4

To delete all of your messages, type:
    mail/delete/all
    """
    key = "mail"
    aliases = []
    locks = "cmd:all()"
    help_category = "General"

    def list_mail(self):
        """
        List mail to the calling user.
        """
        mail = self.caller.db.mail
        MESSAGE = 0
        TIMESTAMP = 1
        READ = 2
        try:
            messages = [
                item for item in mail
                if item[TIMESTAMP] <= item[MESSAGE].date_sent
            ]
            # Let's clean up mail storage for this user while we're at it.
            self.caller.db.mail = messages
        except TypeError:
            messages = []
        header = '--------Mailbox for %s' % self.caller.name
        self.caller.msg(header)
        count = 1
        for message in messages:
            if message[READ]:
                read = ''
            else:
                read = '{w*'
            self.caller.msg('%s%s. From %s: %s{n' %
                            (read, count, message[MESSAGE].senders[0],
                             message[MESSAGE].header))
            count += 1
        self.caller.msg('-' * len(header))

    def mail_check(self):
        messages = self.caller.db.mail
        if not messages:
            if not self.args.lower() == 'quiet':
                self.caller.msg(ALERT % "You have no new messages.")
            return
        count = 0
        READ = 2
        for message in messages:
            if not message[READ]:
                count += 1
        if not count and not self.args.lower() == 'quiet':
            self.caller.msg(ALERT % "You have no new messages.")
        else:
            self.caller.msg(
                ALERT % "You have %s new message(s). Check them with: mail" %
                count)

    def display_mail(self, message):
        """
        Display a mail message.
        """
        senders = ', '.join([
            sender.name for sender in message.senders if utils.inherits_from(
                sender.typeclass, settings.BASE_CHARACTER_TYPECLASS)
        ])
        receivers = ', '.join([
            receiver.name
            for receiver in message.receivers if utils.inherits_from(
                receiver.typeclass, settings.BASE_CHARACTER_TYPECLASS)
        ])
        self.caller.msg('--------Mail from %s to %s.' % (senders, receivers))
        self.caller.msg('Sent on: %s' % message.date_sent)
        self.caller.msg('Subject: %s\n' % message.header)
        self.caller.msg(message.message)
        self.caller.msg('\nDone.')

    def delete_handler(self):
        """
        Delete a specified message.
        """
        MESSAGE = 0
        TIMESTAMP = 1
        if 'all' in self.switches:
            try:
                messages = [
                    item for item in self.caller.db.mail
                    if item[TIMESTAMP] <= item[MESSAGE].date_sent
                ]
                for message in messages:
                    message[MESSAGE].delete()
            except TypeError, AttributeError:
                pass
            self.caller.db.mail = []
            self.caller.msg(ALERT % "All mail deleted.")
            return
        try:
            choice = int(self.args) - 1
        except ValueError:
            self.caller.msg("'%s' is not a valid message number." % self.args)
            return
        try:
            message = self.caller.mail[choice][MESSAGE]
        except (TypeError, IndexError):
            self.caller.msg("The message number %s does not exist." %
                            self.args)
            return
        self.caller.msg(
            'Deleted message from %s to %s entitled "%s".' % (', '.join([
                target.name
                for target in message.senders if utils.inherits_from(
                    target.typeclass, settings.BASE_CHARACTER_TYPECLASS)
            ]), ', '.join([
                target.name
                for target in message.receivers if utils.inherits_from(
                    target.typeclass, settings.BASE_CHARACTER_TYPECLASS)
            ]), message.header))

        Mail(self.caller.mail[choice]).delete()