Initial commit (basic RP encounter system)
This commit is contained in:
commit
831b10deca
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||||||
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*.py[cod]
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||||||
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||||||
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# C extensions
|
||||||
|
*.so
|
||||||
|
|
||||||
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# Packages
|
||||||
|
*.egg
|
||||||
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*.egg-info
|
||||||
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dist
|
||||||
|
build
|
||||||
|
eggs
|
||||||
|
parts
|
||||||
|
var
|
||||||
|
sdist
|
||||||
|
develop-eggs
|
||||||
|
.installed.cfg
|
||||||
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lib
|
||||||
|
lib64
|
||||||
|
__pycache__
|
||||||
|
|
||||||
|
# Other
|
||||||
|
*.swp
|
||||||
|
*.log
|
||||||
|
*.log.*
|
||||||
|
*.pid
|
||||||
|
*.restart
|
||||||
|
*.db3
|
||||||
|
*.key
|
||||||
|
*.cert
|
||||||
|
|
||||||
|
# Installation-specific.
|
||||||
|
# For group efforts, comment out some or all of these.
|
||||||
|
server/conf/secret_settings.py
|
||||||
|
server/logs/*.log.*
|
||||||
|
server/.static/*
|
||||||
|
server/.media/*
|
||||||
|
|
||||||
|
# Installer logs
|
||||||
|
pip-log.txt
|
||||||
|
|
||||||
|
# Unit test / coverage reports
|
||||||
|
.coverage
|
||||||
|
.tox
|
||||||
|
nosetests.xml
|
||||||
|
|
||||||
|
# Translations
|
||||||
|
*.mo
|
||||||
|
|
||||||
|
# Mr Developer
|
||||||
|
.mr.developer.cfg
|
||||||
|
.project
|
||||||
|
.pydevproject
|
||||||
|
|
||||||
|
# PyCharm config
|
||||||
|
.idea
|
|
@ -0,0 +1,21 @@
|
||||||
|
## Hazelmud
|
||||||
|
|
||||||
|
(Name to be determined if needed at all)
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
A weird little horny dungeon crawler game thing, some cross between a MUD and an ERP server.
|
||||||
|
|
||||||
|
The adventurers guild seeks to delve deep into the strange and mysterious Dungeon,
|
||||||
|
a twisting labyrinth full of monsters and treasure. (world not included in source)
|
||||||
|
|
||||||
|
### Running locally
|
||||||
|
|
||||||
|
Please see the [Evennia docs](https://www.evennia.com/docs/latest/Setup/Setup-Overview.html#installation-and-running)
|
||||||
|
on installing to install the evennia management tool.
|
||||||
|
|
||||||
|
After this is installed, all you need to do to be able to test the game locally is to run
|
||||||
|
`evennia start` in the game directory and follow the directions of the portal (accessing port 4001)
|
||||||
|
|
||||||
|
The game world will not be included at this time, but batch process files are planned to
|
||||||
|
be included once the world is further developed.
|
|
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|
||||||
|
# commands/
|
||||||
|
|
||||||
|
This folder holds modules for implementing one's own commands and
|
||||||
|
command sets. All the modules' classes are essentially empty and just
|
||||||
|
imports the default implementations from Evennia; so adding anything
|
||||||
|
to them will start overloading the defaults.
|
||||||
|
|
||||||
|
You can change the organisation of this directory as you see fit, just
|
||||||
|
remember that if you change any of the default command set classes'
|
||||||
|
locations, you need to add the appropriate paths to
|
||||||
|
`server/conf/settings.py` so that Evennia knows where to find them.
|
||||||
|
Also remember that if you create new sub directories you must put
|
||||||
|
(optionally empty) `__init__.py` files in there so that Python can
|
||||||
|
find your modules.
|
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||||||
|
"""
|
||||||
|
Commands
|
||||||
|
|
||||||
|
Commands describe the input the account can do to the game.
|
||||||
|
|
||||||
|
"""
|
||||||
|
|
||||||
|
from evennia.commands.command import Command as BaseCommand
|
||||||
|
|
||||||
|
# from evennia import default_cmds
|
||||||
|
|
||||||
|
|
||||||
|
class Command(BaseCommand):
|
||||||
|
"""
|
||||||
|
Base command (you may see this if a child command had no help text defined)
|
||||||
|
|
||||||
|
Note that the class's `__doc__` string is used by Evennia to create the
|
||||||
|
automatic help entry for the command, so make sure to document consistently
|
||||||
|
here. Without setting one, the parent's docstring will show (like now).
|
||||||
|
|
||||||
|
"""
|
||||||
|
|
||||||
|
# Each Command class implements the following methods, called in this order
|
||||||
|
# (only func() is actually required):
|
||||||
|
#
|
||||||
|
# - at_pre_cmd(): If this returns anything truthy, execution is aborted.
|
||||||
|
# - parse(): Should perform any extra parsing needed on self.args
|
||||||
|
# and store the result on self.
|
||||||
|
# - func(): Performs the actual work.
|
||||||
|
# - at_post_cmd(): Extra actions, often things done after
|
||||||
|
# every command, like prompts.
|
||||||
|
#
|
||||||
|
pass
|
||||||
|
|
||||||
|
|
||||||
|
# -------------------------------------------------------------
|
||||||
|
#
|
||||||
|
# The default commands inherit from
|
||||||
|
#
|
||||||
|
# evennia.commands.default.muxcommand.MuxCommand.
|
||||||
|
#
|
||||||
|
# If you want to make sweeping changes to default commands you can
|
||||||
|
# uncomment this copy of the MuxCommand parent and add
|
||||||
|
#
|
||||||
|
# COMMAND_DEFAULT_CLASS = "commands.command.MuxCommand"
|
||||||
|
#
|
||||||
|
# to your settings file. Be warned that the default commands expect
|
||||||
|
# the functionality implemented in the parse() method, so be
|
||||||
|
# careful with what you change.
|
||||||
|
#
|
||||||
|
# -------------------------------------------------------------
|
||||||
|
|
||||||
|
# from evennia.utils import utils
|
||||||
|
#
|
||||||
|
#
|
||||||
|
# class MuxCommand(Command):
|
||||||
|
# """
|
||||||
|
# This sets up the basis for a MUX command. The idea
|
||||||
|
# is that most other Mux-related commands should just
|
||||||
|
# inherit from this and don't have to implement much
|
||||||
|
# parsing of their own unless they do something particularly
|
||||||
|
# advanced.
|
||||||
|
#
|
||||||
|
# Note that the class's __doc__ string (this text) is
|
||||||
|
# used by Evennia to create the automatic help entry for
|
||||||
|
# the command, so make sure to document consistently here.
|
||||||
|
# """
|
||||||
|
# def has_perm(self, srcobj):
|
||||||
|
# """
|
||||||
|
# This is called by the cmdhandler to determine
|
||||||
|
# if srcobj is allowed to execute this command.
|
||||||
|
# We just show it here for completeness - we
|
||||||
|
# are satisfied using the default check in Command.
|
||||||
|
# """
|
||||||
|
# return super().has_perm(srcobj)
|
||||||
|
#
|
||||||
|
# def at_pre_cmd(self):
|
||||||
|
# """
|
||||||
|
# This hook is called before self.parse() on all commands
|
||||||
|
# """
|
||||||
|
# pass
|
||||||
|
#
|
||||||
|
# def at_post_cmd(self):
|
||||||
|
# """
|
||||||
|
# This hook is called after the command has finished executing
|
||||||
|
# (after self.func()).
|
||||||
|
# """
|
||||||
|
# pass
|
||||||
|
#
|
||||||
|
# def parse(self):
|
||||||
|
# """
|
||||||
|
# This method is called by the cmdhandler once the command name
|
||||||
|
# has been identified. It creates a new set of member variables
|
||||||
|
# that can be later accessed from self.func() (see below)
|
||||||
|
#
|
||||||
|
# The following variables are available for our use when entering this
|
||||||
|
# method (from the command definition, and assigned on the fly by the
|
||||||
|
# cmdhandler):
|
||||||
|
# self.key - the name of this command ('look')
|
||||||
|
# self.aliases - the aliases of this cmd ('l')
|
||||||
|
# self.permissions - permission string for this command
|
||||||
|
# self.help_category - overall category of command
|
||||||
|
#
|
||||||
|
# self.caller - the object calling this command
|
||||||
|
# self.cmdstring - the actual command name used to call this
|
||||||
|
# (this allows you to know which alias was used,
|
||||||
|
# for example)
|
||||||
|
# self.args - the raw input; everything following self.cmdstring.
|
||||||
|
# self.cmdset - the cmdset from which this command was picked. Not
|
||||||
|
# often used (useful for commands like 'help' or to
|
||||||
|
# list all available commands etc)
|
||||||
|
# self.obj - the object on which this command was defined. It is often
|
||||||
|
# the same as self.caller.
|
||||||
|
#
|
||||||
|
# A MUX command has the following possible syntax:
|
||||||
|
#
|
||||||
|
# name[ with several words][/switch[/switch..]] arg1[,arg2,...] [[=|,] arg[,..]]
|
||||||
|
#
|
||||||
|
# The 'name[ with several words]' part is already dealt with by the
|
||||||
|
# cmdhandler at this point, and stored in self.cmdname (we don't use
|
||||||
|
# it here). The rest of the command is stored in self.args, which can
|
||||||
|
# start with the switch indicator /.
|
||||||
|
#
|
||||||
|
# This parser breaks self.args into its constituents and stores them in the
|
||||||
|
# following variables:
|
||||||
|
# self.switches = [list of /switches (without the /)]
|
||||||
|
# self.raw = This is the raw argument input, including switches
|
||||||
|
# self.args = This is re-defined to be everything *except* the switches
|
||||||
|
# self.lhs = Everything to the left of = (lhs:'left-hand side'). If
|
||||||
|
# no = is found, this is identical to self.args.
|
||||||
|
# self.rhs: Everything to the right of = (rhs:'right-hand side').
|
||||||
|
# If no '=' is found, this is None.
|
||||||
|
# self.lhslist - [self.lhs split into a list by comma]
|
||||||
|
# self.rhslist - [list of self.rhs split into a list by comma]
|
||||||
|
# self.arglist = [list of space-separated args (stripped, including '=' if it exists)]
|
||||||
|
#
|
||||||
|
# All args and list members are stripped of excess whitespace around the
|
||||||
|
# strings, but case is preserved.
|
||||||
|
# """
|
||||||
|
# raw = self.args
|
||||||
|
# args = raw.strip()
|
||||||
|
#
|
||||||
|
# # split out switches
|
||||||
|
# switches = []
|
||||||
|
# if args and len(args) > 1 and args[0] == "/":
|
||||||
|
# # we have a switch, or a set of switches. These end with a space.
|
||||||
|
# switches = args[1:].split(None, 1)
|
||||||
|
# if len(switches) > 1:
|
||||||
|
# switches, args = switches
|
||||||
|
# switches = switches.split('/')
|
||||||
|
# else:
|
||||||
|
# args = ""
|
||||||
|
# switches = switches[0].split('/')
|
||||||
|
# arglist = [arg.strip() for arg in args.split()]
|
||||||
|
#
|
||||||
|
# # check for arg1, arg2, ... = argA, argB, ... constructs
|
||||||
|
# lhs, rhs = args, None
|
||||||
|
# lhslist, rhslist = [arg.strip() for arg in args.split(',')], []
|
||||||
|
# if args and '=' in args:
|
||||||
|
# lhs, rhs = [arg.strip() for arg in args.split('=', 1)]
|
||||||
|
# lhslist = [arg.strip() for arg in lhs.split(',')]
|
||||||
|
# rhslist = [arg.strip() for arg in rhs.split(',')]
|
||||||
|
#
|
||||||
|
# # save to object properties:
|
||||||
|
# self.raw = raw
|
||||||
|
# self.switches = switches
|
||||||
|
# self.args = args.strip()
|
||||||
|
# self.arglist = arglist
|
||||||
|
# self.lhs = lhs
|
||||||
|
# self.lhslist = lhslist
|
||||||
|
# self.rhs = rhs
|
||||||
|
# self.rhslist = rhslist
|
||||||
|
#
|
||||||
|
# # if the class has the account_caller property set on itself, we make
|
||||||
|
# # sure that self.caller is always the account if possible. We also create
|
||||||
|
# # a special property "character" for the puppeted object, if any. This
|
||||||
|
# # is convenient for commands defined on the Account only.
|
||||||
|
# if hasattr(self, "account_caller") and self.account_caller:
|
||||||
|
# if utils.inherits_from(self.caller, "evennia.objects.objects.DefaultObject"):
|
||||||
|
# # caller is an Object/Character
|
||||||
|
# self.character = self.caller
|
||||||
|
# self.caller = self.caller.account
|
||||||
|
# elif utils.inherits_from(self.caller, "evennia.accounts.accounts.DefaultAccount"):
|
||||||
|
# # caller was already an Account
|
||||||
|
# self.character = self.caller.get_puppet(self.session)
|
||||||
|
# else:
|
||||||
|
# self.character = None
|
|
@ -0,0 +1,98 @@
|
||||||
|
"""
|
||||||
|
Command sets
|
||||||
|
|
||||||
|
All commands in the game must be grouped in a cmdset. A given command
|
||||||
|
can be part of any number of cmdsets and cmdsets can be added/removed
|
||||||
|
and merged onto entities at runtime.
|
||||||
|
|
||||||
|
To create new commands to populate the cmdset, see
|
||||||
|
`commands/command.py`.
|
||||||
|
|
||||||
|
This module wraps the default command sets of Evennia; overloads them
|
||||||
|
to add/remove commands from the default lineup. You can create your
|
||||||
|
own cmdsets by inheriting from them or directly from `evennia.CmdSet`.
|
||||||
|
|
||||||
|
"""
|
||||||
|
|
||||||
|
from evennia import default_cmds
|
||||||
|
|
||||||
|
from .encounter_cmdset import CmdEngage
|
||||||
|
|
||||||
|
class CharacterCmdSet(default_cmds.CharacterCmdSet):
|
||||||
|
"""
|
||||||
|
The `CharacterCmdSet` contains general in-game commands like `look`,
|
||||||
|
`get`, etc available on in-game Character objects. It is merged with
|
||||||
|
the `AccountCmdSet` when an Account puppets a Character.
|
||||||
|
"""
|
||||||
|
|
||||||
|
key = "DefaultCharacter"
|
||||||
|
|
||||||
|
def at_cmdset_creation(self):
|
||||||
|
"""
|
||||||
|
Populates the cmdset
|
||||||
|
"""
|
||||||
|
super().at_cmdset_creation()
|
||||||
|
#
|
||||||
|
# any commands you add below will overload the default ones.
|
||||||
|
#
|
||||||
|
self.add(CmdEngage)
|
||||||
|
|
||||||
|
|
||||||
|
class AccountCmdSet(default_cmds.AccountCmdSet):
|
||||||
|
"""
|
||||||
|
This is the cmdset available to the Account at all times. It is
|
||||||
|
combined with the `CharacterCmdSet` when the Account puppets a
|
||||||
|
Character. It holds game-account-specific commands, channel
|
||||||
|
commands, etc.
|
||||||
|
"""
|
||||||
|
|
||||||
|
key = "DefaultAccount"
|
||||||
|
|
||||||
|
def at_cmdset_creation(self):
|
||||||
|
"""
|
||||||
|
Populates the cmdset
|
||||||
|
"""
|
||||||
|
super().at_cmdset_creation()
|
||||||
|
#
|
||||||
|
# any commands you add below will overload the default ones.
|
||||||
|
#
|
||||||
|
|
||||||
|
|
||||||
|
class UnloggedinCmdSet(default_cmds.UnloggedinCmdSet):
|
||||||
|
"""
|
||||||
|
Command set available to the Session before being logged in. This
|
||||||
|
holds commands like creating a new account, logging in, etc.
|
||||||
|
"""
|
||||||
|
|
||||||
|
key = "DefaultUnloggedin"
|
||||||
|
|
||||||
|
def at_cmdset_creation(self):
|
||||||
|
"""
|
||||||
|
Populates the cmdset
|
||||||
|
"""
|
||||||
|
super().at_cmdset_creation()
|
||||||
|
#
|
||||||
|
# any commands you add below will overload the default ones.
|
||||||
|
#
|
||||||
|
|
||||||
|
|
||||||
|
class SessionCmdSet(default_cmds.SessionCmdSet):
|
||||||
|
"""
|
||||||
|
This cmdset is made available on Session level once logged in. It
|
||||||
|
is empty by default.
|
||||||
|
"""
|
||||||
|
|
||||||
|
key = "DefaultSession"
|
||||||
|
|
||||||
|
def at_cmdset_creation(self):
|
||||||
|
"""
|
||||||
|
This is the only method defined in a cmdset, called during
|
||||||
|
its creation. It should populate the set with command instances.
|
||||||
|
|
||||||
|
As and example we just add the empty base `Command` object.
|
||||||
|
It prints some info.
|
||||||
|
"""
|
||||||
|
super().at_cmdset_creation()
|
||||||
|
#
|
||||||
|
# any commands you add below will overload the default ones.
|
||||||
|
#
|
|
@ -0,0 +1,154 @@
|
||||||
|
from commands.command import Command
|
||||||
|
from evennia import create_script
|
||||||
|
from evennia import CmdSet
|
||||||
|
|
||||||
|
class EncounterCommand(Command):
|
||||||
|
energy_cost = 1
|
||||||
|
allow_self_target = False
|
||||||
|
|
||||||
|
def handler(self):
|
||||||
|
return self.caller.ndb.encounter_handler
|
||||||
|
|
||||||
|
def can_perform(self):
|
||||||
|
# Returns whether the caller is having their turn and if they have enough energy
|
||||||
|
# to make this action
|
||||||
|
return self.handler().can_act(self)
|
||||||
|
|
||||||
|
def has_target(self):
|
||||||
|
# Targeting code:
|
||||||
|
# Looks for the suggested target
|
||||||
|
# If none is found but there is only one other character in the encounter,
|
||||||
|
# default to that other character
|
||||||
|
# Else ask player for clarification
|
||||||
|
if self.target:
|
||||||
|
self.target = self.caller.search(self.target)
|
||||||
|
if not self.target:
|
||||||
|
default_target = self.handler().has_default_target(self.caller)
|
||||||
|
if default_target:
|
||||||
|
self.caller.msg("Defaulting to other character in encounter")
|
||||||
|
self.target = default_target
|
||||||
|
else:
|
||||||
|
self.caller.msg(f"Who are you trying to {self.key}?")
|
||||||
|
self.target = None
|
||||||
|
else:
|
||||||
|
default_target = self.handler().has_default_target(self.caller)
|
||||||
|
if default_target:
|
||||||
|
self.target = default_target
|
||||||
|
else:
|
||||||
|
self.caller.msg(f"Who are you trying to {self.key}?")
|
||||||
|
self.target = None
|
||||||
|
if self.caller == self.target and not self.allow_self_target:
|
||||||
|
self.msg(f"You aren't supposed to {self.key} yourself!")
|
||||||
|
return self.target
|
||||||
|
|
||||||
|
|
||||||
|
# Bite (Regular)
|
||||||
|
class CmdBite(EncounterCommand):
|
||||||
|
"Bite down on your target with your teeth"
|
||||||
|
key = "bite"
|
||||||
|
help_category = "Violence"
|
||||||
|
|
||||||
|
def parse(self):
|
||||||
|
self.args = self.args.strip()
|
||||||
|
target, *adverb = self.args.split(":")
|
||||||
|
self.target = target.strip()
|
||||||
|
self.adverb = ' ' + adverb[0].strip() if adverb else ''
|
||||||
|
|
||||||
|
def func(self):
|
||||||
|
if super().has_target() and super().can_perform():
|
||||||
|
self.caller.msg(f"You bite {self.target.key}{self.adverb}")
|
||||||
|
self.target.msg(f"{self.caller.key} bites you{self.adverb}")
|
||||||
|
# damage calculations, chance to miss, etc
|
||||||
|
|
||||||
|
# Kiss (Regular)
|
||||||
|
class CmdKiss(EncounterCommand):
|
||||||
|
"Kiss the target with your lips"
|
||||||
|
key = "kiss"
|
||||||
|
help_category = "Sex"
|
||||||
|
|
||||||
|
def parse(self):
|
||||||
|
self.args = self.args.strip()
|
||||||
|
target, *adverb = self.args.split(':')
|
||||||
|
self.target = target.strip()
|
||||||
|
self.adverb = ' ' + adverb[0].strip() if adverb else ''
|
||||||
|
|
||||||
|
def func(self):
|
||||||
|
if super().has_target() and super().can_perform():
|
||||||
|
self.caller.msg(f"You kiss {self.target}{self.adverb}")
|
||||||
|
self.target.msg(f"{self.caller} kisses you{self.adverb}")
|
||||||
|
|
||||||
|
class SetSpeciesHuman(CmdSet):
|
||||||
|
def at_cmdset_creation(self):
|
||||||
|
self.add(CmdBite)
|
||||||
|
self.add(CmdKiss)
|
||||||
|
|
||||||
|
# Special encounter commands
|
||||||
|
|
||||||
|
class CmdPass(EncounterCommand):
|
||||||
|
"Pass the turn over to the next character"
|
||||||
|
energy_cost = 0
|
||||||
|
key = "pass"
|
||||||
|
aliases = ["next", "finish", "done"]
|
||||||
|
help_category = "Encounter"
|
||||||
|
|
||||||
|
def func(self):
|
||||||
|
if super().can_perform():
|
||||||
|
self.caller.msg("You end your turn")
|
||||||
|
super().handler().next_turn()
|
||||||
|
|
||||||
|
class CmdRP(EncounterCommand):
|
||||||
|
"Free-form text input (for describing your actions in RP)"
|
||||||
|
energy_cost = 0
|
||||||
|
key = "rp"
|
||||||
|
aliases = [">"]
|
||||||
|
help_category = "Encounter"
|
||||||
|
|
||||||
|
def func(self):
|
||||||
|
if super().can_perform():
|
||||||
|
super().handler().msg_all(self.args.strip())
|
||||||
|
|
||||||
|
class CmdFlee(EncounterCommand):
|
||||||
|
"Exits the current encounter"
|
||||||
|
energy_cost = 0
|
||||||
|
key = "flee"
|
||||||
|
aliases = ["escape", "run", "run away", "leave"]
|
||||||
|
help_category = "Encounter"
|
||||||
|
|
||||||
|
def func(self):
|
||||||
|
super().handler().msg_all(f"{self.caller.key} left the encounter")
|
||||||
|
super().handler().remove_character(self.caller)
|
||||||
|
|
||||||
|
class SetEncounterSpecial(CmdSet):
|
||||||
|
def at_cmdset_creation(self):
|
||||||
|
self.add(CmdPass)
|
||||||
|
self.add(CmdRP)
|
||||||
|
self.add(CmdFlee)
|
||||||
|
|
||||||
|
# Encounter-related character commands
|
||||||
|
|
||||||
|
class CmdEngage(Command):
|
||||||
|
"""
|
||||||
|
Initiates an encounter with the selected target
|
||||||
|
"""
|
||||||
|
key = "engage"
|
||||||
|
aliases = ["encounter"]
|
||||||
|
def func(self):
|
||||||
|
if not self.args:
|
||||||
|
self.caller.msg("Usage: engage <target>")
|
||||||
|
return
|
||||||
|
target = self.caller.search(self.args)
|
||||||
|
if not target:
|
||||||
|
return
|
||||||
|
if target.ndb.encounter_handler:
|
||||||
|
target.ndb.encounter_handler.add_character(self.caller)
|
||||||
|
target.ndb.encounter_handler.msg_all(f"{self.caller} joins the encounter")
|
||||||
|
else:
|
||||||
|
handler = create_script("encounter_handler.EncounterHandler")
|
||||||
|
handler.add_character(self.caller)
|
||||||
|
handler.add_character(target)
|
||||||
|
target.msg(f"{self.caller} has engaged you in an encounter!")
|
||||||
|
target.msg("You may leave using the flee command (or aliases)")
|
||||||
|
self.caller.msg(f"You have entered an encounter with {target}. Be polite!")
|
||||||
|
self.caller.msg("It is now your turn:")
|
||||||
|
|
||||||
|
|
|
@ -0,0 +1,38 @@
|
||||||
|
# server/
|
||||||
|
|
||||||
|
This directory holds files used by and configuring the Evennia server
|
||||||
|
itself.
|
||||||
|
|
||||||
|
Out of all the subdirectories in the game directory, Evennia does
|
||||||
|
expect this directory to exist, so you should normally not delete,
|
||||||
|
rename or change its folder structure.
|
||||||
|
|
||||||
|
When running you will find four new files appear in this directory:
|
||||||
|
|
||||||
|
- `server.pid` and `portal.pid`: These hold the process IDs of the
|
||||||
|
Portal and Server, so that they can be managed by the launcher. If
|
||||||
|
Evennia is shut down uncleanly (e.g. by a crash or via a kill
|
||||||
|
signal), these files might erroneously remain behind. If so Evennia
|
||||||
|
will tell you they are "stale" and they can be deleted manually.
|
||||||
|
- `server.restart` and `portal.restart`: These hold flags to tell the
|
||||||
|
server processes if it should die or start again. You never need to
|
||||||
|
modify those files.
|
||||||
|
- `evennia.db3`: This will only appear if you are using the default
|
||||||
|
SQLite3 database; it a binary file that holds the entire game
|
||||||
|
database; deleting this file will effectively reset the game for
|
||||||
|
you and you can start fresh with `evennia migrate` (useful during
|
||||||
|
development).
|
||||||
|
|
||||||
|
## server/conf/
|
||||||
|
|
||||||
|
This subdirectory holds the configuration modules for the server. With
|
||||||
|
them you can change how Evennia operates and also plug in your own
|
||||||
|
functionality to replace the default. You usually need to restart the
|
||||||
|
server to apply changes done here. The most important file is the file
|
||||||
|
`settings.py` which is the main configuration file of Evennia.
|
||||||
|
|
||||||
|
## server/logs/
|
||||||
|
|
||||||
|
This subdirectory holds various log files created by the running
|
||||||
|
Evennia server. It is also the default location for storing any custom
|
||||||
|
log files you might want to output using Evennia's logging mechanisms.
|
|
@ -0,0 +1 @@
|
||||||
|
# -*- coding: utf-8 -*-
|
|
@ -0,0 +1 @@
|
||||||
|
# -*- coding: utf-8 -*-
|
|
@ -0,0 +1,19 @@
|
||||||
|
"""
|
||||||
|
At_initial_setup module template
|
||||||
|
|
||||||
|
Custom at_initial_setup method. This allows you to hook special
|
||||||
|
modifications to the initial server startup process. Note that this
|
||||||
|
will only be run once - when the server starts up for the very first
|
||||||
|
time! It is called last in the startup process and can thus be used to
|
||||||
|
overload things that happened before it.
|
||||||
|
|
||||||
|
The module must contain a global function at_initial_setup(). This
|
||||||
|
will be called without arguments. Note that tracebacks in this module
|
||||||
|
will be QUIETLY ignored, so make sure to check it well to make sure it
|
||||||
|
does what you expect it to.
|
||||||
|
|
||||||
|
"""
|
||||||
|
|
||||||
|
|
||||||
|
def at_initial_setup():
|
||||||
|
pass
|
|
@ -0,0 +1,54 @@
|
||||||
|
"""
|
||||||
|
Search and multimatch handling
|
||||||
|
|
||||||
|
This module allows for overloading two functions used by Evennia's
|
||||||
|
search functionality:
|
||||||
|
|
||||||
|
at_search_result:
|
||||||
|
This is called whenever a result is returned from an object
|
||||||
|
search (a common operation in commands). It should (together
|
||||||
|
with at_multimatch_input below) define some way to present and
|
||||||
|
differentiate between multiple matches (by default these are
|
||||||
|
presented as 1-ball, 2-ball etc)
|
||||||
|
at_multimatch_input:
|
||||||
|
This is called with a search term and should be able to
|
||||||
|
identify if the user wants to separate a multimatch-result
|
||||||
|
(such as that from a previous search). By default, this
|
||||||
|
function understands input on the form 1-ball, 2-ball etc as
|
||||||
|
indicating that the 1st or 2nd match for "ball" should be
|
||||||
|
used.
|
||||||
|
|
||||||
|
This module is not called by default, to use it, add the following
|
||||||
|
line to your settings file:
|
||||||
|
|
||||||
|
SEARCH_AT_RESULT = "server.conf.at_search.at_search_result"
|
||||||
|
|
||||||
|
"""
|
||||||
|
|
||||||
|
|
||||||
|
def at_search_result(matches, caller, query="", quiet=False, **kwargs):
|
||||||
|
"""
|
||||||
|
This is a generic hook for handling all processing of a search
|
||||||
|
result, including error reporting.
|
||||||
|
|
||||||
|
Args:
|
||||||
|
matches (list): This is a list of 0, 1 or more typeclass instances,
|
||||||
|
the matched result of the search. If 0, a nomatch error should
|
||||||
|
be echoed, and if >1, multimatch errors should be given. Only
|
||||||
|
if a single match should the result pass through.
|
||||||
|
caller (Object): The object performing the search and/or which should
|
||||||
|
receive error messages.
|
||||||
|
query (str, optional): The search query used to produce `matches`.
|
||||||
|
quiet (bool, optional): If `True`, no messages will be echoed to caller
|
||||||
|
on errors.
|
||||||
|
|
||||||
|
Keyword Args:
|
||||||
|
nofound_string (str): Replacement string to echo on a notfound error.
|
||||||
|
multimatch_string (str): Replacement string to echo on a multimatch error.
|
||||||
|
|
||||||
|
Returns:
|
||||||
|
processed_result (Object or None): This is always a single result
|
||||||
|
or `None`. If `None`, any error reporting/handling should
|
||||||
|
already have happened.
|
||||||
|
|
||||||
|
"""
|
|
@ -0,0 +1,71 @@
|
||||||
|
"""
|
||||||
|
Server startstop hooks
|
||||||
|
|
||||||
|
This module contains functions called by Evennia at various
|
||||||
|
points during its startup, reload and shutdown sequence. It
|
||||||
|
allows for customizing the server operation as desired.
|
||||||
|
|
||||||
|
This module must contain at least these global functions:
|
||||||
|
|
||||||
|
at_server_init()
|
||||||
|
at_server_start()
|
||||||
|
at_server_stop()
|
||||||
|
at_server_reload_start()
|
||||||
|
at_server_reload_stop()
|
||||||
|
at_server_cold_start()
|
||||||
|
at_server_cold_stop()
|
||||||
|
|
||||||
|
"""
|
||||||
|
|
||||||
|
|
||||||
|
def at_server_init():
|
||||||
|
"""
|
||||||
|
This is called first as the server is starting up, regardless of how.
|
||||||
|
"""
|
||||||
|
pass
|
||||||
|
|
||||||
|
|
||||||
|
def at_server_start():
|
||||||
|
"""
|
||||||
|
This is called every time the server starts up, regardless of
|
||||||
|
how it was shut down.
|
||||||
|
"""
|
||||||
|
pass
|
||||||
|
|
||||||
|
|
||||||
|
def at_server_stop():
|
||||||
|
"""
|
||||||
|
This is called just before the server is shut down, regardless
|
||||||
|
of it is for a reload, reset or shutdown.
|
||||||
|
"""
|
||||||
|
pass
|
||||||
|
|
||||||
|
|
||||||
|
def at_server_reload_start():
|
||||||
|
"""
|
||||||
|
This is called only when server starts back up after a reload.
|
||||||
|
"""
|
||||||
|
pass
|
||||||
|
|
||||||
|
|
||||||
|
def at_server_reload_stop():
|
||||||
|
"""
|
||||||
|
This is called only time the server stops before a reload.
|
||||||
|
"""
|
||||||
|
pass
|
||||||
|
|
||||||
|
|
||||||
|
def at_server_cold_start():
|
||||||
|
"""
|
||||||
|
This is called only when the server starts "cold", i.e. after a
|
||||||
|
shutdown or a reset.
|
||||||
|
"""
|
||||||
|
pass
|
||||||
|
|
||||||
|
|
||||||
|
def at_server_cold_stop():
|
||||||
|
"""
|
||||||
|
This is called only when the server goes down due to a shutdown or
|
||||||
|
reset.
|
||||||
|
"""
|
||||||
|
pass
|
|
@ -0,0 +1,55 @@
|
||||||
|
"""
|
||||||
|
Changing the default command parser
|
||||||
|
|
||||||
|
The cmdparser is responsible for parsing the raw text inserted by the
|
||||||
|
user, identifying which command/commands match and return one or more
|
||||||
|
matching command objects. It is called by Evennia's cmdhandler and
|
||||||
|
must accept input and return results on the same form. The default
|
||||||
|
handler is very generic so you usually don't need to overload this
|
||||||
|
unless you have very exotic parsing needs; advanced parsing is best
|
||||||
|
done at the Command.parse level.
|
||||||
|
|
||||||
|
The default cmdparser understands the following command combinations
|
||||||
|
(where [] marks optional parts.)
|
||||||
|
|
||||||
|
[cmdname[ cmdname2 cmdname3 ...] [the rest]
|
||||||
|
|
||||||
|
A command may consist of any number of space-separated words of any
|
||||||
|
length, and contain any character. It may also be empty.
|
||||||
|
|
||||||
|
The parser makes use of the cmdset to find command candidates. The
|
||||||
|
parser return a list of matches. Each match is a tuple with its first
|
||||||
|
three elements being the parsed cmdname (lower case), the remaining
|
||||||
|
arguments, and the matched cmdobject from the cmdset.
|
||||||
|
|
||||||
|
|
||||||
|
This module is not accessed by default. To tell Evennia to use it
|
||||||
|
instead of the default command parser, add the following line to
|
||||||
|
your settings file:
|
||||||
|
|
||||||
|
COMMAND_PARSER = "server.conf.cmdparser.cmdparser"
|
||||||
|
|
||||||
|
"""
|
||||||
|
|
||||||
|
|
||||||
|
def cmdparser(raw_string, cmdset, caller, match_index=None):
|
||||||
|
"""
|
||||||
|
This function is called by the cmdhandler once it has
|
||||||
|
gathered and merged all valid cmdsets valid for this particular parsing.
|
||||||
|
|
||||||
|
raw_string - the unparsed text entered by the caller.
|
||||||
|
cmdset - the merged, currently valid cmdset
|
||||||
|
caller - the caller triggering this parsing
|
||||||
|
match_index - an optional integer index to pick a given match in a
|
||||||
|
list of same-named command matches.
|
||||||
|
|
||||||
|
Returns:
|
||||||
|
list of tuples: [(cmdname, args, cmdobj, cmdlen, mratio), ...]
|
||||||
|
where cmdname is the matching command name and args is
|
||||||
|
everything not included in the cmdname. Cmdobj is the actual
|
||||||
|
command instance taken from the cmdset, cmdlen is the length
|
||||||
|
of the command name and the mratio is some quality value to
|
||||||
|
(possibly) separate multiple matches.
|
||||||
|
|
||||||
|
"""
|
||||||
|
# Your implementation here
|
|
@ -0,0 +1,40 @@
|
||||||
|
# -*- coding: utf-8 -*-
|
||||||
|
"""
|
||||||
|
Connection screen
|
||||||
|
|
||||||
|
This is the text to show the user when they first connect to the game (before
|
||||||
|
they log in).
|
||||||
|
|
||||||
|
To change the login screen in this module, do one of the following:
|
||||||
|
|
||||||
|
- Define a function `connection_screen()`, taking no arguments. This will be
|
||||||
|
called first and must return the full string to act as the connection screen.
|
||||||
|
This can be used to produce more dynamic screens.
|
||||||
|
- Alternatively, define a string variable in the outermost scope of this module
|
||||||
|
with the connection string that should be displayed. If more than one such
|
||||||
|
variable is given, Evennia will pick one of them at random.
|
||||||
|
|
||||||
|
The commands available to the user when the connection screen is shown
|
||||||
|
are defined in evennia.default_cmds.UnloggedinCmdSet. The parsing and display
|
||||||
|
of the screen is done by the unlogged-in "look" command.
|
||||||
|
|
||||||
|
"""
|
||||||
|
|
||||||
|
from django.conf import settings
|
||||||
|
|
||||||
|
from evennia import utils
|
||||||
|
|
||||||
|
CONNECTION_SCREEN = """
|
||||||
|
|b==============================================================|n
|
||||||
|
Welcome to |g{}|n, version {}!
|
||||||
|
|
||||||
|
If you have an existing account, connect to it by typing:
|
||||||
|
|wconnect <username> <password>|n
|
||||||
|
If you need to create an account, type (without the <>'s):
|
||||||
|
|wcreate <username> <password>|n
|
||||||
|
|
||||||
|
If you have spaces in your username, enclose it in quotes.
|
||||||
|
Enter |whelp|n for more info. |wlook|n will re-show this screen.
|
||||||
|
|b==============================================================|n""".format(
|
||||||
|
settings.SERVERNAME, utils.get_evennia_version("short")
|
||||||
|
)
|
|
@ -0,0 +1,39 @@
|
||||||
|
"""
|
||||||
|
Outgoing callables to apply with the FuncParser on outgoing messages.
|
||||||
|
|
||||||
|
The functions in this module will become available as $funcname(args, kwargs)
|
||||||
|
in all outgoing strings if you add
|
||||||
|
|
||||||
|
FUNCPARSER_PARSE_OUTGOING_MESSAGES_ENABLED = True
|
||||||
|
|
||||||
|
to your settings file. The default inlinefuncs are found at the bottom of
|
||||||
|
`evennia.utils.funcparser`.
|
||||||
|
|
||||||
|
In text, usage is straightforward:
|
||||||
|
|
||||||
|
$funcname(arg1, arg2, ..., key=val, key2=val2, ...)
|
||||||
|
|
||||||
|
Example 1 (using the "pad" inlinefunc):
|
||||||
|
say This is $pad("a center-padded text", 50,c,-) of width 50.
|
||||||
|
->
|
||||||
|
John says, "This is -------------- a center-padded text--------------- of width 50."
|
||||||
|
|
||||||
|
Example 2 (using nested "pad" and "time" inlinefuncs):
|
||||||
|
say The time is $pad($time(), 30)right now.
|
||||||
|
->
|
||||||
|
John says, "The time is Oct 25, 11:09 right now."
|
||||||
|
|
||||||
|
To add more inline functions, add them to this module, using
|
||||||
|
the following call signature:
|
||||||
|
|
||||||
|
def funcname(*args, **kwargs)
|
||||||
|
...
|
||||||
|
|
||||||
|
"""
|
||||||
|
|
||||||
|
# def capitalize(*args, **kwargs):
|
||||||
|
# "Silly capitalize example. Used as $capitalize
|
||||||
|
# if not args:
|
||||||
|
# return ''
|
||||||
|
# session = kwargs.get("session")
|
||||||
|
# return args[0].capitalize()
|
|
@ -0,0 +1,52 @@
|
||||||
|
"""
|
||||||
|
Input functions
|
||||||
|
|
||||||
|
Input functions are always called from the client (they handle server
|
||||||
|
input, hence the name).
|
||||||
|
|
||||||
|
This module is loaded by being included in the
|
||||||
|
`settings.INPUT_FUNC_MODULES` tuple.
|
||||||
|
|
||||||
|
All *global functions* included in this module are considered
|
||||||
|
input-handler functions and can be called by the client to handle
|
||||||
|
input.
|
||||||
|
|
||||||
|
An input function must have the following call signature:
|
||||||
|
|
||||||
|
cmdname(session, *args, **kwargs)
|
||||||
|
|
||||||
|
Where session will be the active session and *args, **kwargs are extra
|
||||||
|
incoming arguments and keyword properties.
|
||||||
|
|
||||||
|
A special command is the "default" command, which is will be called
|
||||||
|
when no other cmdname matches. It also receives the non-found cmdname
|
||||||
|
as argument.
|
||||||
|
|
||||||
|
default(session, cmdname, *args, **kwargs)
|
||||||
|
|
||||||
|
"""
|
||||||
|
|
||||||
|
# def oob_echo(session, *args, **kwargs):
|
||||||
|
# """
|
||||||
|
# Example echo function. Echoes args, kwargs sent to it.
|
||||||
|
#
|
||||||
|
# Args:
|
||||||
|
# session (Session): The Session to receive the echo.
|
||||||
|
# args (list of str): Echo text.
|
||||||
|
# kwargs (dict of str, optional): Keyed echo text
|
||||||
|
#
|
||||||
|
# """
|
||||||
|
# session.msg(oob=("echo", args, kwargs))
|
||||||
|
#
|
||||||
|
#
|
||||||
|
# def default(session, cmdname, *args, **kwargs):
|
||||||
|
# """
|
||||||
|
# Handles commands without a matching inputhandler func.
|
||||||
|
#
|
||||||
|
# Args:
|
||||||
|
# session (Session): The active Session.
|
||||||
|
# cmdname (str): The (unmatched) command name
|
||||||
|
# args, kwargs (any): Arguments to function.
|
||||||
|
#
|
||||||
|
# """
|
||||||
|
# pass
|
|
@ -0,0 +1,30 @@
|
||||||
|
"""
|
||||||
|
|
||||||
|
Lockfuncs
|
||||||
|
|
||||||
|
Lock functions are functions available when defining lock strings,
|
||||||
|
which in turn limits access to various game systems.
|
||||||
|
|
||||||
|
All functions defined globally in this module are assumed to be
|
||||||
|
available for use in lockstrings to determine access. See the
|
||||||
|
Evennia documentation for more info on locks.
|
||||||
|
|
||||||
|
A lock function is always called with two arguments, accessing_obj and
|
||||||
|
accessed_obj, followed by any number of arguments. All possible
|
||||||
|
arguments should be handled with *args, **kwargs. The lock function
|
||||||
|
should handle all eventual tracebacks by logging the error and
|
||||||
|
returning False.
|
||||||
|
|
||||||
|
Lock functions in this module extend (and will overload same-named)
|
||||||
|
lock functions from evennia.locks.lockfuncs.
|
||||||
|
|
||||||
|
"""
|
||||||
|
|
||||||
|
# def myfalse(accessing_obj, accessed_obj, *args, **kwargs):
|
||||||
|
# """
|
||||||
|
# called in lockstring with myfalse().
|
||||||
|
# A simple logger that always returns false. Prints to stdout
|
||||||
|
# for simplicity, should use utils.logger for real operation.
|
||||||
|
# """
|
||||||
|
# print "%s tried to access %s. Access denied." % (accessing_obj, accessed_obj)
|
||||||
|
# return False
|
|
@ -0,0 +1,105 @@
|
||||||
|
"""
|
||||||
|
|
||||||
|
MSSP (Mud Server Status Protocol) meta information
|
||||||
|
|
||||||
|
Modify this file to specify what MUD listing sites will report about your game.
|
||||||
|
All fields are static. The number of currently active players and your game's
|
||||||
|
current uptime will be added automatically by Evennia.
|
||||||
|
|
||||||
|
You don't have to fill in everything (and most fields are not shown/used by all
|
||||||
|
crawlers anyway); leave the default if so needed. You need to reload the server
|
||||||
|
before the updated information is made available to crawlers (reloading does
|
||||||
|
not affect uptime).
|
||||||
|
|
||||||
|
After changing the values in this file, you must register your game with the
|
||||||
|
MUD website list you want to track you. The listing crawler will then regularly
|
||||||
|
connect to your server to get the latest info. No further configuration is
|
||||||
|
needed on the Evennia side.
|
||||||
|
|
||||||
|
"""
|
||||||
|
|
||||||
|
MSSPTable = {
|
||||||
|
# Required fields
|
||||||
|
"NAME": "Mygame", # usually the same as SERVERNAME
|
||||||
|
# Generic
|
||||||
|
"CRAWL DELAY": "-1", # limit how often crawler may update the listing. -1 for no limit
|
||||||
|
"HOSTNAME": "", # telnet hostname
|
||||||
|
"PORT": ["4000"], # telnet port - most important port should be *last* in list!
|
||||||
|
"CODEBASE": "Evennia",
|
||||||
|
"CONTACT": "", # email for contacting the mud
|
||||||
|
"CREATED": "", # year MUD was created
|
||||||
|
"ICON": "", # url to icon 32x32 or larger; <32kb.
|
||||||
|
"IP": "", # current or new IP address
|
||||||
|
"LANGUAGE": "", # name of language used, e.g. English
|
||||||
|
"LOCATION": "", # full English name of server country
|
||||||
|
"MINIMUM AGE": "0", # set to 0 if not applicable
|
||||||
|
"WEBSITE": "", # http:// address to your game website
|
||||||
|
# Categorisation
|
||||||
|
"FAMILY": "Evennia",
|
||||||
|
"GENRE": "None", # Adult, Fantasy, Historical, Horror, Modern, None, or Science Fiction
|
||||||
|
# Gameplay: Adventure, Educational, Hack and Slash, None,
|
||||||
|
# Player versus Player, Player versus Environment,
|
||||||
|
# Roleplaying, Simulation, Social or Strategy
|
||||||
|
"GAMEPLAY": "",
|
||||||
|
"STATUS": "Open Beta", # Allowed: Alpha, Closed Beta, Open Beta, Live
|
||||||
|
"GAMESYSTEM": "Custom", # D&D, d20 System, World of Darkness, etc. Use Custom if homebrew
|
||||||
|
# Subgenre: LASG, Medieval Fantasy, World War II, Frankenstein,
|
||||||
|
# Cyberpunk, Dragonlance, etc. Or None if not applicable.
|
||||||
|
"SUBGENRE": "None",
|
||||||
|
# World
|
||||||
|
"AREAS": "0",
|
||||||
|
"HELPFILES": "0",
|
||||||
|
"MOBILES": "0",
|
||||||
|
"OBJECTS": "0",
|
||||||
|
"ROOMS": "0", # use 0 if room-less
|
||||||
|
"CLASSES": "0", # use 0 if class-less
|
||||||
|
"LEVELS": "0", # use 0 if level-less
|
||||||
|
"RACES": "0", # use 0 if race-less
|
||||||
|
"SKILLS": "0", # use 0 if skill-less
|
||||||
|
# Protocols set to 1 or 0; should usually not be changed)
|
||||||
|
"ANSI": "1",
|
||||||
|
"GMCP": "1",
|
||||||
|
"MSDP": "1",
|
||||||
|
"MXP": "1",
|
||||||
|
"SSL": "1",
|
||||||
|
"UTF-8": "1",
|
||||||
|
"MCCP": "1",
|
||||||
|
"XTERM 256 COLORS": "1",
|
||||||
|
"XTERM TRUE COLORS": "0",
|
||||||
|
"ATCP": "0",
|
||||||
|
"MCP": "0",
|
||||||
|
"MSP": "0",
|
||||||
|
"VT100": "0",
|
||||||
|
"PUEBLO": "0",
|
||||||
|
"ZMP": "0",
|
||||||
|
# Commercial set to 1 or 0)
|
||||||
|
"PAY TO PLAY": "0",
|
||||||
|
"PAY FOR PERKS": "0",
|
||||||
|
# Hiring set to 1 or 0)
|
||||||
|
"HIRING BUILDERS": "0",
|
||||||
|
"HIRING CODERS": "0",
|
||||||
|
# Extended variables
|
||||||
|
# World
|
||||||
|
"DBSIZE": "0",
|
||||||
|
"EXITS": "0",
|
||||||
|
"EXTRA DESCRIPTIONS": "0",
|
||||||
|
"MUDPROGS": "0",
|
||||||
|
"MUDTRIGS": "0",
|
||||||
|
"RESETS": "0",
|
||||||
|
# Game (set to 1 or 0, or one of the given alternatives)
|
||||||
|
"ADULT MATERIAL": "0",
|
||||||
|
"MULTICLASSING": "0",
|
||||||
|
"NEWBIE FRIENDLY": "0",
|
||||||
|
"PLAYER CITIES": "0",
|
||||||
|
"PLAYER CLANS": "0",
|
||||||
|
"PLAYER CRAFTING": "0",
|
||||||
|
"PLAYER GUILDS": "0",
|
||||||
|
"EQUIPMENT SYSTEM": "None", # "None", "Level", "Skill", "Both"
|
||||||
|
"MULTIPLAYING": "None", # "None", "Restricted", "Full"
|
||||||
|
"PLAYERKILLING": "None", # "None", "Restricted", "Full"
|
||||||
|
"QUEST SYSTEM": "None", # "None", "Immortal Run", "Automated", "Integrated"
|
||||||
|
"ROLEPLAYING": "None", # "None", "Accepted", "Encouraged", "Enforced"
|
||||||
|
"TRAINING SYSTEM": "None", # "None", "Level", "Skill", "Both"
|
||||||
|
# World originality: "All Stock", "Mostly Stock", "Mostly Original", "All Original"
|
||||||
|
"WORLD ORIGINALITY": "All Original",
|
||||||
|
}
|
|
@ -0,0 +1,24 @@
|
||||||
|
"""
|
||||||
|
Start plugin services
|
||||||
|
|
||||||
|
This plugin module can define user-created services for the Portal to
|
||||||
|
start.
|
||||||
|
|
||||||
|
This module must handle all imports and setups required to start
|
||||||
|
twisted services (see examples in evennia.server.portal.portal). It
|
||||||
|
must also contain a function start_plugin_services(application).
|
||||||
|
Evennia will call this function with the main Portal application (so
|
||||||
|
your services can be added to it). The function should not return
|
||||||
|
anything. Plugin services are started last in the Portal startup
|
||||||
|
process.
|
||||||
|
|
||||||
|
"""
|
||||||
|
|
||||||
|
|
||||||
|
def start_plugin_services(portal):
|
||||||
|
"""
|
||||||
|
This hook is called by Evennia, last in the Portal startup process.
|
||||||
|
|
||||||
|
portal - a reference to the main portal application.
|
||||||
|
"""
|
||||||
|
pass
|
|
@ -0,0 +1,24 @@
|
||||||
|
"""
|
||||||
|
|
||||||
|
Server plugin services
|
||||||
|
|
||||||
|
This plugin module can define user-created services for the Server to
|
||||||
|
start.
|
||||||
|
|
||||||
|
This module must handle all imports and setups required to start a
|
||||||
|
twisted service (see examples in evennia.server.server). It must also
|
||||||
|
contain a function start_plugin_services(application). Evennia will
|
||||||
|
call this function with the main Server application (so your services
|
||||||
|
can be added to it). The function should not return anything. Plugin
|
||||||
|
services are started last in the Server startup process.
|
||||||
|
|
||||||
|
"""
|
||||||
|
|
||||||
|
|
||||||
|
def start_plugin_services(server):
|
||||||
|
"""
|
||||||
|
This hook is called by Evennia, last in the Server startup process.
|
||||||
|
|
||||||
|
server - a reference to the main server application.
|
||||||
|
"""
|
||||||
|
pass
|
|
@ -0,0 +1,37 @@
|
||||||
|
"""
|
||||||
|
ServerSession
|
||||||
|
|
||||||
|
The serversession is the Server-side in-memory representation of a
|
||||||
|
user connecting to the game. Evennia manages one Session per
|
||||||
|
connection to the game. So a user logged into the game with multiple
|
||||||
|
clients (if Evennia is configured to allow that) will have multiple
|
||||||
|
sessions tied to one Account object. All communication between Evennia
|
||||||
|
and the real-world user goes through the Session(s) associated with that user.
|
||||||
|
|
||||||
|
It should be noted that modifying the Session object is not usually
|
||||||
|
necessary except for the most custom and exotic designs - and even
|
||||||
|
then it might be enough to just add custom session-level commands to
|
||||||
|
the SessionCmdSet instead.
|
||||||
|
|
||||||
|
This module is not normally called. To tell Evennia to use the class
|
||||||
|
in this module instead of the default one, add the following to your
|
||||||
|
settings file:
|
||||||
|
|
||||||
|
SERVER_SESSION_CLASS = "server.conf.serversession.ServerSession"
|
||||||
|
|
||||||
|
"""
|
||||||
|
|
||||||
|
from evennia.server.serversession import ServerSession as BaseServerSession
|
||||||
|
|
||||||
|
|
||||||
|
class ServerSession(BaseServerSession):
|
||||||
|
"""
|
||||||
|
This class represents a player's session and is a template for
|
||||||
|
individual protocols to communicate with Evennia.
|
||||||
|
|
||||||
|
Each account gets one or more sessions assigned to them whenever they connect
|
||||||
|
to the game server. All communication between game and account goes
|
||||||
|
through their session(s).
|
||||||
|
"""
|
||||||
|
|
||||||
|
pass
|
|
@ -0,0 +1,45 @@
|
||||||
|
r"""
|
||||||
|
Evennia settings file.
|
||||||
|
|
||||||
|
The available options are found in the default settings file found
|
||||||
|
here:
|
||||||
|
|
||||||
|
https://www.evennia.com/docs/latest/Setup/Settings-Default.html
|
||||||
|
|
||||||
|
Remember:
|
||||||
|
|
||||||
|
Don't copy more from the default file than you actually intend to
|
||||||
|
change; this will make sure that you don't overload upstream updates
|
||||||
|
unnecessarily.
|
||||||
|
|
||||||
|
When changing a setting requiring a file system path (like
|
||||||
|
path/to/actual/file.py), use GAME_DIR and EVENNIA_DIR to reference
|
||||||
|
your game folder and the Evennia library folders respectively. Python
|
||||||
|
paths (path.to.module) should be given relative to the game's root
|
||||||
|
folder (typeclasses.foo) whereas paths within the Evennia library
|
||||||
|
needs to be given explicitly (evennia.foo).
|
||||||
|
|
||||||
|
If you want to share your game dir, including its settings, you can
|
||||||
|
put secret game- or server-specific settings in secret_settings.py.
|
||||||
|
|
||||||
|
"""
|
||||||
|
|
||||||
|
# Use the defaults from Evennia unless explicitly overridden
|
||||||
|
from evennia.settings_default import *
|
||||||
|
|
||||||
|
######################################################################
|
||||||
|
# Evennia base server config
|
||||||
|
######################################################################
|
||||||
|
|
||||||
|
# This is the name of your game. Make it catchy!
|
||||||
|
SERVERNAME = "Multi-User Depravity"
|
||||||
|
|
||||||
|
IDLE_TIMEOUT = -1
|
||||||
|
|
||||||
|
######################################################################
|
||||||
|
# Settings given in secret_settings.py override those in this file.
|
||||||
|
######################################################################
|
||||||
|
try:
|
||||||
|
from server.conf.secret_settings import *
|
||||||
|
except ImportError:
|
||||||
|
print("secret_settings.py file not found or failed to import.")
|
|
@ -0,0 +1,41 @@
|
||||||
|
"""
|
||||||
|
Web plugin hooks.
|
||||||
|
"""
|
||||||
|
|
||||||
|
|
||||||
|
def at_webserver_root_creation(web_root):
|
||||||
|
"""
|
||||||
|
This is called as the web server has finished building its default
|
||||||
|
path tree. At this point, the media/ and static/ URIs have already
|
||||||
|
been added to the web root.
|
||||||
|
|
||||||
|
Args:
|
||||||
|
web_root (twisted.web.resource.Resource): The root
|
||||||
|
resource of the URI tree. Use .putChild() to
|
||||||
|
add new subdomains to the tree.
|
||||||
|
|
||||||
|
Returns:
|
||||||
|
web_root (twisted.web.resource.Resource): The potentially
|
||||||
|
modified root structure.
|
||||||
|
|
||||||
|
Example:
|
||||||
|
from twisted.web import static
|
||||||
|
my_page = static.File("web/mypage/")
|
||||||
|
my_page.indexNames = ["index.html"]
|
||||||
|
web_root.putChild("mypage", my_page)
|
||||||
|
|
||||||
|
"""
|
||||||
|
return web_root
|
||||||
|
|
||||||
|
|
||||||
|
def at_webproxy_root_creation(web_root):
|
||||||
|
"""
|
||||||
|
This function can modify the portal proxy service.
|
||||||
|
Args:
|
||||||
|
web_root (evennia.server.webserver.Website): The Evennia
|
||||||
|
Website application. Use .putChild() to add new
|
||||||
|
subdomains that are Portal-accessible over TCP;
|
||||||
|
primarily for new protocol development, but suitable
|
||||||
|
for other shenanigans.
|
||||||
|
"""
|
||||||
|
return web_root
|
|
@ -0,0 +1,15 @@
|
||||||
|
This directory contains Evennia's log files. The existence of this README.md file is also necessary
|
||||||
|
to correctly include the log directory in git (since log files are ignored by git and you can't
|
||||||
|
commit an empty directory).
|
||||||
|
|
||||||
|
- `server.log` - log file from the game Server.
|
||||||
|
- `portal.log` - log file from Portal proxy (internet facing)
|
||||||
|
|
||||||
|
Usually these logs are viewed together with `evennia -l`. They are also rotated every week so as not
|
||||||
|
to be too big. Older log names will have a name appended by `_month_date`.
|
||||||
|
|
||||||
|
- `lockwarnings.log` - warnings from the lock system.
|
||||||
|
- `http_requests.log` - this will generally be empty unless turning on debugging inside the server.
|
||||||
|
|
||||||
|
- `channel_<channelname>.log` - these are channel logs for the in-game channels They are also used
|
||||||
|
by the `/history` flag in-game to get the latest message history.
|
|
@ -0,0 +1,16 @@
|
||||||
|
# typeclasses/
|
||||||
|
|
||||||
|
This directory holds the modules for overloading all the typeclasses
|
||||||
|
representing the game entities and many systems of the game. Other
|
||||||
|
server functionality not covered here is usually modified by the
|
||||||
|
modules in `server/conf/`.
|
||||||
|
|
||||||
|
Each module holds empty classes that just imports Evennia's defaults.
|
||||||
|
Any modifications done to these classes will overload the defaults.
|
||||||
|
|
||||||
|
You can change the structure of this directory (even rename the
|
||||||
|
directory itself) as you please, but if you do you must add the
|
||||||
|
appropriate new paths to your settings.py file so Evennia knows where
|
||||||
|
to look. Also remember that for Python to find your modules, it
|
||||||
|
requires you to add an empty `__init__.py` file in any new sub
|
||||||
|
directories you create.
|
|
@ -0,0 +1,104 @@
|
||||||
|
"""
|
||||||
|
Account
|
||||||
|
|
||||||
|
The Account represents the game "account" and each login has only one
|
||||||
|
Account object. An Account is what chats on default channels but has no
|
||||||
|
other in-game-world existence. Rather the Account puppets Objects (such
|
||||||
|
as Characters) in order to actually participate in the game world.
|
||||||
|
|
||||||
|
|
||||||
|
Guest
|
||||||
|
|
||||||
|
Guest accounts are simple low-level accounts that are created/deleted
|
||||||
|
on the fly and allows users to test the game without the commitment
|
||||||
|
of a full registration. Guest accounts are deactivated by default; to
|
||||||
|
activate them, add the following line to your settings file:
|
||||||
|
|
||||||
|
GUEST_ENABLED = True
|
||||||
|
|
||||||
|
You will also need to modify the connection screen to reflect the
|
||||||
|
possibility to connect with a guest account. The setting file accepts
|
||||||
|
several more options for customizing the Guest account system.
|
||||||
|
|
||||||
|
"""
|
||||||
|
|
||||||
|
from evennia.accounts.accounts import DefaultAccount, DefaultGuest
|
||||||
|
|
||||||
|
|
||||||
|
class Account(DefaultAccount):
|
||||||
|
"""
|
||||||
|
This class describes the actual OOC account (i.e. the user connecting
|
||||||
|
to the MUD). It does NOT have visual appearance in the game world (that
|
||||||
|
is handled by the character which is connected to this). Comm channels
|
||||||
|
are attended/joined using this object.
|
||||||
|
|
||||||
|
It can be useful e.g. for storing configuration options for your game, but
|
||||||
|
should generally not hold any character-related info (that's best handled
|
||||||
|
on the character level).
|
||||||
|
|
||||||
|
Can be set using BASE_ACCOUNT_TYPECLASS.
|
||||||
|
|
||||||
|
|
||||||
|
* available properties
|
||||||
|
|
||||||
|
key (string) - name of account
|
||||||
|
name (string)- wrapper for user.username
|
||||||
|
aliases (list of strings) - aliases to the object. Will be saved to database as AliasDB entries but returned as strings.
|
||||||
|
dbref (int, read-only) - unique #id-number. Also "id" can be used.
|
||||||
|
date_created (string) - time stamp of object creation
|
||||||
|
permissions (list of strings) - list of permission strings
|
||||||
|
|
||||||
|
user (User, read-only) - django User authorization object
|
||||||
|
obj (Object) - game object controlled by account. 'character' can also be used.
|
||||||
|
sessions (list of Sessions) - sessions connected to this account
|
||||||
|
is_superuser (bool, read-only) - if the connected user is a superuser
|
||||||
|
|
||||||
|
* Handlers
|
||||||
|
|
||||||
|
locks - lock-handler: use locks.add() to add new lock strings
|
||||||
|
db - attribute-handler: store/retrieve database attributes on this self.db.myattr=val, val=self.db.myattr
|
||||||
|
ndb - non-persistent attribute handler: same as db but does not create a database entry when storing data
|
||||||
|
scripts - script-handler. Add new scripts to object with scripts.add()
|
||||||
|
cmdset - cmdset-handler. Use cmdset.add() to add new cmdsets to object
|
||||||
|
nicks - nick-handler. New nicks with nicks.add().
|
||||||
|
|
||||||
|
* Helper methods
|
||||||
|
|
||||||
|
msg(text=None, **kwargs)
|
||||||
|
execute_cmd(raw_string, session=None)
|
||||||
|
search(ostring, global_search=False, attribute_name=None, use_nicks=False, location=None, ignore_errors=False, account=False)
|
||||||
|
is_typeclass(typeclass, exact=False)
|
||||||
|
swap_typeclass(new_typeclass, clean_attributes=False, no_default=True)
|
||||||
|
access(accessing_obj, access_type='read', default=False)
|
||||||
|
check_permstring(permstring)
|
||||||
|
|
||||||
|
* Hook methods (when re-implementation, remember methods need to have self as first arg)
|
||||||
|
|
||||||
|
basetype_setup()
|
||||||
|
at_account_creation()
|
||||||
|
|
||||||
|
- note that the following hooks are also found on Objects and are
|
||||||
|
usually handled on the character level:
|
||||||
|
|
||||||
|
at_init()
|
||||||
|
at_cmdset_get(**kwargs)
|
||||||
|
at_first_login()
|
||||||
|
at_post_login(session=None)
|
||||||
|
at_disconnect()
|
||||||
|
at_message_receive()
|
||||||
|
at_message_send()
|
||||||
|
at_server_reload()
|
||||||
|
at_server_shutdown()
|
||||||
|
|
||||||
|
"""
|
||||||
|
|
||||||
|
pass
|
||||||
|
|
||||||
|
|
||||||
|
class Guest(DefaultGuest):
|
||||||
|
"""
|
||||||
|
This class is used for guest logins. Unlike Accounts, Guests and their
|
||||||
|
characters are deleted after disconnection.
|
||||||
|
"""
|
||||||
|
|
||||||
|
pass
|
|
@ -0,0 +1,62 @@
|
||||||
|
"""
|
||||||
|
Channel
|
||||||
|
|
||||||
|
The channel class represents the out-of-character chat-room usable by
|
||||||
|
Accounts in-game. It is mostly overloaded to change its appearance, but
|
||||||
|
channels can be used to implement many different forms of message
|
||||||
|
distribution systems.
|
||||||
|
|
||||||
|
Note that sending data to channels are handled via the CMD_CHANNEL
|
||||||
|
syscommand (see evennia.syscmds). The sending should normally not need
|
||||||
|
to be modified.
|
||||||
|
|
||||||
|
"""
|
||||||
|
|
||||||
|
from evennia.comms.comms import DefaultChannel
|
||||||
|
|
||||||
|
|
||||||
|
class Channel(DefaultChannel):
|
||||||
|
"""
|
||||||
|
Working methods:
|
||||||
|
at_channel_creation() - called once, when the channel is created
|
||||||
|
has_connection(account) - check if the given account listens to this channel
|
||||||
|
connect(account) - connect account to this channel
|
||||||
|
disconnect(account) - disconnect account from channel
|
||||||
|
access(access_obj, access_type='listen', default=False) - check the
|
||||||
|
access on this channel (default access_type is listen)
|
||||||
|
delete() - delete this channel
|
||||||
|
message_transform(msg, emit=False, prefix=True,
|
||||||
|
sender_strings=None, external=False) - called by
|
||||||
|
the comm system and triggers the hooks below
|
||||||
|
msg(msgobj, header=None, senders=None, sender_strings=None,
|
||||||
|
persistent=None, online=False, emit=False, external=False) - main
|
||||||
|
send method, builds and sends a new message to channel.
|
||||||
|
tempmsg(msg, header=None, senders=None) - wrapper for sending non-persistent
|
||||||
|
messages.
|
||||||
|
distribute_message(msg, online=False) - send a message to all
|
||||||
|
connected accounts on channel, optionally sending only
|
||||||
|
to accounts that are currently online (optimized for very large sends)
|
||||||
|
|
||||||
|
Useful hooks:
|
||||||
|
channel_prefix() - how the channel should be
|
||||||
|
prefixed when returning to user. Returns a string
|
||||||
|
format_senders(senders) - should return how to display multiple
|
||||||
|
senders to a channel
|
||||||
|
pose_transform(msg, sender_string) - should detect if the
|
||||||
|
sender is posing, and if so, modify the string
|
||||||
|
format_external(msg, senders, emit=False) - format messages sent
|
||||||
|
from outside the game, like from IRC
|
||||||
|
format_message(msg, emit=False) - format the message body before
|
||||||
|
displaying it to the user. 'emit' generally means that the
|
||||||
|
message should not be displayed with the sender's name.
|
||||||
|
|
||||||
|
pre_join_channel(joiner) - if returning False, abort join
|
||||||
|
post_join_channel(joiner) - called right after successful join
|
||||||
|
pre_leave_channel(leaver) - if returning False, abort leave
|
||||||
|
post_leave_channel(leaver) - called right after successful leave
|
||||||
|
pre_send_message(msg) - runs just before a message is sent to channel
|
||||||
|
post_send_message(msg) - called just after message was sent to channel
|
||||||
|
|
||||||
|
"""
|
||||||
|
|
||||||
|
pass
|
|
@ -0,0 +1,30 @@
|
||||||
|
from evennia.objects.objects import DefaultCharacter
|
||||||
|
from evennia.contrib.rpg.traits import TraitHandler
|
||||||
|
|
||||||
|
from commands.encounter_cmdset import SetEncounterSpecial
|
||||||
|
from world.species import SPECIES_CMDSET
|
||||||
|
|
||||||
|
from .objects import ObjectParent
|
||||||
|
|
||||||
|
CURRENT_VERSION = 1
|
||||||
|
|
||||||
|
class Character(ObjectParent, DefaultCharacter):
|
||||||
|
def at_object_creation(self):
|
||||||
|
self.db.version = 1
|
||||||
|
self.db.species = 0
|
||||||
|
|
||||||
|
def apply_encounter_cmdset(self):
|
||||||
|
self.cmdset.add(SetEncounterSpecial)
|
||||||
|
self.cmdset.add(SPECIES_CMDSET[self.db.species])
|
||||||
|
|
||||||
|
def revoke_encounter_cmdset(self):
|
||||||
|
self.cmdset.remove(SPECIES_CMDSET[self.db.species])
|
||||||
|
self.cmdset.remove(SetEncounterSpecial)
|
||||||
|
pass
|
||||||
|
|
||||||
|
def at_pre_move(self, destination, **kwargs):
|
||||||
|
if self.ndb.encounter_handler:
|
||||||
|
self.msg("You would need to leave the encounter first")
|
||||||
|
return False
|
||||||
|
return True
|
||||||
|
|
|
@ -0,0 +1,96 @@
|
||||||
|
import random
|
||||||
|
from evennia import DefaultScript
|
||||||
|
|
||||||
|
# turn
|
||||||
|
# defend/dodge (if applicable)
|
||||||
|
# action(s)
|
||||||
|
# RP description
|
||||||
|
|
||||||
|
class EncounterHandler(DefaultScript):
|
||||||
|
"""
|
||||||
|
Implementation of the encounter handler.
|
||||||
|
"""
|
||||||
|
def at_script_creation(self):
|
||||||
|
# When initiating the encounter
|
||||||
|
self.key = f"encounter_handler_{random.randint(1, 1000)}"
|
||||||
|
self.desc = "Handles an encounter"
|
||||||
|
self.persistent = True
|
||||||
|
|
||||||
|
self.db.characters = {}
|
||||||
|
self.db.turns = []
|
||||||
|
self.db.turn_index = 0
|
||||||
|
self.db.turn_energy = 1
|
||||||
|
|
||||||
|
def _init_character(self, character):
|
||||||
|
# Initializes the character for encounter
|
||||||
|
character.ndb.encounter_handler = self
|
||||||
|
character.apply_encounter_cmdset()
|
||||||
|
|
||||||
|
def _cleanup_character(self, character):
|
||||||
|
# De-initializes the character from encounters
|
||||||
|
dbref = character.id
|
||||||
|
del self.db.characters[dbref]
|
||||||
|
self.db.turns.remove(dbref)
|
||||||
|
del character.ndb.encounter_handler
|
||||||
|
character.revoke_encounter_cmdset()
|
||||||
|
|
||||||
|
def at_start(self):
|
||||||
|
# When initializing or rebooting
|
||||||
|
for character in self.db.characters.values():
|
||||||
|
self._init_character(character)
|
||||||
|
|
||||||
|
def at_stop(self):
|
||||||
|
# When deinitializing or rebooting
|
||||||
|
for character in list(self.db.characters.values()):
|
||||||
|
self._cleanup_character(character)
|
||||||
|
|
||||||
|
def add_character(self, character):
|
||||||
|
# Adds a character to the encounter
|
||||||
|
dbref = character.id
|
||||||
|
self.db.characters[dbref] = character
|
||||||
|
self.db.turns.append(dbref)
|
||||||
|
self._init_character(character)
|
||||||
|
|
||||||
|
def remove_character(self, character):
|
||||||
|
# Removes a character from the encounter
|
||||||
|
if character.id in self.db.characters:
|
||||||
|
self._cleanup_character(character)
|
||||||
|
if len(self.db.characters) == 1:
|
||||||
|
char = list(self.db.characters.values())[0]
|
||||||
|
char.msg("You are no longer in an encounter.")
|
||||||
|
self._cleanup_character(char)
|
||||||
|
self.stop()
|
||||||
|
elif not self.db.characters:
|
||||||
|
self.stop()
|
||||||
|
|
||||||
|
def msg_all(self, message):
|
||||||
|
# Sends text to all players in the encounter
|
||||||
|
for char in self.db.characters.values():
|
||||||
|
char.msg(message)
|
||||||
|
|
||||||
|
def can_act(self, cmd):
|
||||||
|
caller = cmd.caller
|
||||||
|
cmdname = cmd.key
|
||||||
|
energy = cmd.energy_cost
|
||||||
|
if self.db.turns[self.db.turn_index] == caller.id:
|
||||||
|
if self.db.turn_energy >= energy:
|
||||||
|
self.db.turn_energy -= energy
|
||||||
|
return True
|
||||||
|
else:
|
||||||
|
caller.msg("You do not have enough energy remaining")
|
||||||
|
caller.msg(f"You have: {self.db.turn_energy}, but need {energy}")
|
||||||
|
else:
|
||||||
|
caller.msg("(It's not your turn yet!)")
|
||||||
|
caller.msg("(You can talk out-of-character using parentheses)")
|
||||||
|
return False
|
||||||
|
|
||||||
|
def has_default_target(self, caller):
|
||||||
|
if (len(self.db.characters) == 2) and (caller in self.db.characters.values()):
|
||||||
|
keys = list(self.db.characters.keys())
|
||||||
|
return self.db.characters[keys[0] if keys[0] != caller.id else keys[1]]
|
||||||
|
return None
|
||||||
|
|
||||||
|
def next_turn(self):
|
||||||
|
self.db.turn_index = (self.db.turn_index + 1) % len(self.db.turns)
|
||||||
|
self.db.turn_energy = 1
|
||||||
|
self.db.characters[self.db.turns[self.db.turn_index]].msg("It is now your turn:")
|
|
@ -0,0 +1,40 @@
|
||||||
|
"""
|
||||||
|
Exits
|
||||||
|
|
||||||
|
Exits are connectors between Rooms. An exit always has a destination property
|
||||||
|
set and has a single command defined on itself with the same name as its key,
|
||||||
|
for allowing Characters to traverse the exit to its destination.
|
||||||
|
|
||||||
|
"""
|
||||||
|
from evennia.objects.objects import DefaultExit
|
||||||
|
|
||||||
|
from .objects import ObjectParent
|
||||||
|
|
||||||
|
|
||||||
|
class Exit(ObjectParent, DefaultExit):
|
||||||
|
"""
|
||||||
|
Exits are connectors between rooms. Exits are normal Objects except
|
||||||
|
they defines the `destination` property. It also does work in the
|
||||||
|
following methods:
|
||||||
|
|
||||||
|
basetype_setup() - sets default exit locks (to change, use `at_object_creation` instead).
|
||||||
|
at_cmdset_get(**kwargs) - this is called when the cmdset is accessed and should
|
||||||
|
rebuild the Exit cmdset along with a command matching the name
|
||||||
|
of the Exit object. Conventionally, a kwarg `force_init`
|
||||||
|
should force a rebuild of the cmdset, this is triggered
|
||||||
|
by the `@alias` command when aliases are changed.
|
||||||
|
at_failed_traverse() - gives a default error message ("You cannot
|
||||||
|
go there") if exit traversal fails and an
|
||||||
|
attribute `err_traverse` is not defined.
|
||||||
|
|
||||||
|
Relevant hooks to overload (compared to other types of Objects):
|
||||||
|
at_traverse(traveller, target_loc) - called to do the actual traversal and calling of the other hooks.
|
||||||
|
If overloading this, consider using super() to use the default
|
||||||
|
movement implementation (and hook-calling).
|
||||||
|
at_post_traverse(traveller, source_loc) - called by at_traverse just after traversing.
|
||||||
|
at_failed_traverse(traveller) - called by at_traverse if traversal failed for some reason. Will
|
||||||
|
not be called if the attribute `err_traverse` is
|
||||||
|
defined, in which case that will simply be echoed.
|
||||||
|
"""
|
||||||
|
|
||||||
|
pass
|
|
@ -0,0 +1,20 @@
|
||||||
|
"""
|
||||||
|
Object
|
||||||
|
|
||||||
|
The Object is the "naked" base class for things in the game world.
|
||||||
|
|
||||||
|
Note that the default Character, Room and Exit does not inherit from
|
||||||
|
this Object, but from their respective default implementations in the
|
||||||
|
evennia library. If you want to use this class as a parent to change
|
||||||
|
the other types, you can do so by adding this as a multiple
|
||||||
|
inheritance.
|
||||||
|
|
||||||
|
"""
|
||||||
|
from evennia.objects.objects import DefaultObject
|
||||||
|
|
||||||
|
|
||||||
|
class ObjectParent:
|
||||||
|
pass
|
||||||
|
|
||||||
|
class Object(ObjectParent, DefaultObject):
|
||||||
|
pass
|
|
@ -0,0 +1,24 @@
|
||||||
|
"""
|
||||||
|
Room
|
||||||
|
|
||||||
|
Rooms are simple containers that has no location of their own.
|
||||||
|
|
||||||
|
"""
|
||||||
|
|
||||||
|
from evennia.objects.objects import DefaultRoom
|
||||||
|
|
||||||
|
from .objects import ObjectParent
|
||||||
|
|
||||||
|
|
||||||
|
class Room(ObjectParent, DefaultRoom):
|
||||||
|
"""
|
||||||
|
Rooms are like any Object, except their location is None
|
||||||
|
(which is default). They also use basetype_setup() to
|
||||||
|
add locks so they cannot be puppeted or picked up.
|
||||||
|
(to change that, use at_object_creation instead)
|
||||||
|
|
||||||
|
See mygame/typeclasses/objects.py for a list of
|
||||||
|
properties and methods available on all Objects.
|
||||||
|
"""
|
||||||
|
|
||||||
|
pass
|
|
@ -0,0 +1,92 @@
|
||||||
|
"""
|
||||||
|
Scripts
|
||||||
|
|
||||||
|
Scripts are powerful jacks-of-all-trades. They have no in-game
|
||||||
|
existence and can be used to represent persistent game systems in some
|
||||||
|
circumstances. Scripts can also have a time component that allows them
|
||||||
|
to "fire" regularly or a limited number of times.
|
||||||
|
|
||||||
|
There is generally no "tree" of Scripts inheriting from each other.
|
||||||
|
Rather, each script tends to inherit from the base Script class and
|
||||||
|
just overloads its hooks to have it perform its function.
|
||||||
|
|
||||||
|
"""
|
||||||
|
|
||||||
|
from evennia.scripts.scripts import DefaultScript
|
||||||
|
|
||||||
|
|
||||||
|
class Script(DefaultScript):
|
||||||
|
"""
|
||||||
|
A script type is customized by redefining some or all of its hook
|
||||||
|
methods and variables.
|
||||||
|
|
||||||
|
* available properties
|
||||||
|
|
||||||
|
key (string) - name of object
|
||||||
|
name (string)- same as key
|
||||||
|
aliases (list of strings) - aliases to the object. Will be saved
|
||||||
|
to database as AliasDB entries but returned as strings.
|
||||||
|
dbref (int, read-only) - unique #id-number. Also "id" can be used.
|
||||||
|
date_created (string) - time stamp of object creation
|
||||||
|
permissions (list of strings) - list of permission strings
|
||||||
|
|
||||||
|
desc (string) - optional description of script, shown in listings
|
||||||
|
obj (Object) - optional object that this script is connected to
|
||||||
|
and acts on (set automatically by obj.scripts.add())
|
||||||
|
interval (int) - how often script should run, in seconds. <0 turns
|
||||||
|
off ticker
|
||||||
|
start_delay (bool) - if the script should start repeating right away or
|
||||||
|
wait self.interval seconds
|
||||||
|
repeats (int) - how many times the script should repeat before
|
||||||
|
stopping. 0 means infinite repeats
|
||||||
|
persistent (bool) - if script should survive a server shutdown or not
|
||||||
|
is_active (bool) - if script is currently running
|
||||||
|
|
||||||
|
* Handlers
|
||||||
|
|
||||||
|
locks - lock-handler: use locks.add() to add new lock strings
|
||||||
|
db - attribute-handler: store/retrieve database attributes on this
|
||||||
|
self.db.myattr=val, val=self.db.myattr
|
||||||
|
ndb - non-persistent attribute handler: same as db but does not
|
||||||
|
create a database entry when storing data
|
||||||
|
|
||||||
|
* Helper methods
|
||||||
|
|
||||||
|
start() - start script (this usually happens automatically at creation
|
||||||
|
and obj.script.add() etc)
|
||||||
|
stop() - stop script, and delete it
|
||||||
|
pause() - put the script on hold, until unpause() is called. If script
|
||||||
|
is persistent, the pause state will survive a shutdown.
|
||||||
|
unpause() - restart a previously paused script. The script will continue
|
||||||
|
from the paused timer (but at_start() will be called).
|
||||||
|
time_until_next_repeat() - if a timed script (interval>0), returns time
|
||||||
|
until next tick
|
||||||
|
|
||||||
|
* Hook methods (should also include self as the first argument):
|
||||||
|
|
||||||
|
at_script_creation() - called only once, when an object of this
|
||||||
|
class is first created.
|
||||||
|
is_valid() - is called to check if the script is valid to be running
|
||||||
|
at the current time. If is_valid() returns False, the running
|
||||||
|
script is stopped and removed from the game. You can use this
|
||||||
|
to check state changes (i.e. an script tracking some combat
|
||||||
|
stats at regular intervals is only valid to run while there is
|
||||||
|
actual combat going on).
|
||||||
|
at_start() - Called every time the script is started, which for persistent
|
||||||
|
scripts is at least once every server start. Note that this is
|
||||||
|
unaffected by self.delay_start, which only delays the first
|
||||||
|
call to at_repeat().
|
||||||
|
at_repeat() - Called every self.interval seconds. It will be called
|
||||||
|
immediately upon launch unless self.delay_start is True, which
|
||||||
|
will delay the first call of this method by self.interval
|
||||||
|
seconds. If self.interval==0, this method will never
|
||||||
|
be called.
|
||||||
|
at_stop() - Called as the script object is stopped and is about to be
|
||||||
|
removed from the game, e.g. because is_valid() returned False.
|
||||||
|
at_server_reload() - Called when server reloads. Can be used to
|
||||||
|
save temporary variables you want should survive a reload.
|
||||||
|
at_server_shutdown() - called at a full server shutdown.
|
||||||
|
|
||||||
|
"""
|
||||||
|
|
||||||
|
pass
|
|
@ -0,0 +1,51 @@
|
||||||
|
# Web
|
||||||
|
|
||||||
|
This folder contains overriding of web assets - the website and webclient
|
||||||
|
coming with the game.
|
||||||
|
|
||||||
|
This is the process for serving a new web site (see also the Django docs for
|
||||||
|
more details):
|
||||||
|
|
||||||
|
1. A user enters an url in their browser (or clicks a button). This leads to
|
||||||
|
the browser sending a _HTTP request_ to the server, with a specific type
|
||||||
|
(GET,POST etc) and url-path (like for `https://localhost:4001/`, the part of
|
||||||
|
the url we need to consider is `/`).
|
||||||
|
2. Evennia (through Django) will make use of the regular expressions registered
|
||||||
|
in the `urls.py` file. This acts as a rerouter to _views_, which are
|
||||||
|
regular Python functions able to process the incoming request (think of
|
||||||
|
these as similar to the right Evennia Command being selected to handle your
|
||||||
|
input - views are like Commands in this sense). In the case of `/` we
|
||||||
|
reroute to a view handling the main index-page of the website. The view is
|
||||||
|
either a function or a callable class (Evennia tends to have them as
|
||||||
|
functions).
|
||||||
|
3. The view-function will prepare all the data needed by the web page. For the default
|
||||||
|
index page, this means gather the game statistics so you can see how many
|
||||||
|
are currently connected to the game etc.
|
||||||
|
4. The view will next fetch a _template_. A template is a HTML-document with special
|
||||||
|
'placeholder' tags (written as `{{...}}` or `{% ... %}` usually). These
|
||||||
|
placeholders allow the view to inject dynamic content into the HTML and make
|
||||||
|
the page customized to the current situation. For the index page, it means
|
||||||
|
injecting the current player-count in the right places of the html page. This
|
||||||
|
is called 'rendering' the template. The result is a complete HTML page.
|
||||||
|
5. (The view can also pull in a _form_ to customize user-input in a similar way.)
|
||||||
|
6. The finished HTML page is packed in a _HTTP response_ and is returned to the
|
||||||
|
web browser, which can now display the page!
|
||||||
|
|
||||||
|
## A note on the webclient
|
||||||
|
|
||||||
|
The web browser can also execute code directly without talking to the Server.
|
||||||
|
This code must be written/loaded into the web page and is written using the
|
||||||
|
Javascript programming language (there is no way around this, it is what web
|
||||||
|
browsers understand). Executing Javascript is something the web browser does,
|
||||||
|
it operates independently from Evennia. Small snippets of javascript can be
|
||||||
|
used on a page to have buttons react, make small animations etc that doesn't
|
||||||
|
require the server.
|
||||||
|
|
||||||
|
In the case of the Webclient, Evennia will load the Webclient page as above,
|
||||||
|
but the page then contains Javascript code responsible for actually displaying
|
||||||
|
the client GUI, allows you to resize windows etc.
|
||||||
|
|
||||||
|
After it starts, the webclient 'calls home' and spins up a websocket link to
|
||||||
|
the Evennia Portal - this is how all data is then exchanged. So after the
|
||||||
|
initial loading of the webclient page, the above sequence doesn't happen again
|
||||||
|
until close the tab and come back or you reload it manually in your browser.
|
|
@ -0,0 +1,5 @@
|
||||||
|
# Admin views
|
||||||
|
|
||||||
|
Evennia makes several customizations to the Django web admin, but you can make
|
||||||
|
further changes here. Customizing the admin is a big topic and
|
||||||
|
you are best off reading more about it in the [Django admin site documentation](https://docs.djangoproject.com/en/4.1/ref/contrib/admin/).
|
|
@ -0,0 +1,21 @@
|
||||||
|
"""
|
||||||
|
This reroutes from an URL to a python view-function/class.
|
||||||
|
|
||||||
|
The main web/urls.py includes these routes for all urls starting with `admin/`
|
||||||
|
(the `admin/` part should not be included again here).
|
||||||
|
|
||||||
|
"""
|
||||||
|
|
||||||
|
|
||||||
|
from django.urls import path
|
||||||
|
|
||||||
|
from evennia.web.admin.urls import urlpatterns as evennia_admin_urlpatterns
|
||||||
|
|
||||||
|
# add patterns here
|
||||||
|
urlpatterns = [
|
||||||
|
# path("url-pattern", imported_python_view),
|
||||||
|
# path("url-pattern", imported_python_view),
|
||||||
|
]
|
||||||
|
|
||||||
|
# read by Django
|
||||||
|
urlpatterns = urlpatterns + evennia_admin_urlpatterns
|
|
@ -0,0 +1,17 @@
|
||||||
|
## Static files
|
||||||
|
|
||||||
|
This is the place to put static resources you want to serve from the
|
||||||
|
Evennia server. This is usually CSS and Javascript files but you _could_ also
|
||||||
|
serve other media like images, videos and music files from here.
|
||||||
|
|
||||||
|
> If you serve a lot of large files (especially videos) you will see a lot
|
||||||
|
> better performance doing so from a separate dedicated media host.
|
||||||
|
|
||||||
|
You can also override default Evennia files from here. The original files are
|
||||||
|
found in `evennia/web/static/`. Copy the original file into the same
|
||||||
|
corresponding location/sublocation in this folder (such as website CSS files
|
||||||
|
into `mygame/static/website/css/`) and modify it, then reload the server.
|
||||||
|
|
||||||
|
Note that all static resources will be collected from all over Evennia into
|
||||||
|
`mygame/server/.static` for serving by the webserver. That folder should not be
|
||||||
|
modified manually.
|
|
@ -0,0 +1,3 @@
|
||||||
|
# Evennia API static files
|
||||||
|
|
||||||
|
Overrides for API files.
|
|
@ -0,0 +1,3 @@
|
||||||
|
# Static files for API
|
||||||
|
|
||||||
|
Override images here.
|
|
@ -0,0 +1,3 @@
|
||||||
|
You can replace the CSS files for Evennia's webclient here.
|
||||||
|
|
||||||
|
You can find the original files in `evennia/web/static/webclient/css/`
|
|
@ -0,0 +1,3 @@
|
||||||
|
You can replace the javascript files for Evennia's webclient page here.
|
||||||
|
|
||||||
|
You can find the original files in `evennia/web/static/webclient/js/`
|
|
@ -0,0 +1,3 @@
|
||||||
|
You can replace the CSS files for Evennia's homepage here.
|
||||||
|
|
||||||
|
You can find the original files in `evennia/web/static/website/css/`
|
|
@ -0,0 +1,3 @@
|
||||||
|
You can replace the image files for Evennia's home page here.
|
||||||
|
|
||||||
|
You can find the original files in `evennia/web/static/website/images/`
|
|
@ -0,0 +1,14 @@
|
||||||
|
# HTML templates
|
||||||
|
|
||||||
|
Templates are HTML files that (usually) have special `{{ ... }}` template
|
||||||
|
markers in them to allow Evennia/Django to insert dynamic content in a web
|
||||||
|
page. An example is listing how many users are currently online in the game.
|
||||||
|
|
||||||
|
Templates are referenced by _views_ - Python functions or callable classes that
|
||||||
|
prepare the data needed by the template and 'renders' them into a finished
|
||||||
|
HTML page to return to the user.
|
||||||
|
|
||||||
|
You can replace Evennia's default templates by overriding them in this folder.
|
||||||
|
The originals are in `evennia/web/templates/` - just copy the template into the
|
||||||
|
corresponding location here (so the website's `index.html` should be copied to
|
||||||
|
`website/index.html` where it can be modified). Reload the server to see your changes.
|
|
@ -0,0 +1,3 @@
|
||||||
|
# Templates for the Evennia API
|
||||||
|
|
||||||
|
Override templates here.
|
|
@ -0,0 +1,4 @@
|
||||||
|
Replace Evennia's webclient django template with your own here.
|
||||||
|
|
||||||
|
You can find the original files in `evennia/web/templates/webclient/`. Just copy
|
||||||
|
the original here and modify - after a reload the new template will be used.
|
|
@ -0,0 +1,5 @@
|
||||||
|
You can replace the django templates (html files) for the website
|
||||||
|
here.
|
||||||
|
|
||||||
|
You can find the original files under `evennia/web/templates/website/`. Just
|
||||||
|
copy a template here and modify to have it override the default.
|
|
@ -0,0 +1,3 @@
|
||||||
|
Flatpages require a default.html template, which can be overwritten by placing it in this folder.
|
||||||
|
|
||||||
|
You can find the original files in `evennia/web/website/templates/website/flatpages/`
|
|
@ -0,0 +1,3 @@
|
||||||
|
The templates involving login/logout can be overwritten here.
|
||||||
|
|
||||||
|
You can find the original files in `evennia/web/website/templates/website/registration/`
|
|
@ -0,0 +1,33 @@
|
||||||
|
"""
|
||||||
|
This is the starting point when a user enters a url in their web browser.
|
||||||
|
|
||||||
|
The urls is matched (by regex) and mapped to a 'view' - a Python function or
|
||||||
|
callable class that in turn (usually) makes use of a 'template' (a html file
|
||||||
|
with slots that can be replaced by dynamic content) in order to render a HTML
|
||||||
|
page to show the user.
|
||||||
|
|
||||||
|
This file includes the urls in website, webclient and admin. To override you
|
||||||
|
should modify urls.py in those sub directories.
|
||||||
|
|
||||||
|
Search the Django documentation for "URL dispatcher" for more help.
|
||||||
|
|
||||||
|
"""
|
||||||
|
from django.urls import include, path
|
||||||
|
|
||||||
|
# default evennia patterns
|
||||||
|
from evennia.web.urls import urlpatterns as evennia_default_urlpatterns
|
||||||
|
|
||||||
|
# add patterns
|
||||||
|
urlpatterns = [
|
||||||
|
# website
|
||||||
|
path("", include("web.website.urls")),
|
||||||
|
# webclient
|
||||||
|
path("webclient/", include("web.webclient.urls")),
|
||||||
|
# web admin
|
||||||
|
path("admin/", include("web.admin.urls")),
|
||||||
|
# add any extra urls here:
|
||||||
|
# path("mypath/", include("path.to.my.urls.file")),
|
||||||
|
]
|
||||||
|
|
||||||
|
# 'urlpatterns' must be named such for Django to find it.
|
||||||
|
urlpatterns = urlpatterns + evennia_default_urlpatterns
|
|
@ -0,0 +1,23 @@
|
||||||
|
# Webclient Views
|
||||||
|
|
||||||
|
The webclient is mainly controlled by Javascript directly in the browser, so
|
||||||
|
you usually customize it via `mygame/web/static/webclient/js/` - files instead.
|
||||||
|
|
||||||
|
There is very little you can change from here, unless you want to implement
|
||||||
|
your very own client from scratch.
|
||||||
|
|
||||||
|
## On views
|
||||||
|
|
||||||
|
A 'view' is python code (a function or callable class) responsible for
|
||||||
|
producing a HTML page for a user to view in response for going to a given URL
|
||||||
|
in their browser. In Evennia lingo, it's similar in function to a Command, with
|
||||||
|
the input/args being the URL/request and the output being a new web-page.
|
||||||
|
|
||||||
|
The urls.py file contains regular expressions that are run against the provided
|
||||||
|
URL - when a match is found, the execution is passed to a view which is then
|
||||||
|
responsible (usually) for producing the web page by filling in a _template_ - a
|
||||||
|
HTML document that can have special tags in it that are replaced for dynamic
|
||||||
|
content. It then returns the finished HTML page for the user to view.
|
||||||
|
|
||||||
|
See the [Django docs on Views](https://docs.djangoproject.com/en/4.1/topics/http/views/) for
|
||||||
|
more information.
|
|
@ -0,0 +1,20 @@
|
||||||
|
"""
|
||||||
|
This reroutes from an URL to a python view-function/class.
|
||||||
|
|
||||||
|
The main web/urls.py includes these routes for all urls starting with `webclient/`
|
||||||
|
(the `webclient/` part should not be included again here).
|
||||||
|
|
||||||
|
"""
|
||||||
|
|
||||||
|
from django.urls import path
|
||||||
|
|
||||||
|
from evennia.web.webclient.urls import urlpatterns as evennia_webclient_urlpatterns
|
||||||
|
|
||||||
|
# add patterns here
|
||||||
|
urlpatterns = [
|
||||||
|
# path("url-pattern", imported_python_view),
|
||||||
|
# path("url-pattern", imported_python_view),
|
||||||
|
]
|
||||||
|
|
||||||
|
# read by Django
|
||||||
|
urlpatterns = urlpatterns + evennia_webclient_urlpatterns
|
|
@ -0,0 +1,24 @@
|
||||||
|
# Website views and other code
|
||||||
|
|
||||||
|
A 'view' is python code (a function or callable class) responsible for
|
||||||
|
producing a HTML page for a user to view in response for going to a given URL
|
||||||
|
in their browser. In Evennia lingo, it's similar in function to a Command, with
|
||||||
|
the input/args being the URL/request and the output being a new web-page.
|
||||||
|
|
||||||
|
The urls.py file contains regular expressions that are run against the provided
|
||||||
|
URL - when a match is found, the execution is passed to a view which is then
|
||||||
|
responsible (usually) for producing the web page by filling in a _template_ - a
|
||||||
|
HTML document that can have special tags in it that are replaced for dynamic
|
||||||
|
content. It then returns the finished HTML page for the user to view.
|
||||||
|
|
||||||
|
See the [Django docs on Views](https://docs.djangoproject.com/en/4.1/topics/http/views/) for
|
||||||
|
more information.
|
||||||
|
|
||||||
|
## Overriding a view
|
||||||
|
|
||||||
|
1. Copy the original code you want to change from `evennia/web/website/views/` into
|
||||||
|
`mygame/web/website/views/` and edit it as you like.
|
||||||
|
2. Look at `evennia/web/website/urls.py` and find the regex pointing to the view. Add this regex
|
||||||
|
to your own `mygam/website/urls.pye` but change it to import and point to your
|
||||||
|
changed version instead.
|
||||||
|
3. Reload the server and the page now uses your version of the view.
|
|
@ -0,0 +1,20 @@
|
||||||
|
"""
|
||||||
|
This reroutes from an URL to a python view-function/class.
|
||||||
|
|
||||||
|
The main web/urls.py includes these routes for all urls (the root of the url)
|
||||||
|
so it can reroute to all website pages.
|
||||||
|
|
||||||
|
"""
|
||||||
|
|
||||||
|
from django.urls import path
|
||||||
|
|
||||||
|
from evennia.web.website.urls import urlpatterns as evennia_website_urlpatterns
|
||||||
|
|
||||||
|
# add patterns here
|
||||||
|
urlpatterns = [
|
||||||
|
# path("url-pattern", imported_python_view),
|
||||||
|
# path("url-pattern", imported_python_view),
|
||||||
|
]
|
||||||
|
|
||||||
|
# read by Django
|
||||||
|
urlpatterns = urlpatterns + evennia_website_urlpatterns
|
|
@ -0,0 +1,10 @@
|
||||||
|
# world/
|
||||||
|
|
||||||
|
This folder is meant as a miscellaneous folder for all that other stuff
|
||||||
|
related to the game. Code which are not commands or typeclasses go
|
||||||
|
here, like custom economy systems, combat code, batch-files etc.
|
||||||
|
|
||||||
|
You can restructure and even rename this folder as best fits your
|
||||||
|
sense of organisation. Just remember that if you add new sub
|
||||||
|
directories, you must add (optionally empty) `__init__.py` files in
|
||||||
|
them for Python to be able to find the modules within.
|
|
@ -0,0 +1,26 @@
|
||||||
|
#
|
||||||
|
# A batch-command file is a way to build a game world
|
||||||
|
# in a programmatic way, by placing a sequence of
|
||||||
|
# build commands after one another. This allows for
|
||||||
|
# using a real text editor to edit e.g. descriptions
|
||||||
|
# rather than entering text on the command line.
|
||||||
|
#
|
||||||
|
# A batch-command file is loaded with @batchprocess in-game:
|
||||||
|
#
|
||||||
|
# @batchprocess[/interactive] tutorial_examples.batch_cmds
|
||||||
|
#
|
||||||
|
# A # as the first symbol on a line begins a comment and
|
||||||
|
# marks the end of a previous command definition. This is important,
|
||||||
|
# - every command must be separated by at least one line of comment.
|
||||||
|
#
|
||||||
|
# All supplied commands are given as normal, on their own line
|
||||||
|
# and accept arguments in any format up until the first next
|
||||||
|
# comment line begins. Extra whitespace is removed; an empty
|
||||||
|
# line in a command definition translates into a newline.
|
||||||
|
#
|
||||||
|
# See `evennia/contrib/tutorial_examples/batch_cmds.ev` for
|
||||||
|
# an example of a batch-command code. See also the batch-code
|
||||||
|
# system for loading python-code this way.
|
||||||
|
#
|
||||||
|
|
||||||
|
|
|
@ -0,0 +1,67 @@
|
||||||
|
"""
|
||||||
|
File-based help entries. These complements command-based help and help entries
|
||||||
|
added in the database using the `sethelp` command in-game.
|
||||||
|
|
||||||
|
Control where Evennia reads these entries with `settings.FILE_HELP_ENTRY_MODULES`,
|
||||||
|
which is a list of python-paths to modules to read.
|
||||||
|
|
||||||
|
A module like this should hold a global `HELP_ENTRY_DICTS` list, containing
|
||||||
|
dicts that each represent a help entry. If no `HELP_ENTRY_DICTS` variable is
|
||||||
|
given, all top-level variables that are dicts in the module are read as help
|
||||||
|
entries.
|
||||||
|
|
||||||
|
Each dict is on the form
|
||||||
|
::
|
||||||
|
|
||||||
|
{'key': <str>,
|
||||||
|
'text': <str>}`` # the actual help text. Can contain # subtopic sections
|
||||||
|
'category': <str>, # optional, otherwise settings.DEFAULT_HELP_CATEGORY
|
||||||
|
'aliases': <list>, # optional
|
||||||
|
'locks': <str> # optional, 'view' controls seeing in help index, 'read'
|
||||||
|
# if the entry can be read. If 'view' is unset,
|
||||||
|
# 'read' is used for the index. If unset, everyone
|
||||||
|
# can read/view the entry.
|
||||||
|
|
||||||
|
"""
|
||||||
|
|
||||||
|
HELP_ENTRY_DICTS = [
|
||||||
|
{
|
||||||
|
"key": "evennia",
|
||||||
|
"aliases": ["ev"],
|
||||||
|
"category": "General",
|
||||||
|
"locks": "read:perm(Developer)",
|
||||||
|
"text": """
|
||||||
|
Evennia is a MU-game server and framework written in Python. You can read more
|
||||||
|
on https://www.evennia.com.
|
||||||
|
|
||||||
|
# subtopics
|
||||||
|
|
||||||
|
## Installation
|
||||||
|
|
||||||
|
You'll find installation instructions on https://www.evennia.com.
|
||||||
|
|
||||||
|
## Community
|
||||||
|
|
||||||
|
There are many ways to get help and communicate with other devs!
|
||||||
|
|
||||||
|
### Discussions
|
||||||
|
|
||||||
|
The Discussions forum is found at https://github.com/evennia/evennia/discussions.
|
||||||
|
|
||||||
|
### Discord
|
||||||
|
|
||||||
|
There is also a discord channel for chatting - connect using the
|
||||||
|
following link: https://discord.gg/AJJpcRUhtF
|
||||||
|
|
||||||
|
""",
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"key": "building",
|
||||||
|
"category": "building",
|
||||||
|
"text": """
|
||||||
|
Evennia comes with a bunch of default building commands. You can
|
||||||
|
find a beginner tutorial in the Evennia documentation.
|
||||||
|
|
||||||
|
""",
|
||||||
|
},
|
||||||
|
]
|
|
@ -0,0 +1,90 @@
|
||||||
|
"""
|
||||||
|
Prototypes
|
||||||
|
|
||||||
|
A prototype is a simple way to create individualized instances of a
|
||||||
|
given typeclass. It is dictionary with specific key names.
|
||||||
|
|
||||||
|
For example, you might have a Sword typeclass that implements everything a
|
||||||
|
Sword would need to do. The only difference between different individual Swords
|
||||||
|
would be their key, description and some Attributes. The Prototype system
|
||||||
|
allows to create a range of such Swords with only minor variations. Prototypes
|
||||||
|
can also inherit and combine together to form entire hierarchies (such as
|
||||||
|
giving all Sabres and all Broadswords some common properties). Note that bigger
|
||||||
|
variations, such as custom commands or functionality belong in a hierarchy of
|
||||||
|
typeclasses instead.
|
||||||
|
|
||||||
|
A prototype can either be a dictionary placed into a global variable in a
|
||||||
|
python module (a 'module-prototype') or stored in the database as a dict on a
|
||||||
|
special Script (a db-prototype). The former can be created just by adding dicts
|
||||||
|
to modules Evennia looks at for prototypes, the latter is easiest created
|
||||||
|
in-game via the `olc` command/menu.
|
||||||
|
|
||||||
|
Prototypes are read and used to create new objects with the `spawn` command
|
||||||
|
or directly via `evennia.spawn` or the full path `evennia.prototypes.spawner.spawn`.
|
||||||
|
|
||||||
|
A prototype dictionary have the following keywords:
|
||||||
|
|
||||||
|
Possible keywords are:
|
||||||
|
- `prototype_key` - the name of the prototype. This is required for db-prototypes,
|
||||||
|
for module-prototypes, the global variable name of the dict is used instead
|
||||||
|
- `prototype_parent` - string pointing to parent prototype if any. Prototype inherits
|
||||||
|
in a similar way as classes, with children overriding values in their parents.
|
||||||
|
- `key` - string, the main object identifier.
|
||||||
|
- `typeclass` - string, if not set, will use `settings.BASE_OBJECT_TYPECLASS`.
|
||||||
|
- `location` - this should be a valid object or #dbref.
|
||||||
|
- `home` - valid object or #dbref.
|
||||||
|
- `destination` - only valid for exits (object or #dbref).
|
||||||
|
- `permissions` - string or list of permission strings.
|
||||||
|
- `locks` - a lock-string to use for the spawned object.
|
||||||
|
- `aliases` - string or list of strings.
|
||||||
|
- `attrs` - Attributes, expressed as a list of tuples on the form `(attrname, value)`,
|
||||||
|
`(attrname, value, category)`, or `(attrname, value, category, locks)`. If using one
|
||||||
|
of the shorter forms, defaults are used for the rest.
|
||||||
|
- `tags` - Tags, as a list of tuples `(tag,)`, `(tag, category)` or `(tag, category, data)`.
|
||||||
|
- Any other keywords are interpreted as Attributes with no category or lock.
|
||||||
|
These will internally be added to `attrs` (equivalent to `(attrname, value)`.
|
||||||
|
|
||||||
|
See the `spawn` command and `evennia.prototypes.spawner.spawn` for more info.
|
||||||
|
|
||||||
|
"""
|
||||||
|
|
||||||
|
## example of module-based prototypes using
|
||||||
|
## the variable name as `prototype_key` and
|
||||||
|
## simple Attributes
|
||||||
|
|
||||||
|
# from random import randint
|
||||||
|
#
|
||||||
|
# GOBLIN = {
|
||||||
|
# "key": "goblin grunt",
|
||||||
|
# "health": lambda: randint(20,30),
|
||||||
|
# "resists": ["cold", "poison"],
|
||||||
|
# "attacks": ["fists"],
|
||||||
|
# "weaknesses": ["fire", "light"],
|
||||||
|
# "tags": = [("greenskin", "monster"), ("humanoid", "monster")]
|
||||||
|
# }
|
||||||
|
#
|
||||||
|
# GOBLIN_WIZARD = {
|
||||||
|
# "prototype_parent": "GOBLIN",
|
||||||
|
# "key": "goblin wizard",
|
||||||
|
# "spells": ["fire ball", "lighting bolt"]
|
||||||
|
# }
|
||||||
|
#
|
||||||
|
# GOBLIN_ARCHER = {
|
||||||
|
# "prototype_parent": "GOBLIN",
|
||||||
|
# "key": "goblin archer",
|
||||||
|
# "attacks": ["short bow"]
|
||||||
|
# }
|
||||||
|
#
|
||||||
|
# This is an example of a prototype without a prototype
|
||||||
|
# (nor key) of its own, so it should normally only be
|
||||||
|
# used as a mix-in, as in the example of the goblin
|
||||||
|
# archwizard below.
|
||||||
|
# ARCHWIZARD_MIXIN = {
|
||||||
|
# "attacks": ["archwizard staff"],
|
||||||
|
# "spells": ["greater fire ball", "greater lighting"]
|
||||||
|
# }
|
||||||
|
#
|
||||||
|
# GOBLIN_ARCHWIZARD = {
|
||||||
|
# "key": "goblin archwizard",
|
||||||
|
# "prototype_parent" : ("GOBLIN_WIZARD", "ARCHWIZARD_MIXIN")
|
||||||
|
# }
|
|
@ -0,0 +1,9 @@
|
||||||
|
from commands.encounter_cmdset import SetSpeciesHuman
|
||||||
|
|
||||||
|
SPECIES_LIST = [
|
||||||
|
"Human",
|
||||||
|
]
|
||||||
|
|
||||||
|
SPECIES_CMDSET = [
|
||||||
|
SetSpeciesHuman,
|
||||||
|
]
|
Loading…
Reference in New Issue