first commit, character generation
This commit is contained in:
commit
68fbacfb93
7
README.md
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7
README.md
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# Welcome to Outlands MUD
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This is just an experiment codebase to familiarize myself with the [Evennia](https://www.evennia.com) framework.
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||||
##Status
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Currently making some core mechanics and character creation system, loosely based on the GURPS tabletop RPG system and how I can effectively translate those rules into a video game.
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6
__init__.py
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6
__init__.py
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"""
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||||
This sub-package holds the template for creating a new game folder.
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||||
The new game folder (when running evennia --init) is a copy of this
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folder.
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||||
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"""
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||||
14
commands/README.md
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14
commands/README.md
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# commands/
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||||
This folder holds modules for implementing one's own commands and
|
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command sets. All the modules' classes are essentially empty and just
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imports the default implementations from Evennia; so adding anything
|
||||
to them will start overloading the defaults.
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||||
|
||||
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.
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||||
Also remember that if you create new sub directories you must put
|
||||
(optionally empty) `__init__.py` files in there so that Python can
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||||
find your modules.
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||||
0
commands/__init__.py
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0
commands/__init__.py
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219
commands/command.py
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commands/command.py
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"""
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Commands
|
||||
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||||
Commands describe the input the account can do to the game.
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||||
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||||
"""
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||||
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from evennia.commands.command import Command as BaseCommand
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||||
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# from evennia import default_cmds
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||||
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||||
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||||
class Command(BaseCommand):
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||||
"""
|
||||
Inherit from this if you want to create your own command styles
|
||||
from scratch. Note that Evennia's default commands inherits from
|
||||
MuxCommand instead.
|
||||
|
||||
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.
|
||||
|
||||
Each Command 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.
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||||
- at_post_cmd(): Extra actions, often things done after
|
||||
every command, like prompts.
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||||
|
||||
"""
|
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pass
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# -------------------------------------------------------------
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#
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||||
# The default commands inherit from
|
||||
#
|
||||
# evennia.commands.default.muxcommand.MuxCommand.
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||||
#
|
||||
# If you want to make sweeping changes to default commands you can
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||||
# uncomment this copy of the MuxCommand parent and add
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||||
#
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||||
# COMMAND_DEFAULT_CLASS = "commands.command.MuxCommand"
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||||
#
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# 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
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||||
#
|
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#
|
||||
# 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):
|
||||
# """
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||||
# 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)
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||||
#
|
||||
# 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
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||||
# method (from the command definition, and assigned on the fly by the
|
||||
# cmdhandler):
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||||
# 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.
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||||
# self.lhslist - [self.lhs split into a list by comma]
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||||
# 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(',')]
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||||
#
|
||||
# # save to object properties:
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||||
# self.raw = raw
|
||||
# self.switches = switches
|
||||
# self.args = args.strip()
|
||||
# self.arglist = arglist
|
||||
# self.lhs = lhs
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||||
# self.lhslist = lhslist
|
||||
# self.rhs = rhs
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||||
# self.rhslist = rhslist
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||||
#
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||||
# # if the class has the account_caller property set on itself, we make
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||||
# # sure that self.caller is always the account if possible. We also create
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||||
# # a special property "character" for the puppeted object, if any. This
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||||
# # is convenient for commands defined on the Account only.
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# if hasattr(self, "account_caller") and self.account_caller:
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# if utils.inherits_from(self.caller, "evennia.objects.objects.DefaultObject"):
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# # caller is an Object/Character
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# self.character = self.caller
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||||
# self.caller = self.caller.account
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# elif utils.inherits_from(self.caller, "evennia.accounts.accounts.DefaultAccount"):
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# # caller was already an Account
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# self.character = self.caller.get_puppet(self.session)
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||||
# else:
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||||
# self.character = None
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||||
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||||
from evennia import Command
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from evennia.utils.evmenu import EvMenu
|
||||
|
||||
class cmdCmenu(Command):
|
||||
key = "+cmenu"
|
||||
|
||||
def func(self):
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||||
EvMenu(self.caller, "world.cgmenu")
|
||||
|
||||
class cmdSetInt(Command):
|
||||
key = "+setint"
|
||||
help_category = "mush"
|
||||
|
||||
def func(self):
|
||||
errmsg = "You must supply a number between 1-10"
|
||||
if not self.args:
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||||
self.caller.msg(errmsg)
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||||
return
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try:
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||||
intelligence = int(self.args)
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||||
except ValueError:
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||||
self.caller.msg(errmsg)
|
||||
return
|
||||
if not (1 <= intelligence <= 10):
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||||
self.caller.msg(errmsg)
|
||||
return
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|
||||
self.caller.db.intelligence = intelligence
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self.caller.msg("Your intelligence stat was set to %i." % intelligence)
|
||||
|
||||
|
||||
103
commands/default_cmdsets.py
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103
commands/default_cmdsets.py
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|
|||
"""
|
||||
Command sets
|
||||
|
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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 evennia import CmdSet
|
||||
from commands import command
|
||||
|
||||
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.
|
||||
#
|
||||
|
||||
|
||||
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.
|
||||
#
|
||||
|
||||
class ChargenCmdSet(CmdSet):
|
||||
key = "Chargen"
|
||||
def at_cmdset_creation(self):
|
||||
self.add(command.cmdSetInt())
|
||||
self.add(command.cmdCmenu())
|
||||
38
server/README.md
Normal file
38
server/README.md
Normal file
|
|
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|
|||
# 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.
|
||||
1
server/__init__.py
Normal file
1
server/__init__.py
Normal file
|
|
@ -0,0 +1 @@
|
|||
# -*- coding: utf-8 -*-
|
||||
1
server/conf/__init__.py
Normal file
1
server/conf/__init__.py
Normal file
|
|
@ -0,0 +1 @@
|
|||
# -*- coding: utf-8 -*-
|
||||
19
server/conf/at_initial_setup.py
Normal file
19
server/conf/at_initial_setup.py
Normal file
|
|
@ -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
|
||||
54
server/conf/at_search.py
Normal file
54
server/conf/at_search.py
Normal file
|
|
@ -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.
|
||||
|
||||
"""
|
||||
63
server/conf/at_server_startstop.py
Normal file
63
server/conf/at_server_startstop.py
Normal file
|
|
@ -0,0 +1,63 @@
|
|||
"""
|
||||
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_start()
|
||||
at_server_stop()
|
||||
at_server_reload_start()
|
||||
at_server_reload_stop()
|
||||
at_server_cold_start()
|
||||
at_server_cold_stop()
|
||||
|
||||
"""
|
||||
|
||||
|
||||
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
|
||||
55
server/conf/cmdparser.py
Normal file
55
server/conf/cmdparser.py
Normal file
|
|
@ -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
|
||||
38
server/conf/connection_screens.py
Normal file
38
server/conf/connection_screens.py
Normal file
|
|
@ -0,0 +1,38 @@
|
|||
# -*- 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
|
||||
|
||||
Enter |whelp|n for more info. |wlook|n will re-show this screen.
|
||||
|b==============================================================|n""".format(
|
||||
settings.SERVERNAME, utils.get_evennia_version("short")
|
||||
)
|
||||
51
server/conf/inlinefuncs.py
Normal file
51
server/conf/inlinefuncs.py
Normal file
|
|
@ -0,0 +1,51 @@
|
|||
"""
|
||||
Inlinefunc
|
||||
|
||||
Inline functions allow for direct conversion of text users mark in a
|
||||
special way. Inlinefuncs are deactivated by default. To activate, add
|
||||
|
||||
INLINEFUNC_ENABLED = True
|
||||
|
||||
to your settings file. The default inlinefuncs are found in
|
||||
evennia.utils.inlinefunc.
|
||||
|
||||
In text, usage is straightforward:
|
||||
|
||||
$funcname([arg1,[arg2,...]])
|
||||
|
||||
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(text, *args, **kwargs)
|
||||
|
||||
where `text` is always the part between {funcname(args) and
|
||||
{/funcname and the *args are taken from the appropriate part of the
|
||||
call. If no {/funcname is given, `text` will be the empty string.
|
||||
|
||||
It is important that the inline function properly clean the
|
||||
incoming `args`, checking their type and replacing them with sane
|
||||
defaults if needed. If impossible to resolve, the unmodified text
|
||||
should be returned. The inlinefunc should never cause a traceback.
|
||||
|
||||
While the inline function should accept **kwargs, the keyword is
|
||||
never accepted as a valid call - this is only intended to be used
|
||||
internally by Evennia, notably to send the `session` keyword to
|
||||
the function; this is the session of the object viewing the string
|
||||
and can be used to customize it to each session.
|
||||
|
||||
"""
|
||||
|
||||
# def capitalize(text, *args, **kwargs):
|
||||
# "Silly capitalize example. Used as {capitalize() ... {/capitalize"
|
||||
# session = kwargs.get("session")
|
||||
# return text.capitalize()
|
||||
52
server/conf/inputfuncs.py
Normal file
52
server/conf/inputfuncs.py
Normal file
|
|
@ -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
|
||||
30
server/conf/lockfuncs.py
Normal file
30
server/conf/lockfuncs.py
Normal file
|
|
@ -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
|
||||
105
server/conf/mssp.py
Normal file
105
server/conf/mssp.py
Normal file
|
|
@ -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": "Custom", # evennia goes under 'Custom'
|
||||
"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",
|
||||
}
|
||||
24
server/conf/portal_services_plugins.py
Normal file
24
server/conf/portal_services_plugins.py
Normal file
|
|
@ -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
|
||||
24
server/conf/server_services_plugins.py
Normal file
24
server/conf/server_services_plugins.py
Normal file
|
|
@ -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
|
||||
37
server/conf/serversession.py
Normal file
37
server/conf/serversession.py
Normal file
|
|
@ -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
|
||||
44
server/conf/settings.py
Normal file
44
server/conf/settings.py
Normal file
|
|
@ -0,0 +1,44 @@
|
|||
r"""
|
||||
Evennia settings file.
|
||||
|
||||
The available options are found in the default settings file found
|
||||
here:
|
||||
|
||||
/home/heno/muddev/evennia/evennia/settings_default.py
|
||||
|
||||
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 = "mygame"
|
||||
|
||||
|
||||
######################################################################
|
||||
# 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.")
|
||||
41
server/conf/web_plugins.py
Normal file
41
server/conf/web_plugins.py
Normal file
|
|
@ -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
|
||||
15
server/logs/README.md
Normal file
15
server/logs/README.md
Normal file
|
|
@ -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.
|
||||
16
typeclasses/README.md
Normal file
16
typeclasses/README.md
Normal file
|
|
@ -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
typeclasses/__init__.py
Normal file
0
typeclasses/__init__.py
Normal file
104
typeclasses/accounts.py
Normal file
104
typeclasses/accounts.py
Normal file
|
|
@ -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 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
|
||||
62
typeclasses/channels.py
Normal file
62
typeclasses/channels.py
Normal file
|
|
@ -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 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(msg, emit=False) - 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
|
||||
58
typeclasses/characters.py
Normal file
58
typeclasses/characters.py
Normal file
|
|
@ -0,0 +1,58 @@
|
|||
"""
|
||||
Characters
|
||||
|
||||
Characters are (by default) Objects setup to be puppeted by Accounts.
|
||||
They are what you "see" in game. The Character class in this module
|
||||
is setup to be the "default" character type created by the default
|
||||
creation commands.
|
||||
|
||||
"""
|
||||
from evennia import DefaultCharacter
|
||||
|
||||
|
||||
class Character(DefaultCharacter):
|
||||
"""
|
||||
The Character defaults to reimplementing some of base Object's hook methods with the
|
||||
following functionality:
|
||||
|
||||
at_basetype_setup - always assigns the DefaultCmdSet to this object type
|
||||
(important!)sets locks so character cannot be picked up
|
||||
and its commands only be called by itself, not anyone else.
|
||||
(to change things, use at_object_creation() instead).
|
||||
at_after_move(source_location) - Launches the "look" command after every move.
|
||||
at_post_unpuppet(account) - when Account disconnects from the Character, we
|
||||
store the current location in the pre_logout_location Attribute and
|
||||
move it to a None-location so the "unpuppeted" character
|
||||
object does not need to stay on grid. Echoes "Account has disconnected"
|
||||
to the room.
|
||||
at_pre_puppet - Just before Account re-connects, retrieves the character's
|
||||
pre_logout_location Attribute and move it back on the grid.
|
||||
at_post_puppet - Echoes "AccountName has entered the game" to the room.
|
||||
|
||||
"""
|
||||
|
||||
def at_object_creation(self):
|
||||
self.db.money = 50
|
||||
self.db.name = "NO_NAME"
|
||||
self.db.age = 0
|
||||
self.db.strength = 10
|
||||
self.db.dexterity = 10
|
||||
self.db.intelligence = 10
|
||||
self.db.health = 10
|
||||
self.db.hitpoints = 10
|
||||
self.db.currenthp = 10
|
||||
self.db.will = 10
|
||||
self.db.perception = 10
|
||||
self.db.fatiguepoints = 10
|
||||
self.db.currentfatigue = 0
|
||||
self.db.basicspeed = 10
|
||||
self.db.basicsmove = 10
|
||||
self.db.alignment = 4
|
||||
self.db.gender = 4
|
||||
self.db.xp = 0
|
||||
self.db.level = 1
|
||||
self.db.attribpoints = 100
|
||||
self.db.skills = []
|
||||
self.db.skillproperties = {}
|
||||
self.db.skillevel = {}
|
||||
self.db.created = 0
|
||||
38
typeclasses/exits.py
Normal file
38
typeclasses/exits.py
Normal file
|
|
@ -0,0 +1,38 @@
|
|||
"""
|
||||
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 import DefaultExit
|
||||
|
||||
|
||||
class Exit(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_after_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
|
||||
162
typeclasses/objects.py
Normal file
162
typeclasses/objects.py
Normal file
|
|
@ -0,0 +1,162 @@
|
|||
"""
|
||||
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 import DefaultObject
|
||||
|
||||
|
||||
class Object(DefaultObject):
|
||||
"""
|
||||
This is the root typeclass object, implementing an in-game Evennia
|
||||
game object, such as having a location, being able to be
|
||||
manipulated or looked at, etc. If you create a new typeclass, it
|
||||
must always inherit from this object (or any of the other objects
|
||||
in this file, since they all actually inherit from BaseObject, as
|
||||
seen in src.object.objects).
|
||||
|
||||
The BaseObject class implements several hooks tying into the game
|
||||
engine. By re-implementing these hooks you can control the
|
||||
system. You should never need to re-implement special Python
|
||||
methods, such as __init__ and especially never __getattribute__ and
|
||||
__setattr__ since these are used heavily by the typeclass system
|
||||
of Evennia and messing with them might well break things for you.
|
||||
|
||||
|
||||
* Base properties defined/available on all Objects
|
||||
|
||||
key (string) - name of object
|
||||
name (string)- same as key
|
||||
dbref (int, read-only) - unique #id-number. Also "id" can be used.
|
||||
date_created (string) - time stamp of object creation
|
||||
|
||||
account (Account) - controlling account (if any, only set together with
|
||||
sessid below)
|
||||
sessid (int, read-only) - session id (if any, only set together with
|
||||
account above). Use `sessions` handler to get the
|
||||
Sessions directly.
|
||||
location (Object) - current location. Is None if this is a room
|
||||
home (Object) - safety start-location
|
||||
has_account (bool, read-only)- will only return *connected* accounts
|
||||
contents (list of Objects, read-only) - returns all objects inside this
|
||||
object (including exits)
|
||||
exits (list of Objects, read-only) - returns all exits from this
|
||||
object, if any
|
||||
destination (Object) - only set if this object is an exit.
|
||||
is_superuser (bool, read-only) - True/False if this user is a superuser
|
||||
|
||||
* Handlers available
|
||||
|
||||
aliases - alias-handler: use aliases.add/remove/get() to use.
|
||||
permissions - permission-handler: use permissions.add/remove() to
|
||||
add/remove new perms.
|
||||
locks - lock-handler: use locks.add() to add new lock strings
|
||||
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().
|
||||
sessions - sessions-handler. Get Sessions connected to this
|
||||
object with sessions.get()
|
||||
attributes - attribute-handler. Use attributes.add/remove/get.
|
||||
db - attribute-handler: Shortcut for attribute-handler. Store/retrieve
|
||||
database attributes using 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 (see src.objects.objects.py for full headers)
|
||||
|
||||
search(ostring, global_search=False, attribute_name=None,
|
||||
use_nicks=False, location=None, ignore_errors=False, account=False)
|
||||
execute_cmd(raw_string)
|
||||
msg(text=None, **kwargs)
|
||||
msg_contents(message, exclude=None, from_obj=None, **kwargs)
|
||||
move_to(destination, quiet=False, emit_to_obj=None, use_destination=True)
|
||||
copy(new_key=None)
|
||||
delete()
|
||||
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)
|
||||
|
||||
* Hooks (these are class methods, so args should start with self):
|
||||
|
||||
basetype_setup() - only called once, used for behind-the-scenes
|
||||
setup. Normally not modified.
|
||||
basetype_posthook_setup() - customization in basetype, after the object
|
||||
has been created; Normally not modified.
|
||||
|
||||
at_object_creation() - only called once, when object is first created.
|
||||
Object customizations go here.
|
||||
at_object_delete() - called just before deleting an object. If returning
|
||||
False, deletion is aborted. Note that all objects
|
||||
inside a deleted object are automatically moved
|
||||
to their <home>, they don't need to be removed here.
|
||||
|
||||
at_init() - called whenever typeclass is cached from memory,
|
||||
at least once every server restart/reload
|
||||
at_cmdset_get(**kwargs) - this is called just before the command handler
|
||||
requests a cmdset from this object. The kwargs are
|
||||
not normally used unless the cmdset is created
|
||||
dynamically (see e.g. Exits).
|
||||
at_pre_puppet(account)- (account-controlled objects only) called just
|
||||
before puppeting
|
||||
at_post_puppet() - (account-controlled objects only) called just
|
||||
after completing connection account<->object
|
||||
at_pre_unpuppet() - (account-controlled objects only) called just
|
||||
before un-puppeting
|
||||
at_post_unpuppet(account) - (account-controlled objects only) called just
|
||||
after disconnecting account<->object link
|
||||
at_server_reload() - called before server is reloaded
|
||||
at_server_shutdown() - called just before server is fully shut down
|
||||
|
||||
at_access(result, accessing_obj, access_type) - called with the result
|
||||
of a lock access check on this object. Return value
|
||||
does not affect check result.
|
||||
|
||||
at_before_move(destination) - called just before moving object
|
||||
to the destination. If returns False, move is cancelled.
|
||||
announce_move_from(destination) - called in old location, just
|
||||
before move, if obj.move_to() has quiet=False
|
||||
announce_move_to(source_location) - called in new location, just
|
||||
after move, if obj.move_to() has quiet=False
|
||||
at_after_move(source_location) - always called after a move has
|
||||
been successfully performed.
|
||||
at_object_leave(obj, target_location) - called when an object leaves
|
||||
this object in any fashion
|
||||
at_object_receive(obj, source_location) - called when this object receives
|
||||
another object
|
||||
|
||||
at_traverse(traversing_object, source_loc) - (exit-objects only)
|
||||
handles all moving across the exit, including
|
||||
calling the other exit hooks. Use super() to retain
|
||||
the default functionality.
|
||||
at_after_traverse(traversing_object, source_location) - (exit-objects only)
|
||||
called just after a traversal has happened.
|
||||
at_failed_traverse(traversing_object) - (exit-objects only) called if
|
||||
traversal fails and property err_traverse is not defined.
|
||||
|
||||
at_msg_receive(self, msg, from_obj=None, **kwargs) - called when a message
|
||||
(via self.msg()) is sent to this obj.
|
||||
If returns false, aborts send.
|
||||
at_msg_send(self, msg, to_obj=None, **kwargs) - called when this objects
|
||||
sends a message to someone via self.msg().
|
||||
|
||||
return_appearance(looker) - describes this object. Used by "look"
|
||||
command by default
|
||||
at_desc(looker=None) - called by 'look' whenever the
|
||||
appearance is requested.
|
||||
at_get(getter) - called after object has been picked up.
|
||||
Does not stop pickup.
|
||||
at_drop(dropper) - called when this object has been dropped.
|
||||
at_say(speaker, message) - by default, called if an object inside this
|
||||
object speaks
|
||||
|
||||
"""
|
||||
|
||||
pass
|
||||
27
typeclasses/rooms.py
Normal file
27
typeclasses/rooms.py
Normal file
|
|
@ -0,0 +1,27 @@
|
|||
"""
|
||||
Room
|
||||
|
||||
Rooms are simple containers that has no location of their own.
|
||||
|
||||
"""
|
||||
|
||||
from evennia import DefaultRoom
|
||||
from commands.default_cmdsets import ChargenCmdSet
|
||||
|
||||
|
||||
class Room(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 examples/object.py for a list of
|
||||
properties and methods available on all Objects.
|
||||
"""
|
||||
|
||||
pass
|
||||
|
||||
class chargenRoom(Room):
|
||||
def at_object_creation(self):
|
||||
self.cmdset.add(ChargenCmdSet, permanent=True)
|
||||
92
typeclasses/scripts.py
Normal file
92
typeclasses/scripts.py
Normal file
|
|
@ -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 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
web/__init__.py
Normal file
0
web/__init__.py
Normal file
13
web/static_overrides/README.md
Normal file
13
web/static_overrides/README.md
Normal file
|
|
@ -0,0 +1,13 @@
|
|||
If you want to override one of the static files (such as a CSS or JS file) used by Evennia or a Django app installed in your Evennia project,
|
||||
copy it into this directory's corresponding subdirectory, and it will be placed in the static folder when you run:
|
||||
|
||||
python manage.py collectstatic
|
||||
|
||||
...or when you reload the server via the command line.
|
||||
|
||||
Do note you may have to reproduce any preceeding directory structures for the file to end up in the right place.
|
||||
|
||||
Also note that you may need to clear out existing static files for your new ones to be gathered in some cases. Deleting files in static/
|
||||
will force them to be recollected.
|
||||
|
||||
To see what files can be overridden, find where your evennia package is installed, and look in `evennia/web/static/`
|
||||
3
web/static_overrides/webclient/css/README.md
Normal file
3
web/static_overrides/webclient/css/README.md
Normal file
|
|
@ -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/`
|
||||
3
web/static_overrides/webclient/js/README.md
Normal file
3
web/static_overrides/webclient/js/README.md
Normal file
|
|
@ -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/`
|
||||
3
web/static_overrides/website/css/README.md
Normal file
3
web/static_overrides/website/css/README.md
Normal file
|
|
@ -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/`
|
||||
3
web/static_overrides/website/images/README.md
Normal file
3
web/static_overrides/website/images/README.md
Normal file
|
|
@ -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/`
|
||||
4
web/template_overrides/README.md
Normal file
4
web/template_overrides/README.md
Normal file
|
|
@ -0,0 +1,4 @@
|
|||
Place your own version of templates into this file to override the default ones.
|
||||
For instance, if there's a template at: `evennia/web/website/templates/website/index.html`
|
||||
and you want to replace it, create the file `template_overrides/website/index.html`
|
||||
and it will be loaded instead.
|
||||
3
web/template_overrides/webclient/README.md
Normal file
3
web/template_overrides/webclient/README.md
Normal file
|
|
@ -0,0 +1,3 @@
|
|||
Replace Evennia's webclient django templates with your own here.
|
||||
|
||||
You can find the original files in `evennia/web/webclient/templates/webclient/`
|
||||
7
web/template_overrides/website/README.md
Normal file
7
web/template_overrides/website/README.md
Normal file
|
|
@ -0,0 +1,7 @@
|
|||
You can replace the django templates (html files) for the website
|
||||
here. It uses the default "prosimii" theme. If you want to maintain
|
||||
multiple themes rather than just change the default one in-place,
|
||||
make new folders under `template_overrides/` and change
|
||||
`settings.ACTIVE_THEME` to point to the folder name to use.
|
||||
|
||||
You can find the original files under `evennia/web/website/templates/website/`
|
||||
3
web/template_overrides/website/flatpages/README.md
Normal file
3
web/template_overrides/website/flatpages/README.md
Normal file
|
|
@ -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/`
|
||||
3
web/template_overrides/website/registration/README.md
Normal file
3
web/template_overrides/website/registration/README.md
Normal file
|
|
@ -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/`
|
||||
18
web/urls.py
Normal file
18
web/urls.py
Normal file
|
|
@ -0,0 +1,18 @@
|
|||
"""
|
||||
Url definition file to redistribute incoming URL requests to django
|
||||
views. Search the Django documentation for "URL dispatcher" for more
|
||||
help.
|
||||
|
||||
"""
|
||||
from django.conf.urls import url, include
|
||||
|
||||
# default evennia patterns
|
||||
from evennia.web.urls import urlpatterns
|
||||
|
||||
# eventual custom patterns
|
||||
custom_patterns = [
|
||||
# url(r'/desired/url/', view, name='example'),
|
||||
]
|
||||
|
||||
# this is required by Django.
|
||||
urlpatterns = custom_patterns + urlpatterns
|
||||
10
world/README.md
Normal file
10
world/README.md
Normal file
|
|
@ -0,0 +1,10 @@
|
|||
# world/
|
||||
|
||||
This folder is meant as a miscellanous 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
world/__init__.py
Normal file
0
world/__init__.py
Normal file
183
world/basestats.py
Normal file
183
world/basestats.py
Normal file
|
|
@ -0,0 +1,183 @@
|
|||
_BASE_STATS_DATA = {
|
||||
1: {
|
||||
'PC': 80,
|
||||
'ST': 'Cannot Walk',
|
||||
'DX': 'Infant',
|
||||
'IQ': 'Vegetable',
|
||||
'HT': 'Barely awake'
|
||||
},
|
||||
|
||||
2: {
|
||||
'PC': 70,
|
||||
'ST': 'Cannot Walk',
|
||||
'DX': 'Cannot Walk',
|
||||
'IQ': 'Insect',
|
||||
'HT': 'Barely awake'
|
||||
},
|
||||
|
||||
3: {
|
||||
'PC': 60,
|
||||
'ST': '3 year old',
|
||||
'DX': 'Ludicrous',
|
||||
'IQ': 'Reptile',
|
||||
'HT': 'Very sickly'
|
||||
},
|
||||
|
||||
4: {
|
||||
'PC': 50,
|
||||
'ST': '4 year old',
|
||||
'DX': 'Ludicrous',
|
||||
'IQ': 'Horse',
|
||||
'HT': 'Very sickly'
|
||||
},
|
||||
|
||||
5: {
|
||||
'PC': 40,
|
||||
'ST': '6 year old',
|
||||
'DX': 'Ludicrous',
|
||||
'IQ': 'Dog',
|
||||
'HT': 'Sickly'
|
||||
},
|
||||
|
||||
6: {
|
||||
'PC': 30,
|
||||
'ST': '8 year old',
|
||||
'DX': 'Ludicrous',
|
||||
'IQ': 'Chimpanzee',
|
||||
'HT': 'Sickly'
|
||||
},
|
||||
|
||||
7: {
|
||||
'PC': 20,
|
||||
'ST': '10 year old',
|
||||
'DX': 'Clumsy',
|
||||
'IQ': 'Child',
|
||||
'HT': 'Weak'
|
||||
},
|
||||
|
||||
8: {
|
||||
'PC': 15,
|
||||
'ST': '13 year old',
|
||||
'DX': 'Clumsy',
|
||||
'IQ': 'Dull',
|
||||
'HT': 'Weak'
|
||||
},
|
||||
|
||||
9: {
|
||||
'PC': 10,
|
||||
'ST': 'Average',
|
||||
'DX': 'Average',
|
||||
'IQ': 'Dull average',
|
||||
'HT': 'Average'
|
||||
},
|
||||
|
||||
10: {
|
||||
'PC': 0,
|
||||
'ST': 'Average',
|
||||
'DX': 'Average',
|
||||
'IQ': 'Average',
|
||||
'HT': 'Average'
|
||||
},
|
||||
|
||||
11: {
|
||||
'PC': 10,
|
||||
'ST': 'Average',
|
||||
'DX': 'Average',
|
||||
'IQ': 'Average +',
|
||||
'HT': 'Average'
|
||||
},
|
||||
|
||||
12: {
|
||||
'PC': 20,
|
||||
'ST': 'Weekend Athlete',
|
||||
'DX': 'Graceful',
|
||||
'IQ': 'Bright average',
|
||||
'HT': 'Energetic'
|
||||
},
|
||||
|
||||
13: {
|
||||
'PC': 30,
|
||||
'ST': 'Athlete',
|
||||
'DX': 'Graceful',
|
||||
'IQ': 'Bright',
|
||||
'HT': 'Energetic'
|
||||
},
|
||||
|
||||
14: {
|
||||
'PC': 45,
|
||||
'ST': 'Athlete',
|
||||
'DX': 'Graceful',
|
||||
'IQ': 'Very Bright',
|
||||
'HT': 'Energetic'
|
||||
},
|
||||
|
||||
15: {
|
||||
'PC': 60,
|
||||
'ST': 'Weightlifter',
|
||||
'DX': 'Very nimble',
|
||||
'IQ': 'Genius minus',
|
||||
'HT': 'Very healthy'
|
||||
},
|
||||
|
||||
16: {
|
||||
'PC': 80,
|
||||
'ST': 'Weightlifter',
|
||||
'DX': 'Very nimble',
|
||||
'IQ': 'Genius',
|
||||
'HT': 'Very healthy'
|
||||
},
|
||||
|
||||
17: {
|
||||
'PC': 100,
|
||||
'ST': 'Circus strongman',
|
||||
'DX': 'Very nimble',
|
||||
'IQ': 'Genius-plus',
|
||||
'HT': 'Very healthy'
|
||||
},
|
||||
|
||||
18: {
|
||||
'PC': 125,
|
||||
'ST': 'Circus strongman',
|
||||
'DX': 'Very nimble',
|
||||
'IQ': 'Genius-plus',
|
||||
'HT': 'Very healthy'
|
||||
},
|
||||
|
||||
19: {
|
||||
'PC': 150,
|
||||
'ST': 'Olympic weightlifter',
|
||||
'DX': 'Incredible agile',
|
||||
'IQ': 'Nobel prize',
|
||||
'HT': 'Perfect health'
|
||||
},
|
||||
|
||||
20: {
|
||||
'PC': 175,
|
||||
'ST': 'Olympic weightlifter',
|
||||
'DX': 'Incredible agile',
|
||||
'IQ': 'Nobel prize',
|
||||
'HT': 'Perfect health'
|
||||
},
|
||||
}
|
||||
|
||||
def getStatDescription(level, stat):
|
||||
return _BASE_STATS_DATA[level][stat]
|
||||
|
||||
def getStatCost(currentLevel, newLevel):
|
||||
pcCurrent = _BASE_STATS_DATA[currentLevel]['PC']
|
||||
pcNew = _BASE_STATS_DATA[newLevel]['PC']
|
||||
|
||||
if newLevel < currentLevel:
|
||||
if newLevel <= 10 and currentLevel <= 10:
|
||||
return pcNew - pcCurrent
|
||||
elif newLevel >= 10 and currentLevel >= 10:
|
||||
return pcCurrent - pcNew
|
||||
elif newLevel <= 10 and currentLevel >= 10:
|
||||
return pcCurrent + pcNew
|
||||
else:
|
||||
if currentLevel <= 10 and newLevel <= 10:
|
||||
return pcCurrent - pcNew
|
||||
elif currentLevel >= 10 and newLevel >= 10:
|
||||
return pcNew - pcCurrent
|
||||
elif currentLevel <= 10 and newLevel >= 10:
|
||||
return pcCurrent + pcNew
|
||||
26
world/batch_cmds.ev
Normal file
26
world/batch_cmds.ev
Normal file
|
|
@ -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.
|
||||
#
|
||||
|
||||
|
||||
808
world/cgmenu.py
Normal file
808
world/cgmenu.py
Normal file
|
|
@ -0,0 +1,808 @@
|
|||
# in mygame/world/mychargen.py
|
||||
import math
|
||||
|
||||
from evennia.utils.evmenu import EvMenu
|
||||
from evennia import EvForm, EvTable
|
||||
from world import basestats
|
||||
from world import skills as skillmodule
|
||||
|
||||
|
||||
# Menu functions
|
||||
|
||||
def start(caller):
|
||||
text = ""
|
||||
if requiredPropertiesSet(caller):
|
||||
text = \
|
||||
"""
|
||||
%s
|
||||
%s
|
||||
%s
|
||||
%s
|
||||
""" % (checkmark(caller,"name"), checkmark(caller,"age"), checkmark(caller,"sex"), checkmark(caller, "alignment"))
|
||||
else:
|
||||
text = \
|
||||
"""
|
||||
|b|[yUnfinished required properties for character:|n
|
||||
%s
|
||||
%s
|
||||
%s
|
||||
%s
|
||||
""" % (checkmark(caller,"name"), checkmark(caller,"age"), checkmark(caller,"sex"), checkmark(caller, "alignment"))
|
||||
options = ({"desc": "Set character name",
|
||||
"goto": "enter_name"},
|
||||
{"desc": "Set character age",
|
||||
"goto": "enter_age"},
|
||||
{"desc": "Set attributes",
|
||||
"goto": "set_attribs"},
|
||||
{"desc": "Set alignement",
|
||||
"goto": "set_align"},
|
||||
{"desc": "Set your characters gender",
|
||||
"goto": "set_sex"},
|
||||
{"desc": "Goto skills",
|
||||
"goto": "skill_menu"},
|
||||
{"desc": "Save and exit",
|
||||
"goto": _save_prefs})
|
||||
return text, options
|
||||
|
||||
def set_attribs(caller):
|
||||
text = \
|
||||
"""
|
||||
Character attributes, abilities and preferences menu.
|
||||
Choose the attribute you want to modify
|
||||
|
||||
You have |w%i|n attribute points left to spend
|
||||
""" % caller.db.attribpoints
|
||||
options = ({"desc": "Modify strength (|w%i|n - |y%s|n)" % (caller.db.strength, basestats.getStatDescription(caller.db.strength, 'ST')),
|
||||
"goto": ("startMod", {"attr": "ST"})},
|
||||
{"desc": "Modify dexterity (|w%i|n - |y%s|n)" % (caller.db.dexterity, basestats.getStatDescription(caller.db.dexterity, 'DX')),
|
||||
"goto": ("startMod", {"attr": "DX"})},
|
||||
{"desc": "Modify intelligence (|w%i|n - |y%s|n)" % (caller.db.intelligence, basestats.getStatDescription(caller.db.intelligence, 'IQ')),
|
||||
"goto": ("startMod", {"attr": "IQ"})},
|
||||
{"desc": "Modify health (|w%i|n - |y%s|n)" % (caller.db.health, basestats.getStatDescription(caller.db.health, 'HT')),
|
||||
"goto": ("startMod", {"attr": "HT"})},
|
||||
{"desc": "Help",
|
||||
"goto": "attrib_help"},
|
||||
{"desc": "Back to main menu",
|
||||
"goto": "start"})
|
||||
return text, options
|
||||
|
||||
def attrib_help(caller):
|
||||
text = \
|
||||
"""
|
||||
|yHow to select basic attributes|n
|
||||
The basic attributes you select, will determine your abilities
|
||||
including your strengths and weaknesses throughout the game.
|
||||
Choose wisely.
|
||||
|
||||
|yExplenation of the point system|n
|
||||
Each attribute has a numerical point assigned to them. The more
|
||||
points invested in the attribute, the better your characters
|
||||
abilities towards that particular property will be:
|
||||
|
||||
|c6 or less:|n An attribute with this few points severly
|
||||
constraint your lifestyle. It is crippeling
|
||||
|
||||
|c7:|n Anyone observing your character will immidiatly notice
|
||||
your limitations in the attribute. It is considered the lowest
|
||||
score you can have and still pass for "able bodied".
|
||||
|
||||
|c8 or 9:|n This is considered below average. It is limiting,
|
||||
but considered within the human norm.
|
||||
|
||||
|c10:|n Most humans get by just fine with a score of 10, it's
|
||||
considered average. 10 is the base starting stat of every
|
||||
attribute of player characters.
|
||||
|
||||
|c11 or 12:|n These scores are superior and considered above
|
||||
average. But also within the norm
|
||||
|
||||
|c13 or 14:|n We are starting to move into the realm of what
|
||||
is considered exceptional with stats such as these.
|
||||
Characters with these stats will draw attention from their
|
||||
surroundings, and their qualities are apparent.
|
||||
|
||||
|c15 and above:|n Characters who possess this much points in
|
||||
any given attribute will immidiatly draw attention from
|
||||
anyone, as they are considered amazing.
|
||||
"""
|
||||
options = ({"desc": "Back to attribute editor",
|
||||
"goto": "set_attribs"})
|
||||
return text, options
|
||||
|
||||
def set_align(caller):
|
||||
text = \
|
||||
"""
|
||||
Character attributes, abilities and preferences menu.
|
||||
Choose the moral compass of your character
|
||||
|wCurrent alignment:|n %s
|
||||
""" % getCurrentAlignement(caller)
|
||||
options = ({"desc": "My character is good",
|
||||
"goto": _set_good},
|
||||
{"desc": "My character is neutral",
|
||||
"goto": _set_neutral},
|
||||
{"desc": "My character is evil",
|
||||
"goto": _set_evil},
|
||||
{"desc": "Back to main menu",
|
||||
"goto": "start"})
|
||||
return text, options
|
||||
|
||||
def set_sex(caller):
|
||||
text = \
|
||||
"""
|
||||
Character attributes, abilities and preferences menu.
|
||||
Choose the gender of your character
|
||||
|wCurrent gender:|n %s
|
||||
""" % getCurrentGender(caller)
|
||||
options = ({"desc": "Male sex",
|
||||
"goto": _set_male},
|
||||
{"desc": "Female sex",
|
||||
"goto": _set_female},
|
||||
{"desc": "Transgender",
|
||||
"goto": _set_trans},
|
||||
{"desc": "Back to main menu",
|
||||
"goto": "start"})
|
||||
return text, options
|
||||
|
||||
def skill_menu(caller):
|
||||
text = \
|
||||
"""
|
||||
|wSkills menu|n
|
||||
Here you can choose from a set of available skills for your
|
||||
character to learn
|
||||
"""
|
||||
options = ({"desc": "Add skills",
|
||||
"goto": "add_skills"},
|
||||
{"desc": "View current skills",
|
||||
"goto": "view_current_skills"},
|
||||
{"desc": "Back to main menu",
|
||||
"goto": "start"})
|
||||
return text, options
|
||||
|
||||
def add_skills(caller, raw_string, **kwargs):
|
||||
text = \
|
||||
"""
|
||||
|wSkills menu|n
|
||||
Choose which category of skills you want to learn
|
||||
"""
|
||||
options = ({"desc": "Animal skills",
|
||||
"goto": "view_animal_skills"},
|
||||
{"desc": "Artistic skills",
|
||||
"goto": "view_artistic_skills"},
|
||||
{"desc": "Athletic skills",
|
||||
"goto": "view_athletic_skills"},
|
||||
{"desc": "Back to skill menu",
|
||||
"goto": "skill_menu"})
|
||||
return text, options
|
||||
|
||||
# Modify skill functions
|
||||
|
||||
def enter_skill_typename(caller, raw_string, **kwargs):
|
||||
skillId = kwargs.get("skillId")
|
||||
typeName = kwargs.get("typeName")
|
||||
cat = kwargs.get("category")
|
||||
text = \
|
||||
"""
|
||||
%s
|
||||
|
||||
Type the name of the |y%s|n or <enter> to cancel
|
||||
""" % (skillmodule.getTypeDescription(skillId), skillmodule.getTypenameOfSkill(skillId).lower())
|
||||
|
||||
options = {
|
||||
"key": "_default",
|
||||
"goto": (_enter_skill, {
|
||||
"typeName": "Typed",
|
||||
"skillId": skillId,
|
||||
"category": cat
|
||||
})
|
||||
}
|
||||
|
||||
return text, options
|
||||
|
||||
def _enter_skill(caller, raw_string, **kwargs):
|
||||
typeSpecified = True
|
||||
typeName = kwargs.get("typeName")
|
||||
number = kwargs.get("skillId")
|
||||
category = kwargs.get("category")
|
||||
if not typeName:
|
||||
typeSpecified = False
|
||||
cat = kwargs.get("category")
|
||||
if not raw_string:
|
||||
return "add_skills"
|
||||
else:
|
||||
if not typeSpecified:
|
||||
try:
|
||||
number = int(raw_string.strip())
|
||||
except ValueError:
|
||||
caller.msg("|rYou must enter a numerical value!|n")
|
||||
return category
|
||||
|
||||
if skillmodule.idInCategory(caller, cat, number):
|
||||
if skillmodule.checkPrerequisite(caller, number):
|
||||
if skillmodule.hasTypes(caller, number) and typeSpecified == False:
|
||||
return "enter_skill_typename", {"skillId": number, "category": cat}
|
||||
else:
|
||||
caller.msg("Adding skill '|y%s|n' to your character" % skillmodule.getSkillName(number))
|
||||
skillmodule.addSkill(caller, number)
|
||||
if typeSpecified:
|
||||
skillmodule.addSkillTypeName(caller,number, typeName)
|
||||
else:
|
||||
caller.msg("The skill '|y%s|n' depends on having learned '|c%s|n'. Try adding it first" % (skillmodule.getSkillName(number), skillmodule.prerequisiteName(caller, number)))
|
||||
return "add_skills"
|
||||
else:
|
||||
caller.msg("|rNo such skill in the table|n")
|
||||
return category
|
||||
|
||||
def view_animal_skills(caller, raw_string, **kwargs):
|
||||
text = \
|
||||
"""
|
||||
Choose the skill you want to add by typing in the numerical
|
||||
(#) number from the table below or <enter> to return to the
|
||||
category select menu
|
||||
|
||||
%s
|
||||
|
||||
You have |y%i|n points left to use on your skills
|
||||
""" % (skillmodule.skillTable(caller, "Animal Skills"), caller.db.attribpoints)
|
||||
|
||||
options = {
|
||||
"key": "_default",
|
||||
"goto": (_enter_skill, {
|
||||
"category": "Animal Skills"
|
||||
})
|
||||
}
|
||||
return text, options
|
||||
|
||||
def view_artistic_skills(caller, raw_string, **kwargs):
|
||||
text = \
|
||||
"""
|
||||
Choose the skill you want to add by typing in the numerical
|
||||
(#) number from the table below or <enter> to return to the
|
||||
category select menu
|
||||
|
||||
%s
|
||||
|
||||
You have |y%i|n points left to use on your skills
|
||||
""" % (skillmodule.skillTable(caller, "Artistic Skills"), caller.db.attribpoints)
|
||||
|
||||
options = {
|
||||
"key": "_default",
|
||||
"goto": (_enter_skill, {
|
||||
"category": "Artistic Skills"
|
||||
})
|
||||
}
|
||||
return text, options
|
||||
|
||||
def view_athletic_skills(caller, raw_string, **kwargs):
|
||||
text = \
|
||||
"""
|
||||
Choose the skill you want to add by typing in the numerical
|
||||
(#) number from the table below or <enter> to return to the
|
||||
category select menu
|
||||
|
||||
%s
|
||||
|
||||
You have |y%i|n points left to use on your skills
|
||||
""" % (skillmodule.skillTable(caller, "Athletic Skills"), caller.db.attribpoints)
|
||||
|
||||
options = {
|
||||
"key": "_default",
|
||||
"goto": (_enter_skill, {
|
||||
"category": "Athletic Skills"
|
||||
})
|
||||
}
|
||||
return text, options
|
||||
|
||||
def _remove_skill(caller, raw_string, **kwargs):
|
||||
skillId = kwargs.get("skillId")
|
||||
if skillmodule.removeFromCharacter(caller, skillId):
|
||||
caller.msg("The skill: '|y%s|n' has been removed from your character" % skillmodule.getSkillName(skillId))
|
||||
else:
|
||||
caller.msg("The skill '|y%s|n' is required by '|c%s|n'. Remove that skill first" % (skillmodule.getSkillName(skillId), skillmodule.requiredByName(caller,skillId)))
|
||||
return "view_current_skills"
|
||||
|
||||
def _set_level_skill(caller, raw_string, **kwargs):
|
||||
number = kwargs.get("skillId")
|
||||
updown = kwargs.get("updown")
|
||||
if not raw_string:
|
||||
return "view_current_skills"
|
||||
|
||||
if not updown:
|
||||
updownChoice = raw_string.strip()
|
||||
if updownChoice.lower() not in ("d","down","u","up"):
|
||||
caller.msg(f"|rYou must type either 'd' for down (or 'down') or 'u' for up (or 'up')|n")
|
||||
return "level_skill"
|
||||
elif updownChoice.lower() in ("d", "down") and caller.db.skillevel[number] < 2:
|
||||
caller.msg(f"|rYour %s skill is already at the lowest permissable level|n" % skillmodule.getSkillName(number))
|
||||
return "level_skill"
|
||||
elif updownChoice.lower() in ("u", "up") and caller.db.skillevel[number] > 9:
|
||||
caller.msg(f"|rYour %s skill is already at the highest permissable level|n")
|
||||
return "level_skill"
|
||||
|
||||
return "level_skill", {"updown": updownChoice, "skillId": number}
|
||||
|
||||
else:
|
||||
try:
|
||||
upDownNumber = int(raw_string.strip())
|
||||
except ValueError:
|
||||
caller.msg(f"|rThe value you want to increase/decrease your level to, has to be a number|n")
|
||||
return "level_skill"
|
||||
|
||||
oldLevel = caller.db.skillevel[number]
|
||||
if updown.lower() in ("d", "down"):
|
||||
newLevel = oldLevel - upDownNumber
|
||||
if newLevel < 1:
|
||||
caller.msg(f"|rYou cannot decrease your level below 1|n")
|
||||
return "level_skill"
|
||||
|
||||
costDown = skillmodule.getSkillCost(number, oldLevel) - skillmodule.getSkillCost(number, newLevel)
|
||||
caller.db.skillevel[number] = newLevel
|
||||
caller.db.attribpoints = caller.db.attribpoints + costDown
|
||||
caller.msg(f"You have |gsuccessfully|n changed the level of the skill |y%s|n to |c%i|n, refunding you |g%i|n skillpoints to your attribute point pool"
|
||||
% (skillmodule.getSkillName(number), newLevel, costDown))
|
||||
else:
|
||||
newLevel = oldLevel + upDownNumber
|
||||
if newLevel > 10:
|
||||
caller.msg(f"|rYou cannot increase your level above 10|n")
|
||||
return "level_skill"
|
||||
|
||||
costUp = skillmodule.getSkillCost(number, newLevel) - skillmodule.getSkillCost(number, oldLevel)
|
||||
caller.db.skillevel[number] = newLevel
|
||||
caller.db.attribpoints = caller.db.attribpoints - costUp
|
||||
caller.msg(f"You have |gsuccessfully|n changed the level of the skill |y%s|n to |c%i|n, costing you |g%i|n skillpoints from your attribute point pool"
|
||||
% (skillmodule.getSkillName(number), newLevel, costUp))
|
||||
|
||||
return "view_current_skills"
|
||||
|
||||
|
||||
def level_skill(caller, raw_string, **kwargs):
|
||||
number = kwargs.get("skillId")
|
||||
updown = kwargs.get("updown")
|
||||
text = ""
|
||||
|
||||
if not updown:
|
||||
text = \
|
||||
"""
|
||||
Leveling the skill '|y%s|n' with |c%i|n points left to use
|
||||
|
||||
Choose if you want to level this skill (|wu|n)p or (|wd|n)own
|
||||
""" % (skillmodule.getSkillName(number), caller.db.attribpoints)
|
||||
elif updown.lower() in ('u','up'):
|
||||
text = \
|
||||
"""
|
||||
Leveling the skill '|y%s|n' with |c%i|n points left to use
|
||||
|
||||
Type in the number you want to |wincrease|n your level to or
|
||||
<enter> to return to the skill overview menu
|
||||
""" % (skillmodule.getSkillName(number), caller.db.attribpoints)
|
||||
else:
|
||||
text = \
|
||||
"""
|
||||
Leveling the skill '|y%s|n' with |c%i|n points left to use
|
||||
|
||||
Type in the number you want to |wdecrease|n your level to or
|
||||
<enter> to return to the skill overview menu
|
||||
""" % (skillmodule.getSkillName(number), caller.db.attribpoints)
|
||||
|
||||
options = {
|
||||
"key": "_default",
|
||||
"goto": (_set_level_skill, {
|
||||
"skillId": number,
|
||||
"updown": updown
|
||||
})
|
||||
}
|
||||
return text, options
|
||||
|
||||
def edit_skill(caller, raw_string, **kwargs):
|
||||
number = kwargs.get("skillId")
|
||||
text = \
|
||||
"""
|
||||
Editing skill: '|y%s|n'
|
||||
""" % skillmodule.getSkillName(number)
|
||||
|
||||
options = (
|
||||
{
|
||||
"desc": "Remove this skill",
|
||||
"goto": (_remove_skill, {
|
||||
"skillId": number
|
||||
})
|
||||
},
|
||||
{
|
||||
"desc": "Level skill up/down",
|
||||
"goto": ("level_skill", {
|
||||
"skillId": number
|
||||
})
|
||||
},
|
||||
{
|
||||
"desc": "Return to character skills menu",
|
||||
"goto": "view_current_skills"
|
||||
},
|
||||
{
|
||||
"desc": "Return to main skill menu",
|
||||
"goto": "skill_menu"
|
||||
}
|
||||
)
|
||||
|
||||
return text, options
|
||||
|
||||
def _edit_skill_check(caller, raw_string, **kwargs):
|
||||
if not raw_string:
|
||||
return "skill_menu"
|
||||
else:
|
||||
try:
|
||||
number = int(raw_string.strip())
|
||||
except ValueError:
|
||||
caller.msg("|rYou must enter a numerical value!|n")
|
||||
return "view_current_skills"
|
||||
|
||||
if skillmodule.skillInCharacter(caller, number):
|
||||
return "edit_skill", {"skillId": number}
|
||||
else:
|
||||
caller.msg("|rNo such skill in the table|n")
|
||||
return "view_current_skills"
|
||||
|
||||
|
||||
def view_current_skills(caller, raw_string, **kwargs):
|
||||
text = \
|
||||
"""
|
||||
These are the skills your character currently has. Type in
|
||||
the number of the skill to edit it (edit the level of the
|
||||
skill, other properties or just to remove it alltogether)
|
||||
|
||||
Press <enter> to just cancel and return to the previous
|
||||
menu
|
||||
|
||||
%s
|
||||
""" % skillmodule.characterSkills(caller)
|
||||
|
||||
options = {
|
||||
"key": "_default",
|
||||
"goto": (_edit_skill_check, {
|
||||
"category": "Animal Skills"
|
||||
})
|
||||
}
|
||||
return text, options
|
||||
|
||||
# Modify attribute functions
|
||||
|
||||
def _enter_points(caller, raw_string, **kwargs):
|
||||
attr = kwargs.get("attr")
|
||||
calcType = kwargs.get("type")
|
||||
points = raw_string.strip()
|
||||
newVal = 0
|
||||
cost = 0
|
||||
pointsGain = 0
|
||||
|
||||
try:
|
||||
pointsNumber = int(points)
|
||||
except ValueError:
|
||||
caller.msg(f"You must supply a number")
|
||||
return "set_attribs"
|
||||
|
||||
if calcType == "add":
|
||||
if validAddition(caller, attr, pointsNumber):
|
||||
if caller.db.attribpoints == 0:
|
||||
caller.msg(f"|wNo more attribute points to spend|n\nYou can remove points from other attributes and\nredistribute them later")
|
||||
return "set_attribs"
|
||||
|
||||
if attr == "ST":
|
||||
cost = basestats.getStatCost(caller.db.strength, caller.db.strength + pointsNumber)
|
||||
if cost > caller.db.attribpoints:
|
||||
caller.msg(f"|rThe increase in the %s stat costs more than your available point pool \n(%i total cost|n)" % (attr, cost))
|
||||
return "set_attribs"
|
||||
|
||||
caller.db.strength = caller.db.strength + pointsNumber
|
||||
newVal = caller.db.strength
|
||||
elif attr == "DX":
|
||||
cost = basestats.getStatCost(caller.db.dexterity, caller.db.dexterity + pointsNumber)
|
||||
if cost > caller.db.attribpoints:
|
||||
caller.msg(f"|rThe increase in the %s stat costs more than your available point pool \n(%i total cost|n)" % (attr, cost))
|
||||
return "set_attribs"
|
||||
|
||||
caller.db.dexterity = caller.db.dexterity + pointsNumber
|
||||
newVal = caller.db.dexterity
|
||||
elif attr == "IQ":
|
||||
cost = basestats.getStatCost(caller.db.intelligence, caller.db.intelligence + pointsNumber)
|
||||
if cost > caller.db.attribpoints:
|
||||
caller.msg(f"|rThe increase in the %s stat costs more than your available point pool \n(%i total cost|n))" % (attr, cost))
|
||||
return "set_attribs"
|
||||
|
||||
caller.db.intelligence = caller.db.intelligence + pointsNumber
|
||||
newVal = caller.db.intelligence
|
||||
elif attr == "HT":
|
||||
cost = basestats.getStatCost(caller.db.health, caller.db.health + pointsNumber)
|
||||
if cost > caller.db.attribpoints:
|
||||
caller.msg(f"|rThe increase in the %s stat costs more than your available point pool \n(%i total cost|n)" % (attr, cost))
|
||||
return "set_attribs"
|
||||
|
||||
caller.db.health = caller.db.health + pointsNumber
|
||||
newVal = caller.db.health
|
||||
if cost >= 0:
|
||||
caller.db.attribpoints = caller.db.attribpoints - cost
|
||||
else:
|
||||
caller.db.attribpoints = caller.db.attribpoints + cost
|
||||
else:
|
||||
caller.msg(f"|rYou cannot increase your %s attribute by that much!|n" % attr)
|
||||
return "set_attribs"
|
||||
else:
|
||||
if validSubtraction(caller, attr, pointsNumber):
|
||||
if attr == "ST":
|
||||
pointsGain = basestats.getStatCost(caller.db.strength, caller.db.strength - pointsNumber)
|
||||
caller.db.strength = caller.db.strength - pointsNumber
|
||||
newVal = caller.db.strength
|
||||
elif attr == "DX":
|
||||
pointsGain = basestats.getStatCost(caller.db.dexterity, caller.db.dexterity - pointsNumber)
|
||||
caller.db.dexterity = caller.db.dexterity - pointsNumber
|
||||
newVal = caller.db.dexterity
|
||||
elif attr == "IQ":
|
||||
pointsGain = basestats.getStatCost(caller.db.intelligence, caller.db.intelligence - pointsNumber)
|
||||
caller.db.intelligence = caller.db.intelligence - pointsNumber
|
||||
newVal = caller.db.intelligence
|
||||
elif attr == "HT":
|
||||
pointsGain = basestats.getStatCost(caller.db.health, caller.db.health - pointsNumber)
|
||||
caller.db.health = caller.db.health - pointsNumber
|
||||
newVal = caller.db.health
|
||||
caller.db.attribpoints = caller.db.attribpoints + pointsGain
|
||||
else:
|
||||
caller.msg(f"|rYou cannot decrease your %s attribute by that much!|n" % attr)
|
||||
return "set_attribs"
|
||||
|
||||
caller.msg(f"Your |y%s|n stat has been changed to %i" % (attr, newVal))
|
||||
return "set_attribs"
|
||||
|
||||
def startMod(caller, **kwargs):
|
||||
attr = kwargs.get("attr")
|
||||
text = "Do you want to |y(s)|nubtract or |y(a)|ndd to the attribute |w%s|n?" % attr
|
||||
options = {"key": "_default", "goto": ("checkType", {"attr": attr})}
|
||||
|
||||
return text, options
|
||||
|
||||
def checkType(caller, raw_string, **kwargs):
|
||||
attr = kwargs.get("attr")
|
||||
if raw_string.lower() in ("s", "subtract"):
|
||||
text = "Enter amount of |y%s|n points you want to subtract" % attr
|
||||
options = {"key": "_default", "goto": (_enter_points, {"attr": attr, "type": "subtract"})}
|
||||
return text, options
|
||||
elif raw_string.lower() in ("a", "add"):
|
||||
text = "Enter amount of |y%s|n points you want to add" % attr
|
||||
options = {"key": "_default", "goto": (_enter_points, {"attr": attr, "type": "add"})}
|
||||
return text, options
|
||||
else:
|
||||
text = "I did not understand that reply. Type 'a' or 'add' \nto add or 's' or 'subtract' to subtract"
|
||||
options = {"key": "_default", "goto": ("startMod", {"attr": attr})}
|
||||
return text, options
|
||||
|
||||
# Modify alignement functions
|
||||
|
||||
def _set_good(caller):
|
||||
caller.db.alignment = 0
|
||||
return "set_align"
|
||||
|
||||
def _set_neutral(caller):
|
||||
caller.db.alignment = 1
|
||||
return "set_align"
|
||||
|
||||
def _set_evil(caller):
|
||||
caller.db.alignment = 2
|
||||
return "set_align"
|
||||
|
||||
# Modify gender functions
|
||||
|
||||
def _set_male(caller):
|
||||
caller.db.gender = 0
|
||||
return "set_sex"
|
||||
|
||||
def _set_female(caller):
|
||||
caller.db.gender = 1
|
||||
return "set_sex"
|
||||
|
||||
def _set_trans(caller):
|
||||
caller.db.gender = 2
|
||||
return "set_sex"
|
||||
|
||||
# Modify name functions
|
||||
|
||||
def _set_name(caller, raw_string, **kwargs):
|
||||
inp = raw_string.strip()
|
||||
prev_entry = kwargs.get("prev_entry")
|
||||
|
||||
if not inp:
|
||||
# a blank input either means OK or Abort
|
||||
if prev_entry:
|
||||
caller.key = prev_entry
|
||||
caller.msg("Name set to %s." % prev_entry)
|
||||
caller.db.name = prev_entry
|
||||
return "start"
|
||||
else:
|
||||
caller.msg("Aborted. No name set")
|
||||
return "start"
|
||||
else:
|
||||
# re-run old node, but pass in the name given
|
||||
return None, {"prev_entry": inp}
|
||||
|
||||
|
||||
def enter_name(caller, raw_string, **kwargs):
|
||||
# check if we already entered a name before
|
||||
prev_entry = kwargs.get("prev_entry")
|
||||
|
||||
if not prev_entry and caller.db.name != "NO_NAME":
|
||||
prev_entry = caller.db.name
|
||||
|
||||
if prev_entry:
|
||||
text = "Current name: %s.\nEnter another name or <return> to accept." % prev_entry
|
||||
else:
|
||||
text = "Enter your character's name or <return> to abort."
|
||||
|
||||
options = {"key": "_default",
|
||||
"goto": (_set_name, {"prev_entry": prev_entry})}
|
||||
|
||||
return text, options
|
||||
|
||||
# Modify age functions
|
||||
|
||||
def _set_age(caller, raw_string):
|
||||
if not raw_string:
|
||||
return "start"
|
||||
try:
|
||||
valueAge = int(raw_string)
|
||||
except ValueError:
|
||||
caller.msg(f"|rYou must type a number|n")
|
||||
return "start"
|
||||
|
||||
if validAge(caller, valueAge):
|
||||
caller.msg(f"Age set to %i" % valueAge)
|
||||
caller.db.age = valueAge
|
||||
|
||||
return "start"
|
||||
|
||||
def enter_age(caller, raw_string):
|
||||
text = "Enter age or press <return> to cancel"
|
||||
options = {"key": "_default", "goto": _set_age}
|
||||
return text,options
|
||||
|
||||
# Helper functions
|
||||
|
||||
def validSubtraction(caller, attribute, points):
|
||||
value = 0
|
||||
if attribute == "ST":
|
||||
value = caller.db.strength - points
|
||||
elif attribute == "IQ":
|
||||
value = caller.db.intelligence - points
|
||||
elif attribute == "DX":
|
||||
value = caller.db.dexterity - points
|
||||
elif attribute == "HT":
|
||||
value = caller.db.health - points
|
||||
|
||||
if value < 1:
|
||||
return False
|
||||
else:
|
||||
return True
|
||||
|
||||
def validAddition(caller, attribute, points):
|
||||
value = 0
|
||||
if attribute == "ST":
|
||||
value = caller.db.strength + points
|
||||
elif attribute == "IQ":
|
||||
value = caller.db.intelligence + points
|
||||
elif attribute == "DX":
|
||||
value = caller.db.dexterity + points
|
||||
elif attribute == "HT":
|
||||
value = caller.db.health + points
|
||||
|
||||
if value > 20:
|
||||
return False
|
||||
else:
|
||||
return True
|
||||
|
||||
def getCurrentAlignement(caller):
|
||||
alignment = ""
|
||||
if caller.db.alignment == 0:
|
||||
alignement = "Good"
|
||||
elif caller.db.alignment == 1:
|
||||
alignement = "Neutral"
|
||||
elif caller.db.alignment == 2:
|
||||
alignement = "Evil"
|
||||
else:
|
||||
alignement = "|wUndefined|n"
|
||||
|
||||
return alignement
|
||||
|
||||
def getCurrentGender(caller):
|
||||
gender = ""
|
||||
if caller.db.gender == 0:
|
||||
gender = "Male"
|
||||
elif caller.db.gender == 1:
|
||||
gender = "Female"
|
||||
elif caller.db.gender == 2:
|
||||
gender = "Transgender"
|
||||
else:
|
||||
gender = "Undefined"
|
||||
|
||||
return gender
|
||||
|
||||
def checkmark(caller, field):
|
||||
if field == "name":
|
||||
if caller.db.name == "NO_NAME":
|
||||
return "|r[ ]|n No name for character set"
|
||||
else:
|
||||
return "|g[X]|n |wName: %s|n" % caller.db.name
|
||||
elif field == "age":
|
||||
if caller.db.age < 1:
|
||||
return "|r[ ]|n Character has no age"
|
||||
else:
|
||||
return "|g[X]|n |wAge: %i|n" % caller.db.age
|
||||
elif field == "sex":
|
||||
if caller.db.gender == 4:
|
||||
return "|r[ ]|n No gender defined"
|
||||
else:
|
||||
return "|g[X]|n |wGender: %s|n" % getCurrentGender(caller)
|
||||
elif field == "alignment":
|
||||
if caller.db.alignment == 4:
|
||||
return "|r[ ]|n Character has no moral alignment"
|
||||
else:
|
||||
return "|g[X]|n |wAlignment: %s|n" % getCurrentAlignement(caller)
|
||||
|
||||
def validAge(caller, age):
|
||||
if age < 18 or age > 60:
|
||||
caller.msg(f"|rInvalid value for age, it has to be between 18 and 60")
|
||||
return False
|
||||
else:
|
||||
return True
|
||||
|
||||
def requiredPropertiesSet(caller):
|
||||
if caller.db.name == "NO_NAME":
|
||||
return False
|
||||
if caller.db.age < 1:
|
||||
return False
|
||||
if caller.db.gender == 4:
|
||||
return False
|
||||
if caller.db.alignment == 4:
|
||||
return False
|
||||
return True
|
||||
|
||||
# Finalizing character creation functions
|
||||
|
||||
def _save_prefs(caller, raw_string, **kwargs):
|
||||
if not requiredPropertiesSet(caller):
|
||||
caller.msg(f"|rYou have not filled out the required character fields|n")
|
||||
return "start"
|
||||
|
||||
form = EvForm("world/charsheetform.py")
|
||||
form.map(cells = {
|
||||
1: caller.db.name,
|
||||
2: caller.db.account,
|
||||
3: "A placeholder description for this character",
|
||||
4: caller.db.strength,
|
||||
5: caller.db.dexterity,
|
||||
6: caller.db.intelligence,
|
||||
7: caller.db.health,
|
||||
8: caller.db.health + caller.db.dexterity / 4,
|
||||
9: math.floor(caller.db.health + caller.db.dexterity / 4),
|
||||
10: "10/08/2021",
|
||||
11: caller.db.attribpoints,
|
||||
12: caller.db.strength * 2,
|
||||
13: caller.db.strength * 4,
|
||||
14: caller.db.strength * 6,
|
||||
15: caller.db.strength * 12,
|
||||
16: caller.db.strength * 20,
|
||||
17: 0,
|
||||
18: 0,
|
||||
19: 0,
|
||||
20: math.floor(caller.db.health + caller.db.dexterity / 4),
|
||||
21: 0,
|
||||
22: 0
|
||||
})
|
||||
|
||||
tableA = EvTable("Item", "Value", border="incols")
|
||||
tableB = EvTable("Skill", "Level", "Comp", border="incols")
|
||||
for key in caller.db.skills:
|
||||
tableB.add_row(
|
||||
skillmodule.getSkillName(key),
|
||||
caller.db.skillevel[key],
|
||||
skillmodule.getSkillDescription(caller.db.skillevel[key])
|
||||
)
|
||||
form.map(tables = {
|
||||
"A": tableA,
|
||||
"B": tableB
|
||||
})
|
||||
caller.msg(form)
|
||||
return "start"
|
||||
46
world/charsheetform.py
Normal file
46
world/charsheetform.py
Normal file
|
|
@ -0,0 +1,46 @@
|
|||
FORMCHAR = "x"
|
||||
TABLECHAR = "c"
|
||||
|
||||
FORM = '''
|
||||
.------------------------------------------------.
|
||||
| |
|
||||
| Name: xxxxx1xxxxx Player: xxxxxxx2xxxxxxx |
|
||||
| xxxxxxxxxxx |
|
||||
| |
|
||||
| DOB: xxxx10xxxxx Unspent points: xx11xx |
|
||||
>----------------------------------------------<
|
||||
| | Description/Appearance: |
|
||||
| ST: x4x| xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx |
|
||||
| | xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx |
|
||||
| DX: x5x| xxxxxxxxxxxxxxxxx3xxxxxxxxxxxxxxxxx |
|
||||
| | xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx |
|
||||
| IQ: x6x| >-----------------------------------< |
|
||||
| | Movement |
|
||||
| HT: x7x| Basic speed: x8x Move: x9x |
|
||||
|________|______________________________________ |
|
||||
| |
|
||||
| Enc: None: x12x Passive defenses: |
|
||||
| Light: x13x Armor: x17x |
|
||||
| Med: x14x Shield: x18x |
|
||||
| Hvy: x15x Total: x19x |
|
||||
| X-hvy: x16x |
|
||||
|________________________________________________|
|
||||
| | |
|
||||
| Active defenses: | Damage Resistance: |
|
||||
| Dodge: x20x | |
|
||||
| Parry: x21x | cccccccccccccccccccc |
|
||||
| Block: x22x | cccccccccccccccccccc |
|
||||
| | cccccccccccccccccccc |
|
||||
| | cccccccccccccccccccc |
|
||||
| | cccccccccAcccccccccc |
|
||||
| | |
|
||||
>----------------------------------------------<
|
||||
| |
|
||||
| cccccccccccccccccccccccccccccccccccccccccccccc |
|
||||
| cccccccccccccccccccccccccccccccccccccccccccccc |
|
||||
| cccccccccccccccccccccccccccccccccccccccccccccc |
|
||||
| cccccccccccccccccccccccccccccccccccccccccccccc |
|
||||
| ccccccccccccccccccBccccccccccccccccccccccccccc |
|
||||
| |
|
||||
-------------------------------------------------
|
||||
'''
|
||||
90
world/prototypes.py
Normal file
90
world/prototypes.py
Normal file
|
|
@ -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 partents.
|
||||
- `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` (eqivalent 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")
|
||||
# }
|
||||
410
world/skills.py
Normal file
410
world/skills.py
Normal file
|
|
@ -0,0 +1,410 @@
|
|||
import array as arr
|
||||
|
||||
from evennia.utils import evtable
|
||||
|
||||
_GENERAL_SKILL_LEVEL_DESCRIPTIONS = {
|
||||
1: "Inept",
|
||||
2: "Mediocre",
|
||||
3: "Mediocre",
|
||||
4: "Average",
|
||||
5: "Average",
|
||||
6: "Rather skilled",
|
||||
7: "Rather skilled",
|
||||
8: "Well trained",
|
||||
9: "Well trained",
|
||||
10: "Expert"
|
||||
}
|
||||
|
||||
_WEAPON_SKILL_LEVEL_DESCRIPTIONS = {
|
||||
1: "Astoundingly bad",
|
||||
2: "Astoundingly bad",
|
||||
3: "Clumsy",
|
||||
4: "Unskilled",
|
||||
5: "Novice",
|
||||
6: "Veteran",
|
||||
7: "Expert",
|
||||
8: "Master",
|
||||
9: "Master",
|
||||
10: "Wizard"
|
||||
}
|
||||
|
||||
_SKILL_COST = {
|
||||
1: {
|
||||
"Easy": 1,
|
||||
"Average": 2,
|
||||
"Hard": 4,
|
||||
"Very Hard": 8
|
||||
},
|
||||
|
||||
2: {
|
||||
"Easy": 2,
|
||||
"Average": 4,
|
||||
"Hard": 8,
|
||||
"Very Hard": 12
|
||||
},
|
||||
|
||||
3: {
|
||||
"Easy": 4,
|
||||
"Average": 8,
|
||||
"Hard": 12,
|
||||
"Very Hard": 16
|
||||
},
|
||||
|
||||
4: {
|
||||
"Easy": 8,
|
||||
"Average": 12,
|
||||
"Hard": 16,
|
||||
"Very Hard": 20
|
||||
},
|
||||
|
||||
5: {
|
||||
"Easy": 12,
|
||||
"Average": 16,
|
||||
"Hard": 20,
|
||||
"Very Hard": 24
|
||||
},
|
||||
|
||||
7: {
|
||||
"Easy": 16,
|
||||
"Average": 20,
|
||||
"Hard": 24,
|
||||
"Very Hard": 28
|
||||
},
|
||||
|
||||
8: {
|
||||
"Easy": 20,
|
||||
"Average": 24,
|
||||
"Hard": 28,
|
||||
"Very Hard": 32
|
||||
},
|
||||
|
||||
9: {
|
||||
"Easy": 24,
|
||||
"Average": 28,
|
||||
"Hard": 32,
|
||||
"Very Hard": 36
|
||||
},
|
||||
|
||||
10: {
|
||||
"Easy": 28,
|
||||
"Average": 32,
|
||||
"Hard": 36,
|
||||
"Very Hard": 40
|
||||
}
|
||||
}
|
||||
|
||||
_SKILL_DATA = {
|
||||
# Animal Skills
|
||||
1: {
|
||||
"Name": "Animal Handling",
|
||||
"Category": "Animal Skills",
|
||||
"Difficulty": "Hard",
|
||||
"Attribute": "Mental",
|
||||
"Defaults": {
|
||||
"IQ": 6
|
||||
},
|
||||
"Prerequisite": 0,
|
||||
"Subskills": [3, 5],
|
||||
"Description": "This is the ability to train and work with all types of animals"
|
||||
},
|
||||
|
||||
2: {
|
||||
"Name": "Falconry",
|
||||
"Category": "Animal Skills",
|
||||
"Difficulty": "Average",
|
||||
"Attribute": "Mental",
|
||||
"Defaults": {
|
||||
"IQ": 5
|
||||
},
|
||||
"Prerequisite": 0,
|
||||
"Subskills": [0],
|
||||
"Description": "Hunting small game with a trained hawk"
|
||||
},
|
||||
|
||||
3: {
|
||||
"Name": "Packing",
|
||||
"Category": "Animal Skills",
|
||||
"Difficulty": "Hard",
|
||||
"Attribute": "Mental",
|
||||
"Prerequisite": 1,
|
||||
"Subskills": [0],
|
||||
"Defaults": {
|
||||
"IQ": 6,
|
||||
1: 6
|
||||
},
|
||||
"Description": "Ability to efficiently and speedily get loads on and off pack animals"
|
||||
},
|
||||
|
||||
4: {
|
||||
"Name": "Riding",
|
||||
"Category": "Animal Skills",
|
||||
"Difficulty": "Average",
|
||||
"Attribute": "Physical",
|
||||
"Prerequisite": 0,
|
||||
"Subskills": [0],
|
||||
"Defaults": {
|
||||
"DX": 5,
|
||||
1: 3
|
||||
},
|
||||
"Description": "Riding tamed animals suited for travel"
|
||||
},
|
||||
|
||||
5: {
|
||||
"Name": "Teamster",
|
||||
"Category": "Animal Skills",
|
||||
"Difficulty": "Average",
|
||||
"Attribute": "Physical",
|
||||
"Prerequisite": 1,
|
||||
"Subskills": [0],
|
||||
"Defaults": {
|
||||
1: 4,
|
||||
4: 2
|
||||
},
|
||||
"Description": "Skill of driving and harnessing teams/herds of animals, such as a wagon or gun teams"
|
||||
},
|
||||
|
||||
6: {
|
||||
"Name": "Veterinary",
|
||||
"Category": "Animal Skills",
|
||||
"Difficulty": "Hard",
|
||||
"Attribute": "Mental",
|
||||
"Prerequisite": 0,
|
||||
"Subskills": [0],
|
||||
"Defaults": {
|
||||
0: {
|
||||
"Typename": "Animal",
|
||||
"Roll": 5,
|
||||
"Create": "Specify the name of the animal species you are able to care for/doctor"
|
||||
}
|
||||
},
|
||||
"Description": "Skill at caring for sick or wounded animals"
|
||||
},
|
||||
|
||||
# Artistic skills
|
||||
|
||||
7: {
|
||||
"Name": "Artist",
|
||||
"Category": "Artistic Skills",
|
||||
"Difficulty": "Hard",
|
||||
"Attribute": "Mental",
|
||||
"Prerequisite": 0,
|
||||
"Subskills": [0],
|
||||
"Defaults": {
|
||||
"IQ": 6
|
||||
},
|
||||
"Prerequisite": 0,
|
||||
"Description": "Ability to paint and draw with both accuracy and beauty"
|
||||
},
|
||||
|
||||
8: {
|
||||
"Name": "Bard",
|
||||
"Category": "Artistic Skills",
|
||||
"Difficulty": "Average",
|
||||
"Attribute": "Mental",
|
||||
"Defaults": {
|
||||
"IQ": 5
|
||||
},
|
||||
"Prerequisite": 0,
|
||||
"Subskills": [0],
|
||||
"Description": "Ability to tell stories and to speak extemporaneously"
|
||||
},
|
||||
|
||||
9: {
|
||||
"Name": "Musical Instrument",
|
||||
"Category": "Artistic Skills",
|
||||
"Difficulty": "Hard",
|
||||
"Attribute": "Mental",
|
||||
"Defaults": {
|
||||
0: {
|
||||
"Typename": "Instrument",
|
||||
"Roll": 3,
|
||||
"Create": "Specify the name of the instrument you are able to play"
|
||||
}
|
||||
},
|
||||
"Prerequisite": 0,
|
||||
"Subskills": [0],
|
||||
"Description": "Skill at playing a specific instrument"
|
||||
},
|
||||
|
||||
# Athletic skills
|
||||
|
||||
10: {
|
||||
"Name": "Acrobatics",
|
||||
"Category": "Athletic Skills",
|
||||
"Difficulty": "Hard",
|
||||
"Attribute": "Physical",
|
||||
"Defaults": {
|
||||
"DX": 6
|
||||
},
|
||||
"Prerequisite": 0,
|
||||
"Subskills": [0],
|
||||
"Description": "The art of pulling off acrobatic and gymnastic stunts, roll, take falls, balance and so on"
|
||||
},
|
||||
|
||||
11: {
|
||||
"Name": "Jumping",
|
||||
"Category": "Athletic Skills",
|
||||
"Difficulty": "Easy",
|
||||
"Attribute": "Physical",
|
||||
"Defaults": 0,
|
||||
"Prerequisite": 0,
|
||||
"Subskills": [0],
|
||||
"Description": "This is the trained ability to use your strength to its best advantage when you jump"
|
||||
},
|
||||
|
||||
12: {
|
||||
"Name": "Running",
|
||||
"Category": "Athletic Skills",
|
||||
"Difficulty": "Hard",
|
||||
"Attribute": "Physical",
|
||||
"Defaults": {
|
||||
"Special": {
|
||||
0: "Self",
|
||||
1: "Divide",
|
||||
2: 8,
|
||||
3: "Add",
|
||||
4: "Move"
|
||||
}
|
||||
},
|
||||
"Prerequisite": 0,
|
||||
"Subskills": [0],
|
||||
"Description": "This represents training in sprints and long distance running"
|
||||
},
|
||||
|
||||
13: {
|
||||
"Name": "Swimming",
|
||||
"Category": "Arhletic Skills",
|
||||
"Difficulty": "Easy",
|
||||
"Attribute": "Physical",
|
||||
"Defaults": {
|
||||
"ST": 5,
|
||||
"DX": 4
|
||||
},
|
||||
"Prerequisite": 0,
|
||||
"Subskills": [0],
|
||||
"Description": "Ability to stay afloat and swim in water"
|
||||
}
|
||||
}
|
||||
|
||||
def skillTable(caller, category, excludeCharacterSkills = True):
|
||||
table = evtable.EvTable("#", "Skill name", "Attribute", "Difficulty", "Description")
|
||||
for key in _SKILL_DATA:
|
||||
if not excludeCharacterSkills:
|
||||
if _SKILL_DATA[key]["Category"] == category:
|
||||
table.add_row(
|
||||
key,
|
||||
_SKILL_DATA[key]["Name"],
|
||||
_SKILL_DATA[key]["Attribute"],
|
||||
_SKILL_DATA[key]["Difficulty"],
|
||||
_SKILL_DATA[key]["Description"]
|
||||
)
|
||||
else:
|
||||
if _SKILL_DATA[key]["Category"] == category and key not in caller.db.skills:
|
||||
table.add_row(
|
||||
key,
|
||||
_SKILL_DATA[key]["Name"],
|
||||
_SKILL_DATA[key]["Attribute"],
|
||||
_SKILL_DATA[key]["Difficulty"],
|
||||
_SKILL_DATA[key]["Description"]
|
||||
)
|
||||
|
||||
return table
|
||||
|
||||
def idInCategory(caller, category, number):
|
||||
legitimateValues = []
|
||||
for key in _SKILL_DATA:
|
||||
if _SKILL_DATA[key]["Category"] == category:
|
||||
legitimateValues.append(key)
|
||||
|
||||
if number in legitimateValues:
|
||||
return True
|
||||
else:
|
||||
return False
|
||||
|
||||
def getSkillName(skillId):
|
||||
return _SKILL_DATA[skillId]["Name"]
|
||||
|
||||
def addSkill(caller, skillId):
|
||||
cost = getSkillCost(skillId)
|
||||
caller.db.skills.append(skillId)
|
||||
caller.db.attribpoints = caller.db.attribpoints - cost
|
||||
caller.db.skillevel[skillId] = 1
|
||||
|
||||
def addSkillTypeName(caller, skillId, typeName):
|
||||
caller.db.skillproperties[skillId] = typeName
|
||||
|
||||
def characterSkills(caller):
|
||||
table = evtable.EvTable("#", "Skill name", "Level", "Attribute", "Difficulty", "Description")
|
||||
for key in caller.db.skills:
|
||||
table.add_row(
|
||||
key,
|
||||
_SKILL_DATA[key]["Name"],
|
||||
"%i |w%s|n" % (caller.db.skillevel[key], getSkillDescription(caller.db.skillevel[key])),
|
||||
_SKILL_DATA[key]["Attribute"],
|
||||
_SKILL_DATA[key]["Difficulty"],
|
||||
_SKILL_DATA[key]["Description"]
|
||||
)
|
||||
|
||||
return table
|
||||
|
||||
def skillInCharacter(caller, skillId):
|
||||
for key in caller.db.skills:
|
||||
if key == skillId:
|
||||
return True
|
||||
|
||||
return False
|
||||
|
||||
def removeFromCharacter(caller, skillId):
|
||||
for key in caller.db.skills:
|
||||
if skillId == _SKILL_DATA[key]["Prerequisite"]:
|
||||
return False
|
||||
|
||||
level = caller.db.skillevel[skillId]
|
||||
gain = getSkillCost(skillId, level)
|
||||
caller.db.skills.remove(skillId)
|
||||
caller.db.attribpoints = caller.db.attribpoints + gain
|
||||
caller.db.skillevel[skillId] = 0
|
||||
caller.db.skillproperties[skillId] = 0
|
||||
return True
|
||||
|
||||
def checkPrerequisite(caller, skillId):
|
||||
if _SKILL_DATA[skillId]["Prerequisite"] == 0:
|
||||
return True
|
||||
elif _SKILL_DATA[skillId]["Prerequisite"] > 0 and _SKILL_DATA[skillId]["Prerequisite"] in caller.db.skills:
|
||||
return True
|
||||
return False
|
||||
|
||||
def prerequisiteName(caller, skillId):
|
||||
if _SKILL_DATA[skillId]["Prerequisite"] > 0:
|
||||
prerequisiteId = _SKILL_DATA[skillId]["Prerequisite"]
|
||||
return _SKILL_DATA[prerequisiteId]["Name"]
|
||||
return None
|
||||
|
||||
def requiredByName(caller, skillId):
|
||||
skillNames = []
|
||||
for key in _SKILL_DATA[skillId]["Subskills"]:
|
||||
for keyid in caller.db.skills:
|
||||
if keyid == key:
|
||||
skillNames.append(getSkillName(key))
|
||||
|
||||
return skillNames
|
||||
|
||||
def hasTypes(caller, skillId):
|
||||
if 0 in _SKILL_DATA[skillId]["Defaults"]:
|
||||
return True
|
||||
return False
|
||||
|
||||
def getTypeDescription(skillId):
|
||||
return _SKILL_DATA[skillId]["Defaults"][0]["Create"]
|
||||
|
||||
def getTypenameOfSkill(skillId):
|
||||
return _SKILL_DATA[skillId]["Defaults"][0]["Typename"]
|
||||
|
||||
def getSkillCost(skillId, level = 1):
|
||||
return _SKILL_COST[level][_SKILL_DATA[skillId]["Difficulty"]]
|
||||
|
||||
def getSkillDescription(level, sType = "Generic"):
|
||||
if sType == "Generic":
|
||||
return _GENERAL_SKILL_LEVEL_DESCRIPTIONS[level]
|
||||
else:
|
||||
return _WEAPON_SKILL_LEVEL_DESCRIPTIONS[level]
|
||||
5
world/testdict.py
Normal file
5
world/testdict.py
Normal file
|
|
@ -0,0 +1,5 @@
|
|||
# aDict = {1:2}
|
||||
|
||||
class testClass:
|
||||
testVar = 123
|
||||
testString = "Hello World"
|
||||
Loading…
Reference in New Issue
Block a user