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Python utils.inherits_from函数代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了Python中src.utils.utils.inherits_from函数的典型用法代码示例。如果您正苦于以下问题:Python inherits_from函数的具体用法?Python inherits_from怎么用?Python inherits_from使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。



在下文中一共展示了inherits_from函数的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的Python代码示例。

示例1: func

	def func(self):
		"implements the command."

		caller = self.caller

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

		obj.move_to(caller, quiet=True)
		if len(parsed) == 3 and parsed[1] == "from" and not target == caller.location:
			caller.msg("You get the %s from the %s." % (obj.name, target.name))
			caller.location.msg_contents("%s gets the %s from the %s." % (caller.name, obj.name, target.name), exclude=caller)
		else:
			caller.msg("You pick up the %s." % obj.name)
			caller.location.msg_contents("%s picks up the %s." % (caller.name, obj.name), exclude=caller)
		# calling hook method
		obj.at_get(caller)
开发者ID:KittyTristy,项目名称:KittyCraft,代码行数:59,代码来源:custom.py


示例2: display_mail

 def display_mail(self, message):
     """
     Display a mail message.
     """
     senders = ', '.join([ sender.name for sender in message.senders if utils.inherits_from(sender.typeclass, settings.BASE_CHARACTER_TYPECLASS) ])
     receivers = ', '.join([ receiver.name for receiver in message.receivers if utils.inherits_from(receiver.typeclass, settings.BASE_CHARACTER_TYPECLASS) ])
     self.caller.msg('--------Mail from %s to %s.' % (senders, receivers))
     self.caller.msg('Sent on: %s' % message.date_sent)
     self.caller.msg('Subject: %s\n' % message.header)
     self.caller.msg(message.message)
     self.caller.msg('\nDone.')
开发者ID:Kelketek,项目名称:wintersoasis,代码行数:11,代码来源:mail.py


示例3: parse

    def parse(self):
        """
        We run the parent parser as usual, then fix the result
        """
        super(MuxPlayerCommand, self).parse()

        if utils.inherits_from(self.caller, "src.objects.objects.Object"):
            # caller is an Object/Character
            self.character = self.caller
            self.caller = self.caller.player
        elif utils.inherits_from(self.caller, "src.players.players.Player"):
            # caller was already a Player
            self.character = self.caller.get_puppet(self.sessid)
        else:
            self.character = None
开发者ID:AHecky3,项目名称:evennia,代码行数:15,代码来源:muxcommand.py


示例4: func

    def func(self):
        "Implement function"

        caller = self.caller

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

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

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

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

        caller.msg("\n{GYou go OOC.{n\n")
        caller.execute_cmd("look")
开发者ID:abbacode,项目名称:avaloria,代码行数:26,代码来源:general.py


示例5: is_lit

 def is_lit(self):
     """
     Checks for a lightsource on all characters in the room.
     """
     return any([any([True for obj in char.contents 
                     if utils.inherits_from(obj, "game.gamesrc.objects.world.items.LightSource") and obj.is_active]) 
             for char in self.contents if char.has_player])
开发者ID:abbacode,项目名称:avaloria,代码行数:7,代码来源:rooms.py


示例6: __player_set

 def __player_set(self, player):
     "Setter. Allows for self.player = value"
     if inherits_from(player, TypeClass):
         player = player.dbobj
     set_field_cache(self, "player", player)
     # we must set this here or superusers won't be able to
     # bypass lockchecks unless they start the game connected
     # to the character in question.
     self.locks.cache_lock_bypass(self)
开发者ID:OthersGames,项目名称:asylum-jam,代码行数:9,代码来源:models.py


示例7: parse

    def parse(self):
        "overload parts of parse"

        # run parent
        super(CommCommand, self).parse()
        # fix obj->player
        if utils.inherits_from(self.caller, "src.objects.objects.Object"):
            # an object. Convert it to its player.
            self.caller = self.caller.player
开发者ID:YourCyborg,项目名称:Sun-RPI,代码行数:9,代码来源:comms.py


示例8: add

    def add(self, cmd):
        """
        Add a command, a list of commands or a cmdset to this cmdset.

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

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

        if inherits_from(cmd, "src.commands.cmdset.CmdSet"):
            # cmd is a command set so merge all commands in that set
            # to this one. We raise a visible error if we created
            # an infinite loop (adding cmdset to itself somehow)
            try:
                cmd = self._instantiate(cmd)
            except RuntimeError:
                string = "Adding cmdset %(cmd)s to %(class)s lead to an "
                string += "infinite loop. When adding a cmdset to another, "
                string += "make sure they are not themself cyclically added to "
                string += "the new cmdset somewhere in the chain."
                raise RuntimeError(_(string) % {"cmd": cmd,
                                                "class": self.__class__})
            cmds = cmd.commands
        elif is_iter(cmd):
            cmds = [self._instantiate(c) for c in cmd]
        else:
            cmds = [self._instantiate(cmd)]
        commands = self.commands
        system_commands = self.system_commands
        for cmd in cmds:
            # add all commands
            if not hasattr(cmd, 'obj'):
                cmd.obj = self.cmdsetobj
            try:
                ic = commands.index(cmd)
                commands[ic] = cmd  # replace
            except ValueError:
                commands.append(cmd)
            # extra run to make sure to avoid doublets
            self.commands = list(set(commands))
            #print "In cmdset.add(cmd):", self.key, cmd
            # add system_command to separate list as well,
            # for quick look-up
            if cmd.key.startswith("__"):
                try:
                    ic = system_commands.index(cmd)
                    system_commands[ic] = cmd  # replace
                except ValueError:
                    system_commands.append(cmd)
开发者ID:AHecky3,项目名称:evennia,代码行数:56,代码来源:cmdset.py


示例9: func

 def func(self):
     "implement the ooc look command"
     if MULTISESSION_MODE < 2:
         # only one character allowed
         string = "You are out-of-character (OOC).\nUse {[email protected]{n to get back into the game."
         self.msg(string)
         return
     if utils.inherits_from(self.caller, "src.objects.objects.Object"):
         # An object of some type is calling. Use default look instead.
         super(CmdOOCLook, self).func()
     elif self.args:
         self.look_target()
     else:
         self.no_look_target()
开发者ID:RetroRodent,项目名称:evennia,代码行数:14,代码来源:player.py


示例10: parse

    def parse(self):
        """
        We run the parent parser as usual, then fix the result
        """
        super(MuxCommandOOC, self).parse()

        if utils.inherits_from(self.caller, "src.objects.objects.Object"):
            # caller is an Object/Character
            self.character = self.caller
            self.caller = self.caller.player
        elif hasattr(self.caller, "character"):
            # caller was already a Player
            self.character = self.caller.character
        else:
            self.character = None
开发者ID:BGCX262,项目名称:zsmud-git,代码行数:15,代码来源:muxcommand.py


示例11: add

    def add(self, cmdset, emit_to_obj=None, permanent=False):
        """
        Add a cmdset to the handler, on top of the old ones.
        Default is to not make this permanent, i.e. the set
        will not survive a server reset.

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

        Note: An interesting feature of this method is if you were to
        send it an *already instantiated cmdset* (i.e. not a class),
        the current cmdsethandler's obj attribute will then *not* be
        transferred over to this already instantiated set (this is
        because it might be used elsewhere and can cause strange effects).
        This means you could in principle have the handler
        launch command sets tied to a *different* object than the
        handler. Not sure when this would be useful, but it's a 'quirk'
        that has to be documented.
        """
        if not (isinstance(cmdset, basestring) or utils.inherits_from(cmdset, CmdSet)):
            raise Exception(_("Only CmdSets can be added to the cmdsethandler!"))
        if callable(cmdset):
            cmdset = cmdset(self.obj)
        elif isinstance(cmdset, basestring):
            # this is (maybe) a python path. Try to import from cache.
            cmdset = self._import_cmdset(cmdset)
        if cmdset and cmdset.key != '_CMDSET_ERROR':
            if permanent and cmdset.key != '_CMDSET_ERROR':
                # store the path permanently
                cmdset.permanent = True
                storage = self.obj.cmdset_storage
                if not storage:
                    storage = ["", cmdset.path]
                else:
                    storage.append(cmdset.path)
                self.obj.cmdset_storage = storage
            else:
                cmdset.permanent = False
            self.cmdset_stack.append(cmdset)
            self.update()
开发者ID:Archivis,项目名称:evennia,代码行数:42,代码来源:cmdsethandler.py


示例12: add_default

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

            if permanent and cmdset.key != '_CMDSET_ERROR':
                cmdset.permanent = True
                storage = self.obj.cmdset_storage
                if storage:
                    storage[0] = cmdset.path
                else:
                    storage = [cmdset.path]
                self.obj.cmdset_storage = storage
            else:
                cmdset.permanent = False
            self.update()
开发者ID:Archivis,项目名称:evennia,代码行数:36,代码来源:cmdsethandler.py


示例13: func

    def func(self):
        """
        Tries to create the Character object. We also put an
        attribute on ourselves to remember it. 
        """

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

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

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

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

#.........这里部分代码省略.........
开发者ID:abbacode,项目名称:avaloria,代码行数:101,代码来源:chargen.py


示例14: _to_player

def _to_player(accessing_obj):
    "Helper function. Makes sure an accessing object is a player object"
    if utils.inherits_from(accessing_obj, "src.objects.objects.Object"):
        # an object. Convert to player.
        accessing_obj = accessing_obj.player
    return accessing_obj
开发者ID:abbacode,项目名称:avaloria,代码行数:6,代码来源:lockfuncs.py


示例15: __player_set

 def __player_set(self, player):
     "Setter. Allows for self.player = value"
     if inherits_from(player, TypeClass):
         player = player.dbobj
     set_field_cache(self, "player", player)
开发者ID:YourCyborg,项目名称:Sun-RPI,代码行数:5,代码来源:models.py


示例16: create_object

def create_object(typeclass=None, key=None, location=None,
                  home=None, permissions=None, locks=None,
                  aliases=None, destination=None, report_to=None, nohome=False):
    """
    Create a new in-game object. Any game object is a combination
    of a database object that stores data persistently to
    the database, and a typeclass, which on-the-fly 'decorates'
    the database object into whataver different type of object
    it is supposed to be in the game.

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

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

    # input validation

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

    # Setup input for the create command

    location = handle_dbref(location, _ObjectDB)
    destination = handle_dbref(destination, _ObjectDB)
    home = handle_dbref(home, _ObjectDB)
    if not home:
        try:
            home = handle_dbref(settings.DEFAULT_HOME, _ObjectDB) if not nohome else None
        except _ObjectDB.DoesNotExist:
            raise _ObjectDB.DoesNotExist("settings.DEFAULT_HOME (= '%s') does not exist, or the setting is malformed." %
                                         settings.DEFAULT_HOME)

    # create new database object all in one go
    new_db_object = _ObjectDB(db_key=key, db_location=location,
                              db_destination=destination, db_home=home,
                              db_typeclass_path=typeclass)

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

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

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

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

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

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

    # we want the input to override that set in the hooks, so
    # we re-apply those if needed
    if new_object.key != key:
        new_object.key = key
    if new_object.location != location:
        new_object.location = location
    if new_object.home != home:
        new_object.home = home
    if new_object.destination != destination:
        new_object.destination = destination
#.........这里部分代码省略.........
开发者ID:AHecky3,项目名称:evennia,代码行数:101,代码来源:create.py


示例17: create_player

def create_player(key, email, password,
                  typeclass=None,
                  is_superuser=False,
                  locks=None, permissions=None,
                  report_to=None):

    """
    This creates a new player.

    key - the player's name. This should be unique.
    email - email on valid [email protected] form.
    password - password in cleartext
    is_superuser - wether or not this player is to be a superuser
    locks - lockstring
    permission - list of permissions
    report_to - an object with a msg() method to report errors to. If
                not given, errors will be logged.

    Will return the Player-typeclass or None/raise Exception if the
    Typeclass given failed to load.

    Concerning is_superuser:
     Usually only the server admin should need to be superuser, all
     other access levels can be handled with more fine-grained
     permissions or groups. A superuser bypasses all lock checking
     operations and is thus not suitable for play-testing the game.

    """
    global _PlayerDB, _Player
    if not _PlayerDB:
        from src.players.models import PlayerDB as _PlayerDB
    if not _Player:
        from src.players.player import Player as _Player

    if not email:
        email = "[email protected]"
    if _PlayerDB.objects.filter(username__iexact=key):
        raise ValueError("A Player with the name '%s' already exists." % key)

    # this handles a given dbref-relocate to a player.
    report_to = handle_dbref(report_to, _PlayerDB)

    try:

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

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

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

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

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

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

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

    except Exception:
        # a failure in creating the player; we try to clean
        # up as much as we can
        logger.log_trace()
        try:
            new_player.delete()
        except Exception:
            pass
        try:
            del new_player
#.........这里部分代码省略.........
开发者ID:Mackyjin,项目名称:evennia,代码行数:101,代码来源:create.py


示例18: create_object

def create_object(typeclass, key=None, location=None,
                  home=None, player=None, permissions=None, locks=None,
                  aliases=None, destination=None, report_to=None):
    """
    Create a new in-game object. Any game object is a combination
    of a database object that stores data persistently to
    the database, and a typeclass, which on-the-fly 'decorates'
    the database object into whataver different type of object
    it is supposed to be in the game.

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

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

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

    # create new database object
    new_db_object = _ObjectDB()

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

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

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

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

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

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

    new_object.destination = destination

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

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

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


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

    # post-hook setup (mainly used by Exits)
    new_object.basetype_posthook_setup()
#.........这里部分代码省略.........
开发者ID:BGCX262,项目名称:zsmud-git,代码行数:101,代码来源:create.py


示例19: create_player

def create_player(name, email, password,
                  user=None,
                  typeclass=None,
                  is_superuser=False,
                  locks=None, permissions=None,
                  create_character=True, character_typeclass=None,
                  character_location=None, character_home=None,
                  player_dbobj=None, report_to=None):


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

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

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

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

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

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

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

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

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

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

        if not _GA(new_db_player, "is_typeclass")(typeclass, exact=True):
            # this will fail if we gave a typeclass as input and it still gave us a default
            SharedMemoryModel.delete(new_db_player)
            if report_to:
                _GA(report_to, "msg")("Error creating %s (%s):\n%s" % (new_db_player.key, typeclass,
                                                                  _GA(new_db_player, "typeclass_last_errmsg")))
#.........这里部分代码省略.........
开发者ID:BGCX262,项目名称:zsmud-git,代码行数:101,代码来源:create.py


示例20: character_set


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