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""" TutorialMirror A simple mirror object to experiment with. """ from evennia import DefaultObject from evennia.utils import make_iter, is_iter from evennia import logger class TutorialMirror(DefaultObject): """ A simple mirror object that - echoes back the description of the object looking at it - echoes back whatever is being sent to its .msg - to the sender, if given, otherwise to the location of the mirror. """ def return_appearance(self, looker, **kwargs): """ This formats the description of this object. Called by the 'look' command. Args: looker (Object): Object doing the looking. **kwargs (dict): Arbitrary, optional arguments for users overriding the call (unused by default). """ if isinstance(looker, self.__class__): # avoid infinite recursion by having two mirrors look at each other return "The image of yourself stretches into infinity." return f"{self.key} shows your reflection:\n{looker.db.desc}" def msg(self, text=None, from_obj=None, **kwargs): """ Simply override .msg to echo back to the messenger or to the current location. Args: text (str or tuple, optional): The message to send. This is treated internally like any send-command, so its value can be a tuple if sending multiple arguments to the `text` oob command. from_obj (obj or iterable) given, at_msg_send will be called. This value will be passed on to the protocol. If iterable, will execute hook on all entities in it. """ if not text: text = "<silence>" text = text[0] if is_iter(text) else text if from_obj: for obj in make_iter(from_obj): obj.msg(f'{self.key} echoes back to you:\n"{text}".') elif self.location: self.location.msg_contents(f'{self.key} echoes back:\n"{text}".', exclude=[self]) else: # no from_obj and no location, just log logger.log_msg(f"{self.key}.msg was called without from_obj and .location is None.")
[ "evennia.logger.log_msg", "evennia.utils.make_iter", "evennia.utils.is_iter" ]
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""" Combat Manager. This is where the magic happens. And by magic, we mean characters dying, most likely due to vile sorcery. The Combat Manager is invoked by a character starting combat with the +fight command. Anyone set up as a defender of either of those two characters is pulled into combat automatically. Otherwise, players can enter into combat that is in progress with the appropriate defend command, or by a +fight command to attack one of the belligerent parties. Turn based combat has the obvious drawback that someone who is AFK or deliberately not taking their turn completely halts the action. There isn't an easy solution to this. GMs will have tools to skip someone's turn or remove them from combat, and a majority vote by all parties can cause a turn to proceed even when someone has not taken their turn. Phase 1 is the setup phase. This phase is designed to have a pause before deciding actions so that other people can join combat. Characters who join in later phases will not receive a combat turn, and will be added to the fight in the following turn. Phase 1 is also when players can vote to end the combat. Every player MUST enter a command to continue for combat to proceed. There will never be a case where a character can be AFK and in combat. It is possible to vote a character out of combat due to AFK in order for things to proceed. Immediately after every current combatant selects to continue, the participants are locked in and we go to phase 2. Phase 2 is the action phase. Initiative is rolled, and then each player must take an action when it is their turn. 'pass' is a valid action. Each combat action is resolved during the character's turn. Characters who are incapacitated lose their action. Characters who join combat during Phase 2 must wait for the following turn to be allowed a legal action. """ import time from operator import attrgetter from evennia.utils.utils import fill, dedent from server.utils.prettytable import PrettyTable from server.utils.arx_utils import list_to_string from typeclasses.scripts.combat import combat_settings from typeclasses.scripts.combat.state_handler import CombatantStateHandler from typeclasses.scripts.scripts import Script as BaseScript COMBAT_INTRO = combat_settings.COMBAT_INTRO PHASE1_INTRO = combat_settings.PHASE1_INTRO PHASE2_INTRO = combat_settings.PHASE2_INTRO MAX_AFK = combat_settings.MAX_AFK ROUND_DELAY = combat_settings.ROUND_DELAY class CombatManager(BaseScript): """ Players are added via add_combatant or add_observer. These are invoked by commands in normal commandsets. Characters added receive the combat commandset, which give commands that invoke the other methods. Turns proceed based on every combatant submitting an action, which is a dictionary of combatant IDs to their actions. Dead characters are moved to observer status, incapacitated characters are moved to a special list to denote that they're still in combat but can take no action. Attribute references to the combat manager script are stored in the room location under room.ndb.combat_manager, and inside each character in the combat under character.ndb.combat_manager. Note that all the data for the combat manager is stored inside non-database attributes, since it is designed to be non-persistent. If there's a server reset, combat will end. Non-database attributes: self.ndb.combatants - list of everyone active in the fight. If it's empty, combat ends self.ndb.observers - People passively watching the fight self.ndb.incapacitated - People who are too injured to act, but still can be attacked self.ndb.fighter_data - CharacterCombatData for each combatant. dict with character.id as keys self.ndb.combat_location - room where script happens self.ndb.initiative_list - CharacterCombatData for each fighter. incapacitated chars aren't in it self.ndb.active_character - Current turn of player in phase 2. Not used in phase 1 self.ndb.phase - Phase 1 or 2. 1 is setup, 2 is resolution self.ndb.afk_check - anyone we're checking to see if they're afk self.ndb.votes_to_end - anyone voting to end combat self.ndb.flee_success - Those who can run this turn self.ndb.fleeing - Those intending to try to run Admin Methods: self.msg() - Message to all combatants/observers. self.end_combat() - shut down the fight self.next_character_turn() - move to next character in initiative list in phase 2 self.add_observer(character) self.add_combatant(character) self.remove_combatant(character) self.move_to_observer(character) """ # noinspection PyAttributeOutsideInit def at_script_creation(self): """ Setup the script """ self.key = "CombatManager" self.desc = "Manages the combat state for a group of combatants" # Not persistent because if someone goes LD, we don't want them reconnecting # in combat a week later with no way to leave it. Intentionally quitting out # to avoid combat will just need to be corrected with rules enforcement. self.persistent = False self.interval = ROUND_DELAY self.start_delay = True self.ndb.combatants = [] # those actively involved in fight self.ndb.observers = [] # sent combat data, but cannot act self.ndb.combat_location = self.obj # room of the fight self.ndb.initiative_list = [] # CharacterCombatData of characters in order of initiative self.ndb.active_character = None # who is currently acting during phase 2 self.ndb.phase = 1 self.ndb.afk_check = [] # characters who are flagged afk until they take an action self.ndb.votes_to_end = [] # if all characters vote yes, combat ends self.ndb.flee_success = [] # if we're here, the character is allowed to flee on their turn self.ndb.fleeing = [] # if we're here, they're attempting to flee but haven't rolled yet self.ndb.ready = [] # those ready for phase 2 self.ndb.not_ready = [] # not ready for phase 2 self.ndb.surrender_list = [] # peoeple trying to surrender self.ndb.affect_real_dmg = not self.obj.tags.get("nonlethal_combat") self.ndb.random_deaths = not self.obj.tags.get("no_random_deaths") self.ndb.max_rounds = 250 self.ndb.rounds = 0 # to ensure proper shutdown, prevent some timing errors self.ndb.shutting_down = False self.ndb.status_table = None self.ndb.initializing = True if self.obj.event: self.ndb.risk = self.obj.event.risk else: self.ndb.risk = 4 self.ndb.special_actions = [] self.ndb.gm_afk_counter = 0 @property def status_table(self): """text table of the combat""" if not self.ndb.status_table: self.build_status_table() return self.ndb.status_table def at_repeat(self): """Called at the script timer interval""" if self.check_if_combat_should_end(): return # reset the script timers if self.ndb.shutting_down: return # proceed to combat if self.ndb.phase == 1: self.ready_check() self.msg("Use {w+cs{n to see the current combat status.") self.remove_surrendering_characters() def is_valid(self): """ Check if still has combatants. Incapacitated characters are still combatants, just with very limited options - they can either pass turn or vote to end the fight. The fight ends when all combatants either pass they turn or choose to end. Players can be forced out of active combat if they are AFK, moved to observer status. """ if self.ndb.shutting_down: return False if self.ndb.combatants: return True if self.ndb.initializing: return True return False # ----Methods for passing messages to characters------------- @staticmethod def send_intro_message(character, combatant=True): """ Displays intro message of combat to character """ if not combatant: msg = fill("{mYou are now in observer mode for a fight. {n" + "Most combat commands will not function. To " + "join the fight, use the {w+fight{n command.") else: msg = "{rEntering combat mode.{n\n" msg += "\n\n" + fill(COMBAT_INTRO) character.msg(msg) return def display_phase_status(self, character, disp_intro=True): """ Gives message based on the current combat phase to character.cmdset In phase 1, just list combatants and observers, anyone marked AFK, dead, whatever, and any votes to end. In phase 2, list initiative order and who has the current action. """ if self.ndb.shutting_down: return msg = "" if self.ndb.phase == 1: if disp_intro: msg += PHASE1_INTRO + "\n" msg += str(self.status_table) + "\n" vote_str = self.vote_string if vote_str: msg += vote_str + "\n" elif self.ndb.phase == 2: if disp_intro: msg += PHASE2_INTRO + "\n" msg += str(self.status_table) + "\n" msg += self.get_initiative_list() + "\n" msg += "{wCurrent Round:{n %d" % self.ndb.rounds character.msg(msg) def build_status_table(self): """Builds a table of the status of combatants""" combatants = sorted(self.ndb.combatants) table = PrettyTable(["{wCombatant{n", "{wDamage{n", "{wFatigue{n", "{wAction{n", "{wReady?{n"]) for state in combatants: name = state.combat_handler.name dmg = state.character.get_wound_descriptor(state.character.dmg) fatigue = str(state.fatigue_penalty) action = "None" if not state.queued_action else state.queued_action.table_str rdy = "yes" if state.ready else "{rno{n" table.add_row([name, dmg, fatigue, action, rdy]) self.ndb.status_table = table def display_phase_status_to_all(self, intro=False): """Sends status to all characters in or watching the fight""" msglist = set([ob.character for ob in self.ndb.combatants] + self.ndb.observers) self.build_status_table() self.ready_check() for ob in msglist: self.display_phase_status(ob, disp_intro=intro) def msg(self, message, exclude=None, options=None): """ Sends a message to all objects in combat/observers except for individuals in the exclude list. """ # those in incapacitated list should still be in combatants also msglist = [ob.character for ob in self.ndb.combatants] + self.ndb.observers if not exclude: exclude = [] msglist = [ob for ob in msglist if ob not in exclude] for ob in msglist: mymsg = message ob.msg(mymsg, options) # --------------------------------------------------------------------- # -----Admin Methods for OOC character status: adding, removing, etc---- def check_character_is_combatant(self, character): """Returns True if the character is one of our combatants.""" try: state = character.combat.state return state and state in self.ndb.combatants except AttributeError: return False def add_combatant(self, character, adder=None, reset=False): """ Adds a character to combat. The adder is the character that started the process, and the return message is sent to them. We return None if they're already fighting, since then it's likely a state change in defending or so on, and messages will be sent from elsewhere. """ # if we're already fighting, nothing happens cdata = character.combat if adder: adder_state = adder.combat.state else: adder_state = None if self.check_character_is_combatant(character): if character == adder: return "You are already in the fight." if cdata.state and adder: cdata.state.add_foe(adder) if adder_state: adder_state.add_foe(character) return "%s is already fighting." % character.key # check if attackable if not character.attackable: return "%s is not attackable." % character.key if character.location != self.obj: return "%s is not in the same room as the fight." % character.key # if we were in observer list, we stop since we're participant now self.remove_observer(character) self.send_intro_message(character) # add combat state to list of combatants if character not in self.characters_in_combat: CombatantStateHandler(character, self, reset=reset) if character == adder: return "{rYou have entered combat.{n" # if we have an adder, they're fighting one another. set targets elif self.check_character_is_combatant(adder): # make sure adder is a combatant, not a GM cdata.state.add_foe(adder) cdata.state.prev_targ = adder adder_state.add_foe(character) adder_state.prev_targ = character adder_state.setup_attacks() cdata.state.setup_attacks() return "You have added %s to a fight." % character.name @property def characters_in_combat(self): """Returns characters from our combat states""" return [ob.character for ob in self.ndb.combatants] def register_state(self, state): """ Stores reference to a CombatantStateHandler in self.ndb.combatants. Called by CombatantStateHandler's init, done this way to avoid possible infinite recursion """ if state not in self.ndb.combatants: self.ndb.combatants.append(state) def finish_initialization(self): """ Finish the initial setup of combatants we add """ self.ndb.initializing = False self.reset_combatants() self.display_phase_status_to_all(intro=True) def reset_combatants(self): """Resets all our combatants for the next round, displaying prep message to them""" for state in self.ndb.combatants: state.reset() for state in self.ndb.combatants: state.setup_phase_prep() def check_if_combat_should_end(self): """Checks if combat should be over""" if not self or not self.pk or self.ndb.shutting_down: self.end_combat() return True if not self.ndb.combatants and not self.ndb.initializing and self.managed_mode_permits_ending(): self.msg("No combatants found. Exiting.") self.end_combat() return True active_combatants = [ob for ob in self.ndb.combatants if ob.conscious] active_fighters = [ob for ob in active_combatants if not (ob.automated and ob.queued_action and ob.queued_action.qtype == "Pass")] if not active_fighters and not self.ndb.initializing: if self.managed_mode_permits_ending(): self.msg("All combatants are incapacitated or automated npcs who are passing their turn. Exiting.") self.end_combat() return True def managed_mode_permits_ending(self): """If we're in managed mode, increment a counter of how many checks before we decide it's idle and end""" if not self.managed_mode: return True if self.ndb.gm_afk_counter > 3: return True self.ndb.gm_afk_counter += 1 return False def ready_check(self, checker=None): """ Check all combatants. If all ready, move to phase 2. If checker is set, it's a character who is already ready but is using the command to see a list of who might not be, so the message is only sent to them. """ self.ndb.ready = [] self.ndb.not_ready = [] if self.ndb.phase == 2: # already in phase 2, do nothing return for state in self.ndb.combatants: if state.ready: self.ndb.ready.append(state.character) elif not state.conscious: self.ndb.ready.append(state.character) else: self.ndb.not_ready.append(state.character) if self.ndb.not_ready: # not ready for phase 2, tell them why if checker: self.display_phase_status(checker, disp_intro=False) else: try: self.start_phase_2() except ValueError: import traceback traceback.print_exc() self.end_combat() def afk_check(self, checking_char, char_to_check): """ Prods a character to make a response. If the character is not in the afk_check list, we add them and send them a warning message, then update their combat data with the AFK timer. Subsequent checks are votes to kick the player if they have been AFK longer than a given idle timer. Any action removes them from AFK timer and resets the AFK timer in their combat data as well as removes all votes there. """ # No, they can't vote themselves AFK as a way to escape combat if checking_char == char_to_check: checking_char.msg("You cannot vote yourself AFK to leave combat.") return if self.ndb.phase == 1 and char_to_check.combat.state.ready: checking_char.msg("That character is ready to proceed " + "with combat. They are not holding up the fight.") return if self.ndb.phase == 2 and not self.ndb.active_character == char_to_check: checking_char.msg("It is not their turn to act. You may only " + "vote them AFK if they are holding up the fight.") return if char_to_check not in self.ndb.afk_check: msg = "{w%s is checking if you are AFK. Please take" % checking_char.name msg += " an action within a few minutes.{n" char_to_check.msg(msg) checking_char.msg("You have nudged %s to take an action." % char_to_check.name) self.ndb.afk_check.append(char_to_check) char_to_check.combat.state.afk_timer = time.time() # current time return # character is in the AFK list. Check if they've been gone long enough to vote against elapsed_time = time.time() - char_to_check.combat.state.afk_timer if elapsed_time < MAX_AFK: msg = "It has been %s since %s was first checked for " % (elapsed_time, char_to_check.name) msg += "AFK. They have %s seconds to respond before " % (MAX_AFK - elapsed_time) msg += "votes can be lodged against them to remove them from combat." checking_char.msg(msg) return # record votes. if we have enough votes, boot 'em. votes = char_to_check.combat.state.votes_to_kick if checking_char in votes: checking_char.msg("You have already voted for their removal. Every other player " + "except for %s must vote for their removal." % char_to_check.name) return votes.append(checking_char) if votes >= len(self.ndb.combatants) - 1: self.msg("Removing %s from combat due to inactivity." % char_to_check.name) self.move_to_observer(char_to_check) return char_to_check.msg("A vote has been lodged for your removal from combat due to inactivity.") def remove_afk(self, character): """ Removes a character from the afk_check list after taking a combat action. Resets relevant fields in combat data """ if character in self.ndb.afk_check: self.ndb.afk_check.remove(character) character.combat.state.afk_timer = None character.combat.state.votes_to_kick = [] character.msg("You are no longer being checked for AFK.") return def move_to_observer(self, character): """ If a character is marked AFK or dies, they are moved from the combatant list to the observer list. """ self.remove_combatant(character) self.add_observer(character) def remove_combatant(self, character, in_shutdown=False): """ Remove a character from combat altogether. Do a ready check if we're in phase one. """ state = character.combat.state self.clear_lists_of_character(character) if state in self.ndb.combatants: self.ndb.combatants.remove(state) if state: state.leave_combat() # if we're already shutting down, avoid redundant messages if len(self.ndb.combatants) < 2 and not in_shutdown: # We weren't shutting down and don't have enough fighters to continue. end the fight. self.end_combat() return if self.ndb.phase == 1 and not in_shutdown: self.ready_check() return if self.ndb.phase == 2 and not in_shutdown: if state in self.ndb.initiative_list: self.ndb.initiative_list.remove(state) return if self.ndb.active_character == character: self.next_character_turn() def clear_lists_of_character(self, character): """Removes a character from any of the lists they might be in""" if character in self.ndb.fleeing: self.ndb.fleeing.remove(character) if character in self.ndb.afk_check: self.ndb.afk_check.remove(character) if character in self.ndb.surrender_list: self.ndb.surrender_list.remove(character) def add_observer(self, character): """ Character becomes a non-participating observer. This is usually for GMs who are watching combat, but other players may be moved to this - dead characters are no longer combatants, nor are characters who have been marked as AFK. """ # first make sure that any other combat they're watching removes them as a spectator currently_spectating = character.combat.spectated_combat if currently_spectating and currently_spectating != self: currently_spectating.remove_observer(character) # now we start them spectating character.combat.spectated_combat = self self.send_intro_message(character, combatant=False) self.display_phase_status(character, disp_intro=False) if character not in self.ndb.observers: self.ndb.observers.append(character) return def remove_observer(self, character, quiet=True): """ Leave observer list, either due to stop observing or due to joining the fight """ character.combat.spectated_combat = None if character in self.ndb.observers: character.msg("You stop spectating the fight.") self.ndb.observers.remove(character) return if not quiet: character.msg("You were not an observer, but stop anyway.") def build_initiative_list(self): """ Rolls initiative for each combatant, resolves ties, adds them to list in order from first to last. Sets current character to first character in list. """ fighter_states = self.ndb.combatants for fighter in fighter_states: fighter.roll_initiative() self.ndb.initiative_list = sorted([data for data in fighter_states if data.can_act], key=attrgetter('initiative', 'tiebreaker'), reverse=True) def get_initiative_list(self): """Displays who the acting character is and the remaining order""" acting_char = self.ndb.active_character msg = "" if acting_char: msg += "{wIt is {c%s's {wturn.{n " % acting_char.name if self.ndb.initiative_list: msg += "{wTurn order for remaining characters:{n %s" % list_to_string(self.ndb.initiative_list) return msg def next_character_turn(self): """ It is now a character's turn in the iniative list. They will be prompted to take an action. If there is no more characters, end the turn when this is called and start over at Phase 1. """ if self.ndb.shutting_down: return if self.ndb.phase != 2: return self.ndb.initiative_list = [ob for ob in self.ndb.initiative_list if ob.can_act and ob.remaining_attacks > 0] if not self.ndb.initiative_list: self.start_phase_1() self.display_phase_status_to_all() return character_state = self.ndb.initiative_list.pop(0) acting_char = character_state.character self.ndb.active_character = acting_char # check if they went LD, teleported, or something if acting_char.location != self.ndb.combat_location: self.msg("%s is no longer here. Removing them from combat." % acting_char.name) self.remove_combatant(acting_char) return self.next_character_turn() # For when we put in subdue/hostage code elif not character_state.can_act: acting_char.msg("It would be your turn, but you cannot act. Passing your turn.") self.msg("%s cannot act." % acting_char.name, exclude=[acting_char]) return self.next_character_turn() # turns lost from botches or other effects elif character_state.lost_turn_counter > 0: character_state.remaining_attacks -= 1 character_state.lost_turn_counter -= 1 if character_state.remaining_attacks == 0: acting_char.msg("It would be your turn, but you are recovering from a botch. Passing.") self.msg("%s is recovering from a botch and loses their turn." % acting_char.name, exclude=[acting_char]) return self.next_character_turn() self.msg("{wIt is now{n {c%s's{n {wturn.{n" % acting_char.name, exclude=[acting_char]) if self.managed_mode: return self.send_managed_mode_prompt() result = character_state.do_turn_actions() if not result and self.ndb.phase == 2: mssg = dedent(""" It is now {wyour turn{n to act in combat. Please give a little time to make sure other players have finished their poses or emits before you select an action. For your character's action, you may either pass your turn with the {wpass{n command, or execute a command like {wattack{n. Once you have executed your command, control will pass to the next character, but please describe the results of your action with appropriate poses. """) acting_char.msg(mssg) def start_phase_1(self): """ Setup for phase 1, the 'setup' phase. We'll mark all current combatants as being non-ready. Characters will need to hit the 'continue' command to be marked as ready. Once all combatants have done so, we move to phase 2. Alternately, everyone can vote to end the fight, and then we're done. """ if self.ndb.shutting_down: return self.remove_surrendering_characters() self.ndb.phase = 1 self.ndb.active_character = None self.ndb.votes_to_end = [] allchars = self.ndb.combatants + self.ndb.observers if not allchars: return self.reset_combatants() self.ndb.rounds += 1 if self.ndb.rounds >= self.ndb.max_rounds: self.end_combat() self.msg("{ySetup Phase{n") def start_phase_2(self): """ Setup for phase 2, the 'resolution' phase. We build the list for initiative, which will be a list of CombatCharacterData objects from self.ndb.fighter_data.values(). Whenever it comes to a character's turn, they're popped from the front of the list, and it remains their turn until they take an action. Any action they take will call the next_character_turn() to proceed, and when there are no more characters, we go back to phase 1. """ if self.ndb.shutting_down: return self.ndb.phase = 2 # determine who can flee this turn self.ndb.flee_success = [] # if they were attempting to flee last turn, roll for them for char in self.ndb.fleeing: c_fite = char.combat if c_fite.state.roll_flee_success(): # they can now flee self.ndb.flee_success.append(char) self.remove_fled_characters() if self.ndb.shutting_down: return self.msg("{yResolution Phase{n") self.build_initiative_list() self.next_character_turn() def remove_fled_characters(self): """Checks characters who fled and removes them""" for char in self.all_combatant_characters: if char.location != self.ndb.combat_location: self.remove_combatant(char) continue def vote_to_end(self, character): """ Allows characters to vote to bring the fight to a conclusion. """ mess = "" try: self.register_vote_to_end(character) mess = "%s has voted to end the fight.\n" % character.name except combat_settings.CombatError as err: character.msg(err) if self.check_sufficient_votes_to_end(): return mess += self.vote_string if mess: self.msg(mess) def register_vote_to_end(self, character): """ If eligible to vote for an end to combat, appends our state to a tally. """ state = character.combat.state if state not in self.ndb.combatants: raise combat_settings.CombatError("Only participants in the fight may vote to end it.") elif state in self.ndb.votes_to_end: raise combat_settings.CombatError("You have already voted to end the fight.") else: self.ndb.votes_to_end.append(state) def check_sufficient_votes_to_end(self): """ Messages and ends combat if everyone has voted to do so. """ if not self.not_voted: self.msg("All participants have voted to end combat.") self.end_combat() return True @property def not_voted(self): """List of combat states who voted to end""" not_voted = [ob for ob in self.ndb.combatants if ob and ob not in self.ndb.votes_to_end] # only let conscious people vote not_voted = [ob for ob in not_voted if ob.can_fight and not ob.wants_to_end] return not_voted @property def vote_string(self): """Get string of any who have voted to end, and who still has to vote for combat to end""" mess = "" if self.ndb.votes_to_end: mess += "{wCurrently voting to end combat:{n %s\n" % list_to_string(self.ndb.votes_to_end) mess += "{wFor the fight to end, the following characters must also use +end_combat:{n " mess += "%s" % list_to_string(self.not_voted) return mess # noinspection PyBroadException def end_combat(self): """ Shut down combat. """ self.msg("Ending combat.") self.ndb.shutting_down = True for char in self.all_combatant_characters: self.remove_combatant(char, in_shutdown=True) for char in self.ndb.observers[:]: self.remove_observer(char) self.obj.ndb.combat_manager = None try: self.stop() # delete script except Exception: import traceback traceback.print_exc() @property def all_combatant_characters(self): """All characters from the states saved in combatants""" return [ob.character for ob in self.ndb.combatants] def register_surrendering_character(self, character): """ Adds a character to the surrender list. Args: character: Character who wants to surrender Returns: True if successfully added, False otherwise """ if self.check_surrender_prevent(character): return self.ndb.surrender_list.append(character) return True def check_surrender_prevent(self, character): """ Checks if character is prevented from surrendering Args: character: Character who is trying to surrender Returns: True if character is prevented, False otherwise """ for state in self.ndb.combatants: if character in state.prevent_surrender_list: return True return False def remove_surrendering_characters(self): """ Check our surrendering characters, remove them from combat if not prevented """ for character in self.ndb.surrender_list[:]: if self.check_surrender_prevent(character): self.ndb.surrender_list.remove(character) return self.remove_combatant(character) @property def special_actions(self): """GM defined actions that players can take""" return self.ndb.special_actions def add_special_action(self, name, stat="", skill="", difficulty=15): """Adds a new special action recognized by the combat that players can choose to do""" from .special_actions import ActionByGM self.special_actions.append(ActionByGM(combat=self, name=name, stat=stat, skill=skill, difficulty=difficulty)) def list_special_actions(self): """Gets string display of GM-defined special actions""" msg = "Current Actions:\n" table = PrettyTable(["#", "Name", "Stat", "Skill", "Difficulty"]) for num, action in enumerate(self.special_actions, 1): table.add_row([num, action.name, action.stat, action.skill, action.difficulty]) return msg + str(table) def list_rolls_for_special_actions(self): """Gets string display of all rolls players have made for GM-defined special actions""" actions = self.get_current_and_queued_actions() actions = [ob for ob in actions if ob.special_action in self.special_actions] table = PrettyTable(["Name", "Action", "Roll"]) for action in actions: table.add_row([str(action.character), str(action.special_action), action.display_roll()]) return str(table) def get_current_and_queued_actions(self): """Returns list of current actions for each combatant""" actions = [] for state in self.ndb.combatants: actions.extend(state.get_current_and_queued_actions()) return actions def make_all_checks_for_special_action(self, special_action): """Given a special action, make checks for all corresponding queued actions""" pc_actions = [ob for ob in self.get_current_and_queued_actions() if ob.special_action == special_action] special_action.make_checks(pc_actions) @property def managed_mode(self): """Whether or not a GM controls combat pacing""" return self.ndb.managed_mode @managed_mode.setter def managed_mode(self, value): self.ndb.managed_mode = value def send_managed_mode_prompt(self): """Notifies GMs that we're waiting on them to evaluate the character's turn.""" character = self.ndb.active_character msg = "%s's current action: %s\n" % (character, character.combat.state.get_action_description()) msg += "Use @admin_combat/roll to make a check, /execute to perform their action, and /next to mark resolved." self.msg_gms(msg) def msg_gms(self, message): """Sends a message to current GMs for this combat.""" for gm in self.gms: gm.msg(message) def add_gm(self, character): """Adds a character to our list of gms.""" if character not in self.gms: self.gms.append(character) @property def gms(self): """Characters who have admin powers for this combat.""" if self.ndb.gms is None: self.ndb.gms = [] return self.ndb.gms
[ "evennia.utils.utils.fill", "evennia.utils.utils.dedent" ]
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""" The filehelp-system allows for defining help files outside of the game. These will be treated as non-command help entries and displayed in the same way as help entries created using the `sethelp` default command. After changing an entry on-disk you need to reload the server to have the change show in-game. An filehelp file is a regular python module with dicts representing each help entry. If a list `HELP_ENTRY_DICTS` is found in the module, this should be a list of dicts. Otherwise *all* top-level dicts in the module will be assumed to be a help-entry dict. Each help-entry dict is on the form :: {'key': <str>, 'text': <str>, 'category': <str>, # optional, otherwise settings.DEFAULT_HELP_CATEGORY 'aliases': <list>, # optional 'locks': <str>} # optional, use access-type 'view'. Default is view:all() The `text`` should be formatted on the same form as other help entry-texts and can contain ``# subtopics`` as normal. New help-entry modules are added to the system by providing the python-path to the module to `settings.FILE_HELP_ENTRY_MODULES`. Note that if same-key entries are added, entries in latter modules will override that of earlier ones. Use `settings.DEFAULT_HELP_CATEGORY`` to customize what category is used if not set explicitly. An example of the contents of a module: :: help_entry1 = { "key": "The Gods", # case-insensitive, also partial-matching ('gods') works "aliases": ['pantheon', 'religion'], "category": "Lore", "locks": "view:all()", # this is optional unless restricting access "text": ''' The gods formed the world ... # Subtopics ## Pantheon ... ### God of love ... ### God of war ... ''' } HELP_ENTRY_DICTS = [ help_entry1, ... ] ---- """ from dataclasses import dataclass from django.conf import settings from django.urls import reverse from django.utils.text import slugify from evennia.utils.utils import ( variable_from_module, make_iter, all_from_module) from evennia.utils import logger from evennia.utils.utils import lazy_property from evennia.locks.lockhandler import LockHandler _DEFAULT_HELP_CATEGORY = settings.DEFAULT_HELP_CATEGORY @dataclass class FileHelpEntry: """ Represents a help entry read from file. This mimics the api of the database-bound HelpEntry so that they can be used interchangeably in the help command. """ key: str aliases: list help_category: str entrytext: str lock_storage: str @property def search_index_entry(self): """ Property for easily retaining a search index entry for this object. """ return { "key": self.key, "aliases": " ".join(self.aliases), "category": self.help_category, "tags": "", "locks": "", "text": self.entrytext, } def __str__(self): return self.key def __repr__(self): return f"<FileHelpEntry {self.key}>" @lazy_property def locks(self): return LockHandler(self) def web_get_detail_url(self): """ Returns the URI path for a View that allows users to view details for this object. ex. Oscar (Character) = '/characters/oscar/1/' For this to work, the developer must have defined a named view somewhere in urls.py that follows the format 'modelname-action', so in this case a named view of 'character-detail' would be referenced by this method. ex. :: url(r'characters/(?P<slug>[\w\d\-]+)/(?P<pk>[0-9]+)/$', CharDetailView.as_view(), name='character-detail') If no View has been created and defined in urls.py, returns an HTML anchor. This method is naive and simply returns a path. Securing access to the actual view and limiting who can view this object is the developer's responsibility. Returns: path (str): URI path to object detail page, if defined. """ try: return reverse( 'help-entry-detail', kwargs={"category": slugify(self.help_category), "topic": slugify(self.key)}, ) except Exception: return "#" def web_get_admin_url(self): """ Returns the URI path for the Django Admin page for this object. ex. Account#1 = '/admin/accounts/accountdb/1/change/' Returns: path (str): URI path to Django Admin page for object. """ return False def access(self, accessing_obj, access_type="view", default=True): """ Determines if another object has permission to access this help entry. Args: accessing_obj (Object or Account): Entity trying to access this one. access_type (str): type of access sought. default (bool): What to return if no lock of `access_type` was found. """ return self.locks.check(accessing_obj, access_type=access_type, default=default) class FileHelpStorageHandler: """ This reads and stores help entries for quick access. By default it reads modules from `settings.FILE_HELP_ENTRY_MODULES`. Note that this is not meant to any searching/lookup - that is all handled by the help command. """ def __init__(self, help_file_modules=settings.FILE_HELP_ENTRY_MODULES): """ Initialize the storage. """ self.help_file_modules = [str(part).strip() for part in make_iter(help_file_modules)] self.help_entries = [] self.help_entries_dict = {} self.load() def load(self): """ Load/reload file-based help-entries from file. """ loaded_help_dicts = [] for module_or_path in self.help_file_modules: help_dict_list = variable_from_module( module_or_path, variable="HELP_ENTRY_DICTS" ) if not help_dict_list: help_dict_list = [ dct for dct in all_from_module(module_or_path).values() if isinstance(dct, dict)] if help_dict_list: loaded_help_dicts.extend(help_dict_list) else: logger.log_err(f"Could not find file-help module {module_or_path} (skipping).") # validate and parse dicts into FileEntryHelp objects and make sure they are unique-by-key # by letting latter added ones override earlier ones. unique_help_entries = {} for dct in loaded_help_dicts: key = dct.get('key').lower().strip() category = dct.get('category', _DEFAULT_HELP_CATEGORY).strip() aliases = list(dct.get('aliases', [])) entrytext = dct.get('text', '') locks = dct.get('locks', '') if not key and entrytext: logger.error(f"Cannot load file-help-entry (missing key or text): {dct}") continue unique_help_entries[key] = FileHelpEntry( key=key, help_category=category, aliases=aliases, lock_storage=locks, entrytext=entrytext) self.help_entries_dict = unique_help_entries self.help_entries = list(unique_help_entries.values()) def all(self, return_dict=False): """ Get all help entries. Args: return_dict (bool): Return a dict ``{key: FileHelpEntry,...}``. Otherwise, return a list of ``FileHelpEntry`. Returns: dict or list: Depending on the setting of ``return_dict``. """ return self.help_entries_dict if return_dict else self.help_entries # singleton to hold the loaded help entries FILE_HELP_ENTRIES = FileHelpStorageHandler()
[ "evennia.locks.lockhandler.LockHandler", "evennia.utils.logger.error", "evennia.utils.logger.log_err", "evennia.utils.utils.all_from_module", "evennia.utils.utils.make_iter", "evennia.utils.utils.variable_from_module" ]
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""" MIT License Copyright (c) 2021 <NAME> Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. """ import random import evennia from evennia.utils import create from evennia.contrib import gendersub from world.definitions.language import Language from world.definitions.chardefs import OccupationTable from world.definitions.chardefs import get_random_occupation from world.definitions.chardefs import BirthAugur from world.definitions.chardefs import BirthAugurAuraTable from world.definitions.chardefs import Race from world.definitions.chardefs import Alignment from world.definitions.bodytype import BodyType import typeclasses.auras as auras from world.definitions.auradefs import AuraEffectType # PLACED IN THIS FILE UNTIL A BETTER SPOT FOUND def roll_dice(num_dice, die_type): """ 3d6, for example, would be num_dice = 3, die_type = 6 """ result = 0 for i in range(num_dice): result += random.randint(1, die_type) return result def calculate_ability_modifier(ability_score): modifier = 0 if ability_score <= 3: modifier = -3 elif ability_score <= 5: modifier = -2 elif ability_score <= 8: modifier = -1 elif ability_score <= 12: modifier = 0 elif ability_score <= 15: modifier = 1 elif ability_score <= 17: modifier = 2 elif ability_score > 17: modifier = 3 return modifier # PLACED IN THIS FILE UNTIL A BETTER SPOT FOUND class Character(gendersub.GenderCharacter): """ 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): super().at_object_creation() self.db.level = 0 self.db.xp = 0 self.db.ac = 10 self.db.alignment = Alignment.Neutral self.db.strength = 7 self.db.agility = 7 self.db.stamina = 7 self.db.personality = 7 self.db.intelligence = 7 self.db.luck = 7 self.db.hp = 1 self.db.speed = 30 self.db.auras = [] self.db.known_languages = [] self.db.known_languages.append(Language.Common) self.db.weapon_proficiencies = [] self.db.gold = 0 self.db.silver = 0 self.db.copper = 0 self.db.occupation = get_random_occupation() self.db.race = Race.Human self.db.age = 0 self.db.current_hp = self.get_modified_hp() def get_modified_hp(self): stam = self.get_modified_stamina() modifier = calculate_ability_modifier(stam) for aura in self.db.auras: if AuraEffectType.HP in aura.db.effect_modifiers.keys(): modifier += aura.db.effect_modifiers[AuraEffectType.HP] return (self.db.hp + modifier) def get_modified_strength(self): modifier = 0 for aura in self.db.auras: if AuraEffectType.Strength in aura.db.effect_modifiers.keys(): modifier += aura.db.effect_modifiers[AuraEffectType.Strength] return (self.db.strength + modifier) def get_modified_agility(self): modifier = 0 for aura in self.db.auras: if AuraEffectType.Agility in aura.db.effect_modifiers.keys(): modifier += aura.db.effect_modifiers[AuraEffectType.Agility] return (self.db.agility + modifier) def get_modified_stamina(self): modifier = 0 for aura in self.db.auras: if AuraEffectType.Stamina in aura.db.effect_modifiers.keys(): modifier += aura.db.effect_modifiers[AuraEffectType.Stamina] return (self.db.stamina + modifier) def get_modified_personality(self): modifier = 0 for a in self.db.auras: if AuraEffectType.Personality in a.db.effect_modifiers.keys(): modifier += a.db.effect_modifiers[AuraEffectType.Personality] return (self.db.personality + modifier) def get_modified_intelligence(self): modifier = 0 for a in self.db.auras: if AuraEffectType.Intelligence in a.db.effect_modifiers.keys(): modifier += \ a.db.effect_modifiers[AuraEffectType.Intelligence] return (self.db.intelligence + modifier) def get_modified_luck(self): modifier = 0 for aura in self.db.auras: if AuraEffectType.Luck in aura.db.effect_modifiers.keys(): modifier += aura.db.effect_modifiers[AuraEffectType.Luck] return (self.db.luck + modifier) def get_modified_speed(self): modifier = 0 for aura in self.db.auras: if AuraEffectType.Speed in aura.db.effect_modifiers.keys(): modifier += aura.db.effect_modifiers[AuraEffectType.Speed] return (self.db.speed + modifier) def get_modified_ac(self): agi = self.get_modified_agility() modifier = calculate_ability_modifier(agi) for aura in self.db.auras: if AuraEffectType.AC in aura.db.effect_modifiers.keys(): modifier += aura.db.effect_modifiers[AuraEffectType.AC] return (self.db.ac + modifier) def set_birth_augur_effect(self): if self.db.birth_augur not in BirthAugurAuraTable: return luck_modifier = calculate_ability_modifier(self.db.luck) augur_data = BirthAugurAuraTable[self.db.birth_augur] if "effects" in augur_data and luck_modifier != 0: aura_effects = {} for m in augur_data["effects"]: if "modifier_multiplier" in augur_data: aura_effects[m] = \ luck_modifier * augur_data["modifier_multiplier"] else: aura_effects[m] = luck_modifier aura = create.create_object( auras.PersistentEffectAura, key=self.db.birth_augur.display_name[0], location=self, attributes=[ ("desc", self.db.birth_augur.display_name[1]), ("effect_modifiers", aura_effects) ] ) aura.build_modifier_description() self.db.auras.append(aura) class RandomlyGeneratedCharacter(Character): """ A character randomly generated follows most of the guidelines from the rulebook. Some initial values set can be modified later. """ def at_object_creation(self): super().at_object_creation() self.db.strength = roll_dice(3, 6) self.db.agility = roll_dice(3, 6) self.db.stamina = roll_dice(3, 6) self.db.personality = roll_dice(3, 6) self.db.intelligence = roll_dice(3, 6) self.db.luck = roll_dice(3, 6) self.db.hp = roll_dice(1, 4) self.db.speed = 30 self.db.birth_augur = random.choice(list(BirthAugur)) self.set_birth_augur_effect() self.db.gold = 0 self.db.silver = 0 self.db.copper = roll_dice(5, 12) self.db.occupation = get_random_occupation() occupation = self.db.occupation if "weapon_proficiencies" in OccupationTable[occupation]: self.db.weapon_proficiencies.append( OccupationTable[occupation]["weapon_proficiencies"] ) for item in OccupationTable[occupation]["items"]: item_clone = dict(item) item_clone["location"] = self evennia.prototypes.spawner.spawn(item_clone) if "race" in OccupationTable[occupation]: self.db.race = OccupationTable[occupation]["race"] else: self.db.race = Race.Human if self.db.race == Race.Dwarf or self.db.race == Race.Halfling: self.db.speed = 20 if self.db.race == Race.Human: self.db.body_type = BodyType.Normal self.db.age = random.randint(18, 45) elif self.db.race == Race.Dwarf: self.db.body_type = BodyType.Short self.db.age = random.randint(37, 75) elif self.db.race == Race.Elf: self.db.age = random.randint(35, 100) self.db.body_type = BodyType.Tall elif self.db.race == Race.Halfling: self.db.body_type = BodyType.Short self.db.age = random.randint(20, 55) items = self.contents if items: for item in items: if item.attributes.has("possible_wear_locations"): item.db.target_body_type = self.db.body_type if "money" in OccupationTable[occupation]: money_data = OccupationTable[occupation]["money"] if "gold" in money_data: self.db.gold += money_data["gold"] if "silver" in money_data: self.db.silver += money_data["silver"] if "copper" in money_data: self.db.copper += money_data["copper"] if self.db.intelligence >= 8: if self.db.race == Race.Dwarf: self.db.known_languages.append(Language.Dwarf) elif self.db.race == Race.Elf: self.db.known_languages.append(Language.Elf) elif self.db.race == Race.Halfling: self.db.known_languages.append(Language.Halfling) self.db.current_hp = self.get_modified_hp()
[ "evennia.utils.create.create_object", "evennia.prototypes.spawner.spawn" ]
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""" Functions for processing input commands. All global functions in this module whose name does not start with "_" is considered an inputfunc. Each function must have the following callsign (where inputfunc name is always lower-case, no matter what the OOB input name looked like): inputfunc(session, *args, **kwargs) Where "options" is always one of the kwargs, containing eventual protocol-options. There is one special function, the "default" function, which is called on a no-match. It has this callsign: default(session, cmdname, *args, **kwargs) Evennia knows which modules to use for inputfuncs by settings.INPUT_FUNC_MODULES. """ import importlib from codecs import lookup as codecs_lookup from django.conf import settings from evennia.commands.cmdhandler import cmdhandler from evennia.accounts.models import AccountDB from evennia.utils.logger import log_err from evennia.utils.utils import to_str BrowserSessionStore = importlib.import_module(settings.SESSION_ENGINE).SessionStore # always let "idle" work since we use this in the webclient _IDLE_COMMAND = settings.IDLE_COMMAND _IDLE_COMMAND = (_IDLE_COMMAND,) if _IDLE_COMMAND == "idle" else (_IDLE_COMMAND, "idle") _GA = object.__getattribute__ _SA = object.__setattr__ def _NA(o): return "N/A" _ERROR_INPUT = "Inputfunc {name}({session}): Wrong/unrecognized input: {inp}" # All global functions are inputfuncs available to process inputs def text(session, *args, **kwargs): """ Main text input from the client. This will execute a command string on the server. Args: session (Session): The active Session to receive the input. text (str): First arg is used as text-command input. Other arguments are ignored. """ # from evennia.server.profiling.timetrace import timetrace # text = timetrace(text, "ServerSession.data_in") txt = args[0] if args else None # explicitly check for None since text can be an empty string, which is # also valid if txt is None: return # this is treated as a command input # handle the 'idle' command if txt.strip() in _IDLE_COMMAND: session.update_session_counters(idle=True) return """ if session.account: # nick replacement puppet = session.puppet if puppet: txt = puppet.nicks.nickreplace( txt, categories=("inputline", "channel"), include_account=True ) else: txt = session.account.nicks.nickreplace( txt, categories=("inputline", "channel"), include_account=False ) """ kwargs.pop("options", None) cmdhandler(session, txt, callertype="session", session=session, **kwargs) session.update_session_counters() def bot_data_in(session, *args, **kwargs): """ Text input from the IRC and RSS bots. This will trigger the execute_cmd method on the bots in-game counterpart. Args: session (Session): The active Session to receive the input. text (str): First arg is text input. Other arguments are ignored. """ txt = args[0] if args else None # Explicitly check for None since text can be an empty string, which is # also valid if txt is None: return # this is treated as a command input # handle the 'idle' command if txt.strip() in _IDLE_COMMAND: session.update_session_counters(idle=True) return kwargs.pop("options", None) # Trigger the execute_cmd method of the corresponding bot. session.account.execute_cmd(session=session, txt=txt, **kwargs) session.update_session_counters() def echo(session, *args, **kwargs): """ Echo test function """ session.data_out(text="Echo returns: %s" % args) def default(session, cmdname, *args, **kwargs): """ Default catch-function. This is like all other input functions except it will get `cmdname` as the first argument. """ err = ( "Session {sessid}: Input command not recognized:\n" " name: '{cmdname}'\n" " args, kwargs: {args}, {kwargs}".format( sessid=session.sessid, cmdname=cmdname, args=args, kwargs=kwargs ) ) if session.protocol_flags.get("INPUTDEBUG", False): session.msg(err) log_err(err) _CLIENT_OPTIONS = ( "ANSI", "XTERM256", "MXP", "UTF-8", "SCREENREADER", "ENCODING", "MCCP", "SCREENHEIGHT", "SCREENWIDTH", "INPUTDEBUG", "RAW", "NOCOLOR", "NOGOAHEAD", ) def client_options(session, *args, **kwargs): """ This allows the client an OOB way to inform us about its name and capabilities. This will be integrated into the session settings Kwargs: get (bool): If this is true, return the settings as a dict (ignore all other kwargs). client (str): A client identifier, like "mushclient". version (str): A client version ansi (bool): Supports ansi colors xterm256 (bool): Supports xterm256 colors or not mxp (bool): Supports MXP or not utf-8 (bool): Supports UTF-8 or not screenreader (bool): Screen-reader mode on/off mccp (bool): MCCP compression on/off screenheight (int): Screen height in lines screenwidth (int): Screen width in characters inputdebug (bool): Debug input functions nocolor (bool): Strip color raw (bool): Turn off parsing """ old_flags = session.protocol_flags if not kwargs or kwargs.get("get", False): # return current settings options = dict((key, old_flags[key]) for key in old_flags if key.upper() in _CLIENT_OPTIONS) session.msg(client_options=options) return def validate_encoding(val): # helper: change encoding try: codecs_lookup(val) except LookupError: raise RuntimeError("The encoding '|w%s|n' is invalid. " % val) return val def validate_size(val): return {0: int(val)} def validate_bool(val): if isinstance(val, str): return True if val.lower() in ("true", "on", "1") else False return bool(val) flags = {} for key, value in kwargs.items(): key = key.lower() if key == "client": flags["CLIENTNAME"] = to_str(value) elif key == "version": if "CLIENTNAME" in flags: flags["CLIENTNAME"] = "%s %s" % (flags["CLIENTNAME"], to_str(value)) elif key == "ENCODING": flags["ENCODING"] = validate_encoding(value) elif key == "ansi": flags["ANSI"] = validate_bool(value) elif key == "xterm256": flags["XTERM256"] = validate_bool(value) elif key == "mxp": flags["MXP"] = validate_bool(value) elif key == "utf-8": flags["UTF-8"] = validate_bool(value) elif key == "screenreader": flags["SCREENREADER"] = validate_bool(value) elif key == "mccp": flags["MCCP"] = validate_bool(value) elif key == "screenheight": flags["SCREENHEIGHT"] = validate_size(value) elif key == "screenwidth": flags["SCREENWIDTH"] = validate_size(value) elif key == "inputdebug": flags["INPUTDEBUG"] = validate_bool(value) elif key == "nocolor": flags["NOCOLOR"] = validate_bool(value) elif key == "raw": flags["RAW"] = validate_bool(value) elif key == "nogoahead": flags["NOGOAHEAD"] = validate_bool(value) elif key in ( "Char 1", "Char.Skills 1", "Char.Items 1", "Room 1", "IRE.Rift 1", "IRE.Composer 1", ): # ignore mudlet's default send (aimed at IRE games) pass elif key not in ("options", "cmdid"): err = _ERROR_INPUT.format(name="client_settings", session=session, inp=key) session.msg(text=err) session.protocol_flags.update(flags) # we must update the protocol flags on the portal session copy as well session.sessionhandler.session_portal_partial_sync({session.sessid: {"protocol_flags": flags}}) def get_client_options(session, *args, **kwargs): """ Alias wrapper for getting options. """ client_options(session, get=True) def get_inputfuncs(session, *args, **kwargs): """ Get the keys of all available inputfuncs. Note that we don't get it from this module alone since multiple modules could be added. So we get it from the sessionhandler. """ inputfuncsdict = dict( (key, func.__doc__) for key, func in session.sessionhandler.get_inputfuncs().items() ) session.msg(get_inputfuncs=inputfuncsdict) def login(session, *args, **kwargs): """ Peform a login. This only works if session is currently not logged in. This will also automatically throttle too quick attempts. Kwargs: name (str): Account name password (<PASSWORD>): <PASSWORD> """ if not session.logged_in and "name" in kwargs and "password" in kwargs: from evennia.commands.default.unloggedin import create_normal_account account = create_normal_account(session, kwargs["name"], kwargs["password"]) if account: session.sessionhandler.login(session, account) _gettable = { "name": lambda obj: obj.key, "key": lambda obj: obj.key, "location": lambda obj: obj.location.key if obj.location else "None", "servername": lambda obj: settings.SERVERNAME, } def get_value(session, *args, **kwargs): """ Return the value of a given attribute or db_property on the session's current account or character. Kwargs: name (str): Name of info value to return. Only names in the _gettable dictionary earlier in this module are accepted. """ name = kwargs.get("name", "") obj = session.puppet or session.account if name in _gettable: session.msg(get_value={"name": name, "value": _gettable[name](obj)}) def _testrepeat(**kwargs): """ This is a test function for using with the repeat inputfunc. Kwargs: session (Session): Session to return to. """ import time kwargs["session"].msg(repeat="Repeat called: %s" % time.time()) _repeatable = {"test1": _testrepeat, "test2": _testrepeat} # example only # " def repeat(session, *args, **kwargs): """ Call a named function repeatedly. Note that this is meant as an example of limiting the number of possible call functions. Kwargs: callback (str): The function to call. Only functions from the _repeatable dictionary earlier in this module are available. interval (int): How often to call function (s). Defaults to once every 60 seconds with a minimum of 5 seconds. stop (bool): Stop a previously assigned ticker with the above settings. """ from evennia.scripts.tickerhandler import TICKER_HANDLER name = kwargs.get("callback", "") interval = max(5, int(kwargs.get("interval", 60))) if name in _repeatable: if kwargs.get("stop", False): TICKER_HANDLER.remove( interval, _repeatable[name], idstring=session.sessid, persistent=False ) else: TICKER_HANDLER.add( interval, _repeatable[name], idstring=session.sessid, persistent=False, session=session, ) else: session.msg("Allowed repeating functions are: %s" % (", ".join(_repeatable))) def unrepeat(session, *args, **kwargs): "Wrapper for OOB use" kwargs["stop"] = True repeat(session, *args, **kwargs) _monitorable = {"name": "db_key", "location": "db_location", "desc": "desc"} def _on_monitor_change(**kwargs): fieldname = kwargs["fieldname"] obj = kwargs["obj"] name = kwargs["name"] session = kwargs["session"] outputfunc_name = kwargs["outputfunc_name"] # the session may be None if the char quits and someone # else then edits the object if session: callsign = {outputfunc_name: {"name": name, "value": _GA(obj, fieldname)}} session.msg(**callsign) def monitor(session, *args, **kwargs): """ Adds monitoring to a given property or Attribute. Kwargs: name (str): The name of the property or Attribute to report. No db_* prefix is needed. Only names in the _monitorable dict earlier in this module are accepted. stop (bool): Stop monitoring the above name. outputfunc_name (str, optional): Change the name of the outputfunc name. This is used e.g. by MSDP which has its own specific output format. """ from evennia.scripts.monitorhandler import MONITOR_HANDLER name = kwargs.get("name", None) outputfunc_name = kwargs("outputfunc_name", "monitor") if name and name in _monitorable and session.puppet: field_name = _monitorable[name] obj = session.puppet if kwargs.get("stop", False): MONITOR_HANDLER.remove(obj, field_name, idstring=session.sessid) else: # the handler will add fieldname and obj to the kwargs automatically MONITOR_HANDLER.add( obj, field_name, _on_monitor_change, idstring=session.sessid, persistent=False, name=name, session=session, outputfunc_name=outputfunc_name, ) def unmonitor(session, *args, **kwargs): """ Wrapper for turning off monitoring """ kwargs["stop"] = True monitor(session, *args, **kwargs) def monitored(session, *args, **kwargs): """ Report on what is being monitored """ from evennia.scripts.monitorhandler import MONITOR_HANDLER obj = session.puppet monitors = MONITOR_HANDLER.all(obj=obj) session.msg(monitored=(monitors, {})) def _on_webclient_options_change(**kwargs): """ Called when the webclient options stored on the account changes. Inform the interested clients of this change. """ session = kwargs["session"] obj = kwargs["obj"] fieldname = kwargs["fieldname"] clientoptions = _GA(obj, fieldname) # the session may be None if the char quits and someone # else then edits the object if session: session.msg(webclient_options=clientoptions) def webclient_options(session, *args, **kwargs): """ Handles retrieving and changing of options related to the webclient. If kwargs is empty (or contains just a "cmdid"), the saved options will be sent back to the session. A monitor handler will be created to inform the client of any future options that changes. If kwargs is not empty, the key/values stored in there will be persisted to the account object. Kwargs: <option name>: an option to save """ account = session.account clientoptions = account.db._saved_webclient_options if not clientoptions: # No saved options for this account, copy and save the default. account.db._saved_webclient_options = settings.WEBCLIENT_OPTIONS.copy() # Get the _SaverDict created by the database. clientoptions = account.db._saved_webclient_options # The webclient adds a cmdid to every kwargs, but we don't need it. try: del kwargs["cmdid"] except KeyError: pass if not kwargs: # No kwargs: we are getting the stored options # Convert clientoptions to regular dict for sending. session.msg(webclient_options=dict(clientoptions)) # Create a monitor. If a monitor already exists then it will replace # the previous one since it would use the same idstring from evennia.scripts.monitorhandler import MONITOR_HANDLER MONITOR_HANDLER.add( account, "_saved_webclient_options", _on_webclient_options_change, idstring=session.sessid, persistent=False, session=session, ) else: # kwargs provided: persist them to the account object for key, value in kwargs.items(): clientoptions[key] = value # OOB protocol-specific aliases and wrappers # GMCP aliases hello = client_options supports_set = client_options # MSDP aliases (some of the the generic MSDP commands defined in the MSDP spec are prefixed # by msdp_ at the protocol level) # See https://tintin.sourceforge.io/protocols/msdp/ def msdp_list(session, *args, **kwargs): """ MSDP LIST command """ from evennia.scripts.monitorhandler import MONITOR_HANDLER args_lower = [arg.lower() for arg in args] if "commands" in args_lower: inputfuncs = [ key[5:] if key.startswith("msdp_") else key for key in session.sessionhandler.get_inputfuncs().keys() ] session.msg(commands=(inputfuncs, {})) if "lists" in args_lower: session.msg( lists=( [ "commands", "lists", "configurable_variables", "reportable_variables", "reported_variables", "sendable_variables", ], {}, ) ) if "configurable_variables" in args_lower: session.msg(configurable_variables=(_CLIENT_OPTIONS, {})) if "reportable_variables" in args_lower: session.msg(reportable_variables=(_monitorable, {})) if "reported_variables" in args_lower: obj = session.puppet monitor_infos = MONITOR_HANDLER.all(obj=obj) fieldnames = [tup[1] for tup in monitor_infos] session.msg(reported_variables=(fieldnames, {})) if "sendable_variables" in args_lower: session.msg(sendable_variables=(_monitorable, {})) def msdp_report(session, *args, **kwargs): """ MSDP REPORT command """ kwargs["outputfunc_name":"report"] monitor(session, *args, **kwargs) def msdp_unreport(session, *args, **kwargs): """ MSDP UNREPORT command """ unmonitor(session, *args, **kwargs) def msdp_send(session, *args, **kwargs): """ MSDP SEND command """ out = {} for varname in args: if varname.lower() in _monitorable: out[varname] = _monitorable[varname.lower()] session.msg(send=((), out)) # client specific def external_discord_hello(session, *args, **kwargs): """ Sent by Mudlet as a greeting; added here to avoid logging a missing inputfunc for it. """ pass
[ "evennia.scripts.monitorhandler.MONITOR_HANDLER.add", "evennia.scripts.monitorhandler.MONITOR_HANDLER.remove", "evennia.utils.logger.log_err", "evennia.utils.utils.to_str", "evennia.scripts.tickerhandler.TICKER_HANDLER.remove", "evennia.scripts.tickerhandler.TICKER_HANDLER.add", "evennia.scripts.monitor...
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""" Commands Commands describe the input the account can do to the game. """ from evennia.commands.command import Command as BaseCommand from evennia.utils import ansi # from evennia import default_cmds class Command(BaseCommand): """ 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. - at_post_cmd(): Extra actions, often things done after every command, like prompts. """ pass # ------------------------------------------------------------- # # The default commands inherit from # # evennia.commands.default.muxcommand.MuxCommand. # # If you want to make sweeping changes to default commands you can # uncomment this copy of the MuxCommand parent and add # # COMMAND_DEFAULT_CLASS = "commands.command.MuxCommand" # # to your settings file. Be warned that the default commands expect # the functionality implemented in the parse() method, so be # careful with what you change. # # ------------------------------------------------------------- from evennia.utils import utils class MuxCommand(Command): """ This sets up the basis for a MUX command. The idea is that most other Mux-related commands should just inherit from this and don't have to implement much parsing of their own unless they do something particularly advanced. Note that the class's __doc__ string (this text) is used by Evennia to create the automatic help entry for the command, so make sure to document consistently here. """ def has_perm(self, srcobj): """ This is called by the cmdhandler to determine if srcobj is allowed to execute this command. We just show it here for completeness - we are satisfied using the default check in Command. """ return super().has_perm(srcobj) def at_pre_cmd(self): """ This hook is called before self.parse() on all commands """ from typeclasses.characters import Character if type(self.caller) != Character: return command = self.cmdstring + self.args echo = "\n{icon} |220" + ansi.strip_ansi(command) + "\n\n" return self.caller.msg(echo, icon="graf62") def at_post_cmd(self): """ This hook is called after the command has finished executing (after self.func()). """ pass def parse(self): """ This method is called by the cmdhandler once the command name has been identified. It creates a new set of member variables that can be later accessed from self.func() (see below) The following variables are available for our use when entering this method (from the command definition, and assigned on the fly by the cmdhandler): self.key - the name of this command ('look') self.aliases - the aliases of this cmd ('l') self.permissions - permission string for this command self.help_category - overall category of command self.caller - the object calling this command self.cmdstring - the actual command name used to call this (this allows you to know which alias was used, for example) self.args - the raw input; everything following self.cmdstring. self.cmdset - the cmdset from which this command was picked. Not often used (useful for commands like 'help' or to list all available commands etc) self.obj - the object on which this command was defined. It is often the same as self.caller. A MUX command has the following possible syntax: name[ with several words][/switch[/switch..]] arg1[,arg2,...] [[=|,] arg[,..]] The 'name[ with several words]' part is already dealt with by the cmdhandler at this point, and stored in self.cmdname (we don't use it here). The rest of the command is stored in self.args, which can start with the switch indicator /. Optional variables to aid in parsing, if set: self.switch_options - (tuple of valid /switches expected by this command (without the /)) self.rhs_split - Alternate string delimiter or tuple of strings to separate left/right hand sides. tuple form gives priority split to first string delimiter. This parser breaks self.args into its constituents and stores them in the following variables: self.switches = [list of /switches (without the /)] self.raw = This is the raw argument input, including switches self.args = This is re-defined to be everything *except* the switches self.lhs = Everything to the left of = (lhs:'left-hand side'). If no = is found, this is identical to self.args. self.rhs: Everything to the right of = (rhs:'right-hand side'). If no '=' is found, this is None. self.lhslist - [self.lhs split into a list by comma] self.rhslist - [list of self.rhs split into a list by comma] self.arglist = [list of space-separated args (stripped, including '=' if it exists)] All args and list members are stripped of excess whitespace around the strings, but case is preserved. """ raw = self.args args = raw.strip() # Without explicitly setting these attributes, they assume default values: if not hasattr(self, "switch_options"): self.switch_options = None if not hasattr(self, "rhs_split"): self.rhs_split = "=" if not hasattr(self, "account_caller"): self.account_caller = False # split out switches switches, delimiters = [], self.rhs_split if self.switch_options: self.switch_options = [opt.lower() for opt in self.switch_options] if args and len(args) > 1 and raw[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("/") # If user-provides switches, parse them with parser switch options. if switches and self.switch_options: valid_switches, unused_switches, extra_switches = [], [], [] for element in switches: option_check = [ opt for opt in self.switch_options if opt == element ] if not option_check: option_check = [ opt for opt in self.switch_options if opt.startswith(element) ] match_count = len(option_check) if match_count > 1: extra_switches.extend( option_check ) # Either the option provided is ambiguous, elif match_count == 1: valid_switches.extend( option_check ) # or it is a valid option abbreviation, elif match_count == 0: unused_switches.append( element ) # or an extraneous option to be ignored. if extra_switches: # User provided switches self.msg( "|g%s|n: |wAmbiguous switch supplied: Did you mean /|C%s|w?" % (self.cmdstring, " |nor /|C".join(extra_switches)) ) if unused_switches: plural = "" if len(unused_switches) == 1 else "es" self.msg( '|g%s|n: |wExtra switch%s "/|C%s|w" ignored.' % (self.cmdstring, plural, "|n, /|C".join(unused_switches)) ) switches = valid_switches # Only include valid_switches in command function call arglist = [arg.strip() for arg in args.split()] # check for arg1, arg2, ... = argA, argB, ... constructs lhs, rhs = args.strip(), None if lhs: if ( delimiters and type(delimiters) != str and hasattr(delimiters, "__iter__") ): # If delimiter is iterable, best_split = delimiters[0] # (default to first delimiter) for this_split in delimiters: # try each delimiter if this_split in lhs: # to find first successful split best_split = this_split # to be the best split. break else: best_split = delimiters # Parse to separate left into left/right sides using best_split delimiter string if best_split in lhs: lhs, rhs = lhs.split(best_split, 1) # Trim user-injected whitespace rhs = rhs.strip() if rhs is not None else None lhs = lhs.strip() # Further split left/right sides by comma delimiter lhslist = [arg.strip() for arg in lhs.split(",")] if lhs is not None else "" rhslist = [arg.strip() for arg in rhs.split(",")] if rhs is not None else "" # save to object properties: self.raw = raw self.switches = switches self.args = args.strip() self.arglist = arglist self.lhs = lhs self.lhslist = lhslist self.rhs = rhs self.rhslist = rhslist # if the class has the account_caller property set on itself, we make # sure that self.caller is always the account if possible. We also create # a special property "character" for the puppeted object, if any. This # is convenient for commands defined on the Account only. if self.account_caller: if utils.inherits_from( self.caller, "evennia.objects.objects.DefaultObject" ): # caller is an Object/Character self.character = self.caller self.caller = self.caller.account elif utils.inherits_from( self.caller, "evennia.accounts.accounts.DefaultAccount" ): # caller was already an Account self.character = self.caller.get_puppet(self.session) else: self.character = None
[ "evennia.utils.ansi.strip_ansi", "evennia.utils.utils.inherits_from" ]
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import re from django.conf import settings from evennia.utils.ansi import strip_ansi from evennia.utils.utils import make_iter, to_str, wrap def capitalize(text): #allow ellipses to force lower case. if not "..." in text[0:4]: list_text = text if text.startswith("|"): list_text = text[2:] for character in list_text: #find the first alpha value and capitalize it, then break loop if character.isalpha(): i = text.index(character) if i == 0: text = text[i].upper() + text[i+1:] else: text = text[0:i] + text[i].upper() + text[i+1:] break return text def get_sw(caller): try: session = caller.sessions.all()[0] sw = session.protocol_flags.get("SCREENWIDTH")[0] except Exception: sw = settings.CLIENT_DEFAULT_WIDTH return sw def grammarize(text, ending='.'): text = text.strip() if not text.endswith((".", "!", "?", ".'", "!'", "?'", '."', '!"', '?"')): text += ending if text[-2] == " ": text = text[:-2] + text[-1] return text def list_to_string(initer, endsep=", and", addquote=False): """ This pretty-formats an iterable list as string output, adding an optional alternative separator to the second to last entry. If `addquote` is `True`, the outgoing strings will be surrounded by quotes. Args: initer (any): Usually an iterable to print. Each element must be possible to present with a string. Note that if this is a generator, it will be consumed by this operation. endsep (str, optional): If set, the last item separator will be replaced with this value. addquote (bool, optional): This will surround all outgoing values with double quotes. Returns: liststr (str): The list represented as a string. Examples: ```python # no endsep: [1,2,3] -> '1, 2, 3' # with endsep=='and': [1,2,3] -> '1, 2 and 3' # with addquote and endsep [1,2,3] -> '"1", "2" and "3"' ``` """ if not endsep: endsep = "," if not initer: return "" initer = tuple(str(val) for val in make_iter(initer)) if addquote: if len(initer) == 1: return '"%s"' % initer[0] return ", ".join('"%s"' % v for v in initer[:-1]) + "%s %s" % (endsep, '"%s"' % initer[-1]) else: if len(initer) == 1: return str(initer[0]) elif len(initer) == 2: return " and ".join(str(v) for v in initer) else: return ", ".join(str(v) for v in initer[:-1]) + "%s %s" % (endsep, initer[-1]) def wrap(text, text_width=None, screen_width=None, pre_text="", omit_pre_text=False, indent=0, align="l"): # Format Text text_width = text_width if text_width else settings.CLIENT_DEFAULT_WIDTH screen_width = screen_width if screen_width else settings.CLIENT_DEFAULT_WIDTH text_width = text_width-indent screen_width = screen_width-indent if screen_width is not None: text_lines = re.split(r"\n|\|/", text) if not omit_pre_text: final_text = pre_text else: final_text = "" first_line = True for x in text_lines: word_list = re.findall(r"((?:\S+\s*)|(?:^\s+))", x) line_list = [] line_len = len(x) - len(strip_ansi(x)) line_available_char = text_width - len(strip_ansi(pre_text))# + line_len line = "" for y in word_list: line_available_char = line_available_char + (len(y)-len(strip_ansi(y))) if (len(y) <= line_available_char): line += y line_available_char = line_available_char - len(y) else: if (len(y) > text_width - len(strip_ansi(pre_text))): line = "" line_available_char = text_width - len(strip_ansi(pre_text)) character_list = re.findall(r"((?:\|[bBcCgGmMrRwWxXyY])|\|\d{3}|(?:.))", y) for character in character_list: if (len(character) <= line_available_char): line += character if not character in character_list: line_available_char = line_available_char - len(character) else: line_list.append(line) line = character if character in character_list: line_available_char = text_width - len(strip_ansi(pre_text)) else: line_available_char = text_width - len(strip_ansi(pre_text)) - len(character) else: line_list.append(line) line = y line_available_char = text_width - len(strip_ansi(pre_text)) - len(y) + (len(y)-len(strip_ansi(y))) line_list.append(line) for y in line_list: if ((len(y) - len(strip_ansi(y))) > 0): spaces = len(y) - len(strip_ansi(y)) else: spaces = 0 line_text = "" if first_line: final_text = justify(final_text, width=screen_width+spaces, align=align, indent=indent) line_text = justify(y, width=screen_width+spaces, align=align) else: line_text = justify(y, width=screen_width+spaces, align=align, indent=len(strip_ansi(pre_text))+indent) final_text += line_text+"|/" first_line = False final_text = final_text[:-2] return final_text + "|n" def justify(text, width=settings.CLIENT_DEFAULT_WIDTH, align="l", indent=0): if align == "l": #|n return " "*indent + text elif align == "c": return " "*int(((width/2)-(len(text)/2))) + text return text
[ "evennia.utils.ansi.strip_ansi", "evennia.utils.utils.make_iter" ]
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from evennia.prototypes.spawner import spawn def return_all_coin_types(coin_dict): """ Takes a coin dictionary and returns the value of all 4 types of coins, as individual variables. If a coin dictionary is not provided, the method attempts to pull one from the owner object. If that fails, a coin dictionary is created with all 0 values. Keyword Arguments: coin_dict (dict): A dictionary of coins and their values. Returns: plat (int): The value of platinum coin. gold (int): The value of gold coin. silver (int): The value of silver coin. copper (int): The value of copper coin. """ return coin_dict['plat'], coin_dict['gold'], coin_dict['silver'], coin_dict['copper'] def all_coin_types_to_string(coin_dict): """ Converts all coin elements into a string, no matter their value. Keyword Arguments: coin_dict (dict): A dictionary consisting of all 4 coin types. Returns: (string): The resulting string. """ return f"{coin_dict['plat']}p {coin_dict['gold']}g {coin_dict['silver']}s {coin_dict['copper']}c" def positive_coin_types_to_string(coin_dict): """ Converts only the coin elements that are greater than 0 into a string. Arguments: coin_dict (dict): A dictionary consisting of all 4 coin types. Returns: (string): The resulting string. """ plat = "" gold = "" silver = "" copper = "" if coin_dict['plat'] > 0: plat = f"{coin_dict['plat']}p " if coin_dict['gold'] > 0: gold = f"{coin_dict['gold']}g " if coin_dict['silver'] > 0: silver = f"{coin_dict['silver']}s " if coin_dict['copper'] > 0: copper = f"{coin_dict['copper']}c" return f"{plat}{gold}{silver}{copper}".strip() def balance_coin_dict(coin_dict): """ Takes a coin dictionary and balances all coins in excess of 999. Pushes the quotient of 1,000 up to the next coin type and leaves the remainder. Arguments: coin_dict (dict): A dictionary consisting of all 4 coin types. Returns: coin_dict (dict): A dictionary consisting of all 4 coin types. """ def quotient(value): return value // 1_000 def remainder(value): return value % 1_000 plat, gold, silver, copper = return_all_coin_types(coin_dict=coin_dict) if copper > 999: silver += quotient(copper) copper = remainder(copper) if silver > 999: gold += quotient(silver) silver = remainder(silver) if gold > 999: plat += quotient(gold) gold = remainder(gold) return create_coin_dict(plat=plat, gold=gold, silver=silver, copper=copper) def convert_coin_type(plat=0, gold=0, silver=0, copper=0, result_type='copper'): """ Converts any number of coin types into a single type of coin. For example, it can convert 585433 copper + 35 plat into silver. (Don't worry about how much silver that is. It's what this method is for!) Converting upward will likely result in a float, whereas only converting downward will always result in an integer. This is critical information to keep in mind when using this method. Keyword Arguments: plat (int): Amount of platinum to convert. gold (int): Amount of gold to convert. silver (int): Amount of silver to convert. coppper (int): Amount of copper to convert. result_type (string): The type of coin the result should be. Defaults to copper. Returns: plat (int) or (float) gold (int) or (float) silver (int) or (float) coppper (int) or (float) """ def convert_upward(current_tier_amount): return current_tier_amount / 1_000 def convert_downward(current_tier_amount): return current_tier_amount * 1_000 if result_type == 'plat': silver += convert_upward(copper) gold += convert_upward(silver) plat += convert_upward(gold) return plat elif result_type == 'gold': silver += convert_upward(copper) gold += convert_upward(silver) gold += convert_downward(plat) return gold elif result_type == 'silver': silver += convert_upward(copper) gold += convert_downward(plat) silver += convert_downward(gold) return silver else: # result_type == copper gold += convert_downward(plat) silver += convert_downward(gold) copper += convert_downward(silver) return copper def create_coin_dict(plat=0, gold=0, silver=0, copper=0): """ Creates a new dictionary with all 4 coin types. Any coin type that doesn't have a value passed to this method defaults to 0. Keyword Arguments: plat (int): The value of platinum coin. gold (int): The value of gold coin. silver (int): The value of silver coin. copper (int): The value of copper coin. Returns: coin_dict (dict): A dictionary consisting of all 4 coin types. """ return {'plat': plat, 'gold': gold, 'silver': silver, 'copper': copper} def coin_dict_to_copper(coin_dict): """ Converts a coin dictionary down to a total amount of copper. Arguments: coin_dict (dict): A dictionary consisting of all 4 coin types. Returns: copper (int): The total copper value of the coin dictionary. """ return convert_coin_type(**coin_dict) def copper_to_coin_dict(copper): """ Takes any amount of coppper and converts it into a dictionary with that same amount of copper. It then balances the dictionary, pushing values above 999 up to the next coin type. Arguments: copper (int): The amount of copper to convert into a coin dictionary. Returns: coin_dict (dict): A dictionary consisting of all 4 coin types. """ return balance_coin_dict(create_coin_dict(copper=copper)) def is_homogenized(coin_dict): """ Checks a coin dictionary to find out if there's only 1 type of coin with a value above 0. Arguments: coin_dict (dict): A dictionary consisting of all 4 coin types. Returns: is_homogenized (boolean): True or False """ num = 0 for coin_value in coin_dict.values(): if coin_value > 0: num += 1 if num > 1: return False else: return True def generate_coin_object(coin_dict=None, copper=None): """ Determines what type of coin object and key to generate based on the coin dictionary. Keyword Arguments: coin_dict (dict): A dictionary consisting of all 4 coin types. copper (integer): A value representing the total amount of coin. Returns: coin_obj (object): The final spawned object, with its key properly set. """ if copper is not None: coin_dict = copper_to_coin_dict(copper) elif coin_dict is None and copper is None: coin_dict = create_coin_dict() # A coin must have some sort of value, therefore generate a single copper coin. coin_dict['copper'] = 1 homogenized = is_homogenized(coin_dict) coin_prototype = None pluralized = False if homogenized: for coin_type, coin_value in coin_dict.items(): if coin_value > 0: coin_prototype = f"{coin_type}_coin" if coin_value > 1: pluralized = True else: coin_prototype = 'coin_pile' coin_obj = spawn(coin_prototype)[0] coin_obj.db.coin = coin_dict if pluralized: coin_obj.key = f"a pile of {coin_obj.db.plural_key}" return coin_obj
[ "evennia.prototypes.spawner.spawn" ]
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""" The default command parser. Use your own by assigning `settings.COMMAND_PARSER` to a Python path to a module containing the replacing cmdparser function. The replacement parser must accept the same inputs as the default one. """ import re from django.conf import settings from evennia.utils.logger import log_trace _MULTIMATCH_REGEX = re.compile(settings.SEARCH_MULTIMATCH_REGEX, re.I + re.U) _CMD_IGNORE_PREFIXES = settings.CMD_IGNORE_PREFIXES def create_match(cmdname, string, cmdobj, raw_cmdname): """ Builds a command match by splitting the incoming string and evaluating the quality of the match. Args: cmdname (str): Name of command to check for. string (str): The string to match against. cmdobj (str): The full Command instance. raw_cmdname (str, optional): If CMD_IGNORE_PREFIX is set and the cmdname starts with one of the prefixes to ignore, this contains the raw, unstripped cmdname, otherwise it is None. Returns: match (tuple): This is on the form (cmdname, args, cmdobj, cmdlen, mratio, raw_cmdname), where `cmdname` is the command's name and `args` is the rest of the incoming string, without said command name. `cmdobj` is the Command instance, the cmdlen is the same as len(cmdname) and mratio is a measure of how big a part of the full input string the cmdname takes up - an exact match would be 1.0. Finally, the `raw_cmdname` is the cmdname unmodified by eventual prefix-stripping. """ cmdlen, strlen = len(str(cmdname)), len(str(string)) mratio = 1 - (strlen - cmdlen) / (1.0 * strlen) args = string[cmdlen:] return (cmdname, args, cmdobj, cmdlen, mratio, raw_cmdname) def build_matches(raw_string, cmdset, include_prefixes=False): """ Build match tuples by matching raw_string against available commands. Args: raw_string (str): Input string that can look in any way; the only assumption is that the sought command's name/alias must be *first* in the string. cmdset (CmdSet): The current cmdset to pick Commands from. include_prefixes (bool): If set, include prefixes like @, ! etc (specified in settings) in the match, otherwise strip them before matching. Returns: matches (list) A list of match tuples created by `cmdparser.create_match`. """ matches = [] try: if include_prefixes: # use the cmdname as-is l_raw_string = raw_string.lower() for cmd in cmdset: matches.extend( [ create_match(cmdname, raw_string, cmd, cmdname) for cmdname in [cmd.key] + cmd.aliases if cmdname and l_raw_string.startswith(cmdname.lower()) and (not cmd.arg_regex or cmd.arg_regex.match(l_raw_string[len(cmdname) :])) ] ) else: # strip prefixes set in settings raw_string = ( raw_string.lstrip(_CMD_IGNORE_PREFIXES) if len(raw_string) > 1 else raw_string ) l_raw_string = raw_string.lower() for cmd in cmdset: for raw_cmdname in [cmd.key] + cmd.aliases: cmdname = ( raw_cmdname.lstrip(_CMD_IGNORE_PREFIXES) if len(raw_cmdname) > 1 else raw_cmdname ) if ( cmdname and l_raw_string.startswith(cmdname.lower()) and (not cmd.arg_regex or cmd.arg_regex.match(l_raw_string[len(cmdname) :])) ): matches.append(create_match(cmdname, raw_string, cmd, raw_cmdname)) except Exception: log_trace("cmdhandler error. raw_input:%s" % raw_string) return matches def try_num_prefixes(raw_string): """ Test if user tried to separate multi-matches with a number separator (default 1-name, 2-name etc). This is usually called last, if no other match was found. Args: raw_string (str): The user input to parse. Returns: mindex, new_raw_string (tuple): If a multimatch-separator was detected, this is stripped out as an integer to separate between the matches. The new_raw_string is the result of stripping out that identifier. If no such form was found, returns (None, None). Example: In the default configuration, entering 2-ball (e.g. in a room will more than one 'ball' object), will lead to a multimatch and this function will parse `"2-ball"` and return `(2, "ball")`. """ # no matches found num_ref_match = _MULTIMATCH_REGEX.match(raw_string) if num_ref_match: # the user might be trying to identify the command # with a #num-command style syntax. We expect the regex to # contain the groups "number" and "name". mindex, new_raw_string = num_ref_match.group("number"), num_ref_match.group("name") return mindex, new_raw_string else: return None, None 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. Args: raw_string (str): The unparsed text entered by the caller. cmdset (CmdSet): The merged, currently valid cmdset caller (Session, Account or Object): The caller triggering this parsing. match_index (int, optional): Index to pick a given match in a list of same-named command matches. If this is given, it suggests this is not the first time this function was called: normally the first run resulted in a multimatch, and the index is given to select between the results for the second run. Returns: matches (list): This is a list of match-tuples as returned by `create_match`. If no matches were found, this is an empty list. Notes: The cmdparser understand 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. """ if not raw_string: return [] # find mathces, first using the full name matches = build_matches(raw_string, cmdset, include_prefixes=True) if not matches: # try to match a number 1-cmdname, 2-cmdname etc mindex, new_raw_string = try_num_prefixes(raw_string) if mindex is not None: return cmdparser(new_raw_string, cmdset, caller, match_index=int(mindex)) if _CMD_IGNORE_PREFIXES: # still no match. Try to strip prefixes raw_string = ( raw_string.lstrip(_CMD_IGNORE_PREFIXES) if len(raw_string) > 1 else raw_string ) matches = build_matches(raw_string, cmdset, include_prefixes=False) # only select command matches we are actually allowed to call. matches = [match for match in matches if match[2].access(caller, "cmd")] # try to bring the number of matches down to 1 if len(matches) > 1: # See if it helps to analyze the match with preserved case but only if # it leaves at least one match. trimmed = [match for match in matches if raw_string.startswith(match[0])] if trimmed: matches = trimmed if len(matches) > 1: # we still have multiple matches. Sort them by count quality. matches = sorted(matches, key=lambda m: m[3]) # only pick the matches with highest count quality quality = [mat[3] for mat in matches] matches = matches[-quality.count(quality[-1]) :] if len(matches) > 1: # still multiple matches. Fall back to ratio-based quality. matches = sorted(matches, key=lambda m: m[4]) # only pick the highest rated ratio match quality = [mat[4] for mat in matches] matches = matches[-quality.count(quality[-1]) :] if len(matches) > 1 and match_index is not None and 0 < match_index <= len(matches): # We couldn't separate match by quality, but we have an # index argument to tell us which match to use. matches = [matches[match_index - 1]] # no matter what we have at this point, we have to return it. return matches
[ "evennia.utils.logger.log_trace" ]
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from evennia.contrib import custom_gametime from commands.command import Command class CmdTime(Command): """ Display the time. Syntax: time """ key = "time" locks = "cmd:all()" def func(self): """Execute the time command.""" # Get the absolute game time # unknown, year, month, day, hour, min, sec = custom_gametime.custom_gametime(absolute=True) # string = "unknown: %s, year: %s, month: %s, day: %s, hour: %s, min: %s, sec: %s" % (unknown, year, month, day, hour, min, sec) # self.caller.msg(string) # Get the absolute game time year, month, day, hour, min, sec = custom_gametime.custom_gametime(absolute=True) #string = "We are in year {year}, day {day}, month {month}." #string += "\nIt's {hour:02}:{min:02}:{sec:02}." #self.msg(string.format(year=year, month=month, day=day, #hour=hour, min=min, sec=sec)) #self.caller.msg("You estimate that it's about %s hours in Encarnia." % hour) #self.caller.msg("Year: %s, Month: %s, Day: %s, Hour: %s, min: %s, sec: %s." % (year, month, day, hour, min, sec)) hour = int(hour) this_month = "Omeo" season = "winter" if month == 1: this_month = "Velis" season = "winter" elif month == 2: this_month = "Delfas" season = "winter" elif month == 3: this_month = "Flyrnio" season = "spring" elif month == 4: this_month = "Ultera" season = "spring" elif month == 5: this_month = "Magna" season = "spring" elif month == 6: this_month = "Altas" season = "summer" elif month == 7: this_month = "Helios" season = "summer" elif month == 8: this_month = "Icarus" season = "summer" elif month == 9: this_month = "Yarnos" season = "fall" elif month == 10: this_month = "Demio" season = "fall" elif month == 11: this_month = "Servia" season = "fall" elif month == 12: this_month = "Omeo" season = "winter" day_suffix = "th" if day == 1: day_suffix = "st" elif day == 2: day_suffix = "nd" elif day == 3: day_suffix = "rd" elif day == 21: day_suffix = "st" elif day == 22: day_suffix = "nd" elif day == 23: day_suffix = "rd" self.caller.msg("It is the %s%s day of %s, in the %s of the year %s AC." % (day, day_suffix, this_month, season, year)) if hour == 0: self.caller.msg("It's midnight in Encarnia.") elif 0 < hour <= 5: self.caller.msg("It's past midnight in Encarnia.") elif 5 < hour <= 7: self.caller.msg("It's early morning in Encarnia.") elif 7 < hour <= 11: self.caller.msg("It's morning in Encarnia.") elif 11 < hour < 12: self.caller.msg("It's almost high noon in Encarnia.") elif hour == 12: self.caller.msg("It's high noon in Encarnia.") elif 12 < hour <= 13: self.caller.msg("It's just after noon in Encarnia.") elif 13 < hour <= 15: self.caller.msg("It's afternoon in Encarnia.") elif 15 < hour <= 17: self.caller.msg("It's getting on towards the evening in Encarnia.") elif 17 < hour <= 19: self.caller.msg("It's evening in Encarnia.") elif 19 < hour <= 22: self.caller.msg("It's night in Encarnia.") elif 22 < hour <= 23: self.caller.msg("It's late night in Encarnia.") else: self.caller.msg("It's almost midnight in Encarnia.")
[ "evennia.contrib.custom_gametime.custom_gametime" ]
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""" Containers Containers are storage classes usually initialized from a setting. They represent Singletons and acts as a convenient place to find resources ( available as properties on the singleton) evennia.GLOBAL_SCRIPTS evennia.OPTION_CLASSES """ from django.conf import settings from evennia.utils.utils import class_from_module, callables_from_module from evennia.utils import logger class Container(object): """ Base container class. A container is simply a storage object whose properties can be acquired as a property on it. This is generally considered a read-only affair. The container is initialized by a list of modules containing callables. """ storage_modules = [] def __init__(self): """ Read data from module. """ self.loaded_data = None def load_data(self): """ Delayed import to avoid eventual circular imports from inside the storage modules. """ if self.loaded_data is None: self.loaded_data = {} for module in self.storage_modules: self.loaded_data.update(callables_from_module(module)) def __getattr__(self, key): return self.get(key) def get(self, key, default=None): """ Retrive data by key (in case of not knowing it beforehand). Args: key (str): The name of the script. default (any, optional): Value to return if key is not found. Returns: any (any): The data loaded on this container. """ self.load_data() return self.loaded_data.get(key, default) def all(self): """ Get all stored data Returns: scripts (list): All global script objects stored on the container. """ self.load_data() return list(self.loaded_data.values()) class OptionContainer(Container): """ Loads and stores the final list of OPTION CLASSES. Can access these as properties or dictionary-contents. """ storage_modules = settings.OPTION_CLASS_MODULES class GlobalScriptContainer(Container): """ Simple Handler object loaded by the Evennia API to contain and manage a game's Global Scripts. Scripts to start are defined by `settings.GLOBAL_SCRIPTS`. Example: import evennia evennia.GLOBAL_SCRIPTS.scriptname Note: This does not use much of the BaseContainer since it's not loading callables from settings but a custom dict of tuples. """ def __init__(self): """ Initialize the container by preparing scripts. Lazy-load only when the script is requested. Note: We must delay loading of typeclasses since this module may get initialized before Scripts are actually initialized. """ self.loaded_data = {key: {} if data is None else data for key, data in settings.GLOBAL_SCRIPTS.items()} self.script_storage = {} self.typeclass_storage = None def load_data(self): """ This delayed import avoids trying to load Scripts before they are initialized. """ if self.typeclass_storage is None: self.typeclass_storage = {} for key, data in self.loaded_data.items(): try: typeclass = data.get('typeclass', settings.BASE_SCRIPT_TYPECLASS) self.typeclass_storage[key] = class_from_module(typeclass) except ImportError as err: logger.log_err( f"GlobalScriptContainer could not start global script {key}: {err}") def _load_script(self, key): self.load_data() typeclass = self.typeclass_storage[key] found = typeclass.objects.filter(db_key=key).first() interval = self.loaded_data[key].get('interval', None) start_delay = self.loaded_data[key].get('start_delay', None) repeats = self.loaded_data[key].get('repeats', 0) desc = self.loaded_data[key].get('desc', '') if not found: new_script, errors = typeclass.create(key=key, persistent=True, interval=interval, start_delay=start_delay, repeats=repeats, desc=desc) if errors: logger.log_err("\n".join(errors)) return None new_script.start() self.script_storage[key] = new_script return new_script if ((found.interval != interval) or (found.start_delay != start_delay) or (found.repeats != repeats)): found.restart(interval=interval, start_delay=start_delay, repeats=repeats) if found.desc != desc: found.desc = desc self.script_storage[key] = found return found def get(self, key, default=None): """ Retrive data by key (in case of not knowing it beforehand). Args: key (str): The name of the script. default (any, optional): Value to return if key is not found at all on this container (i.e it cannot be loaded at all). Returns: any (any): The data loaded on this container. """ if key not in self.loaded_data: return default return self.script_storage.get(key) or self._load_script(key) def all(self): """ Get all scripts. Returns: scripts (list): All global script objects stored on the container. """ return [self.__getattr__(key) for key in self.loaded_data] # Create all singletons GLOBAL_SCRIPTS = GlobalScriptContainer() OPTION_CLASSES = OptionContainer()
[ "evennia.utils.utils.class_from_module", "evennia.utils.utils.callables_from_module", "evennia.utils.logger.log_err" ]
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from evennia.utils.create import create_object from evennia.utils.search import search_object """ 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(): # Search by dbref to find the #1 superuser char1 = search_object('#1', use_dbref=True)[0] room = search_object('#2', use_dbref=True)[0] room.key = 'default_home' room.db.desc = ("This is the room where objects travel to when their home location isn\'t " "explicity set in the source code or by a builder, " "and the object\'s current location is destroyed. " "Character typeclasses are not allowed to enter this room in a move_to check.") # Black Hole black_hole = create_object(typeclass='rooms.rooms.Room', key='black_hole') black_hole.db.desc = ("The room where all objects go to die. It is the default home for " "objects that are considered worthless. Any object entering this room is " "automatically deleted via the at_object_receive method.") black_hole.tags.add('black_hole', category='rooms') # Statis Chamber statis_chamber = create_object(typeclass='rooms.rooms.Room', key='statis_chamber') statis_chamber.db.desc = ("This room holds objects indefinitely. It is the default home for " "objects that are of significant value, unique, or otherwise should " "not be destroyed for any reason.") statis_chamber.tags.add('statis_chamber', category='rooms') # Trash Bin trash_bin = create_object(typeclass='rooms.rooms.Room', key='trash_bin') trash_bin.db.desc = ("This room holds objects for 90 days, before being sent to black_hole. " "It is the default home for objects of some value and the destination " "of said objects when discarded by players.") trash_bin.tags.add('trash_bin', category='rooms') # Superuser's equipment generation must take place after the item rooms are generated. # The inventory container requires trash_bin to exist. char1.equip.generate_starting_equipment() # Create the superuser's home room. rm3 = create_object(typeclass='rooms.rooms.Room', key='Main Office') char1.home = rm3 rm3.tags.add('main_office', category='ooc_room') char1.move_to(rm3, quiet=True, move_hooks=False) # Create the Common Room. This is where all portals will lead when entering public OOC areas. rm4 = create_object(typeclass='rooms.rooms.Room', key='Common Room') rm4.tags.add('common_room', category='ooc_room') rm4.tags.add(category='public_ooc') # Connect the main office and common room with exits. exit_rm3_rm4 = create_object(typeclass='travel.exits.Exit', key='a mahogany door', aliases = ['door', ], location=rm3, destination=rm4, tags=[('door', 'exits'), ]) exit_rm3_rm4.tags.add('n', category='card_dir') exit_rm3_rm4.tags.add(category='ooc_exit') exit_rm4_rm3 = create_object(typeclass='travel.exits.Exit', key='a mahogany door', aliases=['door', ], location=rm4, destination=rm3, tags=[('door', 'exits'), ]) exit_rm4_rm3.tags.add('s', category='card_dir') exit_rm4_rm3.tags.add(category='ooc_exit')
[ "evennia.utils.create.create_object", "evennia.utils.search.search_object" ]
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# ------------------------------------------------------------- # # Teleport room - puzzles solution # # This is a sort of puzzle room that requires a certain # attribute on the entering character to be the same as # an attribute of the room. If not, the character will # be teleported away to a target location. This is used # by the Obelisk - grave chamber puzzle, where one must # have looked at the obelisk to get an attribute set on # oneself, and then pick the grave chamber with the # matching imagery for this attribute. # # ------------------------------------------------------------- from evennia import CmdSet, Command from evennia import utils, create_object, search_object from evennia import syscmdkeys, default_cmds from typeclasses.base import Room class TeleportRoom(Room): """ Teleporter - puzzle room. Important attributes (set at creation): puzzle_key - which attr to look for on character puzzle_value - what char.db.puzzle_key must be set to success_teleport_to - where to teleport in case if success success_teleport_msg - message to echo while teleporting to success failure_teleport_to - where to teleport to in case of failure failure_teleport_msg - message to echo while teleporting to failure """ def at_object_creation(self): """Called at first creation""" super().at_object_creation() # what character.db.puzzle_clue must be set to, to avoid teleportation. self.db.puzzle_value = 1 # target of successful teleportation. Can be a dbref or a # unique room name. self.db.success_teleport_msg = "You are successful!" self.db.success_teleport_to = "treasure room" # the target of the failure teleportation. self.db.failure_teleport_msg = "You fail!" self.db.failure_teleport_to = "dark cell" def at_object_receive(self, character, source_location): """ This hook is called by the engine whenever the player is moved into this room. """ if not character.has_account: # only act on player characters. return # determine if the puzzle is a success or not is_success = str(character.db.puzzle_clue) == str(self.db.puzzle_value) teleport_to = ( self.db.success_teleport_to if is_success else self.db.failure_teleport_to ) # note that this returns a list results = search_object(teleport_to) if not results or len(results) > 1: # we cannot move anywhere since no valid target was found. character.msg("no valid teleport target for %s was found." % teleport_to) return if character.is_superuser: # superusers don't get teleported character.msg( "Superuser block: You would have been teleported to %s." % results[0] ) return # perform the teleport if is_success: character.msg(self.db.success_teleport_msg) else: character.msg(self.db.failure_teleport_msg) # teleport quietly to the new place character.move_to(results[0], quiet=True, move_hooks=False) # we have to call this manually since we turn off move_hooks # - this is necessary to make the target dark room aware of an # already carried light. results[0].at_object_receive(character, self)
[ "evennia.search_object" ]
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""" Channel commands are OOC commands and intended to be made available to the Account at all times. Send to Channel command exists in system.py """ from django.conf import settings from evennia import Command as BaseCommand from evennia.commands.default.comms import find_channel from evennia.comms.models import ChannelDB from evennia.utils.logger import tail_log_file from evennia.utils.utils import class_from_module from commands.command import Command CHANNEL_DEFAULT_TYPECLASS = class_from_module( settings.BASE_CHANNEL_TYPECLASS, fallback=settings.FALLBACK_CHANNEL_TYPECLASS ) class CmdLast(BaseCommand): """ Syntax: last <channel> Example: last chat Read the history of any channel you have access to. """ key = "last" locks = "cmd:not pperm(channel_banned)" account_caller = True def func(self): caller = self.caller channel = ChannelDB.objects.get_channel(self.args.strip()) self.channel = channel if not channel: caller.msg("Channel '%s' not found." % self.args.strip()) return if not channel.access(caller, "listen"): caller.msg("You are not allowed to listen to this channel.") return log_file = channel.attributes.get("log_file", default="channel_%s.log" % channel.key) tail_log_file(log_file, 0, 15, callback=self.send_msg) return def send_msg(self, lines): channel = self.channel msg = f"|145History of {channel.key}|n" sep = "|145" + ("-" * (len(msg)-6)) + "|n" msg += "\n" + sep + "\n" msg += "".join(line.split("[-]", 1)[1] if "[-]" in line else line for line in lines) msg += "\n" + sep self.msg(msg) return self.msg(prompt="> ") #return self.msg( # "".join(line.split("[-]", 1)[1] if "[-]" in line else line for line in lines) #) class CmdTune(Command): """ Syntax: tune tune <channel> Examples: tune - List channel toggle status. tune <channel> - Toggle the channel on or off. Set the channels you'd like to listen to. """ key = "tune" locks = "cmd:not pperm(channel_banned)" account_caller = True def func(self): caller = self.caller args = self.args.strip() # grab all available channels channels = [ chan for chan in CHANNEL_DEFAULT_TYPECLASS.objects.get_all_channels() if chan.access(caller, "listen") ] if not channels: caller.msg("No channels available.") return # Grab tuned channels. if not args: for channel in channels: if channel.has_connection(caller): caller.msg("Your %s channel is tuned in." % channel.key) else: caller.msg("Your %s channel is tuned out." % channel.key) else: channel = find_channel(caller, args, silent=True, noaliases=True) if channel: # We have given a channel name - flip tune. if not channel.has_connection(caller): if not channel.connect(caller): caller.msg("%s: You are not allowed to join this channel." % channel.key) else: caller.msg("Your %s channel will be tuned in." % channel.key) else: disconnect = channel.disconnect(caller) caller.msg("Your %s chanel will be tuned out." % channel.key)
[ "evennia.utils.logger.tail_log_file", "evennia.utils.utils.class_from_module", "evennia.commands.default.comms.find_channel" ]
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from django.core.cache import caches from collections import deque from evennia.utils import logger import time from django.utils.translation import gettext as _ class Throttle: """ Keeps a running count of failed actions per IP address. Available methods indicate whether or not the number of failures exceeds a particular threshold. This version of the throttle is usable by both the terminal server as well as the web server, imposes limits on memory consumption by using deques with length limits instead of open-ended lists, and uses native Django caches for automatic key eviction and persistence configurability. """ error_msg = _("Too many failed attempts; you must wait a few minutes before trying again.") def __init__(self, **kwargs): """ Allows setting of throttle parameters. Keyword Args: name (str): Name of this throttle. limit (int): Max number of failures before imposing limiter. If `None`, the throttle is disabled. timeout (int): number of timeout seconds after max number of tries has been reached. cache_size (int): Max number of attempts to record per IP within a rolling window; this is NOT the same as the limit after which the throttle is imposed! """ try: self.storage = caches['throttle'] except Exception: logger.log_trace("Throttle: Errors encountered; using default cache.") self.storage = caches['default'] self.name = kwargs.get('name', 'undefined-throttle') self.limit = kwargs.get("limit", 5) self.cache_size = kwargs.get('cache_size', self.limit) self.timeout = kwargs.get("timeout", 5 * 60) def get_cache_key(self, *args, **kwargs): """ Creates a 'prefixed' key containing arbitrary terms to prevent key collisions in the same namespace. """ return '-'.join((self.name, *args)) def touch(self, key, *args, **kwargs): """ Refreshes the timeout on a given key and ensures it is recorded in the key register. Args: key(str): Key of entry to renew. """ cache_key = self.get_cache_key(key) if self.storage.touch(cache_key, self.timeout): self.record_key(key) def get(self, ip=None): """ Convenience function that returns the storage table, or part of. Args: ip (str, optional): IP address of requestor Returns: storage (dict): When no IP is provided, returns a dict of all current IPs being tracked and the timestamps of their recent failures. timestamps (deque): When an IP is provided, returns a deque of timestamps of recent failures only for that IP. """ if ip: cache_key = self.get_cache_key(str(ip)) return self.storage.get(cache_key, deque(maxlen=self.cache_size)) else: keys_key = self.get_cache_key('keys') keys = self.storage.get_or_set(keys_key, set(), self.timeout) data = self.storage.get_many((self.get_cache_key(x) for x in keys)) found_keys = set(data.keys()) if len(keys) != len(found_keys): self.storage.set(keys_key, found_keys, self.timeout) return data def update(self, ip, failmsg="Exceeded threshold."): """ Store the time of the latest failure. Args: ip (str): IP address of requestor failmsg (str, optional): Message to display in logs upon activation of throttle. Returns: None """ cache_key = self.get_cache_key(ip) # Get current status previously_throttled = self.check(ip) # Get previous failures, if any entries = self.storage.get(cache_key, []) entries.append(time.time()) # Store updated record self.storage.set(cache_key, deque(entries, maxlen=self.cache_size), self.timeout) # See if this update caused a change in status currently_throttled = self.check(ip) # If this makes it engage, log a single activation event if not previously_throttled and currently_throttled: logger.log_sec( f"Throttle Activated: {failmsg} (IP: {ip}, " f"{self.limit} hits in {self.timeout} seconds.)" ) self.record_ip(ip) def remove(self, ip, *args, **kwargs): """ Clears data stored for an IP from the throttle. Args: ip(str): IP to clear. """ exists = self.get(ip) if not exists: return False cache_key = self.get_cache_key(ip) self.storage.delete(cache_key) self.unrecord_ip(ip) # Return True if NOT exists return not bool(self.get(ip)) def record_ip(self, ip, *args, **kwargs): """ Tracks keys as they are added to the cache (since there is no way to get a list of keys after-the-fact). Args: ip(str): IP being added to cache. This should be the original IP, not the cache-prefixed key. """ keys_key = self.get_cache_key('keys') keys = self.storage.get(keys_key, set()) keys.add(ip) self.storage.set(keys_key, keys, self.timeout) return True def unrecord_ip(self, ip, *args, **kwargs): """ Forces removal of a key from the key registry. Args: ip(str): IP to remove from list of keys. """ keys_key = self.get_cache_key('keys') keys = self.storage.get(keys_key, set()) try: keys.remove(ip) self.storage.set(keys_key, keys, self.timeout) return True except KeyError: return False def check(self, ip): """ This will check the session's address against the storage dictionary to check they haven't spammed too many fails recently. Args: ip (str): IP address of requestor Returns: throttled (bool): True if throttling is active, False otherwise. """ if self.limit is None: # throttle is disabled return False now = time.time() ip = str(ip) cache_key = self.get_cache_key(ip) # checking mode latest_fails = self.storage.get(cache_key) if latest_fails and len(latest_fails) >= self.limit: # too many fails recently if now - latest_fails[-1] < self.timeout: # too soon - timeout in play self.touch(cache_key) return True else: # timeout has passed. clear faillist self.remove(ip) return False else: return False
[ "evennia.utils.logger.log_trace", "evennia.utils.logger.log_sec" ]
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from .models import GeneratedLootFragment, Shardhaven from typeclasses.bauble import Bauble from typeclasses.wearable.wieldable import Wieldable from evennia.utils import create from server.utils.arx_utils import a_or_an from server.utils.picker import WeightedPicker import random class Trinket(Bauble): @property def type_description(self): return "trinket" @property def potential(self): return 20 + (self.db.quality_level * 10) def quality_level_from_primum(self, primum): return max(int((primum - 20) / 10), 0) class AncientWeapon(Wieldable): @property def type_description(self): if self.recipe: return "ancient %s" % self.recipe.name return "ancient weapon" def do_junkout(self, caller): """Junks us as if we were a crafted item.""" caller.msg("You destroy %s." % self) self.softdelete() return class LootGenerator(object): WPN_SMALL = 0 WPN_MEDIUM = 1 WPN_HUGE = 2 WPN_BOW = 3 @classmethod def set_alignment_and_affinity(cls, haven, obj): from world.magic.models import Alignment, Affinity align_picker = WeightedPicker() for alignment in haven.alignment_chances.all(): align_picker.add(alignment.alignment, alignment.weight) affinity_picker = WeightedPicker() for affinity in haven.affinity_chances.all(): affinity_picker.add(affinity.affinity, affinity.weight) alignment = align_picker.pick() affinity = affinity_picker.pick() if not alignment: alignment = Alignment.PRIMAL if not affinity: affinity = Affinity.objects.order_by('?').first() obj.db.alignment = alignment.id obj.db.affinity = affinity.id @classmethod def create_trinket(cls, haven): name = GeneratedLootFragment.generate_trinket_name() trinket = create.create_object(typeclass="world.exploration.loot.Trinket", key=name) trinket.db.desc = "\nAn ancient trinket, one that feels slightly warm to the touch.\n" quality_picker = WeightedPicker() quality_picker.add_option(4, 25) quality_picker.add_option(5, 45) quality_picker.add_option(6, 30) quality_picker.add_option(7, 10) quality_picker.add_option(8, 3) quality_picker.add_option(9, 1) trinket.db.quality_level = quality_picker.pick() trinket.db.found_shardhaven = haven.name cls.set_alignment_and_affinity(haven, trinket) return trinket @classmethod def get_weapon_recipe(cls, material, wpn_type=WPN_MEDIUM): recipes = { 'steel': { LootGenerator.WPN_SMALL: 105, LootGenerator.WPN_MEDIUM: 111, LootGenerator.WPN_HUGE: 117, LootGenerator.WPN_BOW: 134, }, 'rubicund': { LootGenerator.WPN_SMALL: 106, LootGenerator.WPN_MEDIUM: 112, LootGenerator.WPN_HUGE: 118, LootGenerator.WPN_BOW: 135, }, 'diamondplate': { LootGenerator.WPN_SMALL: 107, LootGenerator.WPN_MEDIUM: 113, LootGenerator.WPN_HUGE: 119, LootGenerator.WPN_BOW: 136, }, 'alaricite': { LootGenerator.WPN_SMALL: 108, LootGenerator.WPN_MEDIUM: 114, LootGenerator.WPN_HUGE: 120, LootGenerator.WPN_BOW: 137, } } return recipes[material][wpn_type] @classmethod def create_weapon(cls, haven, wpn_type=None): weapon_types = (LootGenerator.WPN_SMALL, LootGenerator.WPN_MEDIUM, LootGenerator.WPN_HUGE, LootGenerator.WPN_BOW) if not wpn_type: wpn_type = random.choice(weapon_types) picker = WeightedPicker() difficulty = haven.difficulty_rating if difficulty < 3: picker.add_option("steel", 30) picker.add_option("rubicund", 50) picker.add_option("diamondplate", 1) elif difficulty < 5: picker.add_option("steel", 10) picker.add_option("rubicund", 40) picker.add_option("diamondplate", 5) elif difficulty < 8: picker.add_option("rubicund", 30) picker.add_option("diamondplate", 20) picker.add_option("alaricite", 5) else: picker.add_option("rubicund", 10) picker.add_option("diamondplate", 30) picker.add_option("alaricite", 5) material = picker.pick() should_name = material in ['diamondplate', 'alaricite'] generator_wpn = GeneratedLootFragment.MEDIUM_WEAPON_TYPE if wpn_type == LootGenerator.WPN_SMALL: generator_wpn = GeneratedLootFragment.SMALL_WEAPON_TYPE elif wpn_type == LootGenerator.WPN_HUGE: generator_wpn = GeneratedLootFragment.HUGE_WEAPON_TYPE elif wpn_type == LootGenerator.WPN_BOW: generator_wpn = GeneratedLootFragment.BOW_WEAPON_TYPE name = GeneratedLootFragment.generate_weapon_name(material, include_name=should_name, wpn_type=generator_wpn) weapon = create.create_object(typeclass="world.exploration.loot.AncientWeapon", key=name) desc = "\n{particle} {adjective} ancient {material} weapon, with {decor} on the {element}.\n" if wpn_type == LootGenerator.WPN_BOW: desc = "\n{particle} {adjective} ancient {material} bow, decorated with {decor}.\n" adjective = GeneratedLootFragment.pick_random_fragment(GeneratedLootFragment.ADJECTIVE) decor = GeneratedLootFragment.pick_random_fragment(GeneratedLootFragment.WEAPON_DECORATION) element = GeneratedLootFragment.pick_random_fragment(GeneratedLootFragment.WEAPON_ELEMENT) particle = a_or_an(adjective).capitalize() desc = desc.replace("{particle}", particle) desc = desc.replace("{material}", material) desc = desc.replace("{adjective}", adjective) desc = desc.replace("{decor}", decor) desc = desc.replace("{element}", element) weapon.db.desc = desc quality_picker = WeightedPicker() quality_picker.add_option(4, 25) quality_picker.add_option(5, 45) quality_picker.add_option(6, 30) quality_picker.add_option(7, 10) quality_picker.add_option(8, 3) quality_picker.add_option(9, 1) weapon.db.quality_level = quality_picker.pick() weapon.db.found_shardhaven = haven.name weapon.db.recipe = LootGenerator.get_weapon_recipe(material, wpn_type=wpn_type) cls.set_alignment_and_affinity(haven, weapon) return weapon
[ "evennia.utils.create.create_object" ]
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from typeclasses.scripts.scripts import Script from . import utils from evennia.utils import create class WeatherScript(Script): def at_script_creation(self): self.key = "Weather Patterns" self.desc = "Keeps weather moving on the game." self.interval = 3600 self.persistent = True self.start_delay = False def at_repeat(self, **kwargs): utils.advance_weather() emit = utils.choose_current_weather() utils.announce_weather(emit) def init_weather(): """ This is called only once, when you want to enable the weather system. """ weather = create.create_script(WeatherScript) weather.start()
[ "evennia.utils.create.create_script" ]
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""" Room Rooms are simple containers that has no location of their own. """ from collections import defaultdict, OrderedDict from evennia import DefaultRoom from evennia.utils.utils import is_iter, make_iter from server.utils.utils import get_sw, list_to_string, wrap 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. """ exit_order = ['north', 'west', 'south', 'east', 'northwest', 'northeast', 'southwest', 'southeast', 'up', 'down'] def msg_contents(self, text=None, exclude=None, from_obj=None, mapping=None, **kwargs): """ Emits a message to all objects inside this object. Args: text (str or tuple): Message to send. If a tuple, this should be on the valid OOB outmessage form `(message, {kwargs})`, where kwargs are optional data passed to the `text` outputfunc. exclude (list, optional): A list of objects not to send to. from_obj (Object, optional): An object designated as the "sender" of the message. See `DefaultObject.msg()` for more info. mapping (dict, optional): A mapping of formatting keys `{"key":<object>, "key2":<object2>,...}. The keys must match `{key}` markers in the `text` if this is a string or in the internal `message` if `text` is a tuple. These formatting statements will be replaced by the return of `<object>.get_display_name(looker)` for every looker in contents that receives the message. This allows for every object to potentially get its own customized string. Keyword Args: Keyword arguments will be passed on to `obj.msg()` for all messaged objects. Notes: The `mapping` argument is required if `message` contains {}-style format syntax. The keys of `mapping` should match named format tokens, and its values will have their `get_display_name()` function called for each object in the room before substitution. If an item in the mapping does not have `get_display_name()`, its string value will be used. Example: Say Char is a Character object and Npc is an NPC object: char.location.msg_contents( "{attacker} kicks {defender}", mapping=dict(attacker=char, defender=npc), exclude=(char, npc)) This will result in everyone in the room seeing 'Char kicks NPC' where everyone may potentially see different results for Char and Npc depending on the results of `char.get_display_name(looker)` and `npc.get_display_name(looker)` for each particular onlooker """ try: if from_obj.db.admin['invis']: return except Exception: pass # we also accept an outcommand on the form (message, {kwargs}) is_outcmd = text and is_iter(text) inmessage = text[0] if is_outcmd else text outkwargs = text[1] if is_outcmd and len(text) > 1 else {} contents = self.contents if exclude: exclude = make_iter(exclude) contents = [obj for obj in contents if obj not in exclude] for obj in contents: if mapping: substitutions = { t: sub.get_display_name(obj) if hasattr(sub, "get_display_name") else str(sub) for t, sub in mapping.items() } outmessage = inmessage.format(**substitutions) else: outmessage = inmessage obj.msg(text=(outmessage, outkwargs), from_obj=from_obj, **kwargs) def return_appearance(self, looker, **kwargs): """ Format s adescription. It is the hook that 'look' calls. Args: looker (Object): Object doing the looking. **kwargs (dict): Arbitrary, optional arguments for users overriding the call (unused by default.) """ if not looker: return "" #get and identify all objects visible = (con for con in self.contents if con != looker and con.access(looker, "view")) exits, users, things = defaultdict(list), [], [] #defaultdict(list) #gather visible items for con in visible: key = con.get_display_name(looker) if con.destination: #exits.append(key) exits[con.name] = key elif con.has_account: if not con.db.admin['invis'] or looker.permissions.get('admin'): users.append(con) else: #things can be pluralized #things[key].append(con) things.append(con) string = "|Y%s|n\n" % self.get_display_name(looker) #get description, build string desc = self.db.desc if desc: string += "\n%s\n" % wrap(desc, get_sw(looker), get_sw(looker), indent=2) #function for reordering exits. def _reorder_exits(exits): #create dictionary pair for cardinal exits and custom exits. default_exits = {} custom_exits = {} #determine placement of exits for exit in exits: if exit in self.exit_order: default_exits[exit] = exits[exit] else: custom_exits[exit] = exits[exit] #order cardinal exits by custom defintion default_exits = OrderedDict( sorted( default_exits.items(), key=lambda i: self.exit_order.index(i[0]) ) ) #merge dictionaries and convert to list merged_exits = default_exits | custom_exits ordered_exits = [v for v in merged_exits.values()] return ordered_exits #add exits to string #need to create method to wrap better. Idea: separate caller.msg if exits: exits = _reorder_exits(exits) exits = "|w" + list_to_string(exits) + ".|n" #cut 2 characters from exit_string due to color. exit_string = wrap(exits, get_sw(looker), get_sw(looker), pre_text="|wExits: ", indent=4) else: exit_string = wrap("There are no obvious exits.", get_sw(looker), get_sw(looker), pre_text="|wExits: ", indent=4) string += "\n"+exit_string #add users and contents to string if users: user_string = "" for user in users: rstatus = user.db.rstatus if not rstatus: user_string += "\n" + user.get_display_name(looker) + "." else: user_string += "\n" + user.get_display_name(looker) + f" ({rstatus})." string += "\n" + user_string if things: # handle pluralization of things (never pluralize users) #thing_strings = [] thing_string = "" for item in things: name = item.get_display_name(looker) + "." thing_string += "\n" + name string += "\n" + thing_string #for key, itemlist in sorted(things.items()): #nitem = len(itemlist) #if nitem == 1: # key, _ = itemlist[0].get_numbered_name(nitem, looker, key=key) #else: # key = [item.get_numbered_name(nitem, looker, key=key)[1] for item in itemlist][ # 0 # ] #thing_strings.append(key) #string += '\n' + list_to_string(thing_strings) #"\n|wYou see:|n " + list_to_string(users + thing_strings) return string pass
[ "evennia.utils.utils.is_iter", "evennia.utils.utils.make_iter" ]
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