本文整理汇总了Python中src.utils.utils.inherits_from函数的典型用法代码示例。如果您正苦于以下问题:Python inherits_from函数的具体用法?Python inherits_from怎么用?Python inherits_from使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了inherits_from函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。
示例1: func
def func(self):
"implements the command."
caller = self.caller
if not self.args:
caller.msg("Get what?")
return
#print "general/get:", caller, caller.location, self.args, caller.location.contents
parsed = self.args.split(" ")
if len(parsed) == 3 and parsed[1] == "from":
target = caller.search(parsed[2])
if target != None:
if utils.inherits_from(target, "game.gamesrc.objects.container.Container") == False:
if target == caller:
obj = caller.search(parsed[0], location=target)
if obj == None:
return
else:
caller.msg("You already have that.")
elif utils.inherits_from(target, "game.gamesrc.objects.kc.Character"):
caller.msg("You can't steal from others!")
elif target == caller.location:
caller.msg("Isn't that a bit overcomplicated?")
else:
caller.msg("It's not possible to take something out of that.")
return
elif utils.inherits_from(target, "game.gamesrc.objects.container.Container") == True:
if target.db.con_closed:
caller.msg("You have to open the %s first." % target.name)
return
obj = caller.search(parsed[0], location=target)
else:
obj = caller.search(parsed[0], location=caller.location)
if not obj:
return
if caller == obj:
caller.msg("You can't get yourself.")
return
#print obj, obj.location, caller, caller==obj.location
if caller == obj.location:
caller.msg("You already have that.")
return
if not obj.access(caller, 'get'):
if obj.db.get_err_msg:
caller.msg(obj.db.get_err_msg)
else:
caller.msg("You can't get that.")
return
obj.move_to(caller, quiet=True)
if len(parsed) == 3 and parsed[1] == "from" and not target == caller.location:
caller.msg("You get the %s from the %s." % (obj.name, target.name))
caller.location.msg_contents("%s gets the %s from the %s." % (caller.name, obj.name, target.name), exclude=caller)
else:
caller.msg("You pick up the %s." % obj.name)
caller.location.msg_contents("%s picks up the %s." % (caller.name, obj.name), exclude=caller)
# calling hook method
obj.at_get(caller)
示例2: display_mail
def display_mail(self, message):
"""
Display a mail message.
"""
senders = ', '.join([ sender.name for sender in message.senders if utils.inherits_from(sender.typeclass, settings.BASE_CHARACTER_TYPECLASS) ])
receivers = ', '.join([ receiver.name for receiver in message.receivers if utils.inherits_from(receiver.typeclass, settings.BASE_CHARACTER_TYPECLASS) ])
self.caller.msg('--------Mail from %s to %s.' % (senders, receivers))
self.caller.msg('Sent on: %s' % message.date_sent)
self.caller.msg('Subject: %s\n' % message.header)
self.caller.msg(message.message)
self.caller.msg('\nDone.')
示例3: parse
def parse(self):
"""
We run the parent parser as usual, then fix the result
"""
super(MuxPlayerCommand, self).parse()
if utils.inherits_from(self.caller, "src.objects.objects.Object"):
# caller is an Object/Character
self.character = self.caller
self.caller = self.caller.player
elif utils.inherits_from(self.caller, "src.players.players.Player"):
# caller was already a Player
self.character = self.caller.get_puppet(self.sessid)
else:
self.character = None
示例4: func
def func(self):
"Implement function"
caller = self.caller
if utils.inherits_from(caller, "src.objects.objects.Object"):
caller = self.caller.player
if not caller.character:
string = "You are already OOC."
caller.msg(string)
return
caller.db.last_puppet = caller.character
# save location as if we were disconnecting from the game entirely.
if caller.character.location:
caller.character.location.msg_contents("%s has left the game." % caller.character.key, exclude=[caller.character])
caller.character.db.prelogout_location = caller.character.location
caller.character.location = None
# disconnect
caller.character.player = None
caller.character = None
caller.msg("\n{GYou go OOC.{n\n")
caller.execute_cmd("look")
示例5: is_lit
def is_lit(self):
"""
Checks for a lightsource on all characters in the room.
"""
return any([any([True for obj in char.contents
if utils.inherits_from(obj, "game.gamesrc.objects.world.items.LightSource") and obj.is_active])
for char in self.contents if char.has_player])
示例6: __player_set
def __player_set(self, player):
"Setter. Allows for self.player = value"
if inherits_from(player, TypeClass):
player = player.dbobj
set_field_cache(self, "player", player)
# we must set this here or superusers won't be able to
# bypass lockchecks unless they start the game connected
# to the character in question.
self.locks.cache_lock_bypass(self)
示例7: parse
def parse(self):
"overload parts of parse"
# run parent
super(CommCommand, self).parse()
# fix obj->player
if utils.inherits_from(self.caller, "src.objects.objects.Object"):
# an object. Convert it to its player.
self.caller = self.caller.player
示例8: add
def add(self, cmd):
"""
Add a command, a list of commands or a cmdset to this cmdset.
Note that if cmd already exists in set,
it will replace the old one (no priority checking etc
at this point; this is often used to overload
default commands).
If cmd is another cmdset class or -instance, the commands
of that command set is added to this one, as if they were part
of the original cmdset definition. No merging or priority checks
are made, rather later added commands will simply replace
existing ones to make a unique set.
"""
if inherits_from(cmd, "src.commands.cmdset.CmdSet"):
# cmd is a command set so merge all commands in that set
# to this one. We raise a visible error if we created
# an infinite loop (adding cmdset to itself somehow)
try:
cmd = self._instantiate(cmd)
except RuntimeError:
string = "Adding cmdset %(cmd)s to %(class)s lead to an "
string += "infinite loop. When adding a cmdset to another, "
string += "make sure they are not themself cyclically added to "
string += "the new cmdset somewhere in the chain."
raise RuntimeError(_(string) % {"cmd": cmd,
"class": self.__class__})
cmds = cmd.commands
elif is_iter(cmd):
cmds = [self._instantiate(c) for c in cmd]
else:
cmds = [self._instantiate(cmd)]
commands = self.commands
system_commands = self.system_commands
for cmd in cmds:
# add all commands
if not hasattr(cmd, 'obj'):
cmd.obj = self.cmdsetobj
try:
ic = commands.index(cmd)
commands[ic] = cmd # replace
except ValueError:
commands.append(cmd)
# extra run to make sure to avoid doublets
self.commands = list(set(commands))
#print "In cmdset.add(cmd):", self.key, cmd
# add system_command to separate list as well,
# for quick look-up
if cmd.key.startswith("__"):
try:
ic = system_commands.index(cmd)
system_commands[ic] = cmd # replace
except ValueError:
system_commands.append(cmd)
示例9: func
def func(self):
"implement the ooc look command"
if MULTISESSION_MODE < 2:
# only one character allowed
string = "You are out-of-character (OOC).\nUse {[email protected]{n to get back into the game."
self.msg(string)
return
if utils.inherits_from(self.caller, "src.objects.objects.Object"):
# An object of some type is calling. Use default look instead.
super(CmdOOCLook, self).func()
elif self.args:
self.look_target()
else:
self.no_look_target()
示例10: parse
def parse(self):
"""
We run the parent parser as usual, then fix the result
"""
super(MuxCommandOOC, self).parse()
if utils.inherits_from(self.caller, "src.objects.objects.Object"):
# caller is an Object/Character
self.character = self.caller
self.caller = self.caller.player
elif hasattr(self.caller, "character"):
# caller was already a Player
self.character = self.caller.character
else:
self.character = None
示例11: add
def add(self, cmdset, emit_to_obj=None, permanent=False):
"""
Add a cmdset to the handler, on top of the old ones.
Default is to not make this permanent, i.e. the set
will not survive a server reset.
cmdset - can be a cmdset object or the python path to
such an object.
emit_to_obj - an object to receive error messages.
permanent - this cmdset will remain across a server reboot
Note: An interesting feature of this method is if you were to
send it an *already instantiated cmdset* (i.e. not a class),
the current cmdsethandler's obj attribute will then *not* be
transferred over to this already instantiated set (this is
because it might be used elsewhere and can cause strange effects).
This means you could in principle have the handler
launch command sets tied to a *different* object than the
handler. Not sure when this would be useful, but it's a 'quirk'
that has to be documented.
"""
if not (isinstance(cmdset, basestring) or utils.inherits_from(cmdset, CmdSet)):
raise Exception(_("Only CmdSets can be added to the cmdsethandler!"))
if callable(cmdset):
cmdset = cmdset(self.obj)
elif isinstance(cmdset, basestring):
# this is (maybe) a python path. Try to import from cache.
cmdset = self._import_cmdset(cmdset)
if cmdset and cmdset.key != '_CMDSET_ERROR':
if permanent and cmdset.key != '_CMDSET_ERROR':
# store the path permanently
cmdset.permanent = True
storage = self.obj.cmdset_storage
if not storage:
storage = ["", cmdset.path]
else:
storage.append(cmdset.path)
self.obj.cmdset_storage = storage
else:
cmdset.permanent = False
self.cmdset_stack.append(cmdset)
self.update()
示例12: add_default
def add_default(self, cmdset, emit_to_obj=None, permanent=True):
"""
Add a new default cmdset. If an old default existed,
it is replaced. If permanent is set, the set will survive a reboot.
cmdset - can be a cmdset object or the python path to
an instance of such an object.
emit_to_obj - an object to receive error messages.
permanent - save cmdset across reboots
See also the notes for self.add(), which applies here too.
"""
if callable(cmdset):
if not utils.inherits_from(cmdset, CmdSet):
raise Exception(_("Only CmdSets can be added to the cmdsethandler!"))
cmdset = cmdset(self.obj)
elif isinstance(cmdset, basestring):
# this is (maybe) a python path. Try to import from cache.
cmdset = self._import_cmdset(cmdset)
if cmdset and cmdset.key != '_CMDSET_ERROR':
if self.cmdset_stack:
self.cmdset_stack[0] = cmdset
self.mergetype_stack[0] = cmdset.mergetype
else:
self.cmdset_stack = [cmdset]
self.mergetype_stack = [cmdset.mergetype]
if permanent and cmdset.key != '_CMDSET_ERROR':
cmdset.permanent = True
storage = self.obj.cmdset_storage
if storage:
storage[0] = cmdset.path
else:
storage = [cmdset.path]
self.obj.cmdset_storage = storage
else:
cmdset.permanent = False
self.update()
示例13: func
def func(self):
"""
Tries to create the Character object. We also put an
attribute on ourselves to remember it.
"""
# making sure caller is really a player
self.character = None
if utils.inherits_from(self.caller, "src.objects.objects.Object"):
# An object of some type is calling. Convert to player.
#print self.caller, self.caller.__class__
self.character = self.caller
if hasattr(self.caller, "player"):
self.caller = self.caller.player
if not self.args:
self.caller.msg("Usage: create <character name>")
return
charname = self.args.strip()
old_char = ObjectDB.objects.get_objs_with_key_and_typeclass(charname, CHARACTER_TYPECLASS)
if old_char:
self.caller.msg("Character {c%s{n already exists." % charname)
return
# create the character
new_character = create.create_object(CHARACTER_TYPECLASS, key=charname)
if not new_character:
self.caller.msg("{rThe Character couldn't be created. This is a bug. Please contact an admin.")
return
# make sure to lock the character to only be puppeted by this player
new_character.locks.add("puppet:id(%i) or pid(%i) or perm(Immortals) or pperm(Immortals)" %
(new_character.id, self.caller.id))
# save dbref
avail_chars = self.caller.db._character_dbrefs
if avail_chars:
avail_chars.append(new_character.id)
else:
avail_chars = [new_character.id]
self.caller.db._character_dbrefs = avail_chars
self.caller.msg("{gThe Character {c%s{g was successfully created!" % charname)
self.caller = new_character
attributes = new_character.db.attributes
nodes = []
copy_dir = '/var/mud/evennia/game/gamesrc/copy/'
for option in ['race', 'deity', 'alignment', 'gender']:
if 'race' in option:
for race in ['bardok', 'erelania', 'the unknowns', 'earthen', 'gerdling']:
confirm_node = MenuNode("confirm-%s" % race, links=['deity'], linktexts=['Choose your deity.'], code="self.caller.set_race('%s')" % race)
nodes.append(confirm_node)
if 'bardok' in race:
text = copyreader.read_file("%s/races/bardok_desc.txt" % copy_dir)
race_node = MenuNode("%s" % race, text=text, links=['confirm-bardok', 'race'], linktexts=['Confirm Race Selection', 'Back to Races'])
elif 'erelania' in race:
text = copyreader.read_file("%s/races/erelania_desc.txt" % copy_dir)
race_node = MenuNode("%s" % race, text=text, links=['confirm-erelania', 'race'], linktexts=['Confirm Race Selection', 'Back to Races'])
elif 'gerdling' in race:
text = copyreader.read_file("%s/races/gerdling_desc.txt" % copy_dir)
race_node = MenuNode("%s" % race, text=text, links=['confirm-gerdling', 'race'], linktexts=['Confirm Race Selection', 'Back to Races'])
elif 'earthen' in race:
text = copyreader.read_file("%s/races/earthen_desc.txt" % copy_dir)
race_node = MenuNode("%s" % race, text=text, links=['confirm-earthen', 'race'], linktexts=['Confirm Race Selection', 'Back to Races'])
nodes.append(race_node)
text = copyreader.read_file("%s/races/races_desc.txt" % copy_dir)
root_race_node = MenuNode("%s" % option, text=text, links=['bardok', 'erelania', 'gerdling', 'earthen'], linktexts=['The Bardok', 'The Erelania', 'The Gerdling', 'The Earthen'])
nodes.append(root_race_node)
elif 'deity' in option:
deities = ['ankarith', 'slyth', 'green warden', 'kaylynne']
for deity in deities:
confirm_node = MenuNode('confirm-%s' % deity, links=['gender'], linktexts=['Choose your gender.'], code="self.caller.set_deity('%s')" % deity)
nodes.append(confirm_node)
if 'karith' in deity:
text = copyreader.read_file("%s/deities/ankarith_desc.txt" % copy_dir)
deity_node = MenuNode("%s" % deity, text=text, links=['confirm-ankarith', 'deity'], linktexts=['Confirm Deity Selection', 'Back to Deities'])
#self.obj.msg("links: %s, linktexts: %s" % (deity_node.links, deity_node.linktexts))
elif 'slyth' in deity:
text = copyreader.read_file("%s/deities/slyth_desc.txt" % copy_dir)
deity_node = MenuNode("%s" % deity, text=text, links=['confirm-slyth', 'deity'], linktexts=['Confirm Deity Selection', 'Back to Deities'])
elif 'green warden' in deity:
text = copyreader.read_file("%s/deities/greenwarden_desc.txt" % copy_dir)
deity_node = MenuNode("%s" % deity, text=text, links=['confirm-green warden', 'deity'], linktexts=['Confirm Deity Selection', 'Back to Deities'])
elif 'kaylynne' in deity:
text = copyreader.read_file("%s/deities/kaylynne_desc.txt" % copy_dir)
deity_node = MenuNode("%s" % deity, text=text, links=['confirm-kaylynne', 'deity'], linktexts=['Confirm Deity Selection', 'Back to Deities'])
nodes.append(deity_node)
deity_node_text = copyreader.read_file("%s/deities/deities_desc.txt" % copy_dir)
root_deity_node = MenuNode("deity", text=deity_node_text, links=['ankarith', 'slyth', 'green warden', 'kaylynne'],
linktexts=['An\'Karith', 'Slyth of the Glade', 'The Green Warden', 'Kaylynne'])
nodes.append(root_deity_node)
elif 'gender' in option:
confirm_male = MenuNode("confirm-gender-male", links=['alignment'], linktexts=['Choose the path you walk.'], code="self.caller.set_gender('male')")
confirm_female = MenuNode("confirm-gender-female", links=['alignment'], linktexts=['Choose the path you walk.'], code="self.caller.set_gender('female')")
nodes.append(confirm_male)
nodes.append(confirm_female)
text = """
--{rGender Selection{n--
Please select which gender you would like to be:
#.........这里部分代码省略.........
示例14: _to_player
def _to_player(accessing_obj):
"Helper function. Makes sure an accessing object is a player object"
if utils.inherits_from(accessing_obj, "src.objects.objects.Object"):
# an object. Convert to player.
accessing_obj = accessing_obj.player
return accessing_obj
示例15: __player_set
def __player_set(self, player):
"Setter. Allows for self.player = value"
if inherits_from(player, TypeClass):
player = player.dbobj
set_field_cache(self, "player", player)