""" Roleplaying base system for Evennia Contribution - Griatch, 2015 This module contains the ContribRPObject, ContribRPRoom and ContribRPCharacter typeclasses. If you inherit your objects/rooms/character from these (or make them the defaults) from these you will get the following features: - Objects/Rooms will get the ability to have poses and will report the poses of items inside them (the latter most useful for Rooms). - Characters will get poses and also sdescs (short descriptions) that will be used instead of their keys. They will gain commands for managing recognition (custom sdesc-replacement), masking themselves as well as an advanced free-form emote command. In more detail, This RP base system introduces the following features to a game, common to many RP-centric games: - emote system using director stance emoting (names/sdescs). This uses a customizable replacement noun (/me, @ etc) to represent you in the emote. You can use /sdesc, /nick, /key or /alias to reference objects in the room. You can use any number of sdesc sub-parts to differentiate a local sdesc, or use /1-sdesc etc to differentiate them. The emote also identifies nested says and separates case. - sdesc obscuration of real character names for use in emotes and in any referencing such as object.search(). This relies on an SdescHandler `sdesc` being set on the Character and makes use of a custom Character.get_display_name hook. If sdesc is not set, the character's `key` is used instead. This is particularly used in the emoting system. - recog system to assign your own nicknames to characters, can then be used for referencing. The user may recog a user and assign any personal nick to them. This will be shown in descriptions and used to reference them. This is making use of the nick functionality of Evennia. - masks to hide your identity (using a simple lock). - pose system to set room-persistent poses, visible in room descriptions and when looking at the person/object. This is a simple Attribute that modifies how the characters is viewed when in a room as sdesc + pose. - in-emote says, including seamless integration with language obscuration routine (such as contrib/rpg/rplanguage.py) Installation: Add `RPSystemCmdSet` from this module to your CharacterCmdSet: ```python # mygame/commands/default_cmdsets.py # ... from evennia.contrib.rpg.rpsystem.rpsystem import RPSystemCmdSet <--- class CharacterCmdSet(default_cmds.CharacterCmdset): # ... def at_cmdset_creation(self): # ... self.add(RPSystemCmdSet()) # <--- ``` You also need to make your Characters/Objects/Rooms inherit from the typeclasses in this module: ```python # in mygame/typeclasses/characters.py from evennia.contrib.rpg.rpsystem.rpsystem import ContribRPCharacter class Character(ContribRPCharacter): # ... ``` ```python # in mygame/typeclasses/objects.py from evennia.contrib.rpg.rpsystem.rpsystem import ContribRPObject class Object(ContribRPObject): # ... ``` ```python # in mygame/typeclasses/rooms.py from evennia.contrib.rpg.rpsystem.rpsystem import ContribRPRoom class Room(ContribRPRoom): # ... ``` Examples: > look Tavern The tavern is full of nice people *A tall man* is standing by the bar. Above is an example of a player with an sdesc "a tall man". It is also an example of a static *pose*: The "standing by the bar" has been set by the player of the tall man, so that people looking at him can tell at a glance what is going on. > emote /me looks at /Tall and says "Hello!" I see: Griatch looks at Tall man and says "Hello". Tall man (assuming his name is Tom) sees: The godlike figure looks at Tom and says "Hello". Note that by default, the case of the tag matters, so `/tall` will lead to 'tall man' while `/Tall` will become 'Tall man' and /TALL becomes /TALL MAN. If you don't want this behavior, you can pass case_sensitive=False to the `send_emote` function. Extra Installation Instructions: 1. In typeclasses/character.py: Import the `ContribRPCharacter` class: `from evennia.contrib.rpg.rpsystem.rpsystem import ContribRPCharacter` Inherit ContribRPCharacter: Change "class Character(DefaultCharacter):" to `class Character(ContribRPCharacter):` If you have any overriden calls in `at_object_creation(self)`: Add `super().at_object_creation()` as the top line. 2. In `typeclasses/rooms.py`: Import the `ContribRPRoom` class: `from evennia.contrib.rpg.rpsystem.rpsystem import ContribRPRoom` Inherit `ContribRPRoom`: Change `class Room(DefaultRoom):` to `class Room(ContribRPRoom):` 3. In `typeclasses/objects.py` Import the `ContribRPObject` class: `from evennia.contrib.rpg.rpsystem.rpsystem import ContribRPObject` Inherit `ContribRPObject`: Change `class Object(DefaultObject):` to `class Object(ContribRPObject):` 4. Reload the server (`reload` or from console: "evennia reload") 5. Force typeclass updates as required. Example for your character: `type/reset/force me = typeclasses.characters.Character` """ import re from collections import defaultdict from string import punctuation import inflect from django.conf import settings from evennia.commands.cmdset import CmdSet from evennia.commands.command import Command from evennia.contrib.game_systems.clothing import ClothedCharacter from evennia.objects.models import ObjectDB from evennia.objects.objects import DefaultObject from evennia.utils import ansi, logger from evennia.utils.utils import ( iter_to_str, lazy_property, make_iter, variable_from_module, ) _INFLECT = inflect.engine() _AT_SEARCH_RESULT = variable_from_module(*settings.SEARCH_AT_RESULT.rsplit(".", 1)) # ------------------------------------------------------------ # Emote parser # ------------------------------------------------------------ # Settings # The prefix is the (single-character) symbol used to find the start # of a object reference, such as /tall (note that # the system will understand multi-word references like '/a tall man' too). _PREFIX = "/" # The num_sep is the (single-character) symbol used to separate the # sdesc from the number when trying to separate identical sdescs from # one another. This is the same syntax used in the rest of Evennia, so # by default, multiple "tall" can be separated by entering 1-tall, # 2-tall etc. _NUM_SEP = "-" # Texts _EMOTE_NOMATCH_ERROR = """|RNo match for |r{ref}|R.|n""" _EMOTE_MULTIMATCH_ERROR = """|RMultiple possibilities for {ref}: |r{reflist}|n""" _RE_FLAGS = re.MULTILINE + re.IGNORECASE + re.UNICODE # Guard against URLs if the prefix is left as / # _RE_PREFIX = re.compile(rf"(^?} # with the indicating case of the original reference query (like ^ for uppercase) _RE_REF = re.compile(r"\{+\#([0-9]+[\^\~tv]{0,1})\}+") # This regex is used to quickly reference one self in an emote. _RE_SELF_REF = re.compile(r"(/me|@)(?=\W+)", _RE_FLAGS) # regex for non-alphanumberic end of a string _RE_CHAREND = re.compile(r"\W+$", _RE_FLAGS) # reference markers for language _RE_REF_LANG = re.compile(r"\{+\##([0-9]+)\}+") # language says in the emote are on the form "..." or langname"..." (no spaces). # this regex returns in groups (langname, say), where langname can be empty. _RE_LANGUAGE = re.compile(r"(?:\((\w+)\))*(\".+?\")") # the emote parser works in two steps: # 1) convert the incoming emote into an intermediary # form with all object references mapped to ids. # 2) for every person seeing the emote, parse this # intermediary form into the one valid for that char. class EmoteError(Exception): pass class SdescError(Exception): pass class RecogError(Exception): pass class LanguageError(Exception): pass def _get_case_ref(string): """ Helper function which parses capitalization and returns the appropriate case-ref character for emotes. """ # default to retaining the original case case = "~" # internal flags for the case used for the original /query # - t for titled input (like /Name) # - ^ for all upercase input (like /NAME) # - v for lower-case input (like /name) # - ~ for mixed case input (like /nAmE) if string.istitle(): case = "t" elif string.isupper(): case = "^" elif string.islower(): case = "v" return case # emoting mechanisms def parse_language(speaker, emote): """ Parse the emote for language. This is used with a plugin for handling languages. Args: speaker (Object): The object speaking. emote (str): An emote possibly containing language references. Returns: (emote, mapping) (tuple): A tuple where the `emote` is the emote string with all says (including quotes) replaced with reference markers on the form {##n} where n is a running number. The `mapping` is a dictionary between the markers and a tuple (langname, saytext), where langname can be None. Raises: evennia.contrib.rpg.rpsystem.LanguageError: If an invalid language was specified. Notes: Note that no errors are raised if the wrong language identifier is given. This data, together with the identity of the speaker, is intended to be used by the "listener" later, since with this information the language skill of the speaker can be offset to the language skill of the listener to determine how much information is actually conveyed. """ # escape mapping syntax on the form {##id} if it exists already in emote, # if so it is replaced with just "id". emote = _RE_REF_LANG.sub(r"\1", emote) errors = [] mapping = {} for imatch, say_match in enumerate(reversed(list(_RE_LANGUAGE.finditer(emote)))): # process matches backwards to be able to replace # in-place without messing up indexes for future matches # note that saytext includes surrounding "...". langname, saytext = say_match.groups() istart, iend = say_match.start(), say_match.end() # the key is simply the running match in the emote key = f"##{imatch}" # replace say with ref markers in emote emote = "{start}{{{key}}}{end}".format(start=emote[:istart], key=key, end=emote[iend:]) mapping[key] = (langname, saytext) if errors: # catch errors and report raise LanguageError("\n".join(errors)) # at this point all says have been replaced with {##nn} markers # and mapping maps 1:1 to this. return emote, mapping def parse_sdescs_and_recogs( sender, candidates, string, search_mode=False, case_sensitive=True, fallback=None ): """ Read a raw emote and parse it into an intermediary format for distributing to all observers. Args: sender (Object): The object sending the emote. This object's recog data will be considered in the parsing. candidates (iterable): A list of objects valid for referencing in the emote. string (str): The string (like an emote) we want to analyze for keywords. search_mode (bool, optional): If `True`, the "emote" is a query string we want to analyze. If so, the return value is changed. case_sensitive (bool, optional): If set, the case of /refs matter, so that /tall will come out as 'tall man' while /Tall will become 'Tall man'. This allows for more grammatically correct emotes at the cost of being a little more to learn for players. If disabled, the original sdesc case is always kept and are inserted as-is. fallback (string, optional): If set, any references that don't match a target will be replaced with the fallback string. If `None` (default), the parsing will fail and give a warning about the missing reference. Returns: (emote, mapping) (tuple): If `search_mode` is `False` (default), a tuple where the emote is the emote string, with all references replaced with internal-representation {#dbref} markers and mapping is a dictionary `{"#dbref":obj, ...}`. result (list): If `search_mode` is `True` we are performing a search query on `string`, looking for a specific object. A list with zero, one or more matches. Raises: EmoteException: For various ref-matching errors. Notes: The parser analyzes and should understand the following _PREFIX-tagged structures in the emote: - self-reference (/me) - recogs (any part of it) stored on emoter, matching obj in `candidates`. - sdesc (any part of it) from any obj in `candidates`. - N-sdesc, N-recog separating multi-matches (1-tall, 2-tall) - says, "..." are """ # build a list of candidates with all possible referrable names # include 'me' keyword for self-ref candidate_map = [] for obj in candidates: # check if sender has any recogs for obj and add if hasattr(sender, "recog"): if recog := sender.recog.get(obj): candidate_map.append((obj, recog)) # check if obj has an sdesc and add if hasattr(obj, "sdesc"): candidate_map.append((obj, obj.sdesc.get())) # if no sdesc, include key plus aliases instead else: candidate_map.append((obj, obj.key)) candidate_map.extend([(obj, alias) for alias in obj.aliases.all()]) # escape mapping syntax on the form {#id} if it exists already in emote, # if so it is replaced with just "id". string = _RE_REF.sub(r"\1", string) # escape loose { } brackets since this will clash with formatting string = _RE_LEFT_BRACKETS.sub("{{", string) string = _RE_RIGHT_BRACKETS.sub("}}", string) # we now loop over all references and analyze them mapping = {} errors = [] obj = None nmatches = 0 # first, find and replace any self-refs for self_match in list(_RE_SELF_REF.finditer(string)): matched = self_match.group() case = _get_case_ref(matched.lstrip(_PREFIX)) if case_sensitive else "" key = f"#{sender.id}{case}" # replaced with ref string = _RE_SELF_REF.sub(f"{{{key}}}", string, count=1) mapping[key] = sender for marker_match in reversed(list(_RE_OBJ_REF_START.finditer(string))): # we scan backwards so we can replace in-situ without messing # up later occurrences. Given a marker match, query from # start index forward for all candidates. # first see if there is a number given (e.g. 1-tall) num_identifier, _ = marker_match.groups("") # return "" if no match, rather than None match_index = marker_match.start() # split the emote string at the reference marker, to process everything after it head = string[:match_index] tail = string[match_index + 1 :] if search_mode: # match the candidates against the whole search string after the marker rquery = "".join( [ r"\b(" + re.escape(word.strip(punctuation)) + r").*" for word in iter(tail.split()) ] ) matches = ( (re.search(rquery, text, _RE_FLAGS), obj, text) for obj, text in candidate_map ) # filter out any non-matching candidates bestmatches = [(obj, match.group()) for match, obj, text in matches if match] else: # to find the longest match, we start from the marker and lengthen the # match query one word at a time. word_list = [] bestmatches = [] # preserve punctuation when splitting tail = re.split("(\W)", tail) iend = 0 for i, item in enumerate(tail): # don't add non-word characters to the search query if not item.isalpha(): continue word_list.append(item) rquery = "".join([r"\b(" + re.escape(word) + r").*" for word in word_list]) # match candidates against the current set of words matches = ( (re.search(rquery, text, _RE_FLAGS), obj, text) for obj, text in candidate_map ) matches = [(obj, match.group()) for match, obj, text in matches if match] if len(matches) == 0: # no matches at this length, keep previous iteration as best break # since this is the longest match so far, set latest match set as best matches bestmatches = matches # save current index as end point of matched text iend = i # save search string matched_text = "".join(tail[1:iend]) # recombine remainder of emote back into a string tail = "".join(tail[iend + 1 :]) nmatches = len(bestmatches) if not nmatches: # no matches obj = None nmatches = 0 elif nmatches == 1: # an exact match. obj, match_str = bestmatches[0] elif all(bestmatches[0][0].id == obj.id for obj, text in bestmatches): # multi-match but all matches actually reference the same # obj (could happen with clashing recogs + sdescs) obj, match_str = bestmatches[0] nmatches = 1 else: # multi-match. # was a numerical identifier given to help us separate the multi-match? inum = min(max(0, int(num_identifier) - 1), nmatches - 1) if num_identifier else None if inum is not None: # A valid inum is given. Use this to separate data. obj, match_str = bestmatches[inum] nmatches = 1 else: # no identifier given - a real multimatch. obj = bestmatches if search_mode: # single-object search mode. Don't continue loop. break elif nmatches == 0: if fallback: # replace unmatched reference with the fallback string string = f"{head}{fallback}{tail}" #else: #errors.append(_EMOTE_NOMATCH_ERROR.format(ref=marker_match.group())) elif nmatches == 1: # a unique match - parse into intermediary representation case = _get_case_ref(marker_match.group()) if case_sensitive else "" # recombine emote with matched text replaced by ref key = f"#{obj.id}{case}" string = f"{head}{{{key}}}{tail}" mapping[key] = obj else: # multimatch error refname = marker_match.group() reflist = [ "{num}{sep}{name} ({text}{key})".format( num=inum + 1, sep=_NUM_SEP, name=_RE_PREFIX.sub("", refname), text=text, key=f" ({sender.key})" if sender == ob else "", ) for inum, (ob, text) in enumerate(obj) ] errors.append( _EMOTE_MULTIMATCH_ERROR.format( ref=marker_match.group(), reflist="\n ".join(reflist) ) ) if search_mode: # return list of object(s) matching if nmatches == 0: return [] elif nmatches == 1: return [obj] else: return [tup[0] for tup in obj] if errors: # make sure to not let errors through. raise EmoteError("\n".join(errors)) # at this point all references have been replaced with {#xxx} markers and the mapping contains # a 1:1 mapping between those inline markers and objects. return string, mapping def send_emote(sender, receivers, emote, msg_type="pose", anonymous_add="first", **kwargs): """ Main access function for distribute an emote. Args: sender (Object): The one sending the emote. receivers (iterable): Receivers of the emote. These will also form the basis for which sdescs are 'valid' to use in the emote. emote (str): The raw emote string as input by emoter. msg_type (str): The type of emote this is. "say" or "pose" for example. This is arbitrary and used for generating extra data for .msg(text) tuple. anonymous_add (str or None, optional): If `sender` is not self-referencing in the emote, this will auto-add `sender`'s data to the emote. Possible values are - None: No auto-add at anonymous emote - 'last': Add sender to the end of emote as [sender] - 'first': Prepend sender to start of emote. Kwargs: case_sensitive (bool): Defaults to True, but can be unset here. When enabled, /tall will lead to a lowercase 'tall man' while /Tall will lead to 'Tall man' and /TALL will lead to 'TALL MAN'. If disabled, the sdesc's case will always be used, regardless of the /ref case used. any: Other kwargs will be passed on into the receiver's process_sdesc and process_recog methods, and can thus be used to customize those. """ case_sensitive = kwargs.pop("case_sensitive", False) fallback = kwargs.pop("fallback", None) try: emote, obj_mapping = parse_sdescs_and_recogs( sender, receivers, emote, case_sensitive=case_sensitive, fallback=fallback ) emote, language_mapping = parse_language(sender, emote) except (EmoteError, LanguageError) as err: # handle all error messages, don't hide actual coding errors sender.msg(str(err)) return skey = f"#{sender.id}" # we escape the object mappings since we'll do the language ones first # (the text could have nested object mappings). emote = _RE_REF.sub(r"{{#\1}}", emote) # if anonymous_add is passed as a kwarg, collect and remove it from kwargs if "anonymous_add" in kwargs: anonymous_add = kwargs.pop("anonymous_add") # make sure to catch all possible self-refs self_refs = [f"{skey}{ref}" for ref in ("t", "^", "v", "~", "")] if anonymous_add and not any(1 for tag in obj_mapping if tag in self_refs): # no self-reference in the emote - add it if anonymous_add == "first": # add case flag for initial caps skey += "t" # don't put a space after the self-ref if it's a possessive emote femote = "{key}{emote}" if emote.startswith("'") else "{key} {emote}" else: # add it to the end femote = "{emote} [{key}]" emote = femote.format(key="{{" + skey + "}}", emote=emote) obj_mapping[skey] = sender # broadcast emote to everyone for receiver in receivers: # first handle the language mapping, which always produce different keys ##nn if hasattr(receiver, "process_language") and callable(receiver.process_language): receiver_lang_mapping = { key: receiver.process_language(saytext, sender, langname) for key, (langname, saytext) in language_mapping.items() } else: receiver_lang_mapping = { key: saytext for key, (langname, saytext) in language_mapping.items() } # map the language {##num} markers. This will convert the escaped sdesc markers on # the form {{#num}} to {#num} markers ready to sdesc-map in the next step. sendemote = emote.format_map(receiver_lang_mapping) # map the ref keys to sdescs receiver_sdesc_mapping = dict( ( ref, obj.get_display_name(receiver, ref=ref, noid=True), ) for ref, obj in obj_mapping.items() ) # do the template replacement of the sdesc/recog {#num} markers receiver.msg( text=(sendemote.format_map(receiver_sdesc_mapping), {"type": msg_type}), from_obj=sender, **kwargs, ) # ------------------------------------------------------------ # Handlers for sdesc and recog # ------------------------------------------------------------ class SdescHandler: """ This Handler wraps all operations with sdescs. We need to use this since we do a lot preparations on sdescs when updating them, in order for them to be efficient to search for and query. The handler stores data in the following Attributes _sdesc - a string _regex - an empty dictionary """ def __init__(self, obj): """ Initialize the handler Args: obj (Object): The entity on which this handler is stored. """ self.obj = obj self.sdesc = "" self._cache() def _cache(self): """ Cache data from storage """ self.sdesc = self.obj.attributes.get("_sdesc", default=self.obj.key) def add(self, sdesc, max_length=60): """ Add a new sdesc to object, replacing the old one. Args: sdesc (str): The sdesc to set. This may be stripped of control sequences before setting. max_length (int, optional): The max limit of the sdesc. Returns: sdesc (str): The actually set sdesc. Raises: SdescError: If the sdesc is empty, can not be set or is longer than `max_length`. """ # strip emote components from sdesc sdesc = _RE_REF.sub( r"\1", _RE_REF_LANG.sub( r"\1", _RE_SELF_REF.sub(r"", _RE_LANGUAGE.sub(r"", _RE_OBJ_REF_START.sub(r"", sdesc))), ), ) # make an sdesc clean of ANSI codes cleaned_sdesc = ansi.strip_ansi(sdesc) if not cleaned_sdesc: raise SdescError("Short desc cannot be empty.") if len(cleaned_sdesc) > max_length: raise SdescError( "Short desc can max be {} chars long (was {} chars).".format( max_length, len(cleaned_sdesc) ) ) # store to attributes self.obj.attributes.add("_sdesc", sdesc) # local caching self.sdesc = sdesc return sdesc def get(self): """ Simple getter. The sdesc should never be allowed to be empty, but if it is we must fall back to the key. """ return self.sdesc or self.obj.key class RecogHandler: """ This handler manages the recognition mapping of an Object. The handler stores data in Attributes as dictionaries of the following names: _recog_ref2recog _recog_obj2recog """ def __init__(self, obj): """ Initialize the handler Args: obj (Object): The entity on which this handler is stored. """ self.obj = obj # mappings self.ref2recog = {} self.obj2recog = {} self._cache() def _cache(self): """ Load data to handler cache """ self.ref2recog = self.obj.attributes.get("_recog_ref2recog", default={}) obj2recog = self.obj.attributes.get("_recog_obj2recog", default={}) self.obj2recog = dict((obj, recog) for obj, recog in obj2recog.items() if obj) def add(self, obj, recog, max_length=60): """ Assign a custom recog (nick) to the given object. Args: obj (Object): The object ot associate with the recog string. This is usually determined from the sdesc in the room by a call to parse_sdescs_and_recogs, but can also be given. recog (str): The replacement string to use with this object. max_length (int, optional): The max length of the recog string. Returns: recog (str): The (possibly cleaned up) recog string actually set. Raises: SdescError: When recog could not be set or sdesc longer than `max_length`. """ if not obj.access(self.obj, "enable_recog", default=True): raise SdescError("This person is unrecognizeable.") # strip emote components from recog recog = _RE_REF.sub( r"\1", _RE_REF_LANG.sub( r"\1", _RE_SELF_REF.sub(r"", _RE_LANGUAGE.sub(r"", _RE_OBJ_REF_START.sub(r"", recog))), ), ) # make an recog clean of ANSI codes cleaned_recog = ansi.strip_ansi(recog) if not cleaned_recog: raise SdescError("Recog string cannot be empty.") if len(cleaned_recog) > max_length: raise RecogError( "Recog string cannot be longer than {} chars (was {} chars)".format( max_length, len(cleaned_recog) ) ) # mapping #dbref:obj key = f"#{obj.id}" self.obj.attributes.get("_recog_ref2recog", default={})[key] = recog self.obj.attributes.get("_recog_obj2recog", default={})[obj] = recog # local caching self.ref2recog[key] = recog self.obj2recog[obj] = recog return recog def get(self, obj): """ Get recog replacement string, if one exists. Args: obj (Object): The object, whose sdesc to replace Returns: recog (str or None): The replacement string to use, or None if there is no recog for this object. Notes: This method will respect a "enable_recog" lock set on `obj` (True by default) in order to turn off recog mechanism. This is useful for adding masks/hoods etc. """ if obj.access(self.obj, "enable_recog", default=True): # check an eventual recog_masked lock on the object # to avoid revealing masked characters. If lock # does not exist, pass automatically. return self.obj2recog.get(obj, None) else: # recog_mask lock not passed, disable recog return None def all(self): """ Get a mapping of the recogs stored in handler. Returns: recogs (dict): A mapping of {recog: obj} stored in handler. """ return {self.obj2recog[obj]: obj for obj in self.obj2recog.keys()} def remove(self, obj): """ Clear recog for a given object. Args: obj (Object): The object for which to remove recog. """ if obj in self.obj2recog: del self.obj.db._recog_obj2recog[obj] del self.obj.db._recog_ref2recog[f"#{obj.id}"] self._cache() # ------------------------------------------------------------ # RP Commands # ------------------------------------------------------------ class RPCommand(Command): "simple parent" def parse(self): "strip extra whitespace" self.args = self.args.strip() class CmdEmote(RPCommand): # replaces the main emote """ Emote an action, allowing dynamic replacement of text in the emote. Usage: emote text Example: emote /me looks around. emote With a flurry /me attacks /tall man with his sword. emote "Hello", /me says. Describes an event in the world. This allows the use of /ref markers to replace with the short descriptions or recognized strings of objects in the same room. These will be translated to emotes to match each person seeing it. Use "..." for saying things and langcode"..." without spaces to say something in a different language. """ key = "emote" aliases = [":"] locks = "cmd:all()" arg_regex = "" def func(self): "Perform the emote." if not self.args: self.caller.msg("What do you want to do?") else: # we also include ourselves here. emote = self.args targets = self.caller.location.contents if not emote.endswith((".", "?", "!", '"')): # If emote is not punctuated or speech, emote += "." # add a full-stop for good measure. send_emote(self.caller, targets, emote, anonymous_add="first") class CmdSay(RPCommand): # replaces standard say """ speak as your character Usage: say Talk to those in your current location. """ key = "say" aliases = ['"', "'"] locks = "cmd:all()" arg_regex = "" def func(self): "Run the say command" caller = self.caller if not self.args: caller.msg("Say what?") return # calling the speech modifying hook speech = caller.at_pre_say(self.args) targets = self.caller.location.contents send_emote(self.caller, targets, speech, msg_type="say", anonymous_add=None) class CmdSdesc(RPCommand): # set/look at own sdesc """ Assign yourself a short description (sdesc). Usage: sdesc Assigns a short description to yourself. """ key = "sdesc" locks = "cmd:all()" def func(self): "Assign the sdesc" caller = self.caller if not self.args: caller.msg("Usage: sdesc ") return else: # strip non-alfanum chars from end of sdesc sdesc = _RE_CHAREND.sub("", self.args) try: sdesc = caller.sdesc.add(sdesc) except SdescError as err: caller.msg(err) return except AttributeError: caller.msg(f"Cannot set sdesc on {caller.key}.") return caller.msg(f"{caller.key}'s sdesc was set to '{sdesc}'.") class CmdPose(RPCommand): # set current pose and default pose """ Set a static pose Usage: pose pose default pose reset pose obj = pose default obj = pose reset obj = Examples: pose leans against the tree pose is talking to the barkeep. pose box = is sitting on the floor. Set a static pose. This is the end of a full sentence that starts with your sdesc. If no full stop is given, it will be added automatically. The default pose is the pose you get when using pose reset. Note that you can use sdescs/recogs to reference people in your pose, but these always appear as that person's sdesc in the emote, regardless of who is seeing it. """ key = "pose" def parse(self): """ Extract the "default" alternative to the pose. """ args = self.args.strip() default = args.startswith("default") reset = args.startswith("reset") if default: args = re.sub(r"^default", "", args) if reset: args = re.sub(r"^reset", "", args) target = None if "=" in args: target, args = [part.strip() for part in args.split("=", 1)] self.target = target self.reset = reset self.default = default self.args = args.strip() def func(self): "Create the pose" caller = self.caller pose = self.args target = self.target if not pose and not self.reset: caller.msg("Usage: pose OR pose obj = ") return if not pose.endswith((".", "?", "!", '"')): pose += "." if target: # affect something else target = caller.search(target) if not target: return if not target.access(caller, "edit"): caller.msg("You can't pose that.") return else: target = caller target_name = target.sdesc.get() if hasattr(target, "sdesc") else target.key if not target.attributes.has("pose"): caller.msg(f"{target_name} cannot be posed.") return # set the pose if self.reset: pose = target.db.pose_default target.db.pose = pose elif self.default: target.db.pose_default = pose caller.msg(f"Default pose is now '{target_name} {pose}'.") return else: # set the pose. We do one-time ref->sdesc mapping here. parsed, mapping = parse_sdescs_and_recogs(caller, caller.location.contents, pose) mapping = dict( (ref, obj.sdesc.get() if hasattr(obj, "sdesc") else obj.key) for ref, obj in mapping.items() ) pose = parsed.format_map(mapping) if len(target_name) + len(pose) > 60: caller.msg(f"'{pose}' is too long.") return target.db.pose = pose caller.msg(f"Pose will read '{target_name} {pose}'.") class CmdRecog(RPCommand): # assign personal alias to object in room """ Recognize another person in the same room. Usage: recog recog sdesc as alias forget alias Example: recog tall man as Griatch forget griatch This will assign a personal alias for a person, or forget said alias. Using the command without arguments will list all current recogs. """ key = "recog" aliases = ["recognize", "forget"] def parse(self): "Parse for the sdesc as alias structure" self.sdesc, self.alias = "", "" if " as " in self.args: self.sdesc, self.alias = [part.strip() for part in self.args.split(" as ", 2)] elif self.args: # try to split by space instead try: self.sdesc, self.alias = [part.strip() for part in self.args.split(None, 1)] except ValueError: self.sdesc, self.alias = self.args.strip(), "" def func(self): "Assign the recog" caller = self.caller alias = self.alias.rstrip(".?!") sdesc = self.sdesc recog_mode = self.cmdstring != "forget" and alias and sdesc forget_mode = self.cmdstring == "forget" and sdesc list_mode = not self.args if not (recog_mode or forget_mode or list_mode): caller.msg("Usage: recog, recog as or forget ") return if list_mode: # list all previously set recogs all_recogs = caller.recog.all() if not all_recogs: caller.msg( "You recognize no-one. (Use 'recog as ' to recognize people." ) else: # note that we don't skip those failing enable_recog lock here, # because that would actually reveal more than we want. lst = "\n".join( " {} ({})".format(key, obj.sdesc.get() if hasattr(obj, "sdesc") else obj.key) for key, obj in all_recogs.items() ) caller.msg( "Currently recognized (use 'recog as ' to add " f"new and 'forget ' to remove):\n{lst}" ) return prefixed_sdesc = sdesc if sdesc.startswith(_PREFIX) else _PREFIX + sdesc candidates = caller.location.contents matches = parse_sdescs_and_recogs(caller, candidates, prefixed_sdesc, search_mode=True) nmatches = len(matches) # handle 0 and >1 matches if nmatches == 0: caller.msg(_EMOTE_NOMATCH_ERROR.format(ref=sdesc)) elif nmatches > 1: reflist = [ "{num}{sep}{sdesc} ({recog}{key})".format( num=inum + 1, sep=_NUM_SEP, sdesc=_RE_PREFIX.sub("", sdesc), recog=caller.recog.get(obj) or "no recog", key=f" ({caller.key})" if caller == obj else "", ) for inum, obj in enumerate(matches) ] caller.msg(_EMOTE_MULTIMATCH_ERROR.format(ref=sdesc, reflist="\n ".join(reflist))) else: # one single match obj = matches[0] if not obj.access(self.obj, "enable_recog", default=True): # don't apply recog if object doesn't allow it (e.g. by being masked). caller.msg("It's impossible to recognize them.") return if forget_mode: # remove existing recog caller.recog.remove(obj) caller.msg( "You will now know them only as '{}'.".format( obj.get_display_name(caller, noid=True) ) ) else: # set recog sdesc = obj.sdesc.get() if hasattr(obj, "sdesc") else obj.key try: alias = caller.recog.add(obj, alias) except RecogError as err: caller.msg(err) return caller.msg("You will now remember |w{}|n as |w{}|n.".format(sdesc, alias)) class CmdMask(RPCommand): """ Wear a mask Usage: mask unmask This will put on a mask to hide your identity. When wearing a mask, your sdesc will be replaced by the sdesc you pick and people's recognitions of you will be disabled. """ key = "mask" aliases = ["unmask"] def func(self): caller = self.caller if self.cmdstring == "mask": # wear a mask if not self.args: caller.msg("Usage: (un)mask sdesc") return if caller.db.unmasked_sdesc: caller.msg("You are already wearing a mask.") return sdesc = _RE_CHAREND.sub("", self.args) sdesc = f"{sdesc} |H[masked]|n" if len(sdesc) > 60: caller.msg("Your masked sdesc is too long.") return caller.db.unmasked_sdesc = caller.sdesc.get() caller.locks.add("enable_recog:false()") caller.sdesc.add(sdesc) caller.msg(f"You wear a mask as '{sdesc}'.") else: # unmask old_sdesc = caller.db.unmasked_sdesc if not old_sdesc: caller.msg("You are not wearing a mask.") return del caller.db.unmasked_sdesc caller.locks.remove("enable_recog") caller.sdesc.add(old_sdesc) caller.msg(f"You remove your mask and are again '{old_sdesc}'.") class RPSystemCmdSet(CmdSet): """ Mix-in for adding rp-commands to default cmdset. """ def at_cmdset_creation(self): self.add(CmdEmote()) self.add(CmdSay()) self.add(CmdSdesc()) self.add(CmdPose()) self.add(CmdRecog()) self.add(CmdMask()) # ------------------------------------------------------------ # RP typeclasses # ------------------------------------------------------------ class ContribRPObject(DefaultObject): """ This class is meant as a mix-in or parent for objects in an rp-heavy game. It implements the base functionality for poses. """ @lazy_property def sdesc(self): return SdescHandler(self) def at_object_creation(self): """ Called at initial creation. """ super().at_object_creation() # emoting/recog data self.db.pose = "" self.db.pose_default = "is here." self.db._sdesc = "" def search( self, searchdata, global_search=False, use_nicks=True, typeclass=None, location=None, attribute_name=None, quiet=False, exact=False, candidates=None, nofound_string=None, multimatch_string=None, use_dbref=None, ): """ Returns an Object matching a search string/condition, taking sdescs into account. Perform a standard object search in the database, handling multiple results and lack thereof gracefully. By default, only objects in the current `location` of `self` or its inventory are searched for. Args: searchdata (str or obj): Primary search criterion. Will be matched against `object.key` (with `object.aliases` second) unless the keyword attribute_name specifies otherwise. **Special strings:** - `#`: search by unique dbref. This is always a global search. - `me,self`: self-reference to this object - `-` - can be used to differentiate between multiple same-named matches global_search (bool): Search all objects globally. This is overruled by `location` keyword. use_nicks (bool): Use nickname-replace (nicktype "object") on `searchdata`. typeclass (str or Typeclass, or list of either): Limit search only to `Objects` with this typeclass. May be a list of typeclasses for a broader search. location (Object or list): Specify a location or multiple locations to search. Note that this is used to query the *contents* of a location and will not match for the location itself - if you want that, don't set this or use `candidates` to specify exactly which objects should be searched. attribute_name (str): Define which property to search. If set, no key+alias search will be performed. This can be used to search database fields (db_ will be automatically appended), and if that fails, it will try to return objects having Attributes with this name and value equal to searchdata. A special use is to search for "key" here if you want to do a key-search without including aliases. quiet (bool): don't display default error messages - this tells the search method that the user wants to handle all errors themselves. It also changes the return value type, see below. exact (bool): if unset (default) - prefers to match to beginning of string rather than not matching at all. If set, requires exact matching of entire string. candidates (list of objects): this is an optional custom list of objects to search (filter) between. It is ignored if `global_search` is given. If not set, this list will automatically be defined to include the location, the contents of location and the caller's contents (inventory). nofound_string (str): optional custom string for not-found error message. multimatch_string (str): optional custom string for multimatch error header. use_dbref (bool or None): If None, only turn off use_dbref if we are of a lower permission than Builder. Otherwise, honor the True/False value. Returns: match (Object, None or list): will return an Object/None if `quiet=False`, otherwise it will return a list of 0, 1 or more matches. Notes: To find Accounts, use eg. `evennia.account_search`. If `quiet=False`, error messages will be handled by `settings.SEARCH_AT_RESULT` and echoed automatically (on error, return will be `None`). If `quiet=True`, the error messaging is assumed to be handled by the caller. """ is_string = isinstance(searchdata, str) if is_string: # searchdata is a string; wrap some common self-references if searchdata.lower() in ("here",): return [self.location] if quiet else self.location if searchdata.lower() in ("me", "self"): return [self] if quiet else self if use_nicks: # do nick-replacement on search searchdata = self.nicks.nickreplace( searchdata, categories=("object", "account"), include_account=True ) if global_search or ( is_string and searchdata.startswith("#") and len(searchdata) > 1 and searchdata[1:].isdigit() ): # only allow exact matching if searching the entire database # or unique #dbrefs exact = True elif candidates is None: # no custom candidates given - get them automatically if location: # location(s) were given candidates = [] for obj in make_iter(location): candidates.extend(obj.contents) else: # local search. Candidates are taken from # self.contents, self.location and # self.location.contents location = self.location candidates = self.contents if location: candidates = candidates + [location] + location.contents else: # normally we don't need this since we are # included in location.contents candidates.append(self) # the sdesc-related substitution is_builder = self.locks.check_lockstring(self, "perm(Builder)") use_dbref = is_builder if use_dbref is None else use_dbref def search_obj(string): "helper wrapper for searching" return ObjectDB.objects.object_search( string, attribute_name=attribute_name, typeclass=typeclass, candidates=candidates, exact=exact, use_dbref=use_dbref, ) if candidates: candidates = parse_sdescs_and_recogs( self, candidates, _PREFIX + searchdata, search_mode=True ) results = [] for candidate in candidates: # we search by candidate keys here; this allows full error # management and use of all kwargs - we will use searchdata # in eventual error reporting later (not their keys). Doing # it like this e.g. allows for use of the typeclass kwarg # limiter. results.extend([obj for obj in search_obj(candidate.key) if obj not in results]) if not results and is_builder: # builders get a chance to search only by key+alias results = search_obj(searchdata) else: # global searches / #drefs end up here. Global searches are # only done in code, so is controlled, #dbrefs are turned off # for non-Builders. results = search_obj(searchdata) if quiet: return results return _AT_SEARCH_RESULT( results, self, query=searchdata, nofound_string=nofound_string, multimatch_string=multimatch_string, ) def get_posed_sdesc(self, sdesc, **kwargs): """ Displays the object with its current pose string. Returns: pose (str): A string containing the object's sdesc and current or default pose. """ # get the current pose, or default if no pose is set pose = self.db.pose or self.db.pose_default # return formatted string, or sdesc as fallback return f"{sdesc} {pose}" if pose else sdesc def get_display_name(self, looker, **kwargs): """ Displays the name of the object in a viewer-aware manner. Args: looker (TypedObject): The object or account that is looking at/getting inforamtion for this object. Keyword Args: pose (bool): Include the pose (if available) in the return. ref (str): The reference marker found in string to replace. This is on the form #{num}{case}, like '#12^', where the number is a processing location in the string and the case symbol indicates the case of the original tag input - `t` - input was Titled, like /Tall - `^` - input was all uppercase, like /TALL - `v` - input was all lowercase, like /tall - `~` - input case should be kept, or was mixed-case noid (bool): Don't show DBREF even if viewer has control access. Returns: name (str): A string of the sdesc containing the name of the object, if this is defined. By default, included the DBREF if this user is privileged to control said object. """ ref = kwargs.get("ref", "~") if looker == self: # always show your own key sdesc = self.key else: try: # get the sdesc looker should see sdesc = looker.get_sdesc(self, ref=ref) except AttributeError: # use own sdesc as a fallback sdesc = self.sdesc.get() # add dbref is looker has control access and `noid` is not set if self.access(looker, access_type="control") and not kwargs.get("noid", False): sdesc = f"{sdesc}(#{self.id})" return self.get_posed_sdesc(sdesc) if kwargs.get("pose", False) else sdesc def get_display_characters(self, looker, pose=True, **kwargs): """ Get the ‘characters’ component of the object description. Called by return_appearance. """ def _filter_visible(obj_list): return (obj for obj in obj_list if obj != looker and obj.access(looker, "view")) characters = _filter_visible(self.contents_get(content_type="character")) character_names = "\n".join( char.get_display_name(looker, pose=pose, **kwargs) for char in characters ) return f"\n{character_names}" if character_names else "" def get_display_things(self, looker, pose=True, **kwargs): """ Get the 'things' component of the object description. Called by `return_appearance`. Args: looker (Object): Object doing the looking. **kwargs: Arbitrary data for use when overriding. Returns: str: The things display data. """ if not pose: # if poses aren't included, we can use the core version instead return super().get_display_things(looker, **kwargs) def _filter_visible(obj_list): return [obj for obj in obj_list if obj != looker and obj.access(looker, "view")] # sort and handle same-named things things = _filter_visible(self.contents_get(content_type="object")) posed_things = defaultdict(list) for thing in things: pose = thing.db.pose or thing.db.pose_default if not pose: pose = "" posed_things[pose].append(thing) display_strings = [] for pose, thinglist in posed_things.items(): grouped_things = defaultdict(list) for thing in thinglist: grouped_things[thing.get_display_name(looker, pose=False, **kwargs)].append(thing) thing_names = [] for thingname, samethings in sorted(grouped_things.items()): nthings = len(samethings) thing = samethings[0] singular, plural = thing.get_numbered_name(nthings, looker, key=thingname) thing_names.append(singular if nthings == 1 else plural) thing_names = iter_to_str(thing_names) if pose: pose = _INFLECT.plural(pose) if nthings != 1 else pose grouped_names = f"{thing_names} {pose}" grouped_names = grouped_names[0].upper() + grouped_names[1:] display_strings.append(grouped_names) if not display_strings: return "" return "\n" + "\n".join(display_strings) class ContribRPRoom(ContribRPObject): """ Dummy inheritance for rooms. """ pass class ContribRPCharacter(ClothedCharacter, ContribRPObject): """ This is a character class that has poses, sdesc and recog. """ @lazy_property def recog(self): return RecogHandler(self) def get_display_name(self, looker, **kwargs): """ Displays the name of the object in a viewer-aware manner. Args: looker (TypedObject): The object or account that is looking at/getting inforamtion for this object. Keyword Args: pose (bool): Include the pose (if available) in the return. ref (str): The reference marker found in string to replace. This is on the form #{num}{case}, like '#12^', where the number is a processing location in the string and the case symbol indicates the case of the original tag input - `t` - input was Titled, like /Tall - `^` - input was all uppercase, like /TALL - `v` - input was all lowercase, like /tall - `~` - input case should be kept, or was mixed-case noid (bool): Don't show DBREF even if viewer has control access. Returns: name (str): A string of the sdesc containing the name of the object, if this is defined. By default, included the DBREF if this user is privileged to control said object. Notes: The RPCharacter version adds additional processing to sdescs to make characters stand out from other objects. """ ref = kwargs.get("ref", "~") if looker == self: # process your key as recog since you recognize yourself sdesc = self.process_recog(self.key, self) else: try: # get the sdesc looker should see, with formatting sdesc = looker.get_sdesc(self, process=True, ref=ref) except AttributeError: # use own sdesc as a fallback sdesc = self.sdesc.get() # add dbref is looker has control access and `noid` is not set if self.access(looker, access_type="control") and not kwargs.get("noid", False): sdesc = f"{sdesc}(#{self.id})" return self.get_posed_sdesc(sdesc) if kwargs.get("pose", False) else sdesc def at_object_creation(self): """ Called at initial creation. """ super().at_object_creation() self.db._sdesc = "" self.db._recog_ref2recog = {} self.db._recog_obj2recog = {} self.cmdset.add(RPSystemCmdSet, persistent=True) # initializing sdesc self.sdesc.add("A normal person") def at_pre_say(self, message, **kwargs): """ Called before the object says or whispers anything, return modified message. Args: message (str): The suggested say/whisper text spoken by self. Keyword Args: whisper (bool): If True, this is a whisper rather than a say. """ if kwargs.get("whisper"): return f'/Me whispers "{message}"' return f'/Me says, "{message}"' def get_sdesc(self, obj, process=False, **kwargs): """ Single method to handle getting recogs with sdesc fallback in an aware manner, to allow separate processing of recogs from sdescs. Gets the sdesc or recog for obj from the view of self. Args: obj (Object): the object whose sdesc or recog is being gotten Keyword Args: process (bool): If True, the sdesc/recog is run through the appropriate process method for self - .process_sdesc or .process_recog """ # always see own key if obj == self: recog = self.key sdesc = self.key else: # first check if we have a recog for this object recog = self.recog.get(obj) # set sdesc to recog, using sdesc as a fallback, or the object's key if no sdesc sdesc = recog or (hasattr(obj, "sdesc") and obj.sdesc.get()) or obj.key if process: # process the sdesc as a recog if a recog was found, else as an sdesc sdesc = (self.process_recog if recog else self.process_sdesc)(sdesc, obj, **kwargs) return sdesc def process_sdesc(self, sdesc, obj, **kwargs): """ Allows to customize how your sdesc is displayed (primarily by changing colors). Args: sdesc (str): The sdesc to display. obj (Object): The object to which the adjoining sdesc belongs. If this object is equal to yourself, then you are viewing yourself (and sdesc is your key). This is not used by default. Kwargs: ref (str): The reference marker found in string to replace. This is on the form #{num}{case}, like '#12^', where the number is a processing location in the string and the case symbol indicates the case of the original tag input - `t` - input was Titled, like /Tall - `^` - input was all uppercase, like /TALL - `v` - input was all lowercase, like /tall - `~` - input case should be kept, or was mixed-case Returns: sdesc (str): The processed sdesc ready for display. """ if not sdesc: return "" ref = kwargs.get("ref", "~") # ~ to keep sdesc unchanged if "t" in ref: # we only want to capitalize the first letter if there are many words sdesc = sdesc.lower() sdesc = sdesc[0].upper() + sdesc[1:] if len(sdesc) > 1 else sdesc.upper() elif "^" in ref: sdesc = sdesc.upper() elif "v" in ref: sdesc = sdesc.lower() return f"|b{sdesc}|n" def process_recog(self, recog, obj, **kwargs): """ Allows to customize how a recog string is displayed. Args: recog (str): The recog string. It has already been translated from the original sdesc at this point. obj (Object): The object the recog:ed string belongs to. This is not used by default. Returns: recog (str): The modified recog string. """ if not recog: return "" return f"|m{recog}|n" def process_language(self, text, speaker, language, **kwargs): """ Allows to process the spoken text, for example by obfuscating language based on your and the speaker's language skills. Also a good place to put coloring. Args: text (str): The text to process. speaker (Object): The object delivering the text. language (str): An identifier string for the language. Return: text (str): The optionally processed text. Notes: This is designed to work together with a string obfuscator such as the `obfuscate_language` or `obfuscate_whisper` in the evennia.contrib.rpg.rplanguage module. """ return "{label}|w{text}|n".format(label=f"|W({language})" if language else "", text=text)