"""
Account (OOC) commands. These are stored on the Account object
and self.caller is thus always an Account, not an Object/Character.
These commands go in the AccountCmdset and are accessible also
when puppeting a Character (although with lower priority)
These commands use the account_caller property which tells the command
parent (MuxCommand, usually) to setup caller correctly. They use
self.account to make sure to always use the account object rather than
self.caller (which change depending on the level you are calling from)
The property self.character can be used to access the character when
these commands are triggered with a connected character (such as the
case of the `ooc` command), it is None if we are OOC.
Note that under MULTISESSION_MODE > 2, Account commands should use
self.msg() and similar methods to reroute returns to the correct
method. Otherwise all text will be returned to all connected sessions.
"""
import time
from codecs import lookup as codecs_lookup
from django.conf import settings
import evennia
from evennia.utils import create, logger, search, utils
COMMAND_DEFAULT_CLASS = utils.class_from_module(settings.COMMAND_DEFAULT_CLASS)
_MAX_NR_CHARACTERS = settings.MAX_NR_CHARACTERS
_AUTO_PUPPET_ON_LOGIN = settings.AUTO_PUPPET_ON_LOGIN
# limit symbol import for API
__all__ = (
"CmdOOCLook",
"CmdIC",
"CmdOOC",
"CmdPassword",
"CmdQuit",
"CmdCharCreate",
"CmdOption",
"CmdSessions",
"CmdWho",
"CmdColorTest",
"CmdQuell",
"CmdCharDelete",
"CmdStyle",
)
class MuxAccountLookCommand(COMMAND_DEFAULT_CLASS):
"""
Custom parent (only) parsing for OOC looking, sets a "playable"
property on the command based on the parsing.
"""
def parse(self):
"""Custom parsing"""
super().parse()
playable = self.account.characters
# store playable property
if self.args:
self.playable = dict((utils.to_str(char.key.lower()), char) for char in playable).get(
self.args.lower(), None
)
else:
self.playable = playable
# Obs - these are all intended to be stored on the Account, and as such,
# use self.account instead of self.caller, just to be sure. Also self.msg()
# is used to make sure returns go to the right session
# note that this is inheriting from MuxAccountLookCommand,
# and has the .playable property.
[docs]class CmdOOCLook(MuxAccountLookCommand):
"""
look while out-of-character
Usage:
look
Look in the ooc state.
"""
# This is an OOC version of the look command. Since a
# Account doesn't have an in-game existence, there is no
# concept of location or "self". If we are controlling
# a character, pass control over to normal look.
key = "look"
aliases = ["l", "ls"]
locks = "cmd:all()"
help_category = "General"
# this is used by the parent
account_caller = True
[docs] def func(self):
"""implement the ooc look command"""
if self.session.puppet:
# if we are puppeting, this is only reached in the case the that puppet
# has no look command on its own.
self.msg("You currently have no ability to look around.")
return
if _AUTO_PUPPET_ON_LOGIN and _MAX_NR_CHARACTERS == 1 and self.playable:
# only one exists and is allowed - simplify
self.msg("You are out-of-character (OOC).\nUse |wic|n to get back into the game.")
return
# call on-account look helper method
self.msg(self.account.at_look(target=self.playable, session=self.session))
[docs]class CmdCharCreate(COMMAND_DEFAULT_CLASS):
"""
create a new character
Usage:
charcreate <charname> [= desc]
Create a new character, optionally giving it a description. You
may use upper-case letters in the name - you will nevertheless
always be able to access your character using lower-case letters
if you want.
"""
key = "charcreate"
locks = "cmd:pperm(Player)"
help_category = "General"
# this is used by the parent
account_caller = True
[docs] def func(self):
"""create the new character"""
account = self.account
if not self.args:
self.msg("Usage: charcreate <charname> [= description]")
return
key = self.lhs
description = self.rhs or "This is a character."
new_character, errors = self.account.create_character(
key=key, description=description, ip=self.session.address
)
if errors:
self.msg(errors)
if not new_character:
return
self.msg(
f"Created new character {new_character.key}. Use |wic {new_character.key}|n to enter"
" the game as this character."
)
[docs]class CmdCharDelete(COMMAND_DEFAULT_CLASS):
"""
delete a character - this cannot be undone!
Usage:
chardelete <charname>
Permanently deletes one of your characters.
"""
key = "chardelete"
locks = "cmd:pperm(Player)"
help_category = "General"
[docs] def func(self):
"""delete the character"""
account = self.account
if not self.args:
self.msg("Usage: chardelete <charactername>")
return
# use the playable_characters list to search
match = [
char
for char in utils.make_iter(account.characters)
if char.key.lower() == self.args.lower()
]
if not match:
self.msg("You have no such character to delete.")
return
elif len(match) > 1:
self.msg(
"Aborting - there are two characters with the same name. Ask an admin to delete the"
" right one."
)
return
else: # one match
from evennia.utils.evmenu import get_input
def _callback(caller, callback_prompt, result):
if result.lower() == "yes":
# only take action
delobj = caller.ndb._char_to_delete
key = delobj.key
caller.characters.remove(delobj)
delobj.delete()
self.msg(f"Character '{key}' was permanently deleted.")
logger.log_sec(
f"Character Deleted: {key} (Caller: {account}, IP: {self.session.address})."
)
else:
self.msg("Deletion was aborted.")
del caller.ndb._char_to_delete
match = match[0]
account.ndb._char_to_delete = match
# Return if caller has no permission to delete this
if not match.access(account, "delete"):
self.msg("You do not have permission to delete this character.")
return
prompt = (
"|rThis will permanently destroy '%s'. This cannot be undone.|n Continue yes/[no]?"
)
get_input(account, prompt % match.key, _callback)
[docs]class CmdIC(COMMAND_DEFAULT_CLASS):
"""
control an object you have permission to puppet
Usage:
ic <character>
Go in-character (IC) as a given Character.
This will attempt to "become" a different object assuming you have
the right to do so. Note that it's the ACCOUNT character that puppets
characters/objects and which needs to have the correct permission!
You cannot become an object that is already controlled by another
account. In principle <character> can be any in-game object as long
as you the account have access right to puppet it.
"""
key = "ic"
# lock must be all() for different puppeted objects to access it.
locks = "cmd:all()"
aliases = "puppet"
help_category = "General"
# this is used by the parent
account_caller = True
[docs] def func(self):
"""
Main puppet method
"""
account = self.account
session = self.session
new_character = None
character_candidates = []
if not self.args:
character_candidates = [account.db._last_puppet] if account.db._last_puppet else []
if not character_candidates:
self.msg("Usage: ic <character>")
return
else:
# argument given
if playables := account.characters:
# look at the playable_characters list first
character_candidates.extend(
utils.make_iter(
account.search(
self.args,
candidates=playables,
search_object=True,
quiet=True,
)
)
)
if account.locks.check_lockstring(account, "perm(Builder)"):
# builders and higher should be able to puppet more than their
# playable characters.
if session.puppet:
# start by local search - this helps to avoid the user
# getting locked into their playable characters should one
# happen to be named the same as another. We replace the suggestion
# from playable_characters here - this allows builders to puppet objects
# with the same name as their playable chars should it be necessary
# (by going to the same location).
character_candidates = [
char
for char in session.puppet.search(self.args, quiet=True)
if char.access(account, "puppet")
]
if not character_candidates:
# fall back to global search only if Builder+ has no
# playable_characters in list and is not standing in a room
# with a matching char.
character_candidates.extend(
[
char
for char in search.object_search(self.args)
if char.access(account, "puppet")
]
)
# handle possible candidates
if not character_candidates:
self.msg("That is not a valid character choice.")
return
if len(character_candidates) > 1:
self.msg(
"Multiple targets with the same name:\n %s"
% ", ".join("%s(#%s)" % (obj.key, obj.id) for obj in character_candidates)
)
return
else:
new_character = character_candidates[0]
# do the puppet puppet
try:
account.puppet_object(session, new_character)
account.db._last_puppet = new_character
logger.log_sec(
f"Puppet Success: (Caller: {account}, Target: {new_character}, IP:"
f" {self.session.address})."
)
except RuntimeError as exc:
self.msg(f"|rYou cannot become |C{new_character.name}|n: {exc}")
logger.log_sec(
f"Puppet Failed: %s (Caller: {account}, Target: {new_character}, IP:"
f" {self.session.address})."
)
# note that this is inheriting from MuxAccountLookCommand,
# and as such has the .playable property.
[docs]class CmdOOC(MuxAccountLookCommand):
"""
stop puppeting and go ooc
Usage:
ooc
Go out-of-character (OOC).
This will leave your current character and put you in a incorporeal OOC state.
"""
key = "ooc"
locks = "cmd:pperm(Player)"
aliases = "unpuppet"
help_category = "General"
# this is used by the parent
account_caller = True
[docs] def func(self):
"""Implement function"""
account = self.account
session = self.session
old_char = account.get_puppet(session)
if not old_char:
string = "You are already OOC."
self.msg(string)
return
account.db._last_puppet = old_char
# disconnect
try:
account.unpuppet_object(session)
self.msg("\n|GYou go OOC.|n\n")
if _AUTO_PUPPET_ON_LOGIN and _MAX_NR_CHARACTERS == 1 and self.playable:
# only one character exists and is allowed - simplify
self.msg("You are out-of-character (OOC).\nUse |wic|n to get back into the game.")
return
self.msg(account.at_look(target=self.playable, session=session))
except RuntimeError as exc:
self.msg(f"|rCould not unpuppet from |c{old_char}|n: {exc}")
[docs]class CmdSessions(COMMAND_DEFAULT_CLASS):
"""
check your connected session(s)
Usage:
sessions
Lists the sessions currently connected to your account.
"""
key = "sessions"
locks = "cmd:all()"
help_category = "General"
# this is used by the parent
account_caller = True
[docs] def func(self):
"""Implement function"""
account = self.account
sessions = account.sessions.all()
table = self.styled_table(
"|wsessid", "|wprotocol", "|whost", "|wpuppet/character", "|wlocation"
)
for sess in sorted(sessions, key=lambda x: x.sessid):
char = account.get_puppet(sess)
table.add_row(
str(sess.sessid),
str(sess.protocol_key),
isinstance(sess.address, tuple) and sess.address[0] or sess.address,
char and str(char) or "None",
char and str(char.location) or "N/A",
)
self.msg(f"|wYour current session(s):|n\n{table}")
[docs]class CmdWho(COMMAND_DEFAULT_CLASS):
"""
list who is currently online
Usage:
who
doing
Shows who is currently online. Doing is an alias that limits info
also for those with all permissions.
"""
key = "who"
aliases = "doing"
locks = "cmd:all()"
# this is used by the parent
account_caller = True
[docs] def func(self):
"""
Get all connected accounts by polling session.
"""
account = self.account
session_list = evennia.SESSION_HANDLER.get_sessions()
session_list = sorted(session_list, key=lambda o: o.account.key)
if self.cmdstring == "doing":
show_session_data = False
else:
show_session_data = account.check_permstring("Developer") or account.check_permstring(
"Admins"
)
naccounts = evennia.SESSION_HANDLER.account_count()
if show_session_data:
# privileged info
table = self.styled_table(
"|wAccount Name",
"|wOn for",
"|wIdle",
"|wPuppeting",
"|wRoom",
"|wCmds",
"|wProtocol",
"|wHost",
)
for session in session_list:
if not session.logged_in:
continue
delta_cmd = time.time() - session.cmd_last_visible
delta_conn = time.time() - session.conn_time
session_account = session.get_account()
puppet = session.get_puppet()
location = puppet.location.key if puppet and puppet.location else "None"
table.add_row(
utils.crop(session_account.get_display_name(account), width=25),
utils.time_format(delta_conn, 0),
utils.time_format(delta_cmd, 1),
utils.crop(puppet.get_display_name(account) if puppet else "None", width=25),
utils.crop(location, width=25),
session.cmd_total,
session.protocol_key,
isinstance(session.address, tuple) and session.address[0] or session.address,
)
else:
# unprivileged
table = self.styled_table("|wAccount name", "|wOn for", "|wIdle")
for session in session_list:
if not session.logged_in:
continue
delta_cmd = time.time() - session.cmd_last_visible
delta_conn = time.time() - session.conn_time
session_account = session.get_account()
table.add_row(
utils.crop(session_account.get_display_name(account), width=25),
utils.time_format(delta_conn, 0),
utils.time_format(delta_cmd, 1),
)
is_one = naccounts == 1
self.msg(
"|wAccounts:|n\n%s\n%s unique account%s logged in."
% (table, "One" if is_one else naccounts, "" if is_one else "s")
)
[docs]class CmdOption(COMMAND_DEFAULT_CLASS):
"""
Set an account option
Usage:
option[/save] [name = value]
Switches:
save - Save the current option settings for future logins.
clear - Clear the saved options.
This command allows for viewing and setting client interface
settings. Note that saved options may not be able to be used if
later connecting with a client with different capabilities.
"""
key = "option"
aliases = "options"
switch_options = ("save", "clear")
locks = "cmd:all()"
# this is used by the parent
account_caller = True
[docs] def func(self):
"""
Implements the command
"""
if self.session is None:
return
flags = self.session.protocol_flags
# Display current options
if not self.args:
# list the option settings
if "save" in self.switches:
# save all options
self.caller.db._saved_protocol_flags = flags
self.msg("|gSaved all options. Use option/clear to remove.|n")
if "clear" in self.switches:
# clear all saves
self.caller.db._saved_protocol_flags = {}
self.msg("|gCleared all saved options.")
options = dict(flags) # make a copy of the flag dict
saved_options = dict(self.caller.attributes.get("_saved_protocol_flags", default={}))
if "SCREENWIDTH" in options:
if len(options["SCREENWIDTH"]) == 1:
options["SCREENWIDTH"] = options["SCREENWIDTH"][0]
else:
options["SCREENWIDTH"] = " \n".join(
"%s : %s" % (screenid, size)
for screenid, size in options["SCREENWIDTH"].items()
)
if "SCREENHEIGHT" in options:
if len(options["SCREENHEIGHT"]) == 1:
options["SCREENHEIGHT"] = options["SCREENHEIGHT"][0]
else:
options["SCREENHEIGHT"] = " \n".join(
"%s : %s" % (screenid, size)
for screenid, size in options["SCREENHEIGHT"].items()
)
options.pop("TTYPE", None)
header = ("Name", "Value", "Saved") if saved_options else ("Name", "Value")
table = self.styled_table(*header)
for key in sorted(options):
row = [key, options[key]]
if saved_options:
saved = " |YYes|n" if key in saved_options else ""
changed = (
"|y*|n" if key in saved_options and flags[key] != saved_options[key] else ""
)
row.append("%s%s" % (saved, changed))
table.add_row(*row)
self.msg(f"|wClient settings ({self.session.protocol_key}):|n\n{table}|n")
return
if not self.rhs:
self.msg("Usage: option [name = [value]]")
return
# Try to assign new values
def validate_encoding(new_encoding):
# helper: change encoding
try:
codecs_lookup(new_encoding)
except LookupError:
raise RuntimeError(f"The encoding '|w{new_encoding}|n' is invalid. ")
return val
def validate_size(new_size):
return {0: int(new_size)}
def validate_bool(new_bool):
return True if new_bool.lower() in ("true", "on", "1") else False
def update(new_name, new_val, validator):
# helper: update property and report errors
try:
old_val = flags.get(new_name, False)
new_val = validator(new_val)
if old_val == new_val:
self.msg(f"Option |w{new_name}|n was kept as '|w{old_val}|n'.")
else:
flags[new_name] = new_val
self.msg(
f"Option |w{new_name}|n was changed from '|w{old_val}|n' to"
f" '|w{new_val}|n'."
)
return {new_name: new_val}
except Exception as err:
self.msg(f"|rCould not set option |w{new_name}|r:|n {err}")
return False
validators = {
"ANSI": validate_bool,
"CLIENTNAME": utils.to_str,
"ENCODING": validate_encoding,
"MCCP": validate_bool,
"NOGOAHEAD": validate_bool,
"MXP": validate_bool,
"NOCOLOR": validate_bool,
"NOPKEEPALIVE": validate_bool,
"OOB": validate_bool,
"RAW": validate_bool,
"SCREENHEIGHT": validate_size,
"SCREENWIDTH": validate_size,
"SCREENREADER": validate_bool,
"TERM": utils.to_str,
"UTF-8": validate_bool,
"XTERM256": validate_bool,
"INPUTDEBUG": validate_bool,
"FORCEDENDLINE": validate_bool,
"LOCALECHO": validate_bool,
}
name = self.lhs.upper()
val = self.rhs.strip()
optiondict = False
if val and name in validators:
optiondict = update(name, val, validators[name])
else:
self.msg("|rNo option named '|w%s|r'." % name)
if optiondict:
# a valid setting
if "save" in self.switches:
# save this option only
saved_options = self.account.attributes.get("_saved_protocol_flags", default={})
saved_options.update(optiondict)
self.account.attributes.add("_saved_protocol_flags", saved_options)
for key in optiondict:
self.msg(f"|gSaved option {key}.|n")
if "clear" in self.switches:
# clear this save
for key in optiondict:
self.account.attributes.get("_saved_protocol_flags", {}).pop(key, None)
self.msg(f"|gCleared saved {key}.")
self.session.update_flags(**optiondict)
[docs]class CmdPassword(COMMAND_DEFAULT_CLASS):
"""
change your password
Usage:
password <old password> = <new password>
Changes your password. Make sure to pick a safe one.
"""
key = "password"
locks = "cmd:pperm(Player)"
# this is used by the parent
account_caller = True
[docs] def func(self):
"""hook function."""
account = self.account
if not self.rhs:
self.msg("Usage: password <oldpass> = <newpass>")
return
oldpass = self.lhslist[0] # Both of these are
newpass = self.rhslist[0] # already stripped by parse()
# Validate password
validated, error = account.validate_password(newpass)
if not account.check_password(oldpass):
self.msg("The specified old password isn't correct.")
elif not validated:
errors = [e for suberror in error.messages for e in error.messages]
string = "\n".join(errors)
self.msg(string)
else:
account.set_password(newpass)
account.save()
self.msg("Password changed.")
logger.log_sec(
f"Password Changed: {account} (Caller: {account}, IP: {self.session.address})."
)
[docs]class CmdQuit(COMMAND_DEFAULT_CLASS):
"""
quit the game
Usage:
quit
Switch:
all - disconnect all connected sessions
Gracefully disconnect your current session from the
game. Use the /all switch to disconnect from all sessions.
"""
key = "quit"
switch_options = ("all",)
locks = "cmd:all()"
# this is used by the parent
account_caller = True
[docs] def func(self):
"""hook function"""
account = self.account
if "all" in self.switches:
account.msg(
"|RQuitting|n all sessions. Hope to see you soon again.", session=self.session
)
reason = "quit/all"
for session in account.sessions.all():
account.disconnect_session_from_account(session, reason)
else:
nsess = len(account.sessions.all())
reason = "quit"
if nsess == 2:
account.msg("|RQuitting|n. One session is still connected.", session=self.session)
elif nsess > 2:
account.msg(
"|RQuitting|n. %i sessions are still connected." % (nsess - 1),
session=self.session,
)
else:
# we are quitting the last available session
account.msg("|RQuitting|n. Hope to see you again, soon.", session=self.session)
account.disconnect_session_from_account(self.session, reason)
[docs]class CmdColorTest(COMMAND_DEFAULT_CLASS):
"""
testing which colors your client support
Usage:
color ansi | xterm256
Prints a color map along with in-mud color codes to use to produce
them. It also tests what is supported in your client. Choices are
16-color ansi (supported in most muds) or the 256-color xterm256
standard. No checking is done to determine your client supports
color - if not you will see rubbish appear.
"""
key = "color"
locks = "cmd:all()"
help_category = "General"
# this is used by the parent
account_caller = True
# the slices of the ANSI_PARSER lists to use for retrieving the
# relevant color tags to display. Replace if using another schema.
# This command can only show one set of markup.
slice_bright_fg = slice(7, 15) # from ANSI_PARSER.ansi_map
slice_dark_fg = slice(15, 23) # from ANSI_PARSER.ansi_map
slice_dark_bg = slice(-8, None) # from ANSI_PARSER.ansi_map
slice_bright_bg = slice(None, None) # from ANSI_PARSER.ansi_xterm256_bright_bg_map
[docs] def func(self):
"""Show color tables"""
if self.args.startswith("a"):
# show ansi 16-color table
from evennia.utils import ansi
ap = ansi.ANSI_PARSER
# ansi colors
# show all ansi color-related codes
bright_fg = [
"%s%s|n" % (code, code.replace("|", "||"))
for code, _ in ap.ansi_map[self.slice_bright_fg]
]
dark_fg = [
"%s%s|n" % (code, code.replace("|", "||"))
for code, _ in ap.ansi_map[self.slice_dark_fg]
]
dark_bg = [
"%s%s|n" % (code.replace("\\", ""), code.replace("|", "||").replace("\\", ""))
for code, _ in ap.ansi_map[self.slice_dark_bg]
]
bright_bg = [
"%s%s|n" % (code.replace("\\", ""), code.replace("|", "||").replace("\\", ""))
for code, _ in ap.ansi_xterm256_bright_bg_map[self.slice_bright_bg]
]
dark_fg.extend(["" for _ in range(len(bright_fg) - len(dark_fg))])
table = utils.format_table([bright_fg, dark_fg, bright_bg, dark_bg])
string = "ANSI colors:"
for row in table:
string += "\n " + " ".join(row)
self.msg(string)
self.msg(
"||X : black. ||/ : return, ||- : tab, ||_ : space, ||* : invert, ||u : underline\n"
"To combine background and foreground, add background marker last, e.g. ||r||[B.\n"
"Note: bright backgrounds like ||[r requires your client handling Xterm256 colors."
)
elif self.args.startswith("x"):
# show xterm256 table
table = [[], [], [], [], [], [], [], [], [], [], [], []]
for ir in range(6):
for ig in range(6):
for ib in range(6):
# foreground table
table[ir].append("|%i%i%i%s|n" % (ir, ig, ib, "||%i%i%i" % (ir, ig, ib)))
# background table
table[6 + ir].append(
"|%i%i%i|[%i%i%i%s|n"
% (5 - ir, 5 - ig, 5 - ib, ir, ig, ib, "||[%i%i%i" % (ir, ig, ib))
)
table = self.table_format(table)
string = (
"Xterm256 colors (if not all hues show, your client might not report that it can"
" handle xterm256):"
)
string += "\n" + "\n".join("".join(row) for row in table)
table = [[], [], [], [], [], [], [], [], [], [], [], []]
for ibatch in range(4):
for igray in range(6):
letter = chr(97 + (ibatch * 6 + igray))
inverse = chr(122 - (ibatch * 6 + igray))
table[0 + igray].append("|=%s%s |n" % (letter, "||=%s" % letter))
table[6 + igray].append("|=%s|[=%s%s |n" % (inverse, letter, "||[=%s" % letter))
for igray in range(6):
# the last row (y, z) has empty columns
if igray < 2:
letter = chr(121 + igray)
inverse = chr(98 - igray)
fg = "|=%s%s |n" % (letter, "||=%s" % letter)
bg = "|=%s|[=%s%s |n" % (inverse, letter, "||[=%s" % letter)
else:
fg, bg = " ", " "
table[0 + igray].append(fg)
table[6 + igray].append(bg)
table = self.table_format(table)
string += "\n" + "\n".join("".join(row) for row in table)
self.msg(string)
else:
# malformed input
self.msg("Usage: color ansi||xterm256")
[docs]class CmdQuell(COMMAND_DEFAULT_CLASS):
"""
use character's permissions instead of account's
Usage:
quell
unquell
Normally the permission level of the Account is used when puppeting a
Character/Object to determine access. This command will switch the lock
system to make use of the puppeted Object's permissions instead. This is
useful mainly for testing.
Hierarchical permission quelling only work downwards, thus an Account cannot
use a higher-permission Character to escalate their permission level.
Use the unquell command to revert back to normal operation.
"""
key = "quell"
aliases = ["unquell"]
locks = "cmd:pperm(Player)"
help_category = "General"
# this is used by the parent
account_caller = True
def _recache_locks(self, account):
"""Helper method to reset the lockhandler on an already puppeted object"""
if self.session:
char = self.session.puppet
if char:
# we are already puppeting an object. We need to reset
# the lock caches (otherwise the superuser status change
# won't be visible until repuppet)
char.locks.reset()
account.locks.reset()
[docs] def func(self):
"""Perform the command"""
account = self.account
permstr = (
account.is_superuser and "(superuser)" or "(%s)" % ", ".join(account.permissions.all())
)
if self.cmdstring in ("unquell", "unquell"):
if not account.attributes.get("_quell"):
self.msg(f"Already using normal Account permissions {permstr}.")
else:
account.attributes.remove("_quell")
self.msg(f"Account permissions {permstr} restored.")
else:
if account.attributes.get("_quell"):
self.msg(f"Already quelling Account {permstr} permissions.")
return
account.attributes.add("_quell", True)
puppet = self.session.puppet if self.session else None
if puppet:
cpermstr = "(%s)" % ", ".join(puppet.permissions.all())
cpermstr = f"Quelling to current puppet's permissions {cpermstr}."
cpermstr += (
f"\n(Note: If this is higher than Account permissions {permstr},"
" the lowest of the two will be used.)"
)
cpermstr += "\nUse unquell to return to normal permission usage."
self.msg(cpermstr)
else:
self.msg(f"Quelling Account permissions {permstr}. Use unquell to get them back.")
self._recache_locks(account)
[docs]class CmdStyle(COMMAND_DEFAULT_CLASS):
"""
In-game style options
Usage:
style
style <option> = <value>
Configure stylings for in-game display elements like table borders, help
entries etc. Use without arguments to see all available options.
"""
key = "style"
switch_options = ["clear"]
[docs] def func(self):
if not self.args:
self.list_styles()
return
self.set()
[docs] def list_styles(self):
table = self.styled_table("Option", "Description", "Type", "Value", width=78)
for op_key in self.account.options.options_dict.keys():
op_found = self.account.options.get(op_key, return_obj=True)
table.add_row(
op_key, op_found.description, op_found.__class__.__name__, op_found.display()
)
self.msg(str(table))
[docs] def set(self):
try:
result = self.account.options.set(self.lhs, self.rhs)
except ValueError as e:
self.msg(str(e))
return
self.msg(f"Style {result.key} set to {result.display()}")