"""
Easy fillable form
Contrib - Tim Ashley Jenkins 2018
This module contains a function that calls an easily customizable EvMenu - this
menu presents the player with a fillable form, with fields that can be filled
out in any order. Each field's value can be verified, with the function
allowing easy checks for text and integer input, minimum and maximum values /
character lengths, or can even be verified by a custom function. Once the form
is submitted, the form's data is submitted as a dictionary to any callable of
your choice.
The function that initializes the fillable form menu is fairly simple, and
includes the caller, the template for the form, and the callback(caller, result)
to which the form data will be sent to upon submission.
init_fill_field(formtemplate, caller, formcallback)
Form templates are defined as a list of dictionaries - each dictionary
represents a field in the form, and contains the data for the field's name and
behavior. For example, this basic form template will allow a player to fill out
a brief character profile:
PROFILE_TEMPLATE = [
{"fieldname":"Name", "fieldtype":"text"},
{"fieldname":"Age", "fieldtype":"number"},
{"fieldname":"History", "fieldtype":"text"},
]
This will present the player with an EvMenu showing this basic form:
Name:
Age:
History:
While in this menu, the player can assign a new value to any field with the
syntax <field> = <new value>, like so:
> name = Ashley
Field 'Name' set to: Ashley
Typing 'look' by itself will show the form and its current values.
> look
Name: Ashley
Age:
History:
Number fields require an integer input, and will reject any text that can't
be converted into an integer.
> age = youthful
Field 'Age' requires a number.
> age = 31
Field 'Age' set to: 31
Form data is presented as an EvTable, so text of any length will wrap cleanly.
> history = EVERY MORNING I WAKE UP AND OPEN PALM SLAM[...]
Field 'History' set to: EVERY MORNING I WAKE UP AND[...]
> look
Name: Ashley
Age: 31
History: EVERY MORNING I WAKE UP AND OPEN PALM SLAM A VHS INTO THE SLOT.
IT'S CHRONICLES OF RIDDICK AND RIGHT THEN AND THERE I START DOING
THE MOVES ALONGSIDE WITH THE MAIN CHARACTER, RIDDICK. I DO EVERY
MOVE AND I DO EVERY MOVE HARD.
When the player types 'submit' (or your specified submit command), the menu
quits and the form's data is passed to your specified function as a dictionary,
like so:
formdata = {"Name":"Ashley", "Age":31, "History":"EVERY MORNING I[...]"}
You can do whatever you like with this data in your function - forms can be used
to set data on a character, to help builders create objects, or for players to
craft items or perform other complicated actions with many variables involved.
The data that your form will accept can also be specified in your form template -
let's say, for example, that you won't accept ages under 18 or over 100. You can
do this by specifying "min" and "max" values in your field's dictionary:
PROFILE_TEMPLATE = [
{"fieldname":"Name", "fieldtype":"text"},
{"fieldname":"Age", "fieldtype":"number", "min":18, "max":100},
{"fieldname":"History", "fieldtype":"text"}
]
Now if the player tries to enter a value out of range, the form will not acept the
given value.
> age = 10
Field 'Age' reqiures a minimum value of 18.
> age = 900
Field 'Age' has a maximum value of 100.
Setting 'min' and 'max' for a text field will instead act as a minimum or
maximum character length for the player's input.
There are lots of ways to present the form to the player - fields can have default
values or show a custom message in place of a blank value, and player input can be
verified by a custom function, allowing for a great deal of flexibility. There
is also an option for 'bool' fields, which accept only a True / False input and
can be customized to represent the choice to the player however you like (E.G.
Yes/No, On/Off, Enabled/Disabled, etc.)
This module contains a simple example form that demonstrates all of the included
functionality - a command that allows a player to compose a message to another
online character and have it send after a custom delay. You can test it by
importing this module in your game's default_cmdsets.py module and adding
CmdTestMenu to your default character's command set.
FIELD TEMPLATE KEYS:
Required:
fieldname (str): Name of the field, as presented to the player.
fieldtype (str): Type of value required: 'text', 'number', or 'bool'.
Optional:
max (int): Maximum character length (if text) or value (if number).
min (int): Minimum charater length (if text) or value (if number).
truestr (str): String for a 'True' value in a bool field.
(E.G. 'On', 'Enabled', 'Yes')
falsestr (str): String for a 'False' value in a bool field.
(E.G. 'Off', 'Disabled', 'No')
default (str): Initial value (blank if not given).
blankmsg (str): Message to show in place of value when field is blank.
cantclear (bool): Field can't be cleared if True.
required (bool): If True, form cannot be submitted while field is blank.
verifyfunc (callable): Name of a callable used to verify input - takes
(caller, value) as arguments. If the function returns True,
the player's input is considered valid - if it returns False,
the input is rejected. Any other value returned will act as
the field's new value, replacing the player's input. This
allows for values that aren't strings or integers (such as
object dbrefs). For boolean fields, return '0' or '1' to set
the field to False or True.
"""
import evennia
from evennia import Command
from evennia.utils import delay, evmenu, evtable, list_to_string, logger
[docs]def init_fill_field(
formtemplate,
caller,
formcallback,
pretext="",
posttext="",
submitcmd="submit",
borderstyle="cells",
formhelptext=None,
persistent=False,
initial_formdata=None,
):
"""
Initializes a menu presenting a player with a fillable form - once the form
is submitted, the data will be passed as a dictionary to your chosen
function.
Args:
formtemplate (list of dicts): The template for the form's fields.
caller (obj): Player who will be filling out the form.
formcallback (callable): Function to pass the completed form's data to.
Options:
pretext (str): Text to put before the form in the menu.
posttext (str): Text to put after the form in the menu.
submitcmd (str): Command used to submit the form.
borderstyle (str): Form's EvTable border style.
formhelptext (str): Help text for the form menu (or default is provided).
persistent (bool): Whether to make the EvMenu persistent across reboots.
initial_formdata (dict): Initial data for the form - a blank form with
defaults specified in the template will be generated otherwise.
In the case of a form used to edit properties on an object or a
similar application, you may want to generate the initial form
data dynamically before calling init_fill_field.
"""
# Initialize form data from the template if none provided
formdata = form_template_to_dict(formtemplate)
if initial_formdata:
formdata = initial_formdata
# Provide default help text if none given
if formhelptext is None:
formhelptext = (
"Available commands:|/"
"|w<field> = <new value>:|n Set given field to new value, replacing the old value|/"
"|wclear <field>:|n Clear the value in the given field, making it blank|/"
"|wlook|n: Show the form's current values|/"
"|whelp|n: Display this help screen|/"
"|wquit|n: Quit the form menu without submitting|/"
"|w%s|n: Submit this form and quit the menu" % submitcmd
)
# Pass kwargs to store data needed in the menu
kwargs = {
"formdata": formdata,
"formtemplate": formtemplate,
"formcallback": formcallback,
"pretext": pretext,
"posttext": posttext,
"submitcmd": submitcmd,
"borderstyle": borderstyle,
"formhelptext": formhelptext,
}
# Initialize menu of selections
FieldEvMenu(
caller,
"evennia.contrib.utils.fieldfill.fieldfill",
startnode="menunode_fieldfill",
auto_look=False,
persistent=persistent,
**kwargs,
)
# EXAMPLE FUNCTIONS / COMMAND STARTS HERE
[docs]def verify_online_player(caller, value):
"""
Example 'verify function' that matches player input to an online character
or else rejects their input as invalid.
Args:
caller (obj): Player entering the form data.
value (str): String player entered into the form, to be verified.
Returns:
matched_character (obj or False): dbref to a currently logged in
character object - reference to the object will be stored in
the form instead of a string. Returns False if no match is
made.
"""
# Get a list of sessions
session_list = evennia.SESSION_HANDLER.get_sessions()
char_list = []
matched_character = None
# Get a list of online characters
for session in session_list:
if not session.logged_in:
# Skip over logged out characters
continue
# Append to our list of online characters otherwise
char_list.append(session.get_puppet())
# Match player input to a character name
for character in char_list:
if value.lower() == character.key.lower():
matched_character = character
# If input didn't match to a character
if not matched_character:
# Send the player an error message unique to this function
caller.msg("No character matching '%s' is online." % value)
# Returning False indicates the new value is not valid
return False
# Returning anything besides True or False will replace the player's input with the returned
# value. In this case, the value becomes a reference to the character object. You can store data
# besides strings and integers in the 'formdata' dictionary this way!
return matched_character
# Form template for the example 'delayed message' form
SAMPLE_FORM = [
{
"fieldname": "Character",
"fieldtype": "text",
"max": 30,
"blankmsg": "(Name of an online player)",
"required": True,
"verifyfunc": verify_online_player,
},
{
"fieldname": "Delay",
"fieldtype": "number",
"min": 3,
"max": 30,
"default": 10,
"cantclear": True,
},
{
"fieldname": "Message",
"fieldtype": "text",
"min": 3,
"max": 200,
"blankmsg": "(Message up to 200 characters)",
},
{
"fieldname": "Anonymous",
"fieldtype": "bool",
"truestr": "Yes",
"falsestr": "No",
"default": False,
},
]
[docs]def sendmessage(obj, text):
"""
Callback to send a message to a player.
Args:
obj (obj): Player to message.
text (str): Message.
"""
obj.msg(text)
[docs]def init_delayed_message(caller, formdata):
"""
Initializes a delayed message, using data from the example form.
Args:
caller (obj): Character submitting the message.
formdata (dict): Data from submitted form.
"""
# Retrieve data from the filled out form.
# We stored the character to message as an object ref using a verifyfunc
# So we don't have to do any more searching or matching here!
player_to_message = formdata["Character"]
message_delay = formdata["Delay"]
sender = str(caller)
if formdata["Anonymous"] is True:
sender = "anonymous"
message = ("Message from %s: " % sender) + str(formdata["Message"])
caller.msg("Message sent to %s!" % player_to_message)
# Make a deferred call to 'sendmessage' above.
delay(message_delay, sendmessage, player_to_message, message)
return