refactor: Epistemic shift from MUD to Spatial Research Environment
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# commands/
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This folder holds modules for implementing one's own commands and
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command sets. All the modules' classes are essentially empty and just
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imports the default implementations from Evennia; so adding anything
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to them will start overloading the defaults.
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You can change the organisation of this directory as you see fit, just
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remember that if you change any of the default command set classes'
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locations, you need to add the appropriate paths to
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`server/conf/settings.py` so that Evennia knows where to find them.
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Also remember that if you create new sub directories you must put
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(optionally empty) `__init__.py` files in there so that Python can
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find your modules.
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Whitespace-only changes.
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import os
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import json
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import requests
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from django.conf import settings
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from evennia.commands.default.syscommands import SystemNoMatch
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from evennia.utils import search
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from dotenv import load_dotenv
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load_dotenv("/home/becomingone/kairos/.env")
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MINIMAX_API_KEY = os.environ.get("MINIMAX_API_KEY")
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class AICatchAllCommand(SystemNoMatch):
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"""
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This command catches everything that fails the normal parser.
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Instead of saying 'Command not found', it forwards the intent to KAIROS (MiniMax).
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"""
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key = "__nomatch_command"
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locks = "cmd:all()"
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def func(self):
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caller = self.caller
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raw_intent = self.raw_string
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# Get environment context
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room = caller.location
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if not room:
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caller.msg("You are floating in the void.")
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return
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exits = [e.key for e in room.exits]
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objects = [o.key for o in room.contents if o != caller and not o.is_typeclass("evennia.objects.objects.Exit")]
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inventory = [i.key for i in caller.contents]
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context = f"""[ENVIRONMENT CONTEXT]
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Location: {room.key}
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Description: {room.db.desc or 'A nondescript place.'}
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Visible Objects: {', '.join(objects) if objects else 'None'}
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Available Exits: {', '.join(exits) if exits else 'None'}
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Player Inventory: {', '.join(inventory) if inventory else 'None'}
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"""
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system_prompt = """You are KAIROS, the Ontological Orchestrator of a persistent Spatial Research Environment (The Fieldprint).
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A player has submitted a natural language intent.
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Your job is to translate their intent into actual game events by generating Python code that executes against the Evennia database.
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Available Python Variables in your scope:
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- `caller`: The player Character object.
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- `room`: The current Room object (`caller.location`).
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- `evennia`: The evennia module (you can use `evennia.create_object`).
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You must return ONLY a raw JSON array of Python strings to execute.
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Example Output:
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[
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"caller.msg('You smash the window, grabbing a jagged shard of glass.')",
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"evennia.create_object('typeclasses.objects.Object', key='Glass Shard', location=caller.location, attributes=[('desc', 'A sharp piece of glass.')])"
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]
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DO NOT output any markdown, conversational text, or backticks. ONLY output the raw JSON array.
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"""
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payload = {
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"model": os.environ.get("INF01_MODEL", "llama3.1:8b"),
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"messages": [
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{"role": "system", "content": system_prompt},
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{"role": "user", "content": f"{context}\n\nPlayer Intent: {raw_intent}"}
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]
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}
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headers = {
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"Content-Type": "application/json"
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}
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try:
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caller.msg("|c[KAIROS (INF01 fallback) is interpreting your intent...]|n")
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inf01_base = os.environ.get("INF01_API_BASE", "http://inf-01:11434/v1")
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resp = requests.post(
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f"{inf01_base}/chat/completions",
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headers=headers,
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json=payload,
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timeout=30
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)
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resp.raise_for_status()
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try:
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ai_response = resp.json()["choices"][0]["message"]["content"].strip()
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except KeyError:
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raise Exception(f"API Error: {resp.text}")
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# Clean up the output in case the LLM returned markdown
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if ai_response.startswith("```json"):
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ai_response = ai_response[7:]
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if ai_response.startswith("```"):
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ai_response = ai_response[3:]
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if ai_response.endswith("```"):
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ai_response = ai_response[:-3]
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ai_response = ai_response.strip()
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commands_to_run = json.loads(ai_response)
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for cmd in commands_to_run:
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exec(cmd, {"caller": caller, "player": caller, "room": room, "evennia": __import__('evennia')})
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except Exception as e:
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caller.msg(f"|rKAIROS faltered:|n {str(e)}\nResponse was: {ai_response if 'ai_response' in locals() else 'None'}")
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@@ -0,0 +1,187 @@
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"""
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Commands
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Commands describe the input the account can do to the game.
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"""
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from evennia.commands.command import Command as BaseCommand
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# from evennia import default_cmds
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class Command(BaseCommand):
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"""
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Base command (you may see this if a child command had no help text defined)
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Note that the class's `__doc__` string is used by Evennia to create the
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automatic help entry for the command, so make sure to document consistently
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here. Without setting one, the parent's docstring will show (like now).
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"""
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# Each Command class implements the following methods, called in this order
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# (only func() is actually required):
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#
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# - at_pre_cmd(): If this returns anything truthy, execution is aborted.
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# - parse(): Should perform any extra parsing needed on self.args
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# and store the result on self.
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# - func(): Performs the actual work.
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# - at_post_cmd(): Extra actions, often things done after
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# every command, like prompts.
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#
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pass
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# -------------------------------------------------------------
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#
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# The default commands inherit from
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#
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# evennia.commands.default.muxcommand.MuxCommand.
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#
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# If you want to make sweeping changes to default commands you can
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# uncomment this copy of the MuxCommand parent and add
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#
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# COMMAND_DEFAULT_CLASS = "commands.command.MuxCommand"
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#
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# to your settings file. Be warned that the default commands expect
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# the functionality implemented in the parse() method, so be
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# careful with what you change.
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#
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# -------------------------------------------------------------
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# from evennia.utils import utils
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#
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#
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# class MuxCommand(Command):
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# """
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# This sets up the basis for a MUX command. The idea
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# is that most other Mux-related commands should just
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# inherit from this and don't have to implement much
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# parsing of their own unless they do something particularly
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# advanced.
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#
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# Note that the class's __doc__ string (this text) is
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# used by Evennia to create the automatic help entry for
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# the command, so make sure to document consistently here.
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# """
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# def has_perm(self, srcobj):
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# """
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# This is called by the cmdhandler to determine
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# if srcobj is allowed to execute this command.
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# We just show it here for completeness - we
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# are satisfied using the default check in Command.
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# """
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# return super().has_perm(srcobj)
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#
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# def at_pre_cmd(self):
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# """
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# This hook is called before self.parse() on all commands
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# """
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# pass
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#
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# def at_post_cmd(self):
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# """
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# This hook is called after the command has finished executing
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# (after self.func()).
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# """
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# pass
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#
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# def parse(self):
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# """
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# This method is called by the cmdhandler once the command name
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# has been identified. It creates a new set of member variables
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# that can be later accessed from self.func() (see below)
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#
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# The following variables are available for our use when entering this
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# method (from the command definition, and assigned on the fly by the
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# cmdhandler):
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# self.key - the name of this command ('look')
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# self.aliases - the aliases of this cmd ('l')
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# self.permissions - permission string for this command
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# self.help_category - overall category of command
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#
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# self.caller - the object calling this command
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# self.cmdstring - the actual command name used to call this
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# (this allows you to know which alias was used,
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# for example)
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# self.args - the raw input; everything following self.cmdstring.
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# self.cmdset - the cmdset from which this command was picked. Not
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# often used (useful for commands like 'help' or to
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# list all available commands etc)
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# self.obj - the object on which this command was defined. It is often
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# the same as self.caller.
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#
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# A MUX command has the following possible syntax:
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#
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# name[ with several words][/switch[/switch..]] arg1[,arg2,...] [[=|,] arg[,..]]
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#
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# The 'name[ with several words]' part is already dealt with by the
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# cmdhandler at this point, and stored in self.cmdname (we don't use
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# it here). The rest of the command is stored in self.args, which can
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# start with the switch indicator /.
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#
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# This parser breaks self.args into its constituents and stores them in the
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# following variables:
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# self.switches = [list of /switches (without the /)]
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# self.raw = This is the raw argument input, including switches
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# self.args = This is re-defined to be everything *except* the switches
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# self.lhs = Everything to the left of = (lhs:'left-hand side'). If
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# no = is found, this is identical to self.args.
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# self.rhs: Everything to the right of = (rhs:'right-hand side').
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# If no '=' is found, this is None.
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# self.lhslist - [self.lhs split into a list by comma]
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# self.rhslist - [list of self.rhs split into a list by comma]
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# self.arglist = [list of space-separated args (stripped, including '=' if it exists)]
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#
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# All args and list members are stripped of excess whitespace around the
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# strings, but case is preserved.
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# """
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# raw = self.args
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# args = raw.strip()
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#
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# # split out switches
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# switches = []
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# if args and len(args) > 1 and args[0] == "/":
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# # we have a switch, or a set of switches. These end with a space.
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# switches = args[1:].split(None, 1)
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# if len(switches) > 1:
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# switches, args = switches
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# switches = switches.split('/')
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# else:
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# args = ""
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# switches = switches[0].split('/')
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# arglist = [arg.strip() for arg in args.split()]
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#
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# # check for arg1, arg2, ... = argA, argB, ... constructs
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# lhs, rhs = args, None
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# lhslist, rhslist = [arg.strip() for arg in args.split(',')], []
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# if args and '=' in args:
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# lhs, rhs = [arg.strip() for arg in args.split('=', 1)]
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# lhslist = [arg.strip() for arg in lhs.split(',')]
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# rhslist = [arg.strip() for arg in rhs.split(',')]
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#
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# # save to object properties:
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# self.raw = raw
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# self.switches = switches
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# self.args = args.strip()
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# self.arglist = arglist
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# self.lhs = lhs
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# self.lhslist = lhslist
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# self.rhs = rhs
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# self.rhslist = rhslist
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#
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# # if the class has the account_caller property set on itself, we make
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# # sure that self.caller is always the account if possible. We also create
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# # a special property "character" for the puppeted object, if any. This
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# # is convenient for commands defined on the Account only.
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# if hasattr(self, "account_caller") and self.account_caller:
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# if utils.inherits_from(self.caller, "evennia.objects.objects.DefaultObject"):
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# # caller is an Object/Character
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# self.character = self.caller
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# self.caller = self.caller.account
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# elif utils.inherits_from(self.caller, "evennia.accounts.accounts.DefaultAccount"):
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# # caller was already an Account
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# self.character = self.caller.get_puppet(self.session)
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# else:
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# self.character = None
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@@ -0,0 +1,101 @@
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"""
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Command sets
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All commands in the game must be grouped in a cmdset. A given command
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can be part of any number of cmdsets and cmdsets can be added/removed
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and merged onto entities at runtime.
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To create new commands to populate the cmdset, see
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`commands/command.py`.
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This module wraps the default command sets of Evennia; overloads them
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to add/remove commands from the default lineup. You can create your
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own cmdsets by inheriting from them or directly from `evennia.CmdSet`.
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"""
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from evennia import default_cmds
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from commands.ai_parser import AICatchAllCommand
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class CharacterCmdSet(default_cmds.CharacterCmdSet):
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"""
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The `CharacterCmdSet` contains general in-game commands like `look`,
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`get`, etc available on in-game Character objects. It is merged with
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the `AccountCmdSet` when an Account puppets a Character.
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"""
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key = "DefaultCharacter"
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def at_cmdset_creation(self):
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"""
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Populates the cmdset
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"""
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super().at_cmdset_creation()
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#
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# any commands you add below will overload the default ones.
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#
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self.add(AICatchAllCommand)
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class AccountCmdSet(default_cmds.AccountCmdSet):
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"""
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This is the cmdset available to the Account at all times. It is
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combined with the `CharacterCmdSet` when the Account puppets a
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Character. It holds game-account-specific commands, channel
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commands, etc.
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"""
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key = "DefaultAccount"
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def at_cmdset_creation(self):
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"""
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Populates the cmdset
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"""
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super().at_cmdset_creation()
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#
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# any commands you add below will overload the default ones.
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#
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self.add(AICatchAllCommand)
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class UnloggedinCmdSet(default_cmds.UnloggedinCmdSet):
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"""
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Command set available to the Session before being logged in. This
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holds commands like creating a new account, logging in, etc.
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"""
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key = "DefaultUnloggedin"
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def at_cmdset_creation(self):
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"""
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Populates the cmdset
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"""
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super().at_cmdset_creation()
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#
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# any commands you add below will overload the default ones.
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#
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self.add(AICatchAllCommand)
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class SessionCmdSet(default_cmds.SessionCmdSet):
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"""
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This cmdset is made available on Session level once logged in. It
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is empty by default.
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"""
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key = "DefaultSession"
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def at_cmdset_creation(self):
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"""
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This is the only method defined in a cmdset, called during
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its creation. It should populate the set with command instances.
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As and example we just add the empty base `Command` object.
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It prints some info.
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"""
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super().at_cmdset_creation()
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#
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# any commands you add below will overload the default ones.
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#
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self.add(AICatchAllCommand)
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Reference in new issue
Block a user