/
admin.rb
1071 lines (926 loc) · 32.3 KB
/
admin.rb
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
#This module contains all the commands for administering the game.
#
#Note: need to add documentation of syntax, that would help
module Admin
class << self
#Moves an object into a specified container.
#
# APUT [OBJECT] IN [CONTAINER]
def aput(event, player, room)
if event[:object].is_a? GameObject
object = event[:object]
else
event[:object] = player.container if event[:object].downcase == "here"
object = find_object(event[:object], event)
end
container = find_object(event[:in], event)
if object.nil?
player.output "Cannot find #{event[:object]} to move."
return
elsif event[:in] == "!world"
container = $manager.find object.container
container.inventory.remove(object) unless container.nil?
object.container = nil
player.output "Removed #{object} from any containers."
return
elsif event[:in].downcase == "here"
container = $manager.find player.container
if container.nil?
player.output "Cannot find #{event[:in]} "
return
end
elsif container.nil?
player.output "Cannot find #{event[:in]} "
return
end
if not object.container.nil?
current_container = $manager.find object.container
current_container.inventory.remove(object) if current_container
end
if container.is_a? Container
container.add object
else
container.inventory.add(object)
object.container = container.goid
end
player.output "Moved #{object} into #{container}"
end
#Loads/Reloads a .rb file. Do not provide the extension.
#
# ARELOAD [FILENAME]
def areload(event, player, room)
begin
result = load "#{event[:object]}.rb"
player.output "Reloaded #{event[:object]}: #{result}"
rescue LoadError
player.output "Unable to load #{event[:object]}"
end
end
#Creates a new object.
#
# ACREATE <OBJECT_TYPE> <NAME>
def acreate(event, player, room)
class_name = event[:object]
class_name[0,1] = class_name[0,1].capitalize
if Object.const_defined? class_name
klass = Object.const_get(class_name)
else
player.output "No such thing. Sorry."
return
end
if not klass <= GameObject or klass == Player
player.output "You cannot create a #{klass.class}."
return
end
vars = {}
vars[:@name] = event[:name] if event[:name]
vars[:@alt_names] = event[:alt_names] if event[:alt_names]
vars[:@generic] = event[:generic] if event[:generic]
args = event[:args]
object = $manager.create_object(klass, room, args, vars)
if room
event[:to_player] = "Frowning in concentration, you make vague motions with your hands. There is a small flash of light as #{object.name} appears."
event[:to_other] = "Frowning in concentration, #{player.name} makes vague motions with #{player.pronoun(:possessive)} hands. There is a small flash of light as #{object.name} appears."
room.out_event event
end
player.output "Created: #{object}"
object
end
def acdoor event, player, room
exit_room = nil
if event[:exit_room].nil?
out = find_object event[:direction], event
if out and out.is_a? Exit
exit_room = $manager.find out.exit_room
other_side = $manager.find opposite_dir(event[:direction]), out.exit_room
if other_side
$manager.delete_object other_side
player.output "Removed opposite exit (#{other_side})."
else
player.output "Could not find opposite exit"
end
$manager.delete_object out
player.output "Removed exit (#{out})."
end
else
exit_room = $manager.get_object event[:exit_room]
end
if exit_room.nil?
player.output "Cannot find #{event[:exit_room]} to connect to."
return
end
door_here = $manager.create_object Door, room, exit_room.goid, :@alt_names => [event[:direction]], :@name => "a door to the #{event[:direction]}"
door_there = $manager.create_object Door, exit_room, room.goid, :@alt_names => [opposite_dir(event[:direction])], :@name => "a door to the #{opposite_dir event[:direction]}"
door_here.connect_to door_there
player.output "Created: #{door_here}"
player.output "Created: #{door_there}"
if room
event[:to_player] = "Frowning in concentration, you make vague motions with your hands. There is a small flash of light as #{door_here.name} to #{exit_room.name} appears."
event[:to_other] = "Frowning in concentration, #{player.name} makes vague motions with #{player.pronoun(:possessive)} hands. There is a small flash of light as #{door_here.name} to #{exit_room.name} appears."
room.out_event event
end
end
#Creates a portal.
def acportal(event, player, room)
object = Admin.acreate(event, player, room)
if event[:portal_action] and event[:portal_action].downcase != "enter"
object.info.portal_action = event[:portal_action].downcase.to_sym
end
end
#Command for editing portals.
def portal(event, player, room)
object = find_object(event[:object], event)
if object.nil?
player.output "Cannot find #{event[:object]}"
return
elsif not object.is_a? Portal
player.output "That is not a portal."
return
end
value = event[:value]
case event[:setting]
when "action"
value.downcase!
if value == "enter"
object.info.delete :portal_action
player.output "Set portal action to enter"
elsif ["jump", "climb", "crawl"].include? value
object.info.portal_action = value.downcase.to_sym
player.output "Set portal action to #{value}"
else
player.output "#{value} is not a valid portal action."
end
when "exit"
if value.downcase == "!nothing" or value.downcase == "nil"
object.info.delete :exit_message
else
if value[-1,1] !~ /[!.?"']/
value << "."
end
object.info.exit_message = value
end
player.output "#{object.name} exit message set to: #{object.info.exit_message}"
when "entrance"
if value.downcase == "!nothing" or value.downcase == "nil"
object.info.delete :entrance_message
else
if value[-1,1] !~ /[!.?"']/
value << "."
end
object.info.entrance_message = value
end
player.output "#{object.name} entrance message set to: #{object.info.entrance_message}"
when "portal"
if value.downcase == "!nothing" or value.downcase == "nil"
object.info.delete :portal_message
else
if value[-1,1] !~ /[!.?"']/
value << "."
end
object.info.portal_message = value
end
player.output "#{object.name} portal message set to: #{object.info.portal_message}"
else
player.output "Valid options: action, exit, entrance, or portal."
end
end
#Create a new area.
def acarea(event, player, room)
area = $manager.create_object(Area, nil, nil, {:@name => event[:name]})
player.output "Created: #{area}"
end
#Create room, with an exit to the new room and back to the current room.
def acroom(event, player, room)
area = nil
if room.container
area = $manager.get_object(room.container)
end
new_room = $manager.create_object(Room, area, nil, :@name => event[:name])
out_exit = $manager.create_object(Exit, room, new_room.goid, :@alt_names => [event[:out_dir]])
in_exit = $manager.create_object(Exit, new_room, room.goid, :@alt_names => [event[:in_dir]])
player.output "Created: #{new_room}"
player.output "Created: #{out_exit}"
player.output "Created: #{in_exit}"
if room
room.output "There is a small flash of light as a new room appears to the #{event[:out_dir]}."
end
end
#Sets a server configuration option.
def aconfig(event, player, room)
if event[:setting].nil?
player.output "Current configuration:\n#{ServerConfig}"
return
end
setting = event[:setting].downcase.to_sym
if setting == :reload
ServerConfig.reload
player.output "Reloaded configuration:\n#{ServerConfig}"
return
elsif not ServerConfig.has_setting? setting
player.output "No such setting."
return
end
value = event[:value]
if value =~ /^\d+$/
value = value.to_i
end
ServerConfig[setting] = value
player.output "New configuration:\n#{ServerConfig}"
end
#Deletes an object.
def adelete(event, player, room)
if event[:object] and event[:object].split.first.downcase == "all"
log event[:object].split
klass = event[:object].split[1]
klass.capitalize! unless klass[0,1] == klass[0,1].upcase
begin
klass = Module.const_get klass.to_sym
rescue NameError
player.output "No such object type."
return
end
objects = $manager.find_all("class", klass)
objects.each do |obj|
e = event.dup
e[:object] = obj.goid
Admin.adelete(e, player, room)
end
return
end
object = find_object(event[:object], event)
if object.nil?
player.output "Cannot find #{event[:object]} to delete."
return
elsif object.is_a? Player
player.output "Use DELETEPLAYER to delete players."
return
end
object_container = object.container
$manager.delete_object(object)
if room and room.goid == object.container
event[:to_player] = "You casually wave your hand and #{object.name} disappears."
event[:to_other] = "With a casual wave of #{player.pronoun(:possessive)} hand, #{player.name} makes #{object.name} disappear."
room.out_event event
else
player.output "You casually wave your hand and #{object.name} disappears."
end
player.output "#{object} deleted."
end
#Describe an object.
def adesc(event, player, room)
object = nil
if event[:object].downcase == "here"
object = room
else
object = find_object(event[:object], event)
end
if object.nil?
player.output "Cannot find #{event[:object]}."
return
end
if event[:inroom]
if event[:desc].nil? or event[:desc].downcase == "false"
object.show_in_look = false
player.output "#{object.name} will not be shown in the room description."
else
object.show_in_look= event[:desc]
player.output "The room will show #{object.show_in_look}"
end
else
object.instance_variable_set(:@short_desc, event[:desc])
player.output "#{object.name} now looks like:\n#{object.short_desc}"
end
end
#ASHOW and AHIDE. Either hides an object by setting its show_in_look to "" or shows it by setting
#show_in_look to false.
def ahide(event, player, room)
object = find_object(event[:object], event)
if object.nil?
player.output "Cannot find #{event[:object]}."
return
end
if event[:hide]
object.show_in_look = ""
player.output "#{object.name} is now hidden."
elsif object.show_in_look == ""
object.show_in_look = false
player.output "#{object.name} is no longer hidden."
else
player.output "This object is not hidden."
end
end
#Looks at an object.
def alook(event, player, room)
if event[:at].nil?
object = room
elsif event[:at].downcase == "here"
object = $manager.find player.container
else
object = find_object(event[:at], event)
end
if object.nil?
player.output "Cannot find #{event[:at]} to inspect."
return
end
output = "Object: #{object}\n"
output << "Attributes:\n"
object.instance_variables.sort.each do |var|
val = object.instance_variable_get(var)
if var == :@observer_peers
val = val.keys.map {|k| k.to_s }
end
output << "\t#{var} = #{val}\n"
end
output << "\r\nInventory:\r\n"
if object.respond_to? :inventory
object.inventory.each do |o|
output << "\t#{o.name} # #{o.goid}\n"
end
else
output << "\tNo Inventory"
end
if object.respond_to? :equipment
output << "\r\nEquipment:\r\n"
object.equipment.inventory.each do |o|
output << "\t#{o.name} # #{o.goid}\n"
end
output << "\t#{object.equipment.equipment.inspect}\n"
end
player.output(output)
end
#Lists objects in the world
def alist(event, player, room)
objects = nil
if event[:match].nil?
objects = $manager.find_all("class", :GameObject)
else
objects = $manager.find_all(event[:match], event[:attrib])
end
if objects.empty?
player.output "Nothing like that to list!"
else
output = []
objects.each do |o|
output << "\t" + o.to_s
end
output = output.join("\n")
player.output(output)
end
end
#Shows an object's containers.
def whereis(event, player, room)
object = find_object(event[:object], event)
if object.nil?
player.output "Could not find #{event[:object]}."
return
end
if object.container.nil?
if object.can? :area and not object.area.nil? and object.area != object
area = $manager.get_object object.area || "nothing"
player.output "#{object} is in #{area}."
else
player.output "#{object} is not in anything."
end
else
container = $manager.get_object object.container
if container.nil?
player.output "Container for #{object} not found."
else
player.output "#{object} is in #{container}."
event[:object] = container.goid
whereis(event, player, room)
end
end
end
#Sets object variables.
def aset(event, player, room)
if event[:object].downcase == "here"
event[:object] = player.container
elsif event[:object] and event[:object].split.first.downcase == "all"
log event[:object].split
klass = event[:object].split[1]
klass.capitalize! unless klass[0,1] == klass[0,1].upcase
begin
klass = Module.const_get klass.to_sym
rescue NameError
player.output "No such object type."
return
end
objects = $manager.find_all("class", klass)
objects.each do |obj|
e = event.dup
e[:object] = obj.goid
Admin.aset(e, player, room)
end
return
end
object = find_object(event[:object], event)
if object.nil?
player.output "Cannot find #{event[:object]} to edit."
return
end
attrib = event[:attribute]
if attrib[0,1] != "@"
value = event[:value]
if value.downcase == "!nothing" or value.downcase == "nil"
value = nil
end
if value and value[-1,1] !~ /[!.?"']/
value << "."
end
case attrib.downcase
when "smell"
if value.nil?
object.info.delete :smell
player.output "#{object.name} will no longer smell."
else
object.info.smell = value
player.output "#{object.name} will now smell like: #{object.info.smell}"
end
return
when "feel", "texture"
if value.nil?
object.info.delete :texture
player.output "#{object.name} will no longer have a particular texture."
else
object.info.texture = value
player.output "#{object.name} will now feel like: #{object.info.texture}"
end
return
when "taste"
if value.nil?
object.info.delete :taste
player.output "#{object.name} will no longer have a particular taste."
else
object.info.taste = value
player.output "#{object.name} will now taste like: #{object.info.taste}"
end
return
when "sound", "listen"
if value.nil?
object.info.delete :sound
player.output "#{object.name} will no longer make sounds."
else
object.info.sound = value
player.output "#{object.name} will now sound like: #{object.info.sound}"
end
return
else
player.output "What are you trying to set?"
return
end
end
if not object.instance_variables.include? attrib and not object.instance_variables.include? attrib.to_sym and not event[:force]
player.output "#{object}:No such setting/variable/attribute: #{attrib}"
return
else
current_value = object.instance_variable_get(attrib)
if current_value.is_a? Array
object.instance_variable_set(attrib, event[:value].split(/s*"(.*?)"\s*|\s+/))
player.output "Set #{object} attribute #{attrib} to #{event[:value].inspect}"
else
value = event[:value] #for ease
if value.split.length == 1
case value.downcase
when "true"
value = true
when "false"
value = false
when /^:/
value = value[1..-1].to_sym
when "nil"
value = nil
when /^[0-9]+$/
value = value.to_i unless current_value.is_a? String
when "!nothing"
value = ""
when "!delete"
object.instance_eval { remove_instance_variable(attrib) }
player.output "Removed attribute #{attrib} from #{object}"
return
end
end
object.instance_variable_set(attrib, value)
player.output "Set #{object} attribute #{attrib} to #{value}"
end
end
end
#Display and edit the Info object for a GameObject.
def ainfo(event, player, room)
if event[:object].downcase == "here"
event[:object] = player.container
elsif event[:object].downcase == "me"
event[:object] = player
elsif event[:object] and event[:object].split.first.downcase == "all"
log event[:object].split
klass = event[:object].split[1]
klass.capitalize! unless klass[0,1] == klass[0,1].upcase
begin
klass = Module.const_get klass.to_sym
rescue NameError
player.output "No such object type."
return
end
objects = $manager.find_all("class", klass)
objects.each do |obj|
e = event.dup
e[:object] = obj.goid
Admin.ainfo(e, player, room)
end
return
end
object = find_object(event[:object], event)
if object.nil?
player.output "What object? #{event[:object]}"
return
end
case event[:command]
when "set"
value = event[:value] #for ease
if value.split.length == 1
if value == "true"
value = true
elsif value == "false"
value = false
elsif value[0,1] == ":"
value = value[1..-1].to_sym
elsif value == "nil"
value = nil
elsif value.match(/^[0-9]+$/)
value = value.to_i
elsif value.downcase == "!nothing"
value = ""
end
end
object.info.set(event[:attrib], value)
player.output "Set #{event[:attrib]} to #{object.info.get(event[:attrib])}"
when "delete"
object.info.delete(event[:attrib])
player.output "Deleted #{event[:attrib]} from #{object}"
when "show"
player.output object.info.inspect
when "clear"
object.info = Info.new
player.output "Completely cleared info for #{object}."
else
player.output "Huh? What?"
end
end
#Lists all players currently online
def awho(event, player, room)
players = $manager.find_all('class', Player)
names = []
players.each do |playa|
names << playa.name
end
player.output('Players currently online:', true)
player.output(names.join(', '))
end
#Lists players online and how many of what objects are in memory
def astatus(event, player, room)
awho(event, player, room)
total_objects = $manager.game_objects_count
player.output("Object Counts:" , true)
$manager.type_count.each do |obj, count|
player.output("#{obj}: #{count}", true)
end
player.output("Total Objects: #{total_objects}")
end
#Change log settings, view logs.
def alog(event, player, room)
if event[:command].nil?
player.output "What do you want to do with the log?"
return
else
command = event[:command].downcase
end
case command
when /^players?$/
if event[:value]
lines = event[:value].to_i
else
lines = 10
end
player.output tail('logs/player.log', lines)
when 'server'
if event[:value]
lines = event[:value].to_i
else
lines = 10
end
player.output tail('logs/server.log', lines)
when 'system'
if event[:value]
lines = event[:value].to_i
else
lines = 10
end
$LOG.dump
player.output tail('logs/system.log', lines)
when 'flush'
log('Flushing log')
$LOG.dump
player.output 'Flushed log to disk.'
when 'ultimate'
ServerConfig[:log_level] = 3
player.output "Log level now set to ULTIMATE."
when 'high'
ServerConfig[:log_level] = 2
player.output "Log level now set to high."
when 'low', 'normal'
ServerConfig[:log_level] = 1
player.output "Log level now set to normal."
when 'off'
ServerConfig[:log_level] = 0
player.output "Logging mostly turned off. You may also want to turn off debugging."
when 'debug'
ServerConfig[:debug] = !$DEBUG
player.output "Debug info is now: #{$DEBUG ? 'on' : 'off'}"
else
player.output 'Possible settings: Off, Debug, Normal, High, or Ultimate'
end
end
#Copies an object (but with new goid)
=begin
def acopy(event, player, room)
object = find_object(event[:object], event)
if object.nil?
player.output "Cannot find #{event[:object]} to copy."
end
new_object = object.dup
new_object.instance_variable_set(:@game_object_id, Guid.new.to_s)
$manager.add_object(new_object)
room.add(new_object)
player.output "Created #{new_object}"
end
=end
#Teach yourself a skill.
#
#Does nothing righ now.
def alearn(event, player, room)
end
#Teach someone else a skill.
#
#Does nothing right now.
def ateach(event, player, room)
object = find_object(event[:target], event)
if object.nil?
player.output "Teach who what where?"
return
end
alearn(event, object, room)
end
#SAVE POINT
def asave(event, player, room)
log "#{player.name} initiated manual save."
$manager.save_all
player.output "Save complete. Check log for details."
end
#Force something or someone to perform an action.
def aforce(event, player, room)
object = find_object(event[:target], event)
if object.nil?
player.output "Force who?"
return
elsif object.is_a? Mobile
unless object.info.redirect_output_to == player.goid
object.info.redirect_output_to = player.goid
after 10 do
object.info.redirect_output_to = nil
end
end
end
player.add_event(CommandParser.parse(object, event[:command]))
end
#View what a GameObject sees.
def awatch(event, player, room)
object = find_object(event[:target], event)
if object.nil?
player.output "What mobile do you want to watch?"
return
elsif not object.is_a? Mobile
player.output "You can only use this to watch mobiles."
return
end
case event[:command]
when "start"
if object.info.redirect_output_to == player.goid
player.output "You are already watching #{object.name}."
else
object.info.redirect_output_to = player.goid
player.output "Watching #{object.name}."
object.output "#{player.name} is watching you."
end
when "stop"
if object.info.redirect_output_to != player.goid
player.output "You are not watching #{object.name}."
else
object.info.redirect_output_to = nil
player.output "No longer watching #{object.name}."
end
else
if object.info.redirect_output_to != player.goid
object.info.redirect_output_to = player.goid
player.output "Watching #{object.name}."
object.output "#{player.name} is watching you."
else
object.info.redirect_output_to = nil
player.output "No longer watching #{object.name}."
end
end
end
#Set a comment on an object.
def acomment(event, player, room)
object = find_object(event[:target], event)
if object.nil?
player.output "Cannot find:#{event[:target]}"
return
end
object.comment = event[:comment]
player.output "Added comment: '#{event[:comment]}'\nto#{object}"
end
#Manage reactions for an object.
def areaction(event, player, room)
if event[:command] == "reload" and event[:object] and event[:object].downcase == "all"
objects = $manager.find_all("class", Reacts)
objects.each do |o|
o.reload_reactions
end
player.output "Updated reactions for #{objects.length} objects."
elsif event[:object] and event[:object].split.first.downcase == "all"
klass = event[:object].split[1]
klass.capitalize! unless klass[0,1] == klass[0,1].upcase
begin
klass = Module.const_get klass.to_sym
rescue NameError
player.output "No such object type."
return
end
objects = $manager.find_all("class", klass)
objects.each do |obj|
e = event.dup
e[:object] = obj.goid
player.output "(Doing #{obj})"
Admin.areaction(e, player, room)
end
else
if event[:object] == "here"
object = room
else
object = find_object(event[:object], event)
end
if object.nil?
player.output "Cannot find:#{event[:object]}"
return
elsif not object.is_a? Reacts and (event[:command] == "load" or event[:command] == "reload")
player.output "Object cannot react, adding react ability."
object.extend(Reacts)
object.init_reactor
end
case event[:command]
when "add"
if object.actions.add? event[:action_name]
player.output "Added #{event[:action_name]}"
else
player.output "Already had a reaction by that name."
end
when "delete"
if object.actions.delete? event[:action_name]
player.output "Removed #{event[:action_name]}"
else
player.output "That verb was not associated with this object."
end
when "load"
unless File.exist? "objects/reactions/#{event[:file]}.rx"
player.output "No such reaction file - #{event[:file]}"
return
end
object.load_reactions event[:file]
player.output "Probably loaded reactions."
when "reload"
object.reload_reactions if object.can? :reload_reactions
player.output "Probably reloaded reactions."
when "clear"
object.unload_reactions if object.can? :unload_reactions
player.output "Probably cleared out reactions."
when "show"
if object.actions and not object.actions.empty?
player.output "Custom actions: #{object.actions.to_a.sort.join(' ')}", true
end
if object.can? :show_reactions
player.output object.show_reactions
else
player.output "Object does not react."
end
else
player.output("Options:", true)
player.output("areaction load <object> <file>", true)
player.output("areaction reload <object> <file>", true)
player.output("areaction [add|delete] <object> <action>", true)
player.output("areaction [clear|show] <object>")
end
end
end
#Lists existing areas
def areas(event, player, room)
areas = $manager.find_all('class', Area)
if areas.empty?
player.output "There are no areas."
return
end
player.output areas.map {|a| "#{a.name} - #{a.inventory.find_all('class', Room).length} rooms (#{a.info.terrain.area_type})" }
end
#Settings for the area or room terrain
def terrain(event, player, room)
if event[:target] == "area"
if room.area.nil?
player.output "This room is not in an area."
return
end
room.area.info.terrain.area_type = event[:value].downcase.to_sym
player.output "Set #{room.area.name} terrain type to #{room.area.info.terrain.area_type}"
return
end
case event[:setting].downcase
when "type"
room.info.terrain.room_type = event[:value].downcase.to_sym
player.output "Set #{room.name} terrain type to #{room.info.terrain.room_type}"
when "indoors"
if event[:value] =~ /yes|true/i
room.info.terrain.indoors = true
player.output "Room is now indoors."
elsif event[:value] =~ /no|false/i
room.info.terrain.indoors = false
player.output "Room is now outdoors."
else
player.output "Indoors: yes or no?"
end
when "water"
if event[:value] =~ /yes|true/i
room.info.terrain.water = true
player.output "Room is now water."
elsif event[:value] =~ /no|false/i
room.info.terrain.water = false
player.output "Room is now dry."
else