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Athanor - Alchemical Wizardry for Evennia

WARNING: Alpha!

Pardon our dust, this project is heavily WIP. It runs, but is unstable and subject to substantial changes.

CONTACT INFO

Name: Volund

Email: volundmush@gmail.com

PayPal: volundmush@gmail.com

Discord: VolundMush

Discord Channel: https://discord.gg/Sxuz3QNU8U

Patreon: https://www.patreon.com/volund

Home Repository: https://github.com/volundmush/athanor

TERMS AND CONDITIONS

MIT license. In short: go nuts, but give credit where credit is due.

Please see the included LICENSE.txt for the legalese.

INTRO

MUDs and their brethren are the precursors to our modern MMORPGs, and are still a blast to play - in addition to their other uses, such as educative game design: all the game logic, none of the graphics!

Evennia does a splendid job at providing the barebones basics of getting a MUD-like server up and running quickly, but in my opinion, it is lacking certain amenities, features, and niceties which many games will all want to have.

Thus, Athanor is here to provide a higher-level SDK atop of Evennia, where new features can be written as plugins and easily added to any existing project using Athanor.

The majority of my vision is based on experience from working with RPI MUDs and roleplay-themepark MUSHes and so much of the code will be built with those in mind.

FEATURES

  • Plugin Framework with composable settings...
  • ... and many starting plugins!
  • Amazing ANSI and other Text Formatting powered by Rich
  • Easy installation.
  • Event Emitter
  • Utility functions.
  • Composable CmdSets
  • Extended Options/Style System.
  • Heavily extended/modified Evennia Lock system.
  • Login tracking that keeps track of who's logging in from where, when.
  • Playtime tracking - track how long accounts and characters are online. Even tracks characters-per-account for if characters change hands.
  • Playview system (see below) for managing multiple characters, switching puppets in-play, handling graceful login/logout, etc.

OFFICIAL PLUGINS

  • A Myrrdin-style BBS with Board Collections and prefixes to organize boards for IC and OOC purposes. Similar to Forums, but with a classic MUX/MUSH feel.
  • Django-wiki integration via Wiki, for a wiki system. Many games use Wikis to list information about game setting, rules, and etc.
  • Django-helpdesk integration via Helpdesk for an Issue Tracker and Knowledgebase.
  • Tabletop game packages such as Storyteller (WoD, Exalted, etc). This plugin is actually a family of plugins for supporting different games.
  • A Faction System for organizing guilds, organizations, and other such groups. Well-integrated with the lock system for Faction membership checks. Factions may be hierarchial, with sub-factions.
  • A Zone System for organizing Rooms, Exits, and other Objects into Zones. Zones themselves can be arranged in a tree-like hierarchy.
  • The Roleplay System provides scheduling and logging tools for roleplay sessions. (COMING SOON)
  • The Backscroll System records a configurable amount of text backscroll for each character, allowing players to catch up on missed activity.

OKAY, BUT HOW DO I USE IT?

Glad you asked!

First, you'll need to install Evennia and create a game folder for your specific game. You can find instructions for that here

Then, you can install athanor using pip install git+git://github.com/volundmush/athanor

Once it's installed, you will need to modify your settings.py to include the following section:

import athanor as _athanor, sys as _sys
_athanor.init(_sys.modules[__name__], plugins=[

])

Notice the empty list. that should contain a list of strings naming Python modules which are compatible as plugins. for instance,

import athanor as _athanor, sys as _sys
_athanor.init(_sys.modules[__name__], plugins=[
    "athanor_boards",
    "athanor_wiki",
    "athanor_helpdesk",
])

The section should be directly below from evennia.settings_default import * and precede all other settings entries. This way, anything defined in plugins can be overriden further down in settings.py.

OKAAAAAAY, SO HOW DO I -REALLY- USE IT?

The true power of Athanor is in making plugins. Athanor on its own doesn't do too much. But here are some of the things to keep in mind.

PLUGINS

A plugin is a Python module which is accessible on your Python path. The module must define an init(settings, plugins: dict) method which will be called during Athanor startup. Check out athanor's own __init__.py to see how it's called.

SETTINGS

This init() method will be passed a reference to the settings module, and a dictionary of plugins which are being loaded. Evennia's settings can be adjusted using settings.BLAH = Whatever. Be careful not to import anything which would bork django.setup() - it's best to work with simple data primitives.

Be careful to APPEND/EXTEND/INSERT INTO existing lists rather than outright replacing them, such as INSTALLED_APPS.

DATABASE

Some Athanor Plugins may modify INSTALLED_APPS and require you to run evennia migrate

COMMANDS

Athanor provides an AthanorCommand class subclassed from MuxCommand, which adds a bunch of new features such as auto-styled Rich tables and message dispatch convenience wrappers. Do check it out!

CMDSETS

You know what I find annoying? Having to import a command module and then add all of its commands to a cmdset. Most of the time, the default cmdsets just need to have more commands piled onto them.

To make adding commands easier, Athanor's settings provide the CMD_MODULES_<type> lists, like CMD_MODULES_ACCOUNT.

Any Python modules added to this list will have their commands added to the respective default cmdsets by default.

NOTE: This is done via evennia.utils.utils.callables_from_module, which extracts all callables defined in a module (not imported) that do not begin with a _. These modules should NOT contain any other classes or functions, unless they begin with an underscore.

LOCKS

Overall, Evennia's lock system is amazing. The concept of access_type and lockfuncs is great. However, encoding database IDs directly into strings is kind of a pain - imagine a game where characters are moved between accounts and having to constantly adjust the puppet lock, for instance? Or trying to bind an object's permissions to some kind of external access control list? How will you migrate the locks later if defaults change?

Athanor provides a heavily extended and modified Lock system to attempt to answer this dilemna.

The athanor.typeclasses.mixin.AthanorAccess typeclass mixin provides an advanced LockHandler and .access() method which provides an expanded foundation upon which a greater variety of systems can be built, with several already provided.

The AthanorLockHandler provides a mechanism for allowing each typeclass to define a dict[access_type, list] of lockfuncs checked in list order to determine defaults. Athanor's own plugin systems use this for Zone control, if using the Zone plugins. Zone defaults are put at the front of the list for objects that belong to Zones, while the second entry is the default for that Typeclass. The first check that returns a lockdef will be be called.

Additionally, if an object defines an access_check_<access_type> method, it will be called to determine if the lock is passed. The AthanorCharacter typeclass uses this for access_check_puppet to see if accessing_obj is the Account the character belongs to.

Lastly, it's possible to define a series of access_funcs which also respond to access_type.

Between all of these systems, one should only need to explicitly set an actual lock on an object if it's meant to be an exception to the norms, and defaults can be managed in settings.py for easy central management.

EVENT EMITTER

This is honestly quite simple.

from athanor import emit, register_event, unregister_event

def my_event_handler(*args, **kwargs):
    print(f"I got called! {args}")

register_event("my_event", my_event_handler)

emit("my_event", "boo")

unregister_event("my_event", my_event_handler)

It's up to you how to use this. Great way to decouple code across plugins.

RICH INTEGRATION

Each ServerSession has its own rich.console.Console instance configured to use Evennia's client width and color settings for that session.

ServerSession.data_out(**kwargs) has been modified to respond to some very special kwargs, as follows:

  • rich=<renderable> - This will render the renderable and send it to the client.
  • markdown=<str> - This will render the markdown and send it to the client. Note that some markdown features are not supported; it's telnet, after all.
  • traceback=True - This will render the traceback of the current exception and send it to the client.

Only one of these kwargs should be used at a time. If more than one is used, the last one will be used.

ServerSession.data_out(**kwargs) is eventually called by all variants of .msg() on Objects, Accounts, Sessions, and Commands, so, in a command, this could be used with self.msg(rich=blah)

PLAYVIEWS

Evennia's concept of puppeting ObjectDB instances is amazingly versatile, easily one of its best features. However, I perceive several flaws.

First, its ability to juggle multiple sessions-per-object struggles when confronted with the prospect of trying to 'switch control' to a different object. For instance, if you want to 'remain being character x, but you are controlling a vehicle directly', there is no straightforward way to do it - by default, you would have to shift every connected Session from x to vehicle, which would trigger Evennia to consider character x offline.

Second, the process of having characters login and logout of the game world being handled on the Typeclass could lead to complicated inheritance issues when designing Character typeclasses for players vs NPCs.

Third, Evennia implicitly defines a character being online or offline as whether it has sessions attached or not - there is no concept of a "linkdead" state or similar, which many games may want to have discrete control over. (IE: Should a character immediately logout if it goes linkdead, or should there be a wait period before the character is logged out?)

The Playview is a new type of object which stands "between" Sessions and Objects to address these issues. It holds onto Sessions instead of the Objects, while still tricking Sessions into thinking they're directly attached to the object via .puppet. The playview can change its "current puppet" while still keeping the original character online. As it is a typeclass, it can be replaced/overloaded to dramatically alter its behavior to alter how puppeting works. Lastly, since it implements the logic for announcing players entering the game and storing characters in nullspace when they go offline, that logic has been completely removed from the Character typeclass, which should greatly simplify development of Players vs Non-Player Character logic in typeclasses for many games.

FAQ

Q: This is cool! How can I help?
A: Patreon support is always welcome. If you can code and have cool ideas or bug fixes, feel free to fork, edit, and pull request! Join our discord to really get cranking away though.

Q: I found a bug! What do I do?
A: Post it on this GitHub's Issues tracker. I'll see what I can do when I have time. ... or you can try to fix it yourself and submit a Pull Request. That's cool too.

Q: The heck is an Athanor? Why name something this? A: An Athanor is a furnace used in alchemy. It's a place where things are forged and refined. I thought it was a fitting name for a library that's meant to be used to build other things.

Special Thanks

  • The Evennia Project.
  • All of my Patrons on Patreon.
  • Anyone who contributes to this project or my other ones.

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