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204 lines
12 KiB
HTML
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<!DOCTYPE html>
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<title>Soft Code — Evennia 0.9.5 documentation</title>
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<a href="genindex.html" title="General Index"
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accesskey="I">index</a></li>
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<li class="right" >
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<a href="py-modindex.html" title="Python Module Index"
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>modules</a> |</li>
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<li class="nav-item nav-item-0"><a href="index.html">Evennia 0.9.5</a> »</li>
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<li class="nav-item nav-item-this"><a href="">Soft Code</a></li>
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</ul>
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<div class="document">
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<div class="body" role="main">
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<section class="tex2jax_ignore mathjax_ignore" id="soft-code">
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<h1>Soft Code<a class="headerlink" href="#soft-code" title="Permalink to this headline">¶</a></h1>
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<p>Softcode is a very simple programming language that was created for in-game development on TinyMUD
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derivatives such as MUX, PennMUSH, TinyMUSH, and RhostMUSH. The idea is that by providing a stripped
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down, minimalistic language for in-game use, you can allow quick and easy building and game
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development to happen without having to learn C/C++. There is an added benefit of not having to have
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to hand out shell access to all developers, and permissions can be used to alleviate many security
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problems.</p>
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<p>Writing and installing softcode is done through a MUD client. Thus it is not a formatted language.
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Each softcode function is a single line of varying size. Some functions can be a half of a page long
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or more which is obviously not very readable nor (easily) maintainable over time.</p>
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<section id="examples-of-softcode">
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<h2>Examples of Softcode<a class="headerlink" href="#examples-of-softcode" title="Permalink to this headline">¶</a></h2>
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<p>Here is a simple ‘Hello World!’ command:</p>
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<div class="highlight-bash notranslate"><div class="highlight"><pre><span></span> @set <span class="nv">me</span><span class="o">=</span>HELLO_WORLD.C:<span class="nv">$hello</span>:@pemit %#<span class="o">=</span>Hello World!
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</pre></div>
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</div>
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<p>Pasting this into a MUX/MUSH and typing ‘hello’ will theoretically yield ‘Hello World!’, assuming
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certain flags are not set on your account object.</p>
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<p>Setting attributes is done via <code class="docutils literal notranslate"><span class="pre">@set</span></code>. Softcode also allows the use of the ampersand (<code class="docutils literal notranslate"><span class="pre">&</span></code>) symbol.
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This shorter version looks like this:</p>
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<div class="highlight-bash notranslate"><div class="highlight"><pre><span></span> <span class="p">&</span>HELLO_WORLD.C <span class="nv">me</span><span class="o">=</span><span class="nv">$hello</span>:@pemit %#<span class="o">=</span>Hello World!
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</pre></div>
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</div>
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<p>Perhaps I want to break the Hello World into an attribute which is retrieved when emitting:</p>
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<div class="highlight-bash notranslate"><div class="highlight"><pre><span></span> <span class="p">&</span>HELLO_VALUE.D <span class="nv">me</span><span class="o">=</span>Hello World
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<span class="p">&</span>HELLO_WORLD.C <span class="nv">me</span><span class="o">=</span><span class="nv">$hello</span>:@pemit %#<span class="o">=[</span>v<span class="o">(</span>HELLO_VALUE.D<span class="o">)]</span>
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</pre></div>
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</div>
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<p>The <code class="docutils literal notranslate"><span class="pre">v()</span></code> function returns the <code class="docutils literal notranslate"><span class="pre">HELLO_VALUE.D</span></code> attribute on the object that the command resides
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(<code class="docutils literal notranslate"><span class="pre">me</span></code>, which is yourself in this case). This should yield the same output as the first example.</p>
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<p>If you are still curious about how Softcode works, take a look at some external resources:</p>
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<ul class="simple">
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<li><p><a class="reference external" href="http://www.tinymux.com/wiki/index.php/Softcode">http://www.tinymux.com/wiki/index.php/Softcode</a></p></li>
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<li><p><a class="reference external" href="http://www.duh.com/discordia/mushman/man2x1">http://www.duh.com/discordia/mushman/man2x1</a></p></li>
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</ul>
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</section>
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<section id="problems-with-softcode">
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<h2>Problems with Softcode<a class="headerlink" href="#problems-with-softcode" title="Permalink to this headline">¶</a></h2>
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<p>Softcode is excellent at what it was intended for: <em>simple things</em>. It is a great tool for making an
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interactive object, a room with ambiance, simple global commands, simple economies and coded
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systems. However, once you start to try to write something like a complex combat system or a higher
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end economy, you’re likely to find yourself buried under a mountain of functions that span multiple
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objects across your entire code.</p>
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<p>Not to mention, softcode is not an inherently fast language. It is not compiled, it is parsed with
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each calling of a function. While MUX and MUSH parsers have jumped light years ahead of where they
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once were they can still stutter under the weight of more complex systems if not designed properly.</p>
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</section>
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<section id="changing-times">
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<h2>Changing Times<a class="headerlink" href="#changing-times" title="Permalink to this headline">¶</a></h2>
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<p>Now that starting text-based games is easy and an option for even the most technically inarticulate,
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new projects are a dime a dozen. People are starting new MUDs every day with varying levels of
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commitment and ability. Because of this shift from fewer, larger, well-staffed games to a bunch of
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small, one or two developer games, some of the benefit of softcode fades.</p>
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<p>Softcode is great in that it allows a mid to large sized staff all work on the same game without
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stepping on one another’s toes. As mentioned before, shell access is not necessary to develop a MUX
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or a MUSH. However, now that we are seeing a lot more small, one or two-man shops, the issue of
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shell access and stepping on each other’s toes is a lot less.</p>
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</section>
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<section id="our-solution">
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<h2>Our Solution<a class="headerlink" href="#our-solution" title="Permalink to this headline">¶</a></h2>
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<p>Evennia shuns in-game softcode for on-disk Python modules. Python is a popular, mature and
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professional programming language. You code it using the conveniences of modern text editors.
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Evennia developers have access to the entire library of Python modules out there in the wild - not
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to mention the vast online help resources available. Python code is not bound to one-line functions
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on objects but complex systems may be organized neatly into real source code modules, sub-modules,
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or even broken out into entire Python packages as desired.</p>
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<p>So what is <em>not</em> included in Evennia is a MUX/MOO-like online player-coding system. Advanced coding
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in Evennia is primarily intended to be done outside the game, in full-fledged Python modules.
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Advanced building is best handled by extending Evennia’s command system with your own sophisticated
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building commands. We feel that with a small development team you are better off using a
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professional source-control system (svn, git, bazaar, mercurial etc) anyway.</p>
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</section>
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<section id="your-solution">
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<h2>Your Solution<a class="headerlink" href="#your-solution" title="Permalink to this headline">¶</a></h2>
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<p>Adding advanced and flexible building commands to your game is easy and will probably be enough to
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satisfy most creative builders. However, if you really, <em>really</em> want to offer online coding, there
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is of course nothing stopping you from adding that to Evennia, no matter our recommendations. You
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could even re-implement MUX’ softcode in Python should you be very ambitious. The
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<a class="reference internal" href="Dialogues-in-events.html"><span class="doc std std-doc">in-game-python</span></a> is an optional
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pseudo-softcode plugin aimed at developers wanting to script their game from inside it.</p>
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</section>
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</section>
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<div class="clearer"></div>
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</div>
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</div>
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</div>
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<div class="sphinxsidebar" role="navigation" aria-label="main navigation">
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<div class="sphinxsidebarwrapper">
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<p class="logo"><a href="index.html">
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<img class="logo" src="_static/evennia_logo.png" alt="Logo"/>
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</a></p>
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<div id="searchbox" style="display: none" role="search">
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<h3 id="searchlabel">Quick search</h3>
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</div>
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<script>$('#searchbox').show(0);</script>
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<p><h3><a href="index.html">Table of Contents</a></h3>
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<ul>
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<li><a class="reference internal" href="#">Soft Code</a><ul>
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<li><a class="reference internal" href="#examples-of-softcode">Examples of Softcode</a></li>
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<li><a class="reference internal" href="#problems-with-softcode">Problems with Softcode</a></li>
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<li><a class="reference internal" href="#changing-times">Changing Times</a></li>
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<li><a class="reference internal" href="#our-solution">Our Solution</a></li>
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<li><a class="reference internal" href="#your-solution">Your Solution</a></li>
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</ul>
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</li>
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</ul>
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<div role="note" aria-label="source link">
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<!--h3>This Page</h3-->
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<ul class="this-page-menu">
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<li><a href="_sources/Soft-Code.md.txt"
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rel="nofollow">Show Page Source</a></li>
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</ul>
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</div><h3>Links</h3>
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<ul>
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<li><a href="https://www.evennia.com">Home page</a> </li>
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<li><a href="https://github.com/evennia/evennia">Evennia Github</a> </li>
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<li><a href="http://games.evennia.com">Game Index</a> </li>
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<li><a href="http://webchat.freenode.net/?channels=evennia&uio=MT1mYWxzZSY5PXRydWUmMTE9MTk1JjEyPXRydWUbb">IRC</a> -
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<a href="https://discord.gg/NecFePw">Discord</a> -
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<a href="https://groups.google.com/forum/#%21forum/evennia">Forums</a>
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</li>
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<li><a href="http://evennia.blogspot.com/">Evennia Dev blog</a> </li>
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</ul>
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<h3>Versions</h3>
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<ul>
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<li><a href="../1.0-dev/index.html">1.0-dev (develop branch)</a></li>
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<li><a href="Soft-Code.html">0.9.5 (v0.9.5 branch)</a></li>
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</ul>
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<h3>Navigation</h3>
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© Copyright 2020, The Evennia developer community.
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