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<li class="nav-item nav-item-this"><a href="">Objects</a></li>
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<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="#">Objects</a><ul>
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<li><a class="reference internal" href="#working-with-objects">Working with Objects</a><ul>
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<li><a class="reference internal" href="#properties-and-functions-on-objects">Properties and functions on Objects</a></li>
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</ul>
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</li>
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<li><a class="reference internal" href="#characters">Characters</a></li>
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<li><a class="reference internal" href="#rooms">Rooms</a></li>
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<li><a class="reference internal" href="#exits">Exits</a><ul>
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<li><a class="reference internal" href="#exit-details">Exit details</a></li>
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</ul>
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</li>
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<li><a class="reference internal" href="#adding-common-functionality">Adding common functionality</a></li>
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title="previous chapter">Accounts</a></p>
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title="next chapter">Scripts</a></p>
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<!--h3>This Page</h3-->
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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>
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<a href="https://discord.gg/AJJpcRUhtF">Discord</a> -
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<a href="https://github.com/evennia/evennia/discussions">Discussions</a> -
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<a href="https://evennia.blogspot.com/">Blog</a>
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<section class="tex2jax_ignore mathjax_ignore" id="objects">
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<h1>Objects<a class="headerlink" href="#objects" title="Permalink to this headline">¶</a></h1>
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<div class="highlight-default notranslate"><div class="highlight"><pre><span></span>┌──────┐ │ ┌───────┐ ┌───────┐ ┌──────┐
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│Client├─┼──►│Session├───►│Account├──►│Object│
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└──────┘ │ └───────┘ └───────┘ └──────┘
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^
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</pre></div>
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</div>
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<p>All in-game objects in Evennia, be it characters, chairs, monsters, rooms or hand grenades are
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represented by an Evennia <em>Object</em>. Objects form the core of Evennia and is probably what you’ll
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spend most time working with. Objects are <a class="reference internal" href="Typeclasses.html"><span class="doc std std-doc">Typeclassed</span></a> entities.</p>
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<p>An Evennia Object is, by definition, a Python class that includes <a class="reference internal" href="../api/evennia.objects.objects.html#evennia.objects.objects.DefaultObject" title="evennia.objects.objects.DefaultObject"><span class="xref myst py py-class">evennia.objects.objects.DefaultObject</span></a> among its parents. Evennia defines several subclasses of <code class="docutils literal notranslate"><span class="pre">DefaultObject</span></code> in the following inheritance tree:</p>
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<div class="highlight-default notranslate"><div class="highlight"><pre><span></span> ┌────────────┐
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Evennia│ │ObjectParent│
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library│ └──────▲─────┘
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┌─────────────┐ │ ┌──────┐ │
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│DefaultObject◄────────────────────┼────┤Object├──────┤
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└──────▲──────┘ │ └──────┘ │
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│ ┌────────────────┐ │ ┌─────────┐ │
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├────────┤DefaultCharacter◄─┼────┤Character├───┤
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│ └────────────────┘ │ └─────────┘ │
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│ ┌────────────────┐ │ ┌────┐ │
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├────────┤DefaultRoom ◄─┼────┤Room├────────┤
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│ └────────────────┘ │ └────┘ │
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│ ┌────────────────┐ │ ┌────┐ │
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└────────┤DefaultExit ◄─┼────┤Exit├────────┘
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└────────────────┘ │ └────┘
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│Game-dir
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</pre></div>
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</div>
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<p>Here, arrows indicate inheritance and point from-child-to-parent.</p>
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<p>So, for example <code class="docutils literal notranslate"><span class="pre">DefaultObjet</span></code> is a child of <code class="docutils literal notranslate"><span class="pre">DefaultCharacter</span></code> (in the Evennia library), which is a parent of <code class="docutils literal notranslate"><span class="pre">Character</span></code> (in the game dir). The class in the game-dir is the one you should modify for your game.</p>
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<blockquote>
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<div><p>Note the <code class="docutils literal notranslate"><span class="pre">ObjectParent</span></code> class. This is an empty mix-in that all classes in the game-dir inherits from. It’s where you put things you want <em>all</em> these classes to have.</p>
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</div></blockquote>
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<ul class="simple">
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<li><p><a class="reference internal" href="../api/evennia.objects.objects.html#evennia.objects.objects.DefaultCharacter" title="evennia.objects.objects.DefaultCharacter"><span class="xref myst py py-class">evennia.objects.objects.DefaultCharacter</span></a> - the normal in-game Character, controlled by a player.</p></li>
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<li><p><a class="reference internal" href="../api/evennia.objects.objects.html#evennia.objects.objects.DefaultRoom" title="evennia.objects.objects.DefaultRoom"><span class="xref myst py py-class">evennia.objects.objects.DefaultRoom</span></a> - a location in the game world.</p></li>
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<li><p><a class="reference internal" href="../api/evennia.objects.objects.html#evennia.objects.objects.DefaultExit" title="evennia.objects.objects.DefaultExit"><span class="xref myst py py-class">evennia.objects.objects.DefaultExit</span></a> - an entity that in a location (usually a Room). It represents a one-way connection to another location.</p></li>
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</ul>
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<p>Here are the import paths for the relevant child classes in the game dir</p>
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<ul class="simple">
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<li><p><code class="docutils literal notranslate"><span class="pre">mygame.typeclasses.objects.Object</span></code> (inherits from <code class="docutils literal notranslate"><span class="pre">DefaultObject</span></code>)</p></li>
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<li><p><code class="docutils literal notranslate"><span class="pre">mygame.typeclasses.characters.Character</span></code> (inherits from <code class="docutils literal notranslate"><span class="pre">DefaultCharacter</span></code>)</p></li>
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<li><p><code class="docutils literal notranslate"><span class="pre">mygame.typeclasses.rooms.Room</span></code> (inherits from <code class="docutils literal notranslate"><span class="pre">DefaultRoom</span></code>)</p></li>
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<li><p><code class="docutils literal notranslate"><span class="pre">mygame.typeclasses.exits.Exit</span></code> (inherits from <code class="docutils literal notranslate"><span class="pre">DefaultExit</span></code>)</p></li>
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</ul>
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<section id="working-with-objects">
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<h2>Working with Objects<a class="headerlink" href="#working-with-objects" title="Permalink to this headline">¶</a></h2>
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<p>You can easily add your own in-game behavior by either modifying one of the typeclasses in your game dir or by inheriting from them.</p>
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<p>You can put your new typeclass directly in the relevant module, or you could organize your code in some other way. Here we assume we make a new module <code class="docutils literal notranslate"><span class="pre">mygame/typeclasses/flowers.py</span></code>:</p>
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<div class="highlight-python notranslate"><div class="highlight"><pre><span></span> <span class="c1"># mygame/typeclasses/flowers.py</span>
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<span class="kn">from</span> <span class="nn">typeclasses.objects</span> <span class="kn">import</span> <span class="n">Object</span>
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<span class="k">class</span> <span class="nc">Rose</span><span class="p">(</span><span class="n">Object</span><span class="p">):</span>
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<span class="w"> </span><span class="sd">"""</span>
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<span class="sd"> This creates a simple rose object </span>
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<span class="sd"> """</span>
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<span class="k">def</span> <span class="nf">at_object_creation</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
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<span class="s2">"this is called only once, when object is first created"</span>
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<span class="c1"># add a persistent attribute 'desc' </span>
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<span class="c1"># to object (silly example).</span>
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<span class="bp">self</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">desc</span> <span class="o">=</span> <span class="s2">"This is a pretty rose with thorns."</span>
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</pre></div>
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</div>
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<p>Now you just need to point to the class <em>Rose</em> with the <code class="docutils literal notranslate"><span class="pre">create</span></code> command to make a new rose:</p>
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<div class="highlight-none notranslate"><div class="highlight"><pre><span></span> create/drop MyRose:flowers.Rose
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</pre></div>
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</div>
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<p>What the <code class="docutils literal notranslate"><span class="pre">create</span></code> command actually <em>does</em> is to use the <a class="reference internal" href="../api/evennia.utils.create.html#evennia.utils.create.create_object" title="evennia.utils.create.create_object"><span class="xref myst py py-func">evennia.create_object</span></a> function. You can do the same thing yourself in code:</p>
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<div class="highlight-python notranslate"><div class="highlight"><pre><span></span> <span class="kn">from</span> <span class="nn">evennia</span> <span class="kn">import</span> <span class="n">create_object</span>
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<span class="n">new_rose</span> <span class="o">=</span> <span class="n">create_object</span><span class="p">(</span><span class="s2">"typeclasses.flowers.Rose"</span><span class="p">,</span> <span class="n">key</span><span class="o">=</span><span class="s2">"MyRose"</span><span class="p">)</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">create</span></code> command will auto-append the most likely path to your typeclass, if you enter the
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call manually you have to give the full path to the class. The <code class="docutils literal notranslate"><span class="pre">create.create_object</span></code> function is
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powerful and should be used for all coded object creating (so this is what you use when defining
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your own building commands).</p>
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<p>This particular Rose class doesn’t really do much, all it does it make sure the attribute
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<code class="docutils literal notranslate"><span class="pre">desc</span></code>(which is what the <code class="docutils literal notranslate"><span class="pre">look</span></code> command looks for) is pre-set, which is pretty pointless since you
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will usually want to change this at build time (using the <code class="docutils literal notranslate"><span class="pre">desc</span></code> command or using the <a class="reference internal" href="Prototypes.html"><span class="doc std std-doc">Spawner</span></a>).</p>
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<section id="properties-and-functions-on-objects">
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<h3>Properties and functions on Objects<a class="headerlink" href="#properties-and-functions-on-objects" title="Permalink to this headline">¶</a></h3>
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<p>Beyond the properties assigned to all <a class="reference internal" href="Typeclasses.html"><span class="doc std std-doc">typeclassed</span></a> objects (see that page for a list
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of those), the Object also has the following custom properties:</p>
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<ul class="simple">
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<li><p><code class="docutils literal notranslate"><span class="pre">aliases</span></code> - a handler that allows you to add and remove aliases from this object. Use <code class="docutils literal notranslate"><span class="pre">aliases.add()</span></code> to add a new alias and <code class="docutils literal notranslate"><span class="pre">aliases.remove()</span></code> to remove one.</p></li>
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<li><p><code class="docutils literal notranslate"><span class="pre">location</span></code> - a reference to the object currently containing this object.</p></li>
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<li><p><code class="docutils literal notranslate"><span class="pre">home</span></code> is a backup location. The main motivation is to have a safe place to move the object to if its <code class="docutils literal notranslate"><span class="pre">location</span></code> is destroyed. All objects should usually have a home location for safety.</p></li>
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<li><p><code class="docutils literal notranslate"><span class="pre">destination</span></code> - this holds a reference to another object this object links to in some way. Its main use is for <a class="reference internal" href="#exits"><span class="std std-doc">Exits</span></a>, it’s otherwise usually unset.</p></li>
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<li><p><code class="docutils literal notranslate"><span class="pre">nicks</span></code> - as opposed to aliases, a <a class="reference internal" href="Nicks.html"><span class="doc std std-doc">Nick</span></a> holds a convenient nickname replacement for a real name, word or sequence, only valid for this object. This mainly makes sense if the Object is used as a game character - it can then store briefer shorts, example so as to quickly reference game commands or other characters. Use nicks.add(alias, realname) to add a new one.</p></li>
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<li><p><code class="docutils literal notranslate"><span class="pre">account</span></code> - this holds a reference to a connected <a class="reference internal" href="Accounts.html"><span class="doc std std-doc">Account</span></a> controlling this object (if any). Note that this is set also if the controlling account is <em>not</em> currently online - to test if an account is online, use the <code class="docutils literal notranslate"><span class="pre">has_account</span></code> property instead.</p></li>
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<li><p><code class="docutils literal notranslate"><span class="pre">sessions</span></code> - if <code class="docutils literal notranslate"><span class="pre">account</span></code> field is set <em>and the account is online</em>, this is a list of all active sessions (server connections) to contact them through (it may be more than one if multiple connections are allowed in settings).</p></li>
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<li><p><code class="docutils literal notranslate"><span class="pre">has_account</span></code> - a shorthand for checking if an <em>online</em> account is currently connected to this object.</p></li>
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<li><p><code class="docutils literal notranslate"><span class="pre">contents</span></code> - this returns a list referencing all objects ‘inside’ this object (i,e. which has this object set as their <code class="docutils literal notranslate"><span class="pre">location</span></code>).</p></li>
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<li><p><code class="docutils literal notranslate"><span class="pre">exits</span></code> - this returns all objects inside this object that are <em>Exits</em>, that is, has the <code class="docutils literal notranslate"><span class="pre">destination</span></code> property set.</p></li>
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</ul>
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<p>The last two properties are special:</p>
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<ul class="simple">
|
|||
|
|
<li><p><code class="docutils literal notranslate"><span class="pre">cmdset</span></code> - this is a handler that stores all <a class="reference internal" href="Command-Sets.html"><span class="doc std std-doc">command sets</span></a> defined on the object (if any).</p></li>
|
|||
|
|
<li><p><code class="docutils literal notranslate"><span class="pre">scripts</span></code> - this is a handler that manages <a class="reference internal" href="Scripts.html"><span class="doc std std-doc">Scripts</span></a> attached to the object (if any).</p></li>
|
|||
|
|
</ul>
|
|||
|
|
<p>The Object also has a host of useful utility functions. See the function headers in <code class="docutils literal notranslate"><span class="pre">src/objects/objects.py</span></code> for their arguments and more details.</p>
|
|||
|
|
<ul class="simple">
|
|||
|
|
<li><p><code class="docutils literal notranslate"><span class="pre">msg()</span></code> - this function is used to send messages from the server to an account connected to this object.</p></li>
|
|||
|
|
<li><p><code class="docutils literal notranslate"><span class="pre">msg_contents()</span></code> - calls <code class="docutils literal notranslate"><span class="pre">msg</span></code> on all objects inside this object.</p></li>
|
|||
|
|
<li><p><code class="docutils literal notranslate"><span class="pre">search()</span></code> - this is a convenient shorthand to search for a specific object, at a given location or globally. It’s mainly useful when defining commands (in which case the object executing the command is named <code class="docutils literal notranslate"><span class="pre">caller</span></code> and one can do <code class="docutils literal notranslate"><span class="pre">caller.search()</span></code> to find objects in the room to operate on).</p></li>
|
|||
|
|
<li><p><code class="docutils literal notranslate"><span class="pre">execute_cmd()</span></code> - Lets the object execute the given string as if it was given on the command line.</p></li>
|
|||
|
|
<li><p><code class="docutils literal notranslate"><span class="pre">move_to</span></code> - perform a full move of this object to a new location. This is the main move method and will call all relevant hooks, do all checks etc.</p></li>
|
|||
|
|
<li><p><code class="docutils literal notranslate"><span class="pre">clear_exits()</span></code> - will delete all <a class="reference internal" href="#exits"><span class="std std-doc">Exits</span></a> to <em>and</em> from this object.</p></li>
|
|||
|
|
<li><p><code class="docutils literal notranslate"><span class="pre">clear_contents()</span></code> - this will not delete anything, but rather move all contents (except Exits) to their designated <code class="docutils literal notranslate"><span class="pre">Home</span></code> locations.</p></li>
|
|||
|
|
<li><p><code class="docutils literal notranslate"><span class="pre">delete()</span></code> - deletes this object, first calling <code class="docutils literal notranslate"><span class="pre">clear_exits()</span></code> and <code class="docutils literal notranslate"><span class="pre">clear_contents()</span></code>.</p></li>
|
|||
|
|
</ul>
|
|||
|
|
<p>The Object Typeclass defines many more <em>hook methods</em> beyond <code class="docutils literal notranslate"><span class="pre">at_object_creation</span></code>. Evennia calls these hooks at various points. When implementing your custom objects, you will inherit from the base parent and overload these hooks with your own custom code. See <code class="docutils literal notranslate"><span class="pre">evennia.objects.objects</span></code> for an updated list of all the available hooks or the <a class="reference internal" href="../api/evennia.objects.objects.html#evennia.objects.objects.DefaultObject" title="evennia.objects.objects.DefaultObject"><span class="xref myst py py-class">API for DefaultObject here</span></a>.</p>
|
|||
|
|
</section>
|
|||
|
|
</section>
|
|||
|
|
<section id="characters">
|
|||
|
|
<h2>Characters<a class="headerlink" href="#characters" title="Permalink to this headline">¶</a></h2>
|
|||
|
|
<p>The <a class="reference internal" href="../api/evennia.objects.objects.html#evennia.objects.objects.DefaultCharacter" title="evennia.objects.objects.DefaultCharacter"><span class="xref myst py py-class">DefaultCharacters</span></a> is the root class for player in-game entities. They are usually <em>puppeted</em> by <a class="reference internal" href="Accounts.html"><span class="doc std std-doc">Accounts</span></a>.</p>
|
|||
|
|
<p>When a new Account logs in to Evennia for the first time, a new <code class="docutils literal notranslate"><span class="pre">Character</span></code> object is created and the Account object is assigned to the <code class="docutils literal notranslate"><span class="pre">account</span></code> attribute (but Evennia supports <a class="reference internal" href="../Concepts/Connection-Styles.html"><span class="doc std std-doc">alternative connection-styles</span></a> if so desired).</p>
|
|||
|
|
<p>A <code class="docutils literal notranslate"><span class="pre">Character</span></code> object must have a <a class="reference internal" href="Command-Sets.html"><span class="doc std std-doc">Default Commandset</span></a> set on itself at creation, or the account will not be able to issue any commands!</p>
|
|||
|
|
<p>If you want to change the default character created by the default commands, you can change it in settings:</p>
|
|||
|
|
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>BASE_CHARACTER_TYPECLASS = "typeclasses.characters.Character"
|
|||
|
|
</pre></div>
|
|||
|
|
</div>
|
|||
|
|
<p>This deafult points at the empty class in <code class="docutils literal notranslate"><span class="pre">mygame/typeclasses/characters.py</span></code> , ready for you to modify as you please.</p>
|
|||
|
|
</section>
|
|||
|
|
<section id="rooms">
|
|||
|
|
<h2>Rooms<a class="headerlink" href="#rooms" title="Permalink to this headline">¶</a></h2>
|
|||
|
|
<p><a class="reference internal" href="../api/evennia.objects.objects.html#evennia.objects.objects.DefaultRoom" title="evennia.objects.objects.DefaultRoom"><span class="xref myst py py-class">Rooms</span></a> are the root containers of all other objects.</p>
|
|||
|
|
<p>The only thing really separating a room from any other object is that they have no <code class="docutils literal notranslate"><span class="pre">location</span></code> of their own and that default commands like <code class="docutils literal notranslate"><span class="pre">dig</span></code> creates objects of this class - so if you want to expand your rooms with more functionality, just inherit from <code class="docutils literal notranslate"><span class="pre">evennia.DefaultRoom</span></code>.</p>
|
|||
|
|
<p>To change the default room created by <code class="docutils literal notranslate"><span class="pre">dig</span></code>, <code class="docutils literal notranslate"><span class="pre">tunnel</span></code> and other commands, change it in settings:</p>
|
|||
|
|
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>BASE_ROOM_TYPECLASS = "typeclases.rooms.Room"
|
|||
|
|
</pre></div>
|
|||
|
|
</div>
|
|||
|
|
<p>The empty class in <code class="docutils literal notranslate"><span class="pre">mygame/typeclasses/rooms.py</span></code> is a good place to start!</p>
|
|||
|
|
</section>
|
|||
|
|
<section id="exits">
|
|||
|
|
<h2>Exits<a class="headerlink" href="#exits" title="Permalink to this headline">¶</a></h2>
|
|||
|
|
<p><em>Exits</em> are objects connecting other objects (usually <em>Rooms</em>) together. An object named <em>North</em> or <em>in</em> might be an exit, as well as <em>door</em>, <em>portal</em> or <em>jump out the window</em>. An exit has two things that separate them from other objects. Firstly, their <em>destination</em> property is set and points to a valid object. This fact makes it easy and fast to locate exits in the database. Secondly, exits define a special <a class="reference internal" href="Commands.html"><span class="doc std std-doc">Transit Command</span></a> on themselves when they are created. This command is named the same as the exit object and will, when called, handle the practicalities of moving the character to the Exits’s <em>destination</em> - this allows you to just enter the name of the exit on its own to move around, just as you would expect.</p>
|
|||
|
|
<p>The exit functionality is all defined on the Exit typeclass, so you could in principle completely change how exits work in your game (it’s not recommended though, unless you really know what you are doing). Exits are <a class="reference internal" href="Locks.html"><span class="doc std std-doc">locked</span></a> using an access_type called <em>traverse</em> and also make use of a few hook methods for giving feedback if the traversal fails. See <code class="docutils literal notranslate"><span class="pre">evennia.DefaultExit</span></code> for more info.</p>
|
|||
|
|
<p>Exits are normally overridden on a case-by-case basis, but if you want to change the default exit createad by rooms like <code class="docutils literal notranslate"><span class="pre">dig</span></code> , <code class="docutils literal notranslate"><span class="pre">tunnel</span></code> or <code class="docutils literal notranslate"><span class="pre">open</span></code> you can change it in settings:</p>
|
|||
|
|
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>BASE_EXIT_TYPECLASS = "typeclasses.exits.Exit"
|
|||
|
|
</pre></div>
|
|||
|
|
</div>
|
|||
|
|
<p>In <code class="docutils literal notranslate"><span class="pre">mygame/typeclasses/exits.py</span></code> there is an empty <code class="docutils literal notranslate"><span class="pre">Exit</span></code> class for you to modify.</p>
|
|||
|
|
<section id="exit-details">
|
|||
|
|
<h3>Exit details<a class="headerlink" href="#exit-details" title="Permalink to this headline">¶</a></h3>
|
|||
|
|
<p>The process of traversing an exit is as follows:</p>
|
|||
|
|
<ol class="simple">
|
|||
|
|
<li><p>The traversing <code class="docutils literal notranslate"><span class="pre">obj</span></code> sends a command that matches the Exit-command name on the Exit object. The <a class="reference internal" href="Commands.html"><span class="doc std std-doc">cmdhandler</span></a> detects this and triggers the command defined on the Exit. Traversal always involves the “source” (the current location) and the <code class="docutils literal notranslate"><span class="pre">destination</span></code> (this is stored on the Exit object).</p></li>
|
|||
|
|
<li><p>The Exit command checks the <code class="docutils literal notranslate"><span class="pre">traverse</span></code> lock on the Exit object</p></li>
|
|||
|
|
<li><p>The Exit command triggers <code class="docutils literal notranslate"><span class="pre">at_traverse(obj,</span> <span class="pre">destination)</span></code> on the Exit object.</p></li>
|
|||
|
|
<li><p>In <code class="docutils literal notranslate"><span class="pre">at_traverse</span></code>, <code class="docutils literal notranslate"><span class="pre">object.move_to(destination)</span></code> is triggered. This triggers the following hooks, in order:</p>
|
|||
|
|
<ol class="simple">
|
|||
|
|
<li><p><code class="docutils literal notranslate"><span class="pre">obj.at_pre_move(destination)</span></code> - if this returns False, move is aborted.</p></li>
|
|||
|
|
<li><p><code class="docutils literal notranslate"><span class="pre">origin.at_pre_leave(obj,</span> <span class="pre">destination)</span></code></p></li>
|
|||
|
|
<li><p><code class="docutils literal notranslate"><span class="pre">obj.announce_move_from(destination)</span></code></p></li>
|
|||
|
|
<li><p>Move is performed by changing <code class="docutils literal notranslate"><span class="pre">obj.location</span></code> from source location to <code class="docutils literal notranslate"><span class="pre">destination</span></code>.</p></li>
|
|||
|
|
<li><p><code class="docutils literal notranslate"><span class="pre">obj.announce_move_to(source)</span></code></p></li>
|
|||
|
|
<li><p><code class="docutils literal notranslate"><span class="pre">destination.at_object_receive(obj,</span> <span class="pre">source)</span></code></p></li>
|
|||
|
|
<li><p><code class="docutils literal notranslate"><span class="pre">obj.at_post_move(source)</span></code></p></li>
|
|||
|
|
</ol>
|
|||
|
|
</li>
|
|||
|
|
<li><p>On the Exit object, <code class="docutils literal notranslate"><span class="pre">at_post_traverse(obj,</span> <span class="pre">source)</span></code> is triggered.</p></li>
|
|||
|
|
</ol>
|
|||
|
|
<p>If the move fails for whatever reason, the Exit will look for an Attribute <code class="docutils literal notranslate"><span class="pre">err_traverse</span></code> on itself and display this as an error message. If this is not found, the Exit will instead call <code class="docutils literal notranslate"><span class="pre">at_failed_traverse(obj)</span></code> on itself.</p>
|
|||
|
|
</section>
|
|||
|
|
</section>
|
|||
|
|
<section id="adding-common-functionality">
|
|||
|
|
<h2>Adding common functionality<a class="headerlink" href="#adding-common-functionality" title="Permalink to this headline">¶</a></h2>
|
|||
|
|
<p><code class="docutils literal notranslate"><span class="pre">Object</span></code>, <code class="docutils literal notranslate"><span class="pre">Character</span></code>, <code class="docutils literal notranslate"><span class="pre">Room</span></code> and <code class="docutils literal notranslate"><span class="pre">Exit</span></code> also inherit from <code class="docutils literal notranslate"><span class="pre">mygame.typeclasses.objects.ObjectParent</span></code>.
|
|||
|
|
This is an empty ‘mixin’ class. Optionally, you can modify this class if you want to easily add some <em>common</em> functionality to all your Objects, Characters, Rooms and Exits at once. You can still customize each subclass separately (see the Python docs on <a class="reference external" href="https://docs.python.org/3/tutorial/classes.html#multiple-inheritance">multiple inheritance</a> for details).</p>
|
|||
|
|
<p>Here is an example:</p>
|
|||
|
|
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="c1"># in mygame/typeclasses/objects.py</span>
|
|||
|
|
<span class="c1"># ... </span>
|
|||
|
|
|
|||
|
|
<span class="kn">from</span> <span class="nn">evennia.objects.objects</span> <span class="kn">import</span> <span class="n">DefaultObject</span>
|
|||
|
|
|
|||
|
|
<span class="k">class</span> <span class="nc">ObjectParent</span><span class="p">:</span>
|
|||
|
|
<span class="k">def</span> <span class="nf">at_pre_get</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">getter</span><span class="p">,</span> <span class="o">**</span><span class="n">kwargs</span><span class="p">):</span>
|
|||
|
|
<span class="c1"># make all entities by default un-pickable</span>
|
|||
|
|
<span class="k">return</span> <span class="kc">False</span>
|
|||
|
|
</pre></div>
|
|||
|
|
</div>
|
|||
|
|
<p>Now all of <code class="docutils literal notranslate"><span class="pre">Object</span></code>, <code class="docutils literal notranslate"><span class="pre">Exit</span></code>. <code class="docutils literal notranslate"><span class="pre">Room</span></code> and <code class="docutils literal notranslate"><span class="pre">Character</span></code> default to not being able to be picked up using the <code class="docutils literal notranslate"><span class="pre">get</span></code> command.</p>
|
|||
|
|
</section>
|
|||
|
|
</section>
|
|||
|
|
|
|||
|
|
|
|||
|
|
</div>
|
|||
|
|
</div>
|
|||
|
|
</div>
|
|||
|
|
|
|||
|
|
</div>
|
|||
|
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<div class="related" role="navigation" aria-label="related navigation">
|
|||
|
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<h3>Navigation</h3>
|
|||
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<ul>
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<li class="right" style="margin-right: 10px">
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<a href="../genindex.html" title="General Index"
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>index</a></li>
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<li class="right" >
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>modules</a> |</li>
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<li class="right" >
|
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<a href="Scripts.html" title="Scripts"
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|||
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>next</a> |</li>
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<li class="right" >
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<a href="Accounts.html" title="Accounts"
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>previous</a> |</li>
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<li class="nav-item nav-item-0"><a href="../index.html">Evennia 1.0</a> »</li>
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<li class="nav-item nav-item-this"><a href="">Objects</a></li>
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© Copyright 2022, The Evennia developer community.
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Created using <a href="https://www.sphinx-doc.org/">Sphinx</a> 3.2.1.
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