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< li > < a href = "Contrib-Simpledoor.html" > 2.x (main branch)< / a > < / li >
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< li > < a href = "../1.3.0/index.html" > 1.3.0 (v1.3.0 branch)< / a > < / li >
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< section class = "tex2jax_ignore mathjax_ignore" id = "simpledoor" >
< h1 > SimpleDoor< a class = "headerlink" href = "#simpledoor" title = "Permalink to this headline" > ¶< / a > < / h1 >
< p > Contribution by Griatch, 2016< / p >
< p > A simple two-way exit that represents a door that can be opened and
closed from both sides. Can easily be expanded to make it lockable,
destroyable etc.< / p >
< p > Note that the simpledoor is based on Evennia locks, so it will
not work for a superuser (which bypasses all locks). The superuser
will always appear to be able to close/open the door over and over
without the locks stopping you. To use the door, use < code class = "docutils literal notranslate" > < span class = "pre" > quell< / span > < / code > or a
non-superuser account.< / p >
< section id = "installation" >
< h2 > Installation:< a class = "headerlink" href = "#installation" title = "Permalink to this headline" > ¶< / a > < / h2 >
< p > Import < code class = "docutils literal notranslate" > < span class = "pre" > SimpleDoorCmdSet< / span > < / code > from this module into < code class = "docutils literal notranslate" > < span class = "pre" > mygame/commands/default_cmdsets< / span > < / code >
and add it to your < code class = "docutils literal notranslate" > < span class = "pre" > CharacterCmdSet< / span > < / code > :< / p >
< div class = "highlight-python notranslate" > < div class = "highlight" > < pre > < span > < / span > < span class = "c1" > # in mygame/commands/default_cmdsets.py< / span >
< span class = "kn" > from< / span > < span class = "nn" > evennia.contrib.grid< / span > < span class = "kn" > import< / span > < span class = "n" > simpledoor< / span > < span class = "o" > < ---< / span >
< span class = "k" > class< / span > < span class = "nc" > CharacterCmdSet< / span > < span class = "p" > (< / span > < span class = "n" > default_cmds< / span > < span class = "o" > .< / span > < span class = "n" > CharacterCmdSet< / span > < span class = "p" > ):< / span >
< span class = "c1" > # ...< / span >
< span class = "k" > def< / span > < span class = "nf" > at_cmdset_creation< / span > < span class = "p" > (< / span > < span class = "bp" > self< / span > < span class = "p" > ):< / span >
< span class = "c1" > # ...< / span >
< span class = "bp" > self< / span > < span class = "o" > .< / span > < span class = "n" > add< / span > < span class = "p" > (< / span > < span class = "n" > simpledoor< / span > < span class = "o" > .< / span > < span class = "n" > SimpleDoorCmdSet< / span > < span class = "p" > )< / span >
< / pre > < / div >
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< section id = "usage" >
< h2 > Usage:< a class = "headerlink" href = "#usage" title = "Permalink to this headline" > ¶< / a > < / h2 >
< p > To try it out, < code class = "docutils literal notranslate" > < span class = "pre" > dig< / span > < / code > a new room and then use the (overloaded) < code class = "docutils literal notranslate" > < span class = "pre" > @ open< / span > < / code >
commmand to open a new doorway to it like this:< / p >
< div class = "highlight-none notranslate" > < div class = "highlight" > < pre > < span > < / span > @open doorway:contrib.grid.simpledoor.SimpleDoor = otherroom
open doorway
close doorway
< / pre > < / div >
< / div >
< p > Note: This uses locks, so if you are a superuser you will not be blocked by
a locked door - < code class = "docutils literal notranslate" > < span class = "pre" > quell< / span > < / code > yourself, if so. Normal users will find that they
cannot pass through either side of the door once it’ s closed from the other
side.< / p >
< hr class = "docutils" / >
< p > < small > This document page is generated from < code class = "docutils literal notranslate" > < span class = "pre" > evennia/contrib/grid/simpledoor/README.md< / span > < / code > . Changes to this
file will be overwritten, so edit that file rather than this one.< / small > < / p >
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