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<html>
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<head>
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<meta charset="utf-8" />
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<meta name="viewport" content="width=device-width, initial-scale=1.0" />
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<meta name="viewport" content="width=device-width, initial-scale=1.0" /><meta name="generator" content="Docutils 0.17.1: http://docutils.sourceforge.net/" />
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<title>Soft Code — Evennia 1.0-dev documentation</title>
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<link rel="stylesheet" href="../_static/nature.css" type="text/css" />
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<link rel="stylesheet" href="../_static/pygments.css" type="text/css" />
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<div class="bodywrapper">
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<div class="body" role="main">
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<div class="section" id="soft-code">
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<section 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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@ -48,22 +49,22 @@ 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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<div class="section" id="examples-of-softcode">
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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"><table class="highlighttable"><tr><td class="linenos"><div class="linenodiv"><pre>1</pre></div></td><td class="code"><div class="highlight"><pre><span></span> @set <span class="nv">me</span><span class="o">=</span>HELLO_WORLD.C:<span class="nv">$hello</span>:@pemit %#<span class="o">=</span>Hello World!
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<div class="highlight-bash notranslate"><table class="highlighttable"><tr><td class="linenos"><div class="linenodiv"><pre><span class="normal">1</span></pre></div></td><td class="code"><div class="highlight"><pre><span></span> @set <span class="nv">me</span><span class="o">=</span>HELLO_WORLD.C:<span class="nv">$hello</span>:@pemit %#<span class="o">=</span>Hello World!
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</pre></div>
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</td></tr></table></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"><table class="highlighttable"><tr><td class="linenos"><div class="linenodiv"><pre>1</pre></div></td><td class="code"><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">$hello</span>:@pemit %#<span class="o">=</span>Hello World!
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<div class="highlight-bash notranslate"><table class="highlighttable"><tr><td class="linenos"><div class="linenodiv"><pre><span class="normal">1</span></pre></div></td><td class="code"><div class="highlight"><pre><span></span> <span class="p">&</span>HELLO_WORLD.C <span class="nv">me</span><span class="o">=</span><span class="nv">$hello</span>:@pemit %#<span class="o">=</span>Hello World!
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</pre></div>
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</td></tr></table></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"><table class="highlighttable"><tr><td class="linenos"><div class="linenodiv"><pre>1
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2</pre></div></td><td class="code"><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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<div class="highlight-bash notranslate"><table class="highlighttable"><tr><td class="linenos"><div class="linenodiv"><pre><span class="normal">1</span>
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<span class="normal">2</span></pre></div></td><td class="code"><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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</td></tr></table></div>
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@ -74,8 +75,8 @@ This shorter version looks like this:</p>
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<li><p>http://www.tinymux.com/wiki/index.php/Softcode</p></li>
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<li><p>http://www.duh.com/discordia/mushman/man2x1</p></li>
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</ul>
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</div>
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<div class="section" id="problems-with-softcode">
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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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@ -85,8 +86,8 @@ 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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</div>
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<div class="section" id="changing-times">
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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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@ -96,8 +97,8 @@ small, one or two developer games, some of the benefit of softcode fades.</p>
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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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</div>
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<div class="section" id="our-solution">
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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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@ -110,8 +111,8 @@ in Evennia is primarily intended to be done outside the game, in full-fledged Py
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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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</div>
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<div class="section" id="your-solution">
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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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@ -119,8 +120,8 @@ is of course nothing stopping you from adding that to Evennia, no matter our rec
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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="../Contribs/Dialogues-in-events.html"><span class="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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</div>
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</div>
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</section>
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</section>
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<div class="clearer"></div>
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