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Refactor 1.0 docs with new toctree structure and inheritance
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# Using Travis
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Evennia uses [Travis CI](https://travis-ci.org/) to check that it's building successfully after every
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commit to its Github repository (you can for example see the `build: passing` badge at the top of
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Evennia's [Readme file](https://github.com/evennia/evennia)). If your game is open source on Github
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you may also use Travis for free. See [the Travis docs](https://docs.travis-ci.com/user/getting-
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started/) for how to get started.
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After logging in you will get to point Travis to your repository on github. One further thing you
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need to set up yourself is a Travis config file named `.travis.yml` (note the initial period `.`).
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This should be created in the root of your game directory. The idea with this file is that it
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describes what Travis needs to import and build in order to create an instance of Evennia from
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scratch and then run validation tests on it. Here is an example:
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``` yaml
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language: python
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python:
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- "2.7"
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install:
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- git clone https://github.com/evennia/evennia.git
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- cd evennia
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- pip install -e .
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- cd $TRAVIS_BUILD_DIR
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script:
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- evennia migrate
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- evennia test evennia
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- evennia test
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```
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This will tell travis how to download Evennia, install it, set up a database and then run the test
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suite.
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You need to add this file to git (`git add .travis.yml`) and then commit your changes before Travis
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will be able to see it.
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For properly testing your game you of course also need to write unittests. [We have a page](Unit-
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Testing) on how we set those up for Evennia, you should be able to refer to that for making tests
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fitting your game.
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