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Update docs links
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@ -35,15 +35,13 @@ def hello_world(who):
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who.msg("Hello World!")
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```
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```{eval-rst}
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```{sidebar} Whitespace matters in Python!
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.. sidebar:: Remember:
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- Indentation matters in Python
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- So does capitalization
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- Use 4 `spaces` to indent, not tabs
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- Empty lines are fine
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- Anything on a line after a `#` is a `comment`, ignored by Python
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- Indentation matters in Python
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- So does capitalization
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- Use 4 `spaces` to indent, not tabs
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- Empty lines are fine
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- Anything on a line after a `#` is a `comment`, ignored by Python
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```
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The _python_path_ describes the relation between Python resources, both between and inside
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@ -138,9 +136,7 @@ class Object(DefaultObject):
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```{sidebar} Docstrings vs Comments
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A docstring is not the same as a comment (created by `#`). A
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docstring is not ignored by Python but is an integral part of the thing
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it is documenting (the module and the class in this case).
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A docstring is not the same as a comment (created by `#`). A docstring is not ignored by Python but is an integral part of the thing it is documenting (the module and the class in this case).
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```
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The real file is much longer but we can ignore the multi-line strings (`""" ... """`). These serve
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as documentation-strings, or _docstrings_ for the module (at the top) and the `class` below.
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@ -158,8 +154,7 @@ little detour to understand what a 'class', an 'object' or 'instance' is. These
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things to understand before you can use Evennia efficiently.
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```{sidebar} OOP
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Classes, objects, instances and inheritance are fundamental to Python. This and some
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other concepts are often clumped together under the term Object-Oriented-Programming (OOP).
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Classes, objects, instances and inheritance are fundamental to Python. This and some other concepts are often clumped together under the term Object-Oriented-Programming (OOP).
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```
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### Classes and instances
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@ -187,11 +182,10 @@ at least one argument (almost always written as `self` although you could in pri
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another name), which is a reference back to itself. So when we print `self.key` we are referring
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back to the `key` on the class.
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```{eval-rst}
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.. sidebar:: Terms
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```{sidebar} Terms
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- A `class` is a code template describing a 'type' of something
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- An `object` is an `instance` of a `class`. Like using a mold to cast tin soldiers, one class can be `instantiated` into any number of object-instances.
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- A `class` is a code template describing a 'type' of something
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- An `object` is an `instance` of a `class`. Like using a mold to cast in soldiers, one class can be `instantiated` into any number of object-instances.
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```
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A class is just a template. Before it can be used, we must create an _instance_ of the class. If
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@ -252,10 +246,7 @@ way:
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Or you can use a separate terminal and restart from outside the game:
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```{sidebar} On reloading
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Reloading with the python mode gets a little annoying since you need to redo everything
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after every reload. Just keep in mind that during regular development you will not be
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working this way. The in-game python mode is practical for quick fixes and experiments like
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this, but actual code is normally written externally, in python modules.
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Reloading with the python mode gets a little annoying since you need to redo everything after every reload. Just keep in mind that during regular development you will not be working this way. The in-game python mode is practical for quick fixes and experiments like this, but actual code is normally written externally, in python modules.
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```
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$ evennia reload (or restart)
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@ -347,9 +338,7 @@ the parent in parenthesis. `class Classname(Parent)` is the way to do this.
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```{sidebar} Multi-inheritance
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It's possible to add more comma-separated parents to a class. You should usually avoid
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this until you `really` know what you are doing. A single parent will be enough for almost
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every case you'll need.
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It's possible to add more comma-separated parents to a class. You should usually avoid this until you `really` know what you are doing. A single parent will be enough for almost every case you'll need.
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```
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