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Add attr= support to create_channel. Resolve #3078
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5 changed files with 99 additions and 13 deletions
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@ -112,7 +112,37 @@ This again retrieve 20 lines, but starting 30 lines back (so you'll get lines
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### Channel administration
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To create/destroy a new channel you can do
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Evennia can create certain channels when it starts. Channels can also
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be created on-the-fly in-game.
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#### Default channels from settings
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You can specify 'default' channels you want to auto-create from the Evennia
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settings. New accounts will automatically be subscribed to such 'default' channels if
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they have the right permissions. This is a list of one dict per channel (example is the default public channel):
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```python
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# in mygame/server/conf/settings.py
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DEFAULT_CHANNELS = [
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{
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"key": "Public",
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"aliases": ("pub",),
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"desc": "Public discussion",
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"locks": "control:perm(Admin);listen:all();send:all()",
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},
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]
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```
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Each dict is fed as `**channeldict` into the [create_channel](evennia.utils.create.create_channel) function, and thus supports all the same keywords.
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Evennia also has two system-related channels:
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- `CHANNEL_MUDINFO` is a dict describing the "MudInfo" channel. This is assumed to exist and is a place for Evennia to echo important server information. The idea is that server admins and staff can subscribe to this channel to stay in the loop.
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- `CHANNEL_CONECTINFO` is not defined by default. It will receive connect/disconnect-messages and could be visible also for regular players. If not given, connection-info will just be logged quietly.
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#### Managing channels in-game
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To create/destroy a new channel on the fly you can do
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channel/create channelname;alias;alias = description
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channel/destroy channelname
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@ -440,6 +440,45 @@ class Character(DefaultCharacter):
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```
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## Adding additional TraitHandlers
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Sometimes, it is easier to top-level classify traits, such as stats, skills, or other categories of traits you want to handle independantly of each other. Here is an example showing an example on the object typeclass, expanding on the first installation example:
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```python
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# mygame/typeclasses/objects.py
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from evennia import DefaultCharacter
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from evennia.utils import lazy_property
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from evennia.contrib.rpg.traits import TraitHandler
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# ...
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class Character(DefaultCharacter):
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...
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@lazy_property
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def traits(self):
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# this adds the handler as .traits
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return TraitHandler(self)
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@lazy_property
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def stats(self):
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# this adds the handler as .stats
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return TraitHandler(self, db_attribute_key="stats")
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@lazy_property
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def skills(self):
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# this adds the handler as .skills
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return TraitHandler(self, db_attribute_key="skills")
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def at_object_creation(self):
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# (or wherever you want)
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self.stats.add("str", "Strength", trait_type="static", base=10, mod=2)
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self.traits.add("hp", "Health", trait_type="gauge", min=0, max=100)
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self.skills.add("hunting", "Hunting Skill", trait_type="counter",
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base=10, mod=1, min=0, max=100)
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```
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----
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@ -1354,14 +1354,9 @@ rooms without editing the map files outside of the game.
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## Installation
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1. If you haven't before, install the extra contrib requirements.
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<<<<<<< HEAD
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You can do so by doing `pip install evennia[extra]`, or if you used `git` to
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install, do `pip install --upgrade -e .[extra]` from the `evennia/` repo
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folder.
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=======
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You can do so by doing `pip install evennia[extra]` from the
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`evennia/` folder.
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>>>>>>> f4253e600eac5c55445e8cb599e49d5cf060494a
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2. Import and add the `evennia.contrib.grid.xyzgrid.commands.XYZGridCmdSet` to the
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`CharacterCmdset` cmdset in `mygame/commands.default_cmds.py`. Reload
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the server. This makes the `map`, `goto/path` and modified `teleport` and
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