Add attr= support to create_channel. Resolve #3078

This commit is contained in:
Griatch 2023-01-15 14:26:31 +01:00
parent 75f3a6b63a
commit 95fc26877b
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
### Channel administration
To create/destroy a new channel you can do
Evennia can create certain channels when it starts. Channels can also
be created on-the-fly in-game.
#### Default channels from settings
You can specify 'default' channels you want to auto-create from the Evennia
settings. New accounts will automatically be subscribed to such 'default' channels if
they have the right permissions. This is a list of one dict per channel (example is the default public channel):
```python
# in mygame/server/conf/settings.py
DEFAULT_CHANNELS = [
{
"key": "Public",
"aliases": ("pub",),
"desc": "Public discussion",
"locks": "control:perm(Admin);listen:all();send:all()",
},
]
```
Each dict is fed as `**channeldict` into the [create_channel](evennia.utils.create.create_channel) function, and thus supports all the same keywords.
Evennia also has two system-related channels:
- `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.
- `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.
#### Managing channels in-game
To create/destroy a new channel on the fly you can do
channel/create channelname;alias;alias = description
channel/destroy channelname

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@ -440,6 +440,45 @@ class Character(DefaultCharacter):
```
## Adding additional TraitHandlers
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:
```python
# mygame/typeclasses/objects.py
from evennia import DefaultCharacter
from evennia.utils import lazy_property
from evennia.contrib.rpg.traits import TraitHandler
# ...
class Character(DefaultCharacter):
...
@lazy_property
def traits(self):
# this adds the handler as .traits
return TraitHandler(self)
@lazy_property
def stats(self):
# this adds the handler as .stats
return TraitHandler(self, db_attribute_key="stats")
@lazy_property
def skills(self):
# this adds the handler as .skills
return TraitHandler(self, db_attribute_key="skills")
def at_object_creation(self):
# (or wherever you want)
self.stats.add("str", "Strength", trait_type="static", base=10, mod=2)
self.traits.add("hp", "Health", trait_type="gauge", min=0, max=100)
self.skills.add("hunting", "Hunting Skill", trait_type="counter",
base=10, mod=1, min=0, max=100)
```
----

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@ -1354,14 +1354,9 @@ rooms without editing the map files outside of the game.
## Installation
1. If you haven't before, install the extra contrib requirements.
<<<<<<< HEAD
You can do so by doing `pip install evennia[extra]`, or if you used `git` to
install, do `pip install --upgrade -e .[extra]` from the `evennia/` repo
folder.
=======
You can do so by doing `pip install evennia[extra]` from the
`evennia/` folder.
>>>>>>> f4253e600eac5c55445e8cb599e49d5cf060494a
2. Import and add the `evennia.contrib.grid.xyzgrid.commands.XYZGridCmdSet` to the
`CharacterCmdset` cmdset in `mygame/commands.default_cmds.py`. Reload
the server. This makes the `map`, `goto/path` and modified `teleport` and