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https://github.com/evennia/evennia.git
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Merge branch 'develop' into contrib/evadventure
This commit is contained in:
commit
9c45feaf10
9 changed files with 552 additions and 25 deletions
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@ -2,7 +2,7 @@
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Evennia comes with a MUD client accessible from a normal web browser. During development you can try
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it at `http://localhost:4001/webclient`. The client consists of several parts, all under
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`evennia/web/webclient/`:
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`evennia/web`:
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`templates/webclient/webclient.html` and `templates/webclient/base.html` are the very simplistic
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django html templates describing the webclient layout.
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@ -18,7 +18,7 @@ be used also if swapping out the gui front end.
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various plugins, and uses the Evennia object library for all in/out.
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`static/webclient/js/plugins` provides a default set of plugins that implement a "telnet-like"
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interface.
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interface, and a couple of example plugins to show how you could implement new plugin features.
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`static/webclient/css/webclient.css` is the CSS file for the client; it also defines things like how
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to display ANSI/Xterm256 colors etc.
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@ -30,17 +30,17 @@ these.
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## Customizing the web client
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Like was the case for the website, you override the webclient from your game directory. You need to
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add/modify a file in the matching directory location within one of the _overrides directories.
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These _override directories are NOT directly used by the web server when the game is running, the
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server copies everything web related in the Evennia folder over to `mygame/web/static/` and then
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copies in all of your _overrides. This can cause some cases were you edit a file, but it doesn't
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add/modify a file in the matching directory locations within your project's `mygame/web/` directories.
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These directories are NOT directly used by the web server when the game is running, the
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server copies everything web related in the Evennia folder over to `mygame/server/.static/` and then
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copies in all of your `mygame/web/` files. This can cause some cases were you edit a file, but it doesn't
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seem to make any difference in the servers behavior. **Before doing anything else, try shutting
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down the game and running `evennia collectstatic` from the command line then start it back up, clear
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your browser cache, and see if your edit shows up.**
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Example: To change the utilized plugin list, you need to override base.html by copying
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`evennia/web/webclient/templates/webclient/base.html` to
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`mygame/web/template_overrides/webclient/base.html` and editing it to add your new plugin.
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Example: To change the list of in-use plugins, you need to override base.html by copying
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`evennia/web/templates/webclient/base.html` to
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`mygame/web/templates/webclient/base.html` and editing it to add your new plugin.
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# Evennia Web Client API (from evennia.js)
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* `Evennia.init( opts )`
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@ -96,6 +96,8 @@ manager for drag-n-drop windows, text routing and more.
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keys to peruse.
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* `hotbuttons.js` Defines onGotOptions. A Disabled-by-default plugin that defines a button bar with
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user-assignable commands.
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* `html.js` A basic plugin to allow the client to handle "raw html" messages from the server, this
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allows the server to send native HTML messages like >div style='s'<styled text>/div<
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* `iframe.js` Defines onOptionsUI. A goldenlayout-only plugin to create a restricted browsing sub-
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window for a side-by-side web/text interface, mostly an example of how to build new HTML
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"components" for goldenlayout.
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@ -108,8 +110,50 @@ from the server and display them as inline HTML.
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while the tab is hidden.
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* `oob.js` Defines onSend. Allows the user to test/send Out Of Band json messages to the server.
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* `options.js` Defines most callbacks. Provides a popup-based UI to coordinate options settings with the server.
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* `options2.js` Defines most callbacks. Provides a goldenlayout-based version of the options/settings tab. Integrates with other plugins via the custom onOptionsUI callback.
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* `options2.js` Defines most callbacks. Provides a goldenlayout-based version of the options/settings tab.
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Integrates with other plugins via the custom onOptionsUI callback.
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* `popups.js` Provides default popups/Dialog UI for other plugins to use.
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* `text2html.js` Provides a new message handler type: `text2html`, similar to the multimedia and html
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plugins. This plugin provides a way to offload rendering the regular pipe-styled ASCII messages
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to the client. This allows the server to do less work, while also allowing the client a place to
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customize this conversion process. To use this plugin you will need to override the current commands
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in Evennia, changing any place where a raw text output message is generated and turn it into a
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`text2html` message. For example: `target.msg("my text")` becomes: `target.msg(text2html=("my text"))`
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(even better, use a webclient pane routing tag: `target.msg(text2html=("my text", {"type": "sometag"}))`)
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`text2html` messages should format and behave identically to the server-side generated text2html() output.
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# A side note on html messages vrs text2html messages
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So...lets say you have a desire to make your webclient output more like standard webpages...
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For telnet clients, you could collect a bunch of text lines together, with ASCII formatted borders, etc.
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Then send the results to be rendered client-side via the text2html plugin.
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But for webclients, you could format a message directly with the html plugin to render the whole thing as an
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HTML table, like so:
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```
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# Server Side Python Code:
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if target.is_webclient():
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# This can be styled however you like using CSS, just add the CSS file to web/static/webclient/css/...
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table = [
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"<table>",
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"<tr><td>1</td><td>2</td><td>3</td></tr>",
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"<tr><td>4</td><td>5</td><td>6</td></tr>",
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"</table>"
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]
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target.msg( html=( "".join(table), {"type": "mytag"}) )
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else:
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# This will use the client to render this as "plain, simple" ASCII text, the same
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# as if it was rendered server-side via the Portal's text2html() functions
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table = [
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"#############",
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"# 1 # 2 # 3 #",
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"#############",
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"# 4 # 5 # 6 #",
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"#############"
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]
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target.msg( html2html=( "\n".join(table), {"type": "mytag"}) )
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```
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# Writing your own Plugins
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@ -131,7 +175,7 @@ output and the one starting input window. This is done by modifying your server
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goldenlayout_default_config.js.
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Start by creating a new
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`mygame/web/static_overrides/webclient/js/plugins/goldenlayout_default_config.js` file, and adding
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`mygame/web/static/webclient/js/plugins/goldenlayout_default_config.js` file, and adding
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the following JSON variable:
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```
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@ -222,7 +266,7 @@ type="text/javascript"></script>
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Remember, plugins are load-order dependent, so make sure the new `<script>` tag comes before the
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goldenlayout.js
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Next, create a new plugin file `mygame/web/static_overrides/webclient/js/plugins/myplugin.js` and
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Next, create a new plugin file `mygame/web/static/webclient/js/plugins/myplugin.js` and
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edit it.
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```
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@ -81,6 +81,8 @@ buffs after application, they are very useful. The handler's `check`/`trigger` m
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`get(key)` is the most basic getter. It returns a single buff instance, or `None` if the buff doesn't exist on the handler. It is also the only getter
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that returns a single buff instance, rather than a dictionary.
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> **Note**: The handler method `has(buff)` allows you to check if a matching key (if a string) or buff class (if a class) is present on the handler cache, without actually instantiating the buff. You should use this method for basic "is this buff present?" checks.
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Group getters, listed below, return a dictionary of values in the format `{buffkey: instance}`. If you want to iterate over all of these buffs,
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you should do so via the `dict.values()` method.
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@ -142,6 +144,44 @@ buffs that are reactive to being checked; for example, removing themselves, alte
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> **Note**: You can also trigger relevant buffs at the same time as you check them by ensuring the optional argument `trigger` is True in the `check` method.
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Modifiers are calculated additively - that is, all modifiers of the same type are added together before being applied. They are then
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applied through the following formula.
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```python
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(base + total_add) / max(1, 1.0 + total_div) * max(0, 1.0 + total_mult)
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```
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#### Multiplicative Buffs (Advanced)
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Multiply/divide modifiers in this buff system are additive by default. This means that two +50% modifiers will equal a +100% modifier. But what if you want to apply mods multiplicatively?
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First, you should carefully consider if you truly want multiplicative modifiers. Here's some things to consider.
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- They are unintuitive to the average user, as two +50% damage buffs equal +125% instead of +100%.
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- They lead to "power explosion", where stacking buffs in the right way can turn characters into unstoppable forces
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Doing purely-additive multipliers allows you to better control the balance of your game. Conversely, doing multiplicative multipliers enables very fun build-crafting where smart usage of buffs and skills can turn you into a one-shot powerhouse. Each has its place.
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The best design practice for multiplicative buffs is to divide your multipliers into "tiers", where each tier is applied separately. You can easily do this with multiple `check` calls.
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```python
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damage = damage
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damage = handler.check(damage, 'damage')
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damage = handler.check(damage, 'empower')
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damage = handler.check(damage, 'radiant')
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damage = handler.check(damage, 'overpower')
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```
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#### Buff Strength Priority (Advanced)
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Sometimes you only want to apply the strongest modifier to a stat. This is supported by the optional `strongest` bool arg in the handler's check method
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```python
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def take_damage(self, source, damage):
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_damage = self.buffs.check(damage, 'taken_damage', strongest=True)
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self.db.health -= _damage
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```
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### Trigger Buffs
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Call the handler's `trigger(string)` method when you want an event call. This will call the `at_trigger` hook method on all buffs with the relevant trigger `string`.
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@ -219,6 +259,15 @@ class ThornsBuff(BaseBuff):
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```
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Apply the buff, take damage, and watch the thorns buff do its work!
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### Viewing
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There are two helper methods on the handler that allow you to get useful buff information back.
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- `view`: Returns a dictionary of tuples in the format `{buffkey: (buff.name, buff.flavor)}`. Finds all buffs by default, but optionally accepts a dictionary of buffs to filter as well. Useful for basic buff readouts.
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- `view_modifiers(stat)`: Returns a nested dictionary of information on modifiers that affect the specified stat. The first layer is the modifier type (`add/mult/div`) and the second layer is the value type (`total/strongest`). Does not return the buffs that cause these modifiers, just the modifiers themselves (akin to using `handler.check` but without actually modifying a value). Useful for stat sheets.
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You can also create your own custom viewing methods through the various handler getters, which will always return the entire buff object.
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## Creating New Buffs
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Creating a new buff is very easy: extend `BaseBuff` into a new class, and fill in all the relevant buff details.
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@ -230,24 +279,45 @@ Regardless of any other functionality, all buffs have the following class attrib
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- They have customizable `key`, `name`, and `flavor` strings.
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- They have a `duration` (float), and automatically clean-up at the end. Use -1 for infinite duration, and 0 to clean-up immediately. (default: -1)
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- They have a `tickrate` (float), and automatically tick if it is greater than 1 (default: 0)
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- They can stack, if `maxstacks` (int) is not equal to 1. If it's 0, the buff stacks forever. (default: 1)
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- They can be `unique` (bool), which determines if they have a unique namespace or not. (default: True)
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- They can `refresh` (bool), which resets the duration when stacked or reapplied. (default: True)
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- They can be `playtime` (bool) buffs, where duration only counts down during active play. (default: False)
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They also always store some useful mutable information about themselves in the cache:
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Buffs also have a few useful properties:
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- `owner`: The object this buff is attached to
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- `ticknum`: How many ticks the buff has gone through
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- `timeleft`: How much time is remaining on the buff
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- `ticking`/`stacking`: If this buff ticks/stacks (checks `tickrate` and `maxstacks`)
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#### Buff Cache (Advanced)
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Buffs always store some useful mutable information about themselves in the cache (what is stored on the owning object's database attribute). A buff's cache corresponds to `{buffkey: buffcache}`, where `buffcache` is a dictionary containing __at least__ the information below:
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- `ref` (class): The buff class path we use to construct the buff.
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- `start` (float): The timestamp of when the buff was applied.
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- `source` (Object): If specified; this allows you to track who or what applied the buff.
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- `prevtick` (float): The timestamp of the previous tick.
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- `duration` (float): The cached duration. This can vary from the class duration, depending on if the duration has been modified (paused, extended, shortened, etc).
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- `tickrate` (float): The buff's tick rate. Cannot go below 0. Altering the tickrate on an applied buff will not cause it to start ticking if it wasn't ticking before. (`pause` and `unpause` to start/stop ticking on existing buffs)
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- `stacks` (int): How many stacks they have.
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- `paused` (bool): Paused buffs do not clean up, modify values, tick, or fire any hook methods.
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You can always access the raw cache dictionary through the `cache` attribute on an instanced buff. This is grabbed when you get the buff through
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a handler method, so it may not always reflect recent changes you've made, depending on how you structure your buff calls. All of the above
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mutable information can be found in this cache, as well as any arbitrary information you pass through the handler `add` method (via `to_cache`).
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Sometimes you will want to dynamically update a buff's cache at runtime, such as changing a tickrate in a hook method, or altering a buff's duration.
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You can do so by using the interface `buff.cachekey`. As long as the attribute name matches a key in the cache dictionary, it will update the stored
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cache with the new value.
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If there is no matching key, it will do nothing. If you wish to add a new key to the cache, you must use the `buff.update_cache(dict)` method,
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which will properly update the cache (including adding new keys) using the dictionary provided.
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> **Example**: You want to increase a buff's duration by 30 seconds. You use `buff.duration += 30`. This new duration is now reflected on both the instance and the cache.
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The buff cache can also store arbitrary information. To do so, pass a dictionary through the handler `add` method (`handler.add(BuffClass, to_cache=dict)`),
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set the `cache` dictionary attribute on your buff class, or use the aforementioned `buff.update_cache(dict)` method.
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> **Example**: You store `damage` as a value in the buff cache and use it for your poison buff. You want to increase it over time, so you use `buff.damage += 1` in the tick method.
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### Modifiers
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@ -257,9 +327,9 @@ mods of a specific stat string and apply their modifications to the value; howev
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Mod objects consist of only four values, assigned by the constructor in this order:
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- `stat`: The stat you want to modify. When `check` is called, this string is used to find all the mods that are to be collected.
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- `mod`: The modifier. Defaults are 'add' and 'mult'. Modifiers are calculated additively, and in standard arithmetic order (see `_calculate_mods` for more)
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- `mod`: The modifier. Defaults are `add` (addition/subtraction), `mult` (multiply), and `div` (divide). Modifiers are calculated additively (see `_calculate_mods` for more)
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- `value`: How much value the modifier gives regardless of stacks
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- `perstack`: How much value the modifier grants per stack, INCLUDING the first. (default: 0)
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- `perstack`: How much value the modifier grants per stack, **INCLUDING** the first. (default: 0)
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The most basic way to add a Mod to a buff is to do so in the buff class definition, like this:
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@ -281,8 +351,7 @@ An advanced way to do mods is to generate them when the buff is initialized. Thi
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```python
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class GeneratedStatBuff(BaseBuff):
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...
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def __init__(self, handler, buffkey, cache={}) -> None:
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super().__init__(handler, buffkey, cache)
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def at_init(self, *args, **kwargs) -> None:
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# Finds our "modgen" cache value, and generates a mod from it
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modgen = list(self.cache.get("modgen"))
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if modgen:
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@ -339,7 +408,7 @@ example, if you want a buff that makes the player take more damage when they are
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class FireSick(BaseBuff):
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...
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def conditional(self, *args, **kwargs):
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if self.owner.buffs.get_by_type(FireBuff):
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if self.owner.buffs.has(FireBuff):
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return True
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return False
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```
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@ -354,6 +423,7 @@ Buff instances have a number of helper methods.
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- `remove`/`dispel`: Allows you to remove or dispel the buff. Calls `at_remove`/`at_dispel`, depending on optional arguments.
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- `pause`/`unpause`: Pauses and unpauses the buff. Calls `at_pause`/`at_unpause`.
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- `reset`: Resets the buff's start to the current time; same as "refreshing" it.
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- `alter_cache`: Updates the buff's cache with the `{key:value}` pairs in the provided dictionary. Can overwrite default values, so be careful!
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#### Playtime Duration
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@ -364,7 +434,6 @@ although if you have less than 1 second of tick duration remaining, it will roun
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> **Note**: If you want more control over this process, you can comment out the signal subscriptions on the handler and move the autopause logic
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> to your object's `at_pre/post_puppet/unpuppet` hooks.
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||||
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||||
----
|
||||
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||||
<small>This document page is generated from `evennia/contrib/rpg/buffs/README.md`. Changes to this
|
||||
|
|
|
|||
|
|
@ -26,7 +26,7 @@ class CharacterCmdset(default_cmds.Character_CmdSet):
|
|||
|
||||
```
|
||||
|
||||
Then reload to make the bew commands available. Note that they only work
|
||||
Then reload to make the new commands available. Note that they only work
|
||||
on rooms with the typeclass `ExtendedRoom`. Create new rooms with the right
|
||||
typeclass or use the `typeclass` command to swap existing rooms.
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue