Updated HTML docs.

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@ -114,7 +114,7 @@
<p>This contrib provides a wilderness map without actually creating a large number
of rooms - as you move, you instead end up back in the same room but its description
changes. This means you can make huge areas with little database use as
long as the rooms are relatively similar (name/desc changing).</p>
long as the rooms are relatively similar (e.g. only the names/descs changing).</p>
<section id="installation">
<h2>Installation<a class="headerlink" href="#installation" title="Permalink to this headline"></a></h2>
<p>This contrib does not provide any new commands. Instead the default <code class="docutils literal notranslate"><span class="pre">py</span></code> command
@ -136,6 +136,10 @@ specify the name, a script named “default” will be created and used.</p>
<p>All coordinates used by the wilderness map are in the format of <code class="docutils literal notranslate"><span class="pre">(x,</span> <span class="pre">y)</span></code>
tuples. x goes from left to right and y goes from bottom to top. So <code class="docutils literal notranslate"><span class="pre">(0,</span> <span class="pre">0)</span></code>
is the bottom left corner of the map.</p>
<blockquote>
<div><p>You can also add a wilderness by defining a WildernessScript in your GLOBAL_SCRIPT
settings. If you do, make sure define the map provider.</p>
</div></blockquote>
</section>
<section id="customisation">
<h2>Customisation<a class="headerlink" href="#customisation" title="Permalink to this headline"></a></h2>
@ -143,9 +147,12 @@ is the bottom left corner of the map.</p>
new wilderness map it is possible to give a “map provider”: this is a
python object that is smart enough to create the map.</p>
<p>The default provider, <code class="docutils literal notranslate"><span class="pre">WildernessMapProvider</span></code>, just creates a grid area that
is unlimited in size.
This <code class="docutils literal notranslate"><span class="pre">WildernessMapProvider</span></code> can be subclassed to create more interesting
is unlimited in size.</p>
<p><code class="docutils literal notranslate"><span class="pre">WildernessMapProvider</span></code> can be subclassed to create more interesting
maps and also to customize the room/exit typeclass used.</p>
<p>The <code class="docutils literal notranslate"><span class="pre">WildernessScript</span></code> also has an optional <code class="docutils literal notranslate"><span class="pre">preserve_items</span></code> property, which
when set to <code class="docutils literal notranslate"><span class="pre">True</span></code> will not recycle rooms that contain any objects. By default,
a wilderness room is recycled whenever there are no players left in it.</p>
<p>There is also no command that allows players to enter the wilderness. This
still needs to be added: it can be a command or an exit, depending on your
needs.</p>
@ -197,7 +204,7 @@ provided as a string: a “.” symbol is a location we can walk on.</p>
<span class="n">desc</span> <span class="o">=</span> <span class="s2">&quot;This is a room in the pyramid.&quot;</span>
<span class="k">if</span> <span class="n">y</span> <span class="o">==</span> <span class="mi">3</span> <span class="p">:</span>
<span class="n">desc</span> <span class="o">=</span> <span class="s2">&quot;You can see far and wide from the top of the pyramid.&quot;</span>
<span class="n">room</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">desc</span> <span class="o">=</span> <span class="n">desc</span>
<span class="n">room</span><span class="o">.</span><span class="n">ndb</span><span class="o">.</span><span class="n">desc</span> <span class="o">=</span> <span class="n">desc</span>
</pre></div>
</div>
<p>Now we can use our new pyramid-shaped wilderness map. From inside Evennia we
@ -209,12 +216,14 @@ py from evennia.contrib import wilderness; wilderness.enter_wilderness(me, coord
</section>
<section id="implementation-details">
<h2>Implementation details<a class="headerlink" href="#implementation-details" title="Permalink to this headline"></a></h2>
<p>When a character moves into the wilderness, they get their own room. If they
move, instead of moving the character, the room changes to match the new
coordinates. If a character meets another character in the wilderness, then
their room merges. When one of the character leaves again, they each get their
own separate rooms. Rooms are created as needed. Unneeded rooms are stored away
to avoid the overhead cost of creating new rooms again in the future.</p>
<p>When a character moves into the wilderness, they get their own room. If
they move, instead of moving the character, the room changes to match the
new coordinates.</p>
<p>If a character meets another character in the wilderness, then their room
merges. When one of the character leaves again, they each get their own
separate rooms.</p>
<p>Rooms are created as needed. Unneeded rooms are stored away to avoid the
overhead cost of creating new rooms again in the future.</p>
<hr class="docutils" />
<p><small>This document page is generated from <code class="docutils literal notranslate"><span class="pre">evennia/contrib/grid/wilderness/README.md</span></code>. Changes to this
file will be overwritten, so edit that file rather than this one.</small></p>

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@ -599,7 +599,7 @@ and abort an ongoing traversal, respectively.</p>
<p>This contrib provides a wilderness map without actually creating a large number
of rooms - as you move, you instead end up back in the same room but its description
changes. This means you can make huge areas with little database use as
long as the rooms are relatively similar (name/desc changing).</p>
long as the rooms are relatively similar (e.g. only the names/descs changing).</p>
<p><a class="reference internal" href="Contrib-Wilderness.html"><span class="doc std std-doc">Read the documentation</span></a> - <a class="reference internal" href="../api/evennia.contrib.grid.wilderness.html#evennia-contrib-grid-wilderness"><span class="std std-ref">Browse the Code</span></a></p>
</section>
<section id="xyzgrid">