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Prep docs for branch move
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16 changed files with 39 additions and 56 deletions
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@ -53,7 +53,7 @@ You must also remove the protocol from the `connect_to_url` call made
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within the `_ready` function.
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```
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func _ready():
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func _ready():
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# ...
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# Change the following line from this
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var err = _client.connect_to_url(websocket_url, ["lws-mirror-protocol"])
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@ -73,12 +73,12 @@ func _on_data():
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var data = _client.get_peer(1).get_packet().get_string_from_utf8()
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var json_data = JSON.parse(data).result
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# The json_data is an array
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# The first element informs us this is simple text
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# so we add it to the RichTextlabel
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if json_data[0] == 'text':
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for msg in json_data[1]: label.append_bbcode(msg)
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# Always useful to print the data and see what we got.
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print(data)
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```
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@ -101,17 +101,17 @@ caller.msg(coordinates=(9, 2))
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```
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Godot
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```gdscript
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```
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func _on_data():
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...
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if json_data[0] == 'text':
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for msg in json_data[1]: label.append_bbcode(msg)
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# Notice the first element is the name of the kwarg we used from evennia.
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elif json_data[0] == 'coordinates':
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var coords_data = json_data[2]
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player.set_pos(coords_data)
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...
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```
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@ -130,7 +130,7 @@ you receive, so you can manage the code better.
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This is an example of a Script to use in Godot 3.
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The script can be attached to the root UI node.
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```gdscript
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```
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extends Node
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# The URL to connect to, should be your mud.
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@ -187,7 +187,7 @@ func _on_data():
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# elsewhere in the project.
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self.emit_signal('updated_coordinates', json_data[1])
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# We only print this for easier debugging.
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print(data)
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@ -221,7 +221,7 @@ Note that the version is not final so the code may break.
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It requires a WebSocketClientNode as a child of the root node.
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The script can be attached to the root UI node.
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```gdscript
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```
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extends Control
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# The URL to connect to, should be your mud.
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@ -240,7 +240,7 @@ func _ready():
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websocket.connect('connected_to_server', self._connected)
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websocket.connect('connection_closed', self._closed)
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websocket.connect('message_received', self._on_data)
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# We attempt to connect and print out the error if we have one.
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var result = websocket.connect_to_url(websocket_url)
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if result != OK:
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@ -284,6 +284,7 @@ func _on_button_pressed():
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```
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----
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<small>This document page is generated from `evennia/contrib/base_systems/godotwebsocket/README.md`. Changes to this
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@ -232,14 +232,9 @@ another.
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- **Q:** can I have two characters answering to the same dialogue in exactly the same way?
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- **A:** It's possible but not so easy to do. Usually, event grouping is set in code, and depends
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on different games. However, if it is for some infrequent occurrences, it's easy to do using
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[chained
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events](https://github.com/evennia/evennia/blob/master/evennia/contrib/ingame_python/README.md#chained-
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events).
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[chained events](./Contrib-Ingame-Python.md)).
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- **Q:** is it possible to deploy callbacks on all characters sharing the same prototype?
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- **A:** not out of the box. This depends on individual settings in code. One can imagine that all
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characters of some type would share some events, but this is game-specific. Rooms of the same zone
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could share the same events as well. It is possible to do but requires modification of the source
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code.
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characters of some type would share some events, but this is game-specific. Rooms of the same zone could share the same events as well. It is possible to do but requires modification of the source code.
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- Next tutorial: [adding a voice-operated elevator with events](A-voice-operated-elevator-using-
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events).
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- Next tutorial: [adding a voice-operated elevator with events](A-voice-operated-elevator-using- events).
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