Convert master docs to use MyST

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Griatch 2021-10-26 21:14:33 +02:00
parent 6e03216cd9
commit d229ff024c
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@ -44,13 +44,13 @@ Python function. For that, there is the _EvMenu templating_ language. This allow
menu
in a more human-readable string with a simple format. This is then parsed to produce the
`{"nodename": <function>, ...}` mapping for you, for the EvMenu to use normally. The templating
language is described in the [Menu templating section](./EvMenu#Evmenu-templating-language).
language is described in the [Menu templating section](./EvMenu.md#evmenu-templating-language).
## Launching the menu
Initializing the menu is done using a call to the `evennia.utils.evmenu.EvMenu` class. This is the
most common way to do so - from inside a [Command](./Commands):
most common way to do so - from inside a [Command](./Commands.md):
```python
# in, for example gamedir/commands/command.py
@ -91,7 +91,7 @@ This menutree can also be generated from an *EvMenu template*
```
The `template_string` and `goto_callables` are described in [Template language
section](EvMenu#Evmenu-templating-language).
section](./EvMenu.md#evmenu-templating-language).
## The EvMenu class
@ -113,7 +113,7 @@ EvMenu(caller, menu_data,
```
- `caller` (Object or Account): is a reference to the object using the menu. This object will get a
new [CmdSet](./Command-Sets) assigned to it, for handling the menu.
new [CmdSet](./Command-Sets.md) assigned to it, for handling the menu.
- `menu_data` (str, module or dict): is a module or python path to a module where the global-level
functions will each be considered to be a menu node. Their names in the module will be the names
by which they are referred to in the module. Importantly, function names starting with an
@ -150,7 +150,7 @@ after
- `startnode_input` (str or (str, dict) tuple): Pass an input text or a input text + kwargs to the
start node as if it was entered on a fictional previous node. This can be very useful in order to
start a menu differently depending on the Command's arguments in which it was initialized.
- `session` (Session): Useful when calling the menu from an [Account](./Accounts) in
- `session` (Session): Useful when calling the menu from an [Account](./Accounts.md) in
`MULTISESSION_MODDE` higher than 2, to make sure only the right Session sees the menu output.
- `debug` (bool): If set, the `menudebug` command will be made available in the menu. Use it to
list the current state of the menu and use `menudebug <variable>` to inspect a specific state
@ -739,15 +739,15 @@ template2menu(caller, template_string, goto_callables)
## Examples:
- **[Simple branching menu](./EvMenu#example-simple-branching-menu)** - choose from options
- **[Dynamic goto](./EvMenu#example-dynamic-goto)** - jumping to different nodes based on response
- **[Set caller properties](./EvMenu#example-set-caller-properties)** - a menu that changes things
- **[Getting arbitrary input](./EvMenu#example-get-arbitrary-input)** - entering text
- **[Storing data between nodes](./EvMenu#example-storing-data-between-nodes)** - keeping states and
- **[Simple branching menu](./EvMenu.md#example-simple-branching-menu)** - choose from options
- **[Dynamic goto](./EvMenu.md#example-dynamic-goto)** - jumping to different nodes based on response
- **[Set caller properties](./EvMenu.md#example-set-caller-properties)** - a menu that changes things
- **[Getting arbitrary input](./EvMenu.md#example-get-arbitrary-input)** - entering text
- **[Storing data between nodes](./EvMenu.md#example-storing-data-between-nodes)** - keeping states and
information while in the menu
- **[Repeating the same node](./EvMenu#example-repeating-the-same-node)** - validating within the node
- **[Repeating the same node](./EvMenu.md#example-repeating-the-same-node)** - validating within the node
before moving to the next
- **[Yes/No prompt](./EvMenu#example-yesno-prompt)** - entering text with limited possible responses
- **[Yes/No prompt](./EvMenu.md#example-yesno-prompt)** - entering text with limited possible responses
(this is *not* using EvMenu but the conceptually similar yet technically unrelated `get_input`
helper function accessed as `evennia.utils.evmenu.get_input`).
@ -817,7 +817,7 @@ def enter_guild:
This simple callable goto will analyse what happens depending on who the `caller` is. The
`enter_guild` node will give you a choice of what to say to the guard. If you try to enter, you will
end up in different nodes depending on (in this example) if you have the right [Tag](./Tags) set on
end up in different nodes depending on (in this example) if you have the right [Tag](./Tags.md) set on
yourself or not. Note that since we don't include any 'key's in the option dictionary, you will just
get to pick between numbers.
@ -1115,7 +1115,7 @@ function - for example you can't use other Python keywords like `if` inside the
Unless you are dealing with a relatively simple dynamic menu, defining menus with lambda's is
probably more work than it's worth: You can create dynamic menus by instead making each node
function more clever. See the [NPC shop tutorial](./NPC-shop-Tutorial) for an example of this.
function more clever. See the [NPC shop tutorial](./NPC-shop-Tutorial.md) for an example of this.
## Ask for simple input
@ -1216,7 +1216,7 @@ return True from the callback to repeat the prompt until you pass whatever check
> Note: You *cannot* link consecutive questions by putting a new `get_input` call inside the
> callback. If you want that you should use an EvMenu instead (see the [Repeating the same
> node](EvMenu#example-repeating-the-same-node) example above). Otherwise you can either peek at the
> node](./EvMenu.md#example-repeating-the-same-node) example above). Otherwise you can either peek at the
> implementation of `get_input` and implement your own mechanism (it's just using cmdset nesting) or
> you can look at [this extension suggested on the mailing
> list](https://groups.google.com/forum/#!category-topic/evennia/evennia-questions/16pi0SfMO5U).
@ -1304,8 +1304,8 @@ auto-created by the `list_node` decorator.
## Assorted notes
The EvMenu is implemented using [Commands](./Commands). When you start a new EvMenu, the user of the
menu will be assigned a [CmdSet](./Command-Sets) with the commands they need to navigate the menu.
The EvMenu is implemented using [Commands](./Commands.md). When you start a new EvMenu, the user of the
menu will be assigned a [CmdSet](./Command-Sets.md) with the commands they need to navigate the menu.
This means that if you were to, from inside the menu, assign a new command set to the caller, *you
may override the Menu Cmdset and kill the menu*. If you want to assign cmdsets to the caller as part
of the menu, you should store the cmdset on `caller.ndb._menutree` and wait to actually assign it