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Updated HTML docs.
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@ -129,7 +129,7 @@ from evennia.some_module.other_module import SomeClass
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</pre></div>
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</div>
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<p>and so on.</p>
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<p>If you installed Evennia with <code class="docutils literal notranslate"><span class="pre">pip</span> <span class="pre">install</span></code>, the library folder will be installed deep inside your Python installation; you are better off <a class="reference external" href="https://github.com/evennia/evennia/blob/master/evennia">looking at it on github</a>. If you cloned it, you should have an <code class="docutils literal notranslate"><span class="pre">evennia</span></code> folder to look into.</p>
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<p>If you installed Evennia with <code class="docutils literal notranslate"><span class="pre">pip</span> <span class="pre">install</span></code>, the library folder will be installed deep inside your Python installation; you are better off <a class="reference external" href="https://github.com/evennia/evennia/blob/main/evennia">looking at it on github</a>. If you cloned it, you should have an <code class="docutils literal notranslate"><span class="pre">evennia</span></code> folder to look into.</p>
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<p>You’ll find this being the outermost structure:</p>
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<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>evennia/
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bin/
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@ -205,7 +205,7 @@ from here to <code class="docutils literal notranslate"><span class="pre">mygame
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</pre></div>
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</div>
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<p>We want to figure out just what this DefaultObject offers. Since this is imported directly from <code class="docutils literal notranslate"><span class="pre">evennia</span></code>, we are actually importing from <code class="docutils literal notranslate"><span class="pre">evennia/__init__.py</span></code>.</p>
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<p><a class="reference external" href="https://github.com/evennia/evennia/blob/master/evennia/__init__.py#L160">Look at Line 160</a> of <code class="docutils literal notranslate"><span class="pre">evennia/__init__.py</span></code> and you’ll find this line:</p>
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<p><a class="reference external" href="https://github.com/evennia/evennia/blob/main/evennia/__init__.py#L160">Look at Line 160</a> of <code class="docutils literal notranslate"><span class="pre">evennia/__init__.py</span></code> and you’ll find this line:</p>
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<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>from .objects.objects import DefaultObject
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</pre></div>
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</div>
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@ -168,9 +168,9 @@ of Evennia. These manifest in game like the server understanding input like <cod
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<p>A <code class="docutils literal notranslate"><span class="pre">class</span></code> is template for creating object-instances of a particular type in Python. We will explain classes in more detail in the next lesson.</p>
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</aside>
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<ul class="simple">
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<li><p><a class="reference external" href="https://github.com/evennia/evennia/blob/master/evennia/game_template/commands/command.py">command.py</a> (Python-path: <code class="docutils literal notranslate"><span class="pre">commands.command</span></code>) - this contain the
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<li><p><a class="reference external" href="https://github.com/evennia/evennia/blob/main/evennia/game_template/commands/command.py">command.py</a> (Python-path: <code class="docutils literal notranslate"><span class="pre">commands.command</span></code>) - this contain the
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base <em>classes</em> for designing new input commands, or override the defaults.</p></li>
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<li><p><a class="reference external" href="https://github.com/evennia/evennia/blob/master/evennia/game_template/commands/default_cmdsets.py">default_cmdsets.py</a> (Python path: <code class="docutils literal notranslate"><span class="pre">commands.default_commands</span></code>) -
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<li><p><a class="reference external" href="https://github.com/evennia/evennia/blob/main/evennia/game_template/commands/default_cmdsets.py">default_cmdsets.py</a> (Python path: <code class="docutils literal notranslate"><span class="pre">commands.default_commands</span></code>) -
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a cmdset (Command-Set) groups Commands together. Command-sets can be added and removed from objects on the fly,
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meaning a user could have a different set of commands (or versions of commands) available depending on their circumstance
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in the game. In order to add a new command to the game, it’s common to import the new command-class
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@ -254,23 +254,23 @@ to add them.</p></li>
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to the database. This allows a Character to remain in the same place and your updated strength stat to still
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be the same after a server reboot.</p>
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<ul class="simple">
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<li><p><a class="reference external" href="https://github.com/evennia/evennia/blob/master/evennia/game_template/typeclasses/accounts.py">accounts.py</a> (Python-path: <code class="docutils literal notranslate"><span class="pre">typeclasses.accounts</span></code>) - An
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<li><p><a class="reference external" href="https://github.com/evennia/evennia/blob/main/evennia/game_template/typeclasses/accounts.py">accounts.py</a> (Python-path: <code class="docutils literal notranslate"><span class="pre">typeclasses.accounts</span></code>) - An
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<a class="reference internal" href="../../../Components/Accounts.html"><span class="doc std std-doc">Account</span></a> represents the player connecting to the game. It holds information like email,
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password and other out-of-character details.</p></li>
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<li><p><a class="reference external" href="https://github.com/evennia/evennia/blob/master/evennia/game_template/typeclasses/channels.py">channels.py</a> (Python-path: <code class="docutils literal notranslate"><span class="pre">typeclasses.channels</span></code>) -
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<li><p><a class="reference external" href="https://github.com/evennia/evennia/blob/main/evennia/game_template/typeclasses/channels.py">channels.py</a> (Python-path: <code class="docutils literal notranslate"><span class="pre">typeclasses.channels</span></code>) -
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<a class="reference internal" href="../../../Components/Channels.html"><span class="doc std std-doc">Channels</span></a> are used to manage in-game communication between players.</p></li>
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<li><p><a class="reference external" href="https://github.com/evennia/evennia/blob/master/evennia/game_template/typeclasses/objects.py">objects.py</a> (Python-path: <code class="docutils literal notranslate"><span class="pre">typeclasses.objects</span></code>) -
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<li><p><a class="reference external" href="https://github.com/evennia/evennia/blob/main/evennia/game_template/typeclasses/objects.py">objects.py</a> (Python-path: <code class="docutils literal notranslate"><span class="pre">typeclasses.objects</span></code>) -
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<a class="reference internal" href="../../../Components/Objects.html"><span class="doc std std-doc">Objects</span></a> represent all things having a location within the game world.</p></li>
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<li><p><a class="reference external" href="https://github.com/evennia/evennia/blob/master/evennia/game_template/typeclasses/characters.py">characters.py</a> (Python-path: <code class="docutils literal notranslate"><span class="pre">typeclasses.characters</span></code>) -
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<li><p><a class="reference external" href="https://github.com/evennia/evennia/blob/main/evennia/game_template/typeclasses/characters.py">characters.py</a> (Python-path: <code class="docutils literal notranslate"><span class="pre">typeclasses.characters</span></code>) -
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The <a class="reference internal" href="../../../Components/Objects.html#characters"><span class="std std-doc">Character</span></a> is a subclass of Objects, controlled by Accounts - they are the player’s
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avatars in the game world.</p></li>
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<li><p><a class="reference external" href="https://github.com/evennia/evennia/blob/master/evennia/game_template/typeclasses/rooms.py">rooms.py</a> (Python-path: <code class="docutils literal notranslate"><span class="pre">typeclasses.rooms</span></code>) - A
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<li><p><a class="reference external" href="https://github.com/evennia/evennia/blob/main/evennia/game_template/typeclasses/rooms.py">rooms.py</a> (Python-path: <code class="docutils literal notranslate"><span class="pre">typeclasses.rooms</span></code>) - A
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<a class="reference internal" href="../../../Components/Objects.html#rooms"><span class="std std-doc">Room</span></a> is also a subclass of Object; describing discrete locations. While the traditional
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term is ‘room’, such a location can be anything and on any scale that fits your game, from a forest glade,
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an entire planet or an actual dungeon room.</p></li>
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<li><p><a class="reference external" href="https://github.com/evennia/evennia/blob/master/evennia/game_template/typeclasses/exits.py">exits.py</a> (Python-path: <code class="docutils literal notranslate"><span class="pre">typeclasses.exits</span></code>) -
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<li><p><a class="reference external" href="https://github.com/evennia/evennia/blob/main/evennia/game_template/typeclasses/exits.py">exits.py</a> (Python-path: <code class="docutils literal notranslate"><span class="pre">typeclasses.exits</span></code>) -
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<a class="reference internal" href="../../../Components/Objects.html#exits"><span class="std std-doc">Exits</span></a> is another subclass of Object. Exits link one Room to another.</p></li>
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<li><p><a class="reference external" href="https://github.com/evennia/evennia/blob/master/evennia/game_template/typeclasses/scripts.py">scripts.py</a> (Python-path: <code class="docutils literal notranslate"><span class="pre">typeclasses.scripts</span></code>) -
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<li><p><a class="reference external" href="https://github.com/evennia/evennia/blob/main/evennia/game_template/typeclasses/scripts.py">scripts.py</a> (Python-path: <code class="docutils literal notranslate"><span class="pre">typeclasses.scripts</span></code>) -
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<a class="reference internal" href="../../../Components/Scripts.html"><span class="doc std std-doc">Scripts</span></a> are ‘out-of-character’ objects. They have no location in-game and can serve as basis for
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anything that needs database persistence, such as combat, weather, or economic systems. They also have the ability to execute code repeatedly, on a timer.</p></li>
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</ul>
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@ -299,10 +299,10 @@ Evennia will copy static data from <code class="docutils literal notranslate"><s
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<p>This folder only contains some example files. It’s meant to hold ‘the rest’ of your game implementation. Many
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people change and re-structure this in various ways to better fit their ideas.</p>
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<ul class="simple">
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<li><p><a class="reference external" href="https://github.com/evennia/evennia/blob/master/evennia/game_template/world/batch_cmds.ev">batch_cmds.ev</a> - This is an <code class="docutils literal notranslate"><span class="pre">.ev</span></code> file, which is essentially
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<li><p><a class="reference external" href="https://github.com/evennia/evennia/blob/main/evennia/game_template/world/batch_cmds.ev">batch_cmds.ev</a> - This is an <code class="docutils literal notranslate"><span class="pre">.ev</span></code> file, which is essentially
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just a list of Evennia commands to execute in sequence. This one is empty and ready to expand on. The
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<a class="reference internal" href="Beginner-Tutorial-Tutorial-World.html"><span class="doc std std-doc">Tutorial World</span></a> was built with such a batch-file.</p></li>
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<li><p><a class="reference external" href="https://github.com/evennia/evennia/blob/master/evennia/game_template/world/prototypes.py">prototypes.py</a> - A <a class="reference internal" href="../../../Components/Prototypes.html"><span class="doc std std-doc">prototype</span></a> is a way to easily vary objects without changing their base typeclass. For example, one could use prototypes to tell that Two goblins, while both of the class ‘Goblin’ (so they follow the same code logic), should have different equipment, stats and looks.</p></li>
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<li><p><a class="reference external" href="https://github.com/evennia/evennia/blob/main/evennia/game_template/world/prototypes.py">prototypes.py</a> - A <a class="reference internal" href="../../../Components/Prototypes.html"><span class="doc std std-doc">prototype</span></a> is a way to easily vary objects without changing their base typeclass. For example, one could use prototypes to tell that Two goblins, while both of the class ‘Goblin’ (so they follow the same code logic), should have different equipment, stats and looks.</p></li>
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</ul>
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</section>
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</section>
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@ -120,7 +120,7 @@ time learning by deconstructing existing code.</p>
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</pre></div>
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</div>
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<p>What this does is to run the build script
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<a class="reference external" href="https://github.com/evennia/evennia/blob/master/evennia/contrib/tutorial_world/build.ev">evennia/contrib/tutorial_world/build.ev</a>.
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<a class="reference external" href="https://github.com/evennia/evennia/blob/main/evennia/contrib/tutorial_world/build.ev">evennia/contrib/tutorial_world/build.ev</a>.
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This is pretty much just a list of build-commands executed in sequence by the <code class="docutils literal notranslate"><span class="pre">batchcommand</span></code> command.
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Wait for the building to complete and don’t run it twice.</p>
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<blockquote>
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@ -197,7 +197,7 @@ Either way you should now be back in Limbo, able to reflect on the experience.</
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through this Starter tutorial) it may be instructive to dig a little deeper into the Tutorial-world
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code to learn how it achieves what it does. The code is heavily documented.
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You can find all the code in <a class="reference internal" href="../../../api/evennia.contrib.tutorials.tutorial_world.html"><span class="doc std std-doc">evennia/contrib/tutorials/tutorial_world</span></a>.
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The build-script is <a class="reference external" href="https://github.com/evennia/evennia/blob/master/evennia/contrib/tutorials/tutorial_world/build.ev">here</a>.</p>
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The build-script is <a class="reference external" href="https://github.com/evennia/evennia/blob/main/evennia/contrib/tutorials/tutorial_world/build.ev">here</a>.</p>
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<p>When reading the code, remember that the Tutorial World was designed to install easily and to not permanently modify
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the rest of the game. It therefore makes sure to only use temporary solutions and to clean up after itself. This is
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not something you will often need to worry about when making your own game.</p>
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