Start adding new help documentation

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# Help System
An important part of Evennia is the online help system. This allows the players and staff alike to
learn how to use the game's commands as well as other information pertinent to the game. The help
system has many different aspects, from the normal editing of help entries from inside the game, to
auto-generated help entries during code development using the *auto-help system*.
## Viewing the help database
The main command is `help`:
help [searchstring]
This will show a list of help entries, ordered after categories. You will find two sections,
*Command help entries* and *Other help entries* (initially you will only have the first one). You
can use help to get more info about an entry; you can also give partial matches to get suggestions.
If you give category names you will only be shown the topics in that category.
Evennia has an extensive help system covering both command-help and regular
free-form help documentation. It supports subtopics and if failing to find a
match it will provide suggestsions, first from alternative topics and then by
finding mentions of the search term in help entries.
## Command Auto-help system
```
------------------------------------------------------------------------------
Help for The theatre (aliases: the hub, curtains)
A common item that requires help entries are in-game commands. Keeping these entries up-to-date with
the actual source code functionality can be a chore. Evennia's commands are therefore auto-
documenting straight from the sources through its *auto-help system*. Only commands that you and
your character can actually currently use are picked up by the auto-help system. That means an admin
will see a considerably larger amount of help topics than a normal player when using the default
`help` command.
The theatre is at the centre of the city, both literally and figuratively ...
(A lot more text about it follows ...)
The auto-help system uses the `__doc__` strings of your command classes and formats this to a nice-
looking help entry. This makes for a very easy way to keep the help updated - just document your
commands well and updating the help file is just a `@reload` away. There is no need to manually
create and maintain help database entries for commands; as long as you keep the docstrings updated
your help will be dynamically updated for you as well.
Subtopics:
theatre/lore
theatre/layout
theatre/dramatis personae
------------------------------------------------------------------------------
```
```
------------------------------------------------------------------------------
No help found
There is no help topic matching 'evennia'.
... But matches where found within the help texts of the suggestions below.
Suggestions:
grapevine2chan, about, irc2chan
-----------------------------------------------------------------------------
```
## Using the help system from in-game
The help system is accessed in-game by use of the `help` command:
help <topic>
Sub-topics are accessed as `help <topic>/<subtopic>/...`.
Creating a new help entry from in-game is done with
sethelp <topic>[;aliases] [,category] [,lockstring] = <text>
For example
sethelp The Gods;pantheon, Lore = In the beginning all was dark ...
Use the `/edit` switch to open the EvEditor for more convenient in-game writing
(but note that devs can also create help entries outside the game using their
regular code editor, see below).
## Sources of help entries
Evennia collects help entries from three sources:
- _Auto-generated command help_ - this is literally the doc-strings of the [Command classes](./Commands).
The idea is that the command docs are easier to maintain and keep up-to-date if
the developer can change them at the same time as they do the code.
- _Database-stored help entries_ - These are created in-game (using the default `sethelp` command
as exemplified in the previous section).
- _File-stored help entries_ - These are created outside the game, as dicts in
normal Python modules. They allows developers to write and maintain their help files using
a proper text editor.
### The Help Entry
All help entries (no matter the source) have the following properties:
- `key` - This is the main topic-name. For Commands, this is literally the command's `key`.
- `aliases` - Alternate names for the help entry. This can be useful if the main name is hard to remember.
- `help_category` - The general grouping of the entry. This is optional. If not given it will use the
default category given by `settings.COMMAND_DEFAULT_HELP_CATEGORY` for Commands and `settings.DEFAULT_HELP_CATEGORY`
for file+db help entries.
- `locks` - This defines who may read this entry. The locktype checked by the `help` command is `view`. In the
case of Commands, it's more common that the `cmd` lock fails - in that case the command is not loaded
into the help parser at all.
- `tags` - This is not used by default, but could be used to further organize help entries.
- `text` - The actual help entry text. This will be dedented and stripped of
extra space at beginning and end.
A `text` that scrolls off the screen will automatically be paginated by
the [EvMore](./EvMore) pager (you can control this with
`settings.HELP_MORE_ENABLED=False`). If you use EvMore and want to control
exactly where the pager should break the page, mark the break with the control
character `\f`.
#### Subtopics
```versionadded:: 1.0
```
Rather than making a very long help entry, the `text` may also be broken up
into _subtopics_. A list of the next level of subtopics are shown below the
main help text and allows the user to read more about some particular detail
that wouldn't fit in the main text.
Subtopics use a markup slightly similar to markdown headings. The top level
heading must be named `# subtopics` (non case-sensitive) and the following
headers must be sub-headings to this (so `## subtopic name` etc). All headings
are non-case sensitive (the help command will format them). The topics can be
nested at most to a depth of 5 (which is probably too many levels already). The
parser uses fuzzy matching to find the subtopic, so one does not have to type
it all out exactly.
Below is an example of a `text` with sub topics.
```
The theatre is the heart of the city, here you can find ...
(This is the main help text, what you get with `help theatre`)
# subtopics
## lore
The theatre holds many mysterious things...
(`help theatre/lore`)
### the grand opening
The grand opening is the name for a mysterious event where ghosts appeared ...
(`this is a subsub-topic to lore, accessible as `help theatre/lore/grand` or
any other partial match).
### the Phantom
Deep under the theatre, rumors has it a monster hides ...
(another subsubtopic, accessible as `help theatre/lore/phantom`)
## layout
The theatre is a two-story building situated at ...
(`help theatre/layout`)
## dramatis personae
There are many interesting people prowling the halls of the theatre ...
(`help theatre/dramatis` or `help theathre/drama` or `help theatre/personae` would work)
### Primadonna Ada
Everyone knows the primadonna! She is ...
(A subtopic under dramatis personae, accessible as `help theatre/drama/ada` etc)
### The gatekeeper
He always keeps an eye on the door and ...
(`help theatre/drama/gate`)
```
### Command Auto-help system
The auto-help system uses the `__doc__` strings of your command classes and
formats this to a nice- looking help entry. This makes for a very easy way to
keep the help updated - just document your commands well and updating the help
file is just a `reload` away.
Example (from a module with command definitions):
@ -64,7 +191,8 @@ structure shown above.
You should also supply the `help_category` class property if you can; this helps to group help
entries together for people to more easily find them. See the `help` command in-game to see the
default categories. If you don't specify the category, "General" is assumed.
default categories. If you don't specify the category, `settings.COMMAND_DEFAULT_HELP_CATEGORY`
(default is "General") is used.
If you don't want your command to be picked up by the auto-help system at all (like if you want to
write its docs manually using the info in the next section or you use a [cmdset](./Command-Sets) that
@ -72,51 +200,127 @@ has its own help functionality) you can explicitly set `auto_help` class propert
command definition.
Alternatively, you can keep the advantages of *auto-help* in commands, but control the display of
command helps. You can do so by overriding the command's `get_help()` method. By default, this
command helps. You can do so by overriding the command's `get_help(caller, cmdset)` method. By default, this
method will return the class docstring. You could modify it to add custom behavior: the text
returned by this method will be displayed to the character asking for help in this command.
## Database help entries
### Database-help entries
These are all help entries not involving commands (this is handled automatically by the [Command
Auto-help system](Help-System#command-auto-help-system)). Non-automatic help entries describe how
your particular game is played - its rules, world descriptions and so on.
A help entry consists of four parts:
- The *topic*. This is the name of the help entry. This is what players search for when they are
looking for help. The topic can contain spaces and also partial matches will be found.
- The *help category*. Examples are *Administration*, *Building*, *Comms* or *General*. This is an
overall grouping of similar help topics, used by the engine to give a better overview.
- The *text* - the help text itself, of any length.
- locks - a [lock definition](./Locks). This can be used to limit access to this help entry, maybe
because it's staff-only or otherwise meant to be restricted. Help commands check for `access_type`s
`view` and `edit`. An example of a lock string would be `view:perm(Builders)`.
You can create new help entries in code by using `evennia.create_help_entry()`.
These are most commonly created in-game using the `sethelp` command. If you need to create one
manually, you can do so with `evennia.create_help_entry()`:
```python
from evennia import create_help_entry
entry = create_help_entry("emote",
"Emoting is important because ...",
category="Roleplaying", locks="view:all()")
```
From inside the game those with the right permissions can use the `@sethelp` command to add and
modify help entries.
The entity being created is a [evennia.help.models.HelpEntry](api:evennia.help.models.HelpEntry)
object. This is _not_ a [Typeclassed](./Typeclasses) entity and is not meant to
be modified to any great degree. It holds the properties listed earlier. The
text is stored in a field `entrytext`. It does not provide a `get_help` method
like commands, stores and returns the `entrytext` directly.
> @sethelp/add emote = The emote command is ...
You can search for `HelpEntry` objects using `evennia.search_help` but note
that this will not return the two other types of help entries.
Using `@sethelp` you can add, delete and append text to existing entries. By default new entries
will go in the *General* help category. You can change this using a different form of the `@sethelp`
command:
> @sethelp/add emote, Roleplaying = Emoting is important because ...
### File-help entries
If the category *Roleplaying* did not already exist, it is created and will appear in the help
index.
```versionadded:: 1.0
```
You can, finally, define a lock for the help entry by following the category with a [lock
definition](Locks):
File-help entries are created by the game development team outside of the game. The
help entries are defined in normal Python modules (`.py` file ending) containing
a `dict` to represent each entry. They require a server `reload` before any changes
apply.
> @sethelp/add emote, Roleplaying, view:all() = Emoting is ...
- Evennia will look through all modules given by `settings.FILE_HELP_ENTRY_MODULES`. This
should be a list of python-paths for Evennia to import.
- If this module contains a top-level variable `HELP_ENTRY_DICTS`, this will be imported
and must be a `list` of help-entry dicts.
- If no `HELP_ENTRY_DICTS` list is found, _every_ top-level variable in the
module that is a `dict` will be read as a help entry. The variable-names will
be ignored in this case.
If you add multiple modules to be read, same-keyed help entries added later in the list
will override coming before.
Each entry dict must define keys to match that needed by all help entries.
Here's an example of a help module:
```python
# in a module pointed to by settings.FILE_HELP_ENTRY_MODULES
HELP_ENTRY_DICTS = [
{
"key": "The Gods", # case-insensitive, can be searched by 'gods' too
"aliases": ['pantheon', 'religion']
"category": "Lore",
"text": '''
The gods formed the world ...
# Subtopics
## Pantheon
The pantheon consists of 40 gods that ...
### God of love
The most prominent god is ...
### God of war
Also known as 'the angry god', this god is known to ...
'''
},
{
"key": "The mortals",
}
]
```
The help entry text will be dedented and will retain paragraphs. You should try
to keep your strings a reasonable width (it will look better). Just reload the
server and the file-based help entries will be available to view.
## Customizing the look of the help system
This is done almost exclusively by overriding the `help` command
[evennia.commands.default.help.CmdHelp](api:evennia.commands.default.help#CmdHelp).
Since the available commands may vary from moment to moment, `help` is
responsible for collating the three sources of help-entries (commands/db/file)
together and search through them on the fly. It also does all the formatting of
the output.
To make it easier to tweak the look, the parts of the code that changes the
visual presentation has been broken out into separate methods `format_help_entry` and
`format_help_index` - override these in your version of `help` to change the display
as you please. See the api link above for details.
## Technical notes
Since it needs to search so different types of data, the help system has to
collect all possibilities in memory before searching through the entire set. It
uses the [Lunr](https://github.com/yeraydiazdiaz/lunr.py) search engine to
search through the main bulk of help entries. Lunr is a mature engine used for
web-pages and produces much more sensible results than previous solutions.
Once the main entry has been found, subtopics are then searched with
simple `==`, `startswith` and `in` matching (there are so relatively few of them
at that point).
```versionchanged:: 1.0
Replaced the bag-of-words algorithm with lunr.
```