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Updated HTML docs.
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372 changed files with 5063 additions and 5060 deletions
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@ -161,7 +161,7 @@ need to disengage from the first combat before they could join another).</p>
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<span class="kn">from</span> <span class="nn">world.rules</span> <span class="kn">import</span> <span class="n">resolve_combat</span>
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<span class="k">class</span> <span class="nc">CombatHandler</span><span class="p">(</span><span class="n">DefaultScript</span><span class="p">):</span>
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<span class="sd">"""</span>
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<span class="w"> </span><span class="sd">"""</span>
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<span class="sd"> This implements the combat handler.</span>
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<span class="sd"> """</span>
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@ -170,7 +170,7 @@ need to disengage from the first combat before they could join another).</p>
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<span class="k">def</span> <span class="nf">at_script_creation</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
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<span class="s2">"Called when script is first created"</span>
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<span class="bp">self</span><span class="o">.</span><span class="n">key</span> <span class="o">=</span> <span class="sa">f</span><span class="s2">"combat_handler_</span><span class="si">{</span><span class="n">random</span><span class="o">.</span><span class="n">randint</span><span class="p">(</span><span class="mi">1</span><span class="p">,</span> <span class="mi">1000</span><span class="p">)</span><span class="si">}</span><span class="s2">"</span>
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<span class="bp">self</span><span class="o">.</span><span class="n">key</span> <span class="o">=</span> <span class="sa">f</span><span class="s2">"combat_handler_</span><span class="si">{</span><span class="n">random</span><span class="o">.</span><span class="n">randint</span><span class="p">(</span><span class="mi">1</span><span class="p">,</span><span class="w"> </span><span class="mi">1000</span><span class="p">)</span><span class="si">}</span><span class="s2">"</span>
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<span class="bp">self</span><span class="o">.</span><span class="n">desc</span> <span class="o">=</span> <span class="s2">"handles combat"</span>
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<span class="bp">self</span><span class="o">.</span><span class="n">interval</span> <span class="o">=</span> <span class="mi">60</span> <span class="o">*</span> <span class="mi">2</span> <span class="c1"># two minute timeout</span>
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<span class="bp">self</span><span class="o">.</span><span class="n">start_delay</span> <span class="o">=</span> <span class="kc">True</span>
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@ -184,7 +184,7 @@ need to disengage from the first combat before they could join another).</p>
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<span class="bp">self</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">action_count</span> <span class="o">=</span> <span class="p">{}</span>
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<span class="k">def</span> <span class="nf">_init_character</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">character</span><span class="p">):</span>
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<span class="sd">"""</span>
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<span class="w"> </span><span class="sd">"""</span>
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<span class="sd"> This initializes handler back-reference </span>
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<span class="sd"> and combat cmdset on a character</span>
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<span class="sd"> """</span>
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@ -192,7 +192,7 @@ need to disengage from the first combat before they could join another).</p>
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<span class="n">character</span><span class="o">.</span><span class="n">cmdset</span><span class="o">.</span><span class="n">add</span><span class="p">(</span><span class="s2">"commands.combat.CombatCmdSet"</span><span class="p">)</span>
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<span class="k">def</span> <span class="nf">_cleanup_character</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">character</span><span class="p">):</span>
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<span class="sd">"""</span>
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<span class="w"> </span><span class="sd">"""</span>
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<span class="sd"> Remove character from handler and clean </span>
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<span class="sd"> it of the back-reference and cmdset</span>
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<span class="sd"> """</span>
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@ -204,7 +204,7 @@ need to disengage from the first combat before they could join another).</p>
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<span class="n">character</span><span class="o">.</span><span class="n">cmdset</span><span class="o">.</span><span class="n">delete</span><span class="p">(</span><span class="s2">"commands.combat.CombatCmdSet"</span><span class="p">)</span>
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<span class="k">def</span> <span class="nf">at_start</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
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<span class="sd">"""</span>
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<span class="w"> </span><span class="sd">"""</span>
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<span class="sd"> This is called on first start but also when the script is restarted</span>
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<span class="sd"> after a server reboot. We need to re-assign this combat handler to </span>
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<span class="sd"> all characters as well as re-assign the cmdset.</span>
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@ -219,7 +219,7 @@ need to disengage from the first combat before they could join another).</p>
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<span class="bp">self</span><span class="o">.</span><span class="n">_cleanup_character</span><span class="p">(</span><span class="n">character</span><span class="p">)</span>
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<span class="k">def</span> <span class="nf">at_repeat</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
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<span class="sd">"""</span>
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<span class="w"> </span><span class="sd">"""</span>
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<span class="sd"> This is called every self.interval seconds (turn timeout) or </span>
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<span class="sd"> when force_repeat is called (because everyone has entered their </span>
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<span class="sd"> commands). We know this by checking the existence of the</span>
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@ -262,7 +262,7 @@ need to disengage from the first combat before they could join another).</p>
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<span class="n">character</span><span class="o">.</span><span class="n">msg</span><span class="p">(</span><span class="n">message</span><span class="p">)</span>
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<span class="k">def</span> <span class="nf">add_action</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">action</span><span class="p">,</span> <span class="n">character</span><span class="p">,</span> <span class="n">target</span><span class="p">):</span>
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<span class="sd">"""</span>
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<span class="w"> </span><span class="sd">"""</span>
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<span class="sd"> Called by combat commands to register an action with the handler.</span>
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<span class="sd"> action - string identifying the action, like "hit" or "parry"</span>
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@ -284,7 +284,7 @@ need to disengage from the first combat before they could join another).</p>
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<span class="k">return</span> <span class="kc">True</span>
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<span class="k">def</span> <span class="nf">check_end_turn</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
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<span class="sd">"""</span>
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<span class="w"> </span><span class="sd">"""</span>
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<span class="sd"> Called by the command to eventually trigger </span>
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<span class="sd"> the resolution of the turn. We check if everyone</span>
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<span class="sd"> has added all their actions; if so we call force the</span>
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@ -296,7 +296,7 @@ need to disengage from the first combat before they could join another).</p>
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<span class="bp">self</span><span class="o">.</span><span class="n">force_repeat</span><span class="p">()</span>
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<span class="k">def</span> <span class="nf">end_turn</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
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<span class="sd">"""</span>
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<span class="w"> </span><span class="sd">"""</span>
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<span class="sd"> This resolves all actions by calling the rules module. </span>
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<span class="sd"> It then resets everything and starts the next turn. It</span>
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<span class="sd"> is called by at_repeat().</span>
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@ -334,7 +334,7 @@ their actions once they have been added (but before the last one has added their
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<span class="kn">from</span> <span class="nn">evennia</span> <span class="kn">import</span> <span class="n">Command</span>
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<span class="k">class</span> <span class="nc">CmdHit</span><span class="p">(</span><span class="n">Command</span><span class="p">):</span>
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<span class="sd">"""</span>
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<span class="w"> </span><span class="sd">"""</span>
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<span class="sd"> hit an enemy</span>
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<span class="sd"> Usage:</span>
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@ -414,7 +414,7 @@ subsequent attack and so on …</em></p>
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<span class="c1"># messages </span>
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<span class="k">def</span> <span class="nf">resolve_combat</span><span class="p">(</span><span class="n">combat_handler</span><span class="p">,</span> <span class="n">actiondict</span><span class="p">):</span>
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<span class="sd">"""</span>
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<span class="w"> </span><span class="sd">"""</span>
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<span class="sd"> This is called by the combat handler</span>
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<span class="sd"> actiondict is a dictionary with a list of two actions</span>
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<span class="sd"> for each character:</span>
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@ -496,7 +496,7 @@ subsequent attack and so on …</em></p>
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<span class="kn">from</span> <span class="nn">evennia</span> <span class="kn">import</span> <span class="n">create_script</span>
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<span class="k">class</span> <span class="nc">CmdAttack</span><span class="p">(</span><span class="n">Command</span><span class="p">):</span>
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<span class="sd">"""</span>
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<span class="w"> </span><span class="sd">"""</span>
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<span class="sd"> initiates combat</span>
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<span class="sd"> Usage:</span>
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