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Trunk: Merged the Devel-branch (branches/griatch) into /trunk. This constitutes a major refactoring of Evennia. Development will now continue in trunk. See the wiki and the past posts to the mailing list for info. /Griatch
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game/gamesrc/scripts/basescript.py
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game/gamesrc/scripts/basescript.py
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"""
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The base object to inherit from when implementing new Scripts.
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Scripts are objects that handle everything in the game having
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a time-component (i.e. that may change with time, with or without
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a player being involved in the change). Scripts can work like "events",
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in that they are triggered at regular intervals to do a certain script,
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but an Script set on an object can also be responsible for silently
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checking if its state changes, so as to update it. Evennia use several
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in-built scripts to keep track of things like time, to clean out
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dropped connections etc.
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New Script objects (from these classes) are created using the
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src.utils.create.create_script(scriptclass, ...) where scriptclass
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is the python path to the specific class of script you want to use.
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"""
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from src.scripts.scripts import Script as BaseScript
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class Script(BaseScript):
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"""
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All scripts should inherit from this class and implement
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some or all of its hook functions and variables.
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Important variables controlling the script object:
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self.key - the name of all scripts inheriting from this class
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(defaults to <unnamed>), used in lists and searches.
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self.desc - a description of the script, used in lists
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self.interval (seconds) - How often the event is triggered and calls self.at_repeat()
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(see below) Defaults to 0 - that is, never calls at_repeat().
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self.start_delay (True/False). If True, will wait self.interval seconds
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befor calling self.at_repeat() for the first time. Defaults to False.
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self.repeats - The number of times at_repeat() should be called before automatically
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stopping the script. Default is 0, which means infinitely many repeats.
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self.persistent (True/False). If True, the script will survive a server restart
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(defaults to False).
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self.obj (game Object)- this ties this script to a particular object. It is
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usually not needed to set this parameter explicitly; it's set in the
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create methods.
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Hook methods (should also include self as the first argument):
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at_script_creation() - called only once, when an object of this class
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is first created.
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is_valid() - is called to check if the script is valid to be running
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at the current time. If is_valid() returns False, the running
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script is stopped and removed from the game. You can use this
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to check state changes (i.e. an script tracking some combat
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stats at regular intervals is only valid to run while there is
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actual combat going on).
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at_start() - Called every time the script is started, which for persistent
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scripts is at least once every server start. Note that this is
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unaffected by self.delay_start, which only delays the first call
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to at_repeat().
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at_repeat() - Called every self.interval seconds. It will be called immediately
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upon launch unless self.delay_start is True, which will delay
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the first call of this method by self.interval seconds. If
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self.interval==0, this method will never be called.
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at_stop() - Called as the script object is stopped and is about to be removed from
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the game, e.g. because is_valid() returned False.
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"""
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pass
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