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# A voice operated elevator using events
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- Previous tutorial: [Adding dialogues in events](Dialogues-in-events)
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- Previous tutorial: [Adding dialogues in events](Contrib/Dialogues-in-events)
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This tutorial will walk you through the steps to create a voice-operated elevator, using the [in-
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game Python
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@ -97,7 +97,7 @@ things to decorate it a bit.
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But what we want now is to be able to say "1", "2" or "3" and have the elevator move in that
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direction.
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If you have read [the previous tutorial about adding dialogues in events](Dialogues-in-events), you
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If you have read [the previous tutorial about adding dialogues in events](Contrib/Dialogues-in-events), you
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may remember what we need to do. If not, here's a summary: we need to run some code when somebody
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speaks in the room. So we need to create a callback (the callback will contain our lines of code).
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We just need to know on which event this should be set. You can enter `call here` to see the
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@ -433,4 +433,4 @@ to consider adding the code in the source itself. Another possibility is to cal
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with the expected behavior, which makes porting code very easy. This side of chained events will be
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shown in the next tutorial.
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- Previous tutorial: [Adding dialogues in events](Dialogues-in-events)
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- Previous tutorial: [Adding dialogues in events](Contrib/Dialogues-in-events)
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@ -20,7 +20,7 @@ world to be 'logically' impossible with rooms looping to themselves or exits lea
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side of the map. Exits can also be named anything, from "jumping out the window" to "into the fifth
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dimension". This tutorial assumes you can only move in the cardinal directions (N, E, S and W).
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2. Rooms must be connected and linked together for the map to be generated correctly. Vanilla
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Evennia comes with a admin command [@tunnel](Default-Command-Help#tunnel-cmdtunnel) that allows a
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Evennia comes with a admin command [@tunnel](Component/Default-Command-Help#tunnel-cmdtunnel) that allows a
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user to create rooms in the cardinal directions, but additional work is needed to assure that rooms
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are connected. For example, if you `@tunnel east` and then immediately do `@tunnel west` you'll find
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that you have created two completely stand-alone rooms. So care is needed if you want to create a
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@ -361,7 +361,7 @@ looping rooms that will show on your in-game map.
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The above example will display the map above the room description. You could also use an
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[EvTable](github:evennia.utils.evtable) to place description and map next to each other. Some other
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things you can do is to have a [Command](Commands) that displays with a larger radius, maybe with a
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things you can do is to have a [Command](Component/Commands) that displays with a larger radius, maybe with a
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legend and other features.
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Below is the whole `map.py` for your reference. You need to update your `Room` typeclass (see above)
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@ -4,8 +4,8 @@
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## Introduction
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This tutorial describes the creation of an in-game map display based on a pre-drawn map. It also
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details how to use the [Batch code processor](Batch-Code-Processor) for advanced building. There is
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also the [Dynamic in-game map tutorial](Dynamic-In-Game-Map) that works in the opposite direction,
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details how to use the [Batch code processor](Component/Batch-Code-Processor) for advanced building. There is
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also the [Dynamic in-game map tutorial](Contrib/Dynamic-In-Game-Map) that works in the opposite direction,
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by generating a map from an existing grid of rooms.
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Evennia does not require its rooms to be positioned in a "logical" way. Your exits could be named
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@ -41,7 +41,7 @@ map we designed before.
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```
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We will henceforth assume your game folder is name named `mygame` and that you haven't modified the
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default commands. We will also not be using [Colors](TextTags#colored-text) for our map since they
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default commands. We will also not be using [Colors](Concept/TextTags#colored-text) for our map since they
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don't show in the documentation wiki.
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## Planning the Map
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@ -83,23 +83,23 @@ planning at this stage can solve many problems before they happen.
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In this section we will try to create an actual "map" object that an account can pick up and look
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at.
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Evennia offers a range of [default commands](Default-Command-Help) for [creating objects and rooms
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Evennia offers a range of [default commands](Component/Default-Command-Help) for [creating objects and rooms
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in-game](Building-Quickstart). While readily accessible, these commands are made to do very
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specific, restricted things and will thus not offer as much flexibility to experiment (for an
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advanced exception see [in-line functions](TextTags#new-inlinefuncs)). Additionally, entering long
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advanced exception see [in-line functions](Concept/TextTags#new-inlinefuncs)). Additionally, entering long
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descriptions and properties over and over in the game client can become tedious; especially when
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testing and you may want to delete and recreate things over and over.
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To overcome this, Evennia offers [batch processors](Batch-Processors) that work as input-files
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To overcome this, Evennia offers [batch processors](Component/Batch-Processors) that work as input-files
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created out-of-game. In this tutorial we'll be using the more powerful of the two available batch
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processors, the [Batch Code Processor ](Batch-Code-Processor), called with the `@batchcode` command.
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processors, the [Batch Code Processor ](Component/Batch-Code-Processor), called with the `@batchcode` command.
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This is a very powerful tool. It allows you to craft Python files to act as blueprints of your
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entire game world. These files have access to use Evennia's Python API directly. Batchcode allows
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for easy editing and creation in whatever text editor you prefer, avoiding having to manually build
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the world line-by-line inside the game.
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> Important warning: `@batchcode`'s power is only rivaled by the `@py` command. Batchcode is so
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powerful it should be reserved only for the [superuser](Building-Permissions). Think carefully
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powerful it should be reserved only for the [superuser](Concept/Building-Permissions). Think carefully
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before you let others (such as `Developer`- level staff) run `@batchcode` on their own - make sure
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you are okay with them running *arbitrary Python code* on your server.
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@ -413,5 +413,5 @@ easily new game defining features can be added to Evennia.
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You can easily build from this tutorial by expanding the map and creating more rooms to explore. Why
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not add more features to your game by trying other tutorials: [Add weather to your world](Weather-
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Tutorial), [fill your world with NPC's](Tutorial-Aggressive-NPCs) or [implement a combat
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Tutorial), [fill your world with NPC's](Howto/Tutorial-Aggressive-NPCs) or [implement a combat
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system](Turn-based-Combat-System).
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@ -29,10 +29,10 @@ Some features exemplified by the tutorial world:
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## Install
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The tutorial world consists of a few modules in `evennia/contrib/tutorial_world/` containing custom
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[Typeclasses](Typeclasses) for [rooms and objects](Objects) and associated [Commands](Commands).
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[Typeclasses](Component/Typeclasses) for [rooms and objects](Component/Objects) and associated [Commands](Component/Commands).
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These reusable bits and pieces are then put together into a functioning game area ("world" is maybe
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too big a word for such a small zone) using a [batch script](Batch-Processors) called `build.ev`. To
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too big a word for such a small zone) using a [batch script](Component/Batch-Processors) called `build.ev`. To
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install, log into the server as the superuser (user #1) and run:
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@batchcommand tutorial_world.build
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