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Resync all links and fix issues with auto-relink
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107 changed files with 887 additions and 877 deletions
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@ -50,7 +50,7 @@ and back (assuming we created it in limbo).
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Using the `@tel`command like shown above is obviously not what we want. `@tel` is an admin command
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and normal players will thus never be able to enter the train! It is also not really a good idea to
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use [Exits](Objects#exits) to get in and out of the train - Exits are (at least by default) objects
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use [Exits](Component/Objects#exits) to get in and out of the train - Exits are (at least by default) objects
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too. They point to a specific destination. If we put an Exit in this room leading inside the train
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it would stay here when the train moved away (still leading into the train like a magic portal!). In
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the same way, if we put an Exit object inside the train, it would always point back to this room,
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@ -58,7 +58,7 @@ regardless of where the Train has moved. Now, one *could* define custom Exit typ
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the train or change their destination in the right way - but this seems to be a pretty cumbersome
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solution.
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What we will do instead is to create some new [commands](Commands): one for entering the train and
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What we will do instead is to create some new [commands](Component/Commands): one for entering the train and
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another for leaving it again. These will be stored *on the train object* and will thus be made
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available to whomever is either inside it or in the same room as the train.
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@ -122,7 +122,7 @@ documentation.
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These commands are work in a pretty straightforward way: `CmdEnterTrain` moves the location of the
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player to inside the train and `CmdLeaveTrain` does the opposite: it moves the player back to the
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current location of the train (back outside to its current location). We stacked them in a
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[cmdset](Command-Sets) `CmdSetTrain` so they can be used.
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[cmdset](Component/Command-Sets) `CmdSetTrain` so they can be used.
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To make the commands work we need to add this cmdset to our train typeclass:
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@ -159,7 +159,7 @@ As seen above, when this hook is called on our train, our new cmdset will be loa
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If you have played around a bit, you've probably figured out that you can use `leave train` when
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outside the train and `enter train` when inside. This doesn't make any sense ... so let's go ahead
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and fix that. We need to tell Evennia that you can not enter the train when you're already inside
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or leave the train when you're outside. One solution to this is [locks](Locks): we will lock down
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or leave the train when you're outside. One solution to this is [locks](Component/Locks): we will lock down
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the commands so that they can only be called if the player is at the correct location.
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Right now commands defaults to the lock `cmd:all()`. The `cmd` lock type in combination with the
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@ -322,7 +322,7 @@ If we wanted full control of the train we could now just add a command to step i
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when desired. We want the train to move on its own though, without us having to force it by manually
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calling the `goto_next_room` method.
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To do this we will create two [scripts](Scripts): one script that runs when the train has stopped at
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To do this we will create two [scripts](Component/Scripts): one script that runs when the train has stopped at
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a station and is responsible for starting the train again after a while. The other script will take
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care of the driving.
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@ -416,7 +416,7 @@ enter/exit commands check so the train is not moving before allowing the caller
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* Have train conductor commands that can override the automatic start/stop.
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* Allow for in-between stops between the start- and end station
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* Have a rail road track instead of hard-coding the rooms in the train object. This could for
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example be a custom [Exit](Objects#exits) only traversable by trains. The train will follow the
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example be a custom [Exit](Component/Objects#exits) only traversable by trains. The train will follow the
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track. Some track segments can split to lead to two different rooms and a player can switch the
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direction to which room it goes.
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* Create another kind of vehicle!
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