# # Batchcode script # # # The Batch-code processor accepts full python modules (e.g. "batch.py") that # looks identical to normal Python files with a few exceptions that allows them # to the executed in blocks. This way of working assures a sequential execution # of the file and allows for features like stepping from block to block # (without executing those coming before), as well as automatic deletion # of created objects etc. You can however also run a batch-code python file # directly using Python (and can also be de). # Code blocks are separated by python comments starting with special code words. # #HEADER - this denotes commands global to the entire file, such as # import statements and global variables. They will # automatically be made available for each block. Observe # that changes to these variables made in one block is not # preserved between blocks!) # #CODE (infotext) [objname, objname, ...] - This designates a code block that will be executed like a # stand-alone piece of code together with any #HEADER # defined. # infotext is a describing text about what goes in in this block. It will be # shown by the batchprocessing command. # s mark the (variable-)names of objects created in the code, # and which may be auto-deleted by the processor if desired (such as when # debugging the script). E.g., if the code contains the command # myobj = create.create_object(...), you could put 'myobj' in the #CODE header # regardless of what the created object is actually called in-game. # #INSERT filename - this includes another code batch file. The named file will be loaded and # run at this point. Note that code from the inserted file will NOT share #HEADERs # with the importing file, but will only use the headers in the importing file. # make sure to not create a cyclic import here! # The following variable is automatically made available for the script: # caller - the object executing the script # #HEADER # everything in this block will be appended to the beginning of # all other #CODE blocks when they are executed. from ev import create, search from game.gamesrc.objects.examples import red_button from game.gamesrc.objects import baseobjects limbo = search.objects('Limbo', global_search=True)[0] #CODE (create red button) # This is the first code block. Within each block, python # code works as normal. Note how we make use if imports and # 'limbo' defined in the #HEADER block. This block's header # offers no information about red_button variable, so it # won't be able to be deleted in debug mode. # create a red button in limbo red_button = create.create_object(red_button.RedButton, key="Red button", location=limbo, aliases=["button"]) # we take a look at what we created caller.msg("A %s was created." % red_button.key) #CODE (create table and chair) table, chair # this code block has 'table' and 'chair' set as deletable # objects. This means that when the batchcode processor runs in # testing mode, objects created in these variables will be deleted # again (so as to avoid duplicate objects when testing the script many # times). # the python variables we assign to must match the ones given in the # header for the system to be able to delete them afterwards during a # debugging run. table = create.create_object(baseobjects.Object, key="Table", location=limbo) chair = create.create_object(baseobjects.Object, key="Chair", location=limbo) string = "A %s and %s were created. If debug was active, they were deleted again." caller.msg(string % (table, chair))