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<section class="tex2jax_ignore mathjax_ignore" id="building-menu">
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<h1>Building menu<a class="headerlink" href="#building-menu" title="Permalink to this headline">¶</a></h1>
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<p>Contrib by vincent-lg, 2018</p>
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<p>Building menus are in-game menus, not unlike <code class="docutils literal notranslate"><span class="pre">EvMenu</span></code> though using a
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different approach. Building menus have been specifically designed to edit
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information as a builder. Creating a building menu in a command allows
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builders quick-editing of a given object, like a room. If you follow the
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steps to add the contrib, you will have access to an <code class="docutils literal notranslate"><span class="pre">edit</span></code> command
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that will edit any default object, offering to change its key and description.</p>
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<section id="install">
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<h2>Install<a class="headerlink" href="#install" title="Permalink to this headline">¶</a></h2>
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<ol>
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<li><p>Import the <code class="docutils literal notranslate"><span class="pre">GenericBuildingCmd</span></code> class from this contrib in your
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<code class="docutils literal notranslate"><span class="pre">mygame/commands/default_cmdset.py</span></code> file:</p>
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<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="kn">from</span> <span class="nn">evennia.contrib.base_systems.building_menu</span> <span class="kn">import</span> <span class="n">GenericBuildingCmd</span>
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</pre></div>
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</div>
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</li>
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<li><p>Below, add the command in the <code class="docutils literal notranslate"><span class="pre">CharacterCmdSet</span></code>:</p>
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<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="c1"># ... These lines should exist in the file</span>
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<span class="k">class</span> <span class="nc">CharacterCmdSet</span><span class="p">(</span><span class="n">default_cmds</span><span class="o">.</span><span class="n">CharacterCmdSet</span><span class="p">):</span>
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<span class="n">key</span> <span class="o">=</span> <span class="s2">"DefaultCharacter"</span>
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<span class="k">def</span> <span class="nf">at_cmdset_creation</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
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<span class="nb">super</span><span class="p">(</span><span class="n">CharacterCmdSet</span><span class="p">,</span> <span class="bp">self</span><span class="p">)</span><span class="o">.</span><span class="n">at_cmdset_creation</span><span class="p">()</span>
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<span class="c1"># ... add the line below</span>
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<span class="bp">self</span><span class="o">.</span><span class="n">add</span><span class="p">(</span><span class="n">GenericBuildingCmd</span><span class="p">())</span>
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</pre></div>
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</div>
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</li>
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</ol>
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</section>
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<section id="usage">
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<h2>Usage<a class="headerlink" href="#usage" title="Permalink to this headline">¶</a></h2>
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<p>The <code class="docutils literal notranslate"><span class="pre">edit</span></code> command will allow you to edit any object. You will need to
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specify the object name or ID as an argument. For instance: <code class="docutils literal notranslate"><span class="pre">edit</span> <span class="pre">here</span></code>
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will edit the current room. However, building menus can perform much more
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than this very simple example, read on for more details.</p>
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<p>Building menus can be set to edit about anything. Here is an example of
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output you could obtain when editing the room:</p>
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<div class="highlight-default notranslate"><div class="highlight"><pre><span></span> <span class="n">Editing</span> <span class="n">the</span> <span class="n">room</span><span class="p">:</span> <span class="n">Limbo</span><span class="p">(</span><span class="c1">#2)</span>
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<span class="p">[</span><span class="n">T</span><span class="p">]</span><span class="n">itle</span><span class="p">:</span> <span class="n">the</span> <span class="n">limbo</span> <span class="n">room</span>
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<span class="p">[</span><span class="n">D</span><span class="p">]</span><span class="n">escription</span>
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<span class="n">This</span> <span class="ow">is</span> <span class="n">the</span> <span class="n">limbo</span> <span class="n">room</span><span class="o">.</span> <span class="n">You</span> <span class="n">can</span> <span class="n">easily</span> <span class="n">change</span> <span class="n">this</span> <span class="n">default</span> <span class="n">description</span><span class="p">,</span>
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<span class="n">either</span> <span class="n">by</span> <span class="n">using</span> <span class="n">the</span> <span class="o">|</span><span class="n">y</span><span class="nd">@desc</span><span class="o">/</span><span class="n">edit</span><span class="o">|</span><span class="n">n</span> <span class="n">command</span><span class="p">,</span> <span class="ow">or</span> <span class="n">simply</span> <span class="n">by</span> <span class="n">entering</span> <span class="n">this</span>
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<span class="n">menu</span> <span class="p">(</span><span class="n">enter</span> <span class="o">|</span><span class="n">yd</span><span class="o">|</span><span class="n">n</span><span class="p">)</span><span class="o">.</span>
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<span class="p">[</span><span class="n">E</span><span class="p">]</span><span class="n">xits</span><span class="p">:</span>
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<span class="n">north</span> <span class="n">to</span> <span class="n">A</span> <span class="n">parking</span><span class="p">(</span><span class="c1">#4)</span>
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<span class="p">[</span><span class="n">Q</span><span class="p">]</span><span class="n">uit</span> <span class="n">this</span> <span class="n">menu</span>
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</pre></div>
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</div>
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<p>From there, you can open the title choice by pressing t. You can then
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change the room title by simply entering text, and go back to the
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main menu entering @ (all this is customizable). Press q to quit this menu.</p>
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<p>The first thing to do is to create a new module and place a class
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inheriting from <code class="docutils literal notranslate"><span class="pre">BuildingMenu</span></code> in it.</p>
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<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="kn">from</span> <span class="nn">evennia.contrib.base_systems.building_menu</span> <span class="kn">import</span> <span class="n">BuildingMenu</span>
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<span class="k">class</span> <span class="nc">RoomBuildingMenu</span><span class="p">(</span><span class="n">BuildingMenu</span><span class="p">):</span>
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<span class="c1"># ...</span>
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</pre></div>
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</div>
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<p>Next, override the <code class="docutils literal notranslate"><span class="pre">init</span></code> method (not <code class="docutils literal notranslate"><span class="pre">__init__</span></code>!). You can add
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choices (like the title, description, and exits choices as seen above) by using
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the <code class="docutils literal notranslate"><span class="pre">add_choice</span></code> method.</p>
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<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="k">class</span> <span class="nc">RoomBuildingMenu</span><span class="p">(</span><span class="n">BuildingMenu</span><span class="p">):</span>
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<span class="k">def</span> <span class="nf">init</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">room</span><span class="p">):</span>
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<span class="bp">self</span><span class="o">.</span><span class="n">add_choice</span><span class="p">(</span><span class="s2">"title"</span><span class="p">,</span> <span class="s2">"t"</span><span class="p">,</span> <span class="n">attr</span><span class="o">=</span><span class="s2">"key"</span><span class="p">)</span>
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</pre></div>
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</div>
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<p>That will create the first choice, the title choice. If one opens your menu
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and enter t, she will be in the title choice. She can change the title
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(it will write in the room’s <code class="docutils literal notranslate"><span class="pre">key</span></code> attribute) and then go back to the
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main menu using <code class="docutils literal notranslate"><span class="pre">@</span></code>.</p>
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<p><code class="docutils literal notranslate"><span class="pre">add_choice</span></code> has a lot of arguments and offers a great deal of
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flexibility. The most useful ones is probably the usage of callbacks,
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as you can set almost any argument in <code class="docutils literal notranslate"><span class="pre">add_choice</span></code> to be a callback, a
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function that you have defined above in your module. This function will be
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called when the menu element is triggered.</p>
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<p>Notice that in order to edit a description, the best method to call isn’t
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<code class="docutils literal notranslate"><span class="pre">add_choice</span></code>, but <code class="docutils literal notranslate"><span class="pre">add_choice_edit</span></code>. This is a convenient shortcut
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which is available to quickly open an <code class="docutils literal notranslate"><span class="pre">EvEditor</span></code> when entering this choice
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and going back to the menu when the editor closes.</p>
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<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="k">class</span> <span class="nc">RoomBuildingMenu</span><span class="p">(</span><span class="n">BuildingMenu</span><span class="p">):</span>
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<span class="k">def</span> <span class="nf">init</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">room</span><span class="p">):</span>
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<span class="bp">self</span><span class="o">.</span><span class="n">add_choice</span><span class="p">(</span><span class="s2">"title"</span><span class="p">,</span> <span class="s2">"t"</span><span class="p">,</span> <span class="n">attr</span><span class="o">=</span><span class="s2">"key"</span><span class="p">)</span>
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<span class="bp">self</span><span class="o">.</span><span class="n">add_choice_edit</span><span class="p">(</span><span class="s2">"description"</span><span class="p">,</span> <span class="n">key</span><span class="o">=</span><span class="s2">"d"</span><span class="p">,</span> <span class="n">attr</span><span class="o">=</span><span class="s2">"db.desc"</span><span class="p">)</span>
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</pre></div>
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</div>
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<p>When you wish to create a building menu, you just need to import your
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class, create it specifying your intended caller and object to edit,
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then call <code class="docutils literal notranslate"><span class="pre">open</span></code>:</p>
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<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="kn">from</span> <span class="o"><</span><span class="n">wherever</span><span class="o">></span> <span class="kn">import</span> <span class="nn">RoomBuildingMenu</span>
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<span class="k">class</span> <span class="nc">CmdEdit</span><span class="p">(</span><span class="n">Command</span><span class="p">):</span>
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<span class="n">key</span> <span class="o">=</span> <span class="s2">"redit"</span>
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<span class="k">def</span> <span class="nf">func</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
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<span class="n">menu</span> <span class="o">=</span> <span class="n">RoomBuildingMenu</span><span class="p">(</span><span class="bp">self</span><span class="o">.</span><span class="n">caller</span><span class="p">,</span> <span class="bp">self</span><span class="o">.</span><span class="n">caller</span><span class="o">.</span><span class="n">location</span><span class="p">)</span>
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<span class="n">menu</span><span class="o">.</span><span class="n">open</span><span class="p">()</span>
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</pre></div>
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</div>
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<p>This is a very short introduction. For more details, see the <a class="reference external" href="https://github.com/evennia/evennia/wiki/Building-menus">online
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tutorial</a> or read the
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heavily-documented code of the contrib itself.</p>
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<hr class="docutils" />
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<p><small>This document page is generated from <code class="docutils literal notranslate"><span class="pre">evennia/contrib/base_systems/building_menu/README.md</span></code>. Changes to this
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file will be overwritten, so edit that file rather than this one.</small></p>
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<p><h3><a href="../index.html">Table of Contents</a></h3>
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<ul>
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<li><a class="reference internal" href="#">Building menu</a><ul>
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<li><a class="reference internal" href="#install">Install</a></li>
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<li><a class="reference internal" href="#usage">Usage</a></li>
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