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