PEP8 cleanup of the entire codebase. Unchanged are many cases of too-long lines, partly because of the rewrite they would require but also because splitting many lines up would make the code harder to read. Also the third-party libraries (idmapper, prettytable etc) were not cleaned.
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parent
30b7d2a405
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154 changed files with 5613 additions and 4054 deletions
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@ -1,41 +1,42 @@
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"""
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Template for Characters
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Copy this module up one level and name it as you like, then
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use it as a template to create your own Character class.
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To make new logins default to creating characters
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of your new type, change settings.BASE_CHARACTER_TYPECLASS to point to
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your new class, e.g.
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settings.BASE_CHARACTER_TYPECLASS = "game.gamesrc.objects.mychar.MyChar"
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Note that objects already created in the database will not notice
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this change, you have to convert them manually e.g. with the
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@typeclass command.
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"""
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from ev import Character as DefaultCharacter
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class Character(DefaultCharacter):
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"""
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The Character is like any normal Object (see example/object.py for
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a list of properties and methods), except it actually implements
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some of its hook methods to do some work:
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at_basetype_setup - always assigns the default_cmdset to this object type
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(important!)sets locks so character cannot be picked up
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and its commands only be called by itself, not anyone else.
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(to change things, use at_object_creation() instead)
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at_after_move - launches the "look" command
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at_post_puppet(player) - when Player disconnects from the Character, we
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store the current location, so the "unconnected" character
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object does not need to stay on grid but can be given a
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None-location while offline.
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at_pre_puppet - just before Player re-connects, retrieves the character's old
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location and puts it back on the grid with a "charname has
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connected" message echoed to the room
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"""
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pass
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"""
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Template for Characters
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Copy this module up one level and name it as you like, then
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use it as a template to create your own Character class.
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To make new logins default to creating characters
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of your new type, change settings.BASE_CHARACTER_TYPECLASS to point to
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your new class, e.g.
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settings.BASE_CHARACTER_TYPECLASS = "game.gamesrc.objects.mychar.MyChar"
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Note that objects already created in the database will not notice
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this change, you have to convert them manually e.g. with the
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@typeclass command.
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"""
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from ev import Character as DefaultCharacter
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class Character(DefaultCharacter):
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"""
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The Character is like any normal Object (see example/object.py for
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a list of properties and methods), except it actually implements
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some of its hook methods to do some work:
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at_basetype_setup - always assigns the default_cmdset to this object type
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(important!)sets locks so character cannot be picked up
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and its commands only be called by itself, not anyone else.
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(to change things, use at_object_creation() instead)
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at_after_move - launches the "look" command
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at_post_puppet(player) - when Player disconnects from the Character, we
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store the current location, so the "unconnected" character
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object does not need to stay on grid but can be given a
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None-location while offline.
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at_pre_puppet - just before Player re-connects, retrieves the character's
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old location and puts it back on the grid with a "charname
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has connected" message echoed to the room
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"""
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pass
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