Fixed some documentation typos/rewrites as suggested in Issue 393.

This commit is contained in:
Griatch 2013-06-30 14:13:01 +02:00
parent 878f83aba0
commit 1e6384e40c

View file

@ -37,14 +37,14 @@ class Object(TypeClass):
# __init__ is only defined here in order to present docstring to API. # __init__ is only defined here in order to present docstring to API.
def __init__(self, dbobj): def __init__(self, dbobj):
""" """
This is the root typeclass object representing all entities This is the root typeclass object, representing all entities
that has and actual presence in-game. Objects generally has a that have an actual presence in-game. Objects generally have a
location, can be manipulated and looked at. Most game entities location. They can also be manipulated and looked at. Most
you define should inherit from Object at some distance. game entities you define should inherit from Object at some distance.
Important subclasses of Object are that Evennia defines by Evennia defines some important subclasses of Object by default, namely
default for you are Characters, Exits and Rooms. Characters, Exits and Rooms (see the bottom of this module).
Note that all Objects and its subclasses *must* always be Note that all new Objects and their subclasses *must* always be
created using the ev.create_object() function. This is so the created using the ev.create_object() function. This is so the
typeclass system can be correctly initiated behind the scenes. typeclass system can be correctly initiated behind the scenes.
@ -755,7 +755,7 @@ class Object(TypeClass):
return message return message
# #
# Base Player object # Base Character object
# #
class Character(Object): class Character(Object):
@ -836,14 +836,13 @@ class Character(Object):
class Room(Object): class Room(Object):
""" """
This is the base room object. It's basically This is the base room object. It's just like any Object except its
like any Object except its location is None. location is None.
""" """
def basetype_setup(self): def basetype_setup(self):
""" """
Simple setup, shown as an example Simple setup, shown as an example
(since default is None anyway) (since default is None anyway)
""" """
super(Room, self).basetype_setup() super(Room, self).basetype_setup()
@ -852,19 +851,18 @@ class Room(Object):
self.location = None self.location = None
# #
# Exits # Base Exit object
# #
class Exit(Object): class Exit(Object):
""" """
This is the base exit object - it connects a location to This is the base exit object - it connects a location to another.
another. This is done by the exit assigning a "command" on itself This is done by the exit assigning a "command" on itself with the
with the same name as the exit object (to do this we need to same name as the exit object (to do this we need to remember to
remember to re-create the command when the object is cached since it must be re-create the command when the object is cached since it must be
created dynamically depending on what the exit is called). This created dynamically depending on what the exit is called). This
command (which has a high priority) will thus allow us to traverse exits command (which has a high priority) will thus allow us to traverse
simply by giving the exit-object's name on its own. exits simply by giving the exit-object's name on its own.
""" """
# Helper classes and methods to implement the Exit. These need not # Helper classes and methods to implement the Exit. These need not