Rename all instances of Player->Account.
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94 changed files with 1316 additions and 2327 deletions
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@ -9,8 +9,8 @@ intelligent container that, when added to other CmdSet make sure that
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same-name commands are treated correctly (usually so there are no
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doublets). This temporary but up-to-date merger of CmdSet is jointly
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called the Current Cmset. It is this Current CmdSet that the
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commandhandler looks through whenever a player enters a command (it
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also adds CmdSets from objects in the room in real-time). All player
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commandhandler looks through whenever an account enters a command (it
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also adds CmdSets from objects in the room in real-time). All account
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objects have a 'default cmdset' containing all the normal in-game mud
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commands (look etc).
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@ -19,12 +19,12 @@ So what is all this cmdset complexity good for?
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In its simplest form, a CmdSet has no commands, only a key name. In
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this case the cmdset's use is up to each individual game - it can be
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used by an AI module for example (mobs in cmdset 'roam' move from room
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to room, in cmdset 'attack' they enter combat with players).
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to room, in cmdset 'attack' they enter combat with accounts).
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Defining commands in cmdsets offer some further powerful game-design
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consequences however. Here are some examples:
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As mentioned above, all players always have at least the Default
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As mentioned above, all accounts always have at least the Default
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CmdSet. This contains the set of all normal-use commands in-game,
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stuff like look and @desc etc. Now assume our players end up in a dark
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room. You don't want the player to be able to do much in that dark
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@ -37,7 +37,7 @@ and have this completely replace the default cmdset.
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Another example: Say you want your players to be able to go
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fishing. You could implement this as a 'fish' command that fails
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whenever the player has no fishing rod. Easy enough. But what if you
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whenever the account has no fishing rod. Easy enough. But what if you
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want to make fishing more complex - maybe you want four-five different
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commands for throwing your line, reeling in, etc? Most players won't
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(we assume) have fishing gear, and having all those detailed commands
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@ -48,7 +48,7 @@ for a minor thing like fishing?
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So instead you put all those detailed fishing commands into their own
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CommandSet called 'Fishing'. Whenever the player gives the command
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'fish' (presumably the code checks there is also water nearby), only
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THEN this CommandSet is added to the Cmdhandler of the player. The
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THEN this CommandSet is added to the Cmdhandler of the account. The
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'throw' command (which normally throws rocks) is replaced by the
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custom 'fishing variant' of throw. What has happened is that the
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Fishing CommandSet was merged on top of the Default ones, and due to
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@ -128,7 +128,7 @@ def import_cmdset(path, cmdsetobj, emit_to_obj=None, no_logging=False):
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Args:
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path (str): The path to the command set to load.
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cmdsetobj (CmdSet): The database object/typeclass on which this cmdset is to be
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assigned (this can be also channels and exits, as well as players
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assigned (this can be also channels and exits, as well as accounts
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but there will always be such an object)
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emit_to_obj (Object, optional): If given, error is emitted to
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this object (in addition to logging)
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