Remove some whitespace in a file.

This commit is contained in:
Griatch 2016-09-11 18:44:59 +02:00
parent 760865f26f
commit 5d22bbe39f

View file

@ -95,7 +95,6 @@ from evennia.utils import utils
# Add the necessary imports for your instructions here. # Add the necessary imports for your instructions here.
from evennia import create_object from evennia import create_object
from typeclasses import rooms, exits from typeclasses import rooms, exits
from evennia.utils import utils
from random import randint from random import randint
import random import random
@ -131,13 +130,13 @@ def example1_build_mountains(x, y, **kwargs):
# Create the room. # Create the room.
room = create_object(rooms.Room, key="mountains" + str(x) + str(y)) room = create_object(rooms.Room, key="mountains" + str(x) + str(y))
# Generate a description by randomly selecting an entry from a list. # Generate a description by randomly selecting an entry from a list.
room_desc = ["Mountains as far as the eye can see", room_desc = ["Mountains as far as the eye can see",
"Your path is surrounded by sheer cliffs", "Your path is surrounded by sheer cliffs",
"Haven't you seen that rock before?"] "Haven't you seen that rock before?"]
room.db.desc = random.choice(room_desc) room.db.desc = random.choice(room_desc)
# Create a random number of objects to populate the room. # Create a random number of objects to populate the room.
for i in xrange(randint(0, 3)): for i in xrange(randint(0, 3)):
rock = create_object(key="Rock", location=room) rock = create_object(key="Rock", location=room)
@ -172,12 +171,12 @@ def example1_build_temple(x, y, **kwargs):
# This is generally mandatory. # This is generally mandatory.
return room return room
# Include your trigger characters and build functions in a legend dict. # Include your trigger characters and build functions in a legend dict.
EXAMPLE1_LEGEND = {("", ""): example1_build_forest, EXAMPLE1_LEGEND = {("", ""): example1_build_forest,
("", "n"): example1_build_mountains, ("", "n"): example1_build_mountains,
(""): example1_build_temple} (""): example1_build_temple}
# ---------- EXAMPLE 2 ---------- # # ---------- EXAMPLE 2 ---------- #
# @mapbuilder/two evennia.contrib.mapbuilder.EXAMPLE2_MAP EXAMPLE2_LEGEND # @mapbuilder/two evennia.contrib.mapbuilder.EXAMPLE2_MAP EXAMPLE2_LEGEND
@ -322,7 +321,7 @@ class CmdMapBuilder(COMMAND_DEFAULT_CLASS):
def func(self): def func(self):
"""Starts the processor.""" """Starts the processor."""
caller = self.caller caller = self.caller
args = self.args.split() args = self.args.split()
@ -337,11 +336,11 @@ class CmdMapBuilder(COMMAND_DEFAULT_CLASS):
legend = None legend = None
# OBTAIN MAP FROM MODULE # OBTAIN MAP FROM MODULE
# Breaks down path_to_map into [PATH, VARIABLE] # Breaks down path_to_map into [PATH, VARIABLE]
path_to_map = args[0] path_to_map = args[0]
path_to_map = path_to_map.rsplit('.', 1) path_to_map = path_to_map.rsplit('.', 1)
try: try:
# Retrieves map variable from module or raises error. # Retrieves map variable from module or raises error.
game_map = utils.variable_from_module(path_to_map[0], game_map = utils.variable_from_module(path_to_map[0],
@ -351,22 +350,22 @@ class CmdMapBuilder(COMMAND_DEFAULT_CLASS):
"Path to map variable failed.\n" "Path to map variable failed.\n"
"Usage: @mapbuilder <path.to.module." "Usage: @mapbuilder <path.to.module."
"VARNAME> <path.to.module.MAP_LEGEND>") "VARNAME> <path.to.module.MAP_LEGEND>")
except Exception as exc: except Exception as exc:
# Or relays error message if fails. # Or relays error message if fails.
caller.msg(exc) caller.msg(exc)
return return
# OBTAIN MAP_LEGEND FROM MODULE # OBTAIN MAP_LEGEND FROM MODULE
# Breaks down path_to_legend into [PATH, VARIABLE] # Breaks down path_to_legend into [PATH, VARIABLE]
path_to_legend = args[1] path_to_legend = args[1]
path_to_legend = path_to_legend.rsplit('.', 1) path_to_legend = path_to_legend.rsplit('.', 1)
# If no path given default to path_to_map's path # If no path given default to path_to_map's path
if len(path_to_legend) == 1: if len(path_to_legend) == 1:
path_to_legend.insert(0, path_to_map[0]) path_to_legend.insert(0, path_to_map[0])
try: try:
# Retrieves legend variable from module or raises error if fails. # Retrieves legend variable from module or raises error if fails.
legend = utils.variable_from_module(path_to_legend[0], legend = utils.variable_from_module(path_to_legend[0],
@ -376,7 +375,7 @@ class CmdMapBuilder(COMMAND_DEFAULT_CLASS):
"Path to legend variable failed.\n" "Path to legend variable failed.\n"
"Usage: @mapbuilder <path.to.module." "Usage: @mapbuilder <path.to.module."
"VARNAME> <path.to.module.MAP_LEGEND>") "VARNAME> <path.to.module.MAP_LEGEND>")
except Exception as exc: except Exception as exc:
# Or relays error message if fails. # Or relays error message if fails.
caller.msg(exc) caller.msg(exc)
@ -396,7 +395,7 @@ class CmdMapBuilder(COMMAND_DEFAULT_CLASS):
# Pass map and legend to the build function. # Pass map and legend to the build function.
build_map(caller, game_map, legend, iterations, build_exits) build_map(caller, game_map, legend, iterations, build_exits)
def build_map(caller, game_map, legend, iterations=1, build_exits=True): def build_map(caller, game_map, legend, iterations=1, build_exits=True):
""" """
Receives the fetched map and legend vars provided by the player. The map Receives the fetched map and legend vars provided by the player. The map
@ -405,18 +404,18 @@ def build_map(caller, game_map, legend, iterations=1, build_exits=True):
finding a match. The map is iterated over according to the `iterations` finding a match. The map is iterated over according to the `iterations`
value and exits are optionally generated between adjacent rooms according value and exits are optionally generated between adjacent rooms according
to the `build_exits` value. to the `build_exits` value.
""" """
# Split map string to list of rows and create reference list. # Split map string to list of rows and create reference list.
caller.msg("Creating Map...") caller.msg("Creating Map...")
caller.msg(game_map) caller.msg(game_map)
game_map = _map_to_list(game_map) game_map = _map_to_list(game_map)
# Create a reference dictionary which be passed to build functions and # Create a reference dictionary which be passed to build functions and
# will store obj returned by build functions so objs can be referenced. # will store obj returned by build functions so objs can be referenced.
room_dict = {} room_dict = {}
caller.msg("Creating Landmass...") caller.msg("Creating Landmass...")
for iteration in xrange(iterations): for iteration in xrange(iterations):
for y in xrange(len(game_map)): for y in xrange(len(game_map)):