Typos in menusystem.py
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@ -6,7 +6,7 @@ Contribution - Griatch 2011
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This module offers the ability for admins to let their game be fully
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This module offers the ability for admins to let their game be fully
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or partly menu-driven. Menu choices can be numbered or use arbitrary
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or partly menu-driven. Menu choices can be numbered or use arbitrary
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keys. There are also some formatting options, such a putting options
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keys. There are also some formatting options, such a putting options
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in one or more collumns.
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in one or more columns.
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The menu system consists of a MenuTree object populated by MenuNode
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The menu system consists of a MenuTree object populated by MenuNode
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objects. Nodes are linked together with automatically created commands
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objects. Nodes are linked together with automatically created commands
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@ -79,7 +79,7 @@ class CmdMenuLook(default_cmds.CmdLook):
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This is a Menu version of the look command. It will normally show
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This is a Menu version of the look command. It will normally show
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the options available, otherwise works like the normal look
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the options available, otherwise works like the normal look
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command..
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command.
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"""
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"""
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key = "look"
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key = "look"
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aliases = ["l", "ls"]
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aliases = ["l", "ls"]
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@ -171,7 +171,7 @@ class MenuTree(object):
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"""
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"""
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We specify startnode/endnode so that the system knows where to
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We specify startnode/endnode so that the system knows where to
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enter and where to exit the menu tree. If nodes is given, it
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enter and where to exit the menu tree. If nodes is given, it
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shuld be a list of valid node objects to add to the tree.
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should be a list of valid node objects to add to the tree.
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exec_end - if not None, will execute the given command string
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exec_end - if not None, will execute the given command string
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directly after the menu system has been exited.
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directly after the menu system has been exited.
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@ -332,7 +332,7 @@ class MenuNode(object):
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if text:
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if text:
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string += "%s\n" % text
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string += "%s\n" % text
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# format the choices into as many collumns as specified
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# format the choices into as many columns as specified
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choices = []
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choices = []
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for ilink, link in enumerate(self.links):
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for ilink, link in enumerate(self.links):
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choice = ""
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choice = ""
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@ -480,14 +480,14 @@ def prompt_yesno(caller, question="", yesfunc=None, nofunc=None, yescode="", noc
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def prompt_choice(caller, question="", prompts=None, choicefunc=None, force_choose=False):
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def prompt_choice(caller, question="", prompts=None, choicefunc=None, force_choose=False):
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"""
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"""
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This sets up a simple choice questionnaire. Question will be
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This sets up a simple choice questionnaire. Question will be
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asked, followed by a serie of prompts. Note that this isn't
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asked, followed by a series of prompts. Note that this isn't
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making use of the menu node system.
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making use of the menu node system.
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caller - the object calling and being offered the choice
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caller - the object calling and being offered the choice
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question - text describing the offered choice
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question - text describing the offered choice
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prompts - list of choices
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prompts - list of choices
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choicefunc - functions callback to be called as func(self) when
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choicefunc - functions callback to be called as func(self) when
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make choice (self.caller is available) The function's definision
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make choice (self.caller is available) The function's definition
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should be like func(self, menu_node), and menu_node.key is user's
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should be like func(self, menu_node), and menu_node.key is user's
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choice.
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choice.
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force_choose - force user to make a choice or not
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force_choose - force user to make a choice or not
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@ -553,7 +553,7 @@ def prompt_choice(caller, question="", prompts=None, choicefunc=None, force_choo
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choicecmdset.add(CmdMenuLook())
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choicecmdset.add(CmdMenuLook())
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choicecmdset.add(CmdMenuHelp())
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choicecmdset.add(CmdMenuHelp())
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# assinging menu data flags to caller.
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# assigning menu data flags to caller.
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caller.db._menu_data = {"help": "Please select.",
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caller.db._menu_data = {"help": "Please select.",
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"look": prompt}
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"look": prompt}
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