Some cleanup. Fixed all examples to match the changes in the states and help systems, also

ran them through pylint to pretty them up.
/Griatch
This commit is contained in:
Griatch 2009-10-15 09:43:34 +00:00
parent 8074617285
commit 84aeabb272
11 changed files with 323 additions and 211 deletions

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@ -1,33 +1,42 @@
"""
Example of using the state system. The Event system allows a player object to be
'trapped' in a special environment where different commands are available than normal.
This is very useful in order to implement anything from menus to npc-conversational
choices and inline text-editors.
Example of using the state system. The State system allows a player
object to be 'trapped' in a special environment where different
commands are available than normal. This is very useful in order to
implement anything from menus and combat states to npc-conversational
choices and inline text-editors.
This example uses the State system to create a simple menu.
This example uses the State system to create a simple menu.
To test out this example, add this module to the CUSTOM_COMMAND_MODULES tuple in
your game/settings.py as 'game.gamesrc.commands.examples.state_example' (see ./example.py
for another example). You need to restart the Evennia server before new files are
recognized.
To test out this example, add this module to the
CUSTOM_COMMAND_MODULES tuple in your game/settings.py as
'game.gamesrc.commands.examples.state_example' (see ./example.py for
another example). You need to restart the Evennia server before new
files are recognized.
Next enter the mud and give the command
> entermenu
Note that the help entries related to this little menu are not part of the normal
help database, they are stored with the state and only accessible
from inside it. If you want to describe the state itself in more detail you
should add a help entry about it to the main help index manually.
Note that the help entries related to this little menu are not part of
the normal help database, they are stored with the state and only
accessible from inside it. Try 'help entermenu' from outside the state
and 'help' and 'info' from inside the menu to see the auto-help system
in action.
To further test the state system, try the command
To further test the state system, try the command
> enterstate
This takes arguments between 1-6 to set up various states with varying
access to different global commands.
"""
#This is the normal command table, accessible by default
# This is the normal command table, accessible by default
from src.cmdtable import GLOBAL_CMD_TABLE
#The statetable contains sets of cmdtables that is made available
#only when we are in a particular state, overriding the GLOBAL_CMD_TABLE
# The statetable contains sets of cmdtables that is made available
# only when we are in a particular state (possibly overriding
# same-named commands in GLOBAL_CMD_TABLE).
from src.statetable import GLOBAL_STATE_TABLE
#
@ -38,38 +47,47 @@ from src.statetable import GLOBAL_STATE_TABLE
STATENAME = 'menu'
#
# 'entry' command
#
# 'entry' command. This takes the player from the normal game
# mode into the menu state. This must be added to the
# GLOBAL_CMD_TABLE like any other command.
#
def cmd_entermenu(command):
"""
This is the 'entry' command that takes the player from the normal
gameplay mode into the 'menu' state. In order to do this, it
must be added to the GLOBAL_CMD_TABLE like any command.
entermenu - enter the example menu
Usage:
entermenu
This is the 'entry' command that takes the player from the normal
gameplay mode into the 'menu' state.
"""
#get the player object calling the command
# get the player object calling the command
source_object = command.source_object
#this is important: we use the set_state() command
#to shift the player into a state named 'menu'. Other useful
#access functions on source_object are get_state()
# this is important: we use the set_state() command
# to shift the player into a state named 'menu'. Other useful
# access functions on source_object are get_state()
# and clear_state(), the latter returns the player to
# the normal mode of gameplay.
source_object.set_state(STATENAME)
#show the menu.
s = """
Welcome to the Demo menu!
In this small demo all you can do is select one of
the two options so it changes colour.
This is just intended to show off the
possibilities of the state system. More
interesting things should of course happen
in a real menu.
Use @exit to leave the menu."""
source_object.emit_to(s)
#show a welcome text .
string = """
Welcome to the Demo menu! In this small demo all you can do is
select one of the two options so it changes colour. This is just
intended to show off the possibilities of the state system. More
interesting things should of course happen in a real menu.
Use @exit to leave the menu.
"""
source_object.emit_to(string)
# show the menu
source_object.execute_cmd('menu')
#
# Commands only available while in the 'menu' state. Note that
# these have auto_help, so the __doc__ strings of the functions
# Below are commands only available while in the 'menu' state.
# Note that the _doc__ strings of the functions
# can be read as help entries when in the menu.
#
def menu_cmd_option1(command):
@ -79,6 +97,7 @@ def menu_cmd_option1(command):
"""
source_object = command.source_object
print_menu(source_object, 1)
def menu_cmd_option2(command):
"""
option2
@ -86,13 +105,20 @@ def menu_cmd_option2(command):
"""
source_object = command.source_object
print_menu(source_object, 2)
def menu_cmd_menu(command):
"""
menu
Clears the options and redraws the menu.
[[autohelp]]
Auto-help
This is an extra topic to test the auto-help functionality. The state-help
system supports nested ('related') topics just like the normal help index does.
system supports nested ('related') topics using [ [subtopic] ] markup,
just like the normal help index does.
"""
source_object = command.source_object
print_menu(source_object)
@ -100,61 +126,50 @@ def menu_cmd_menu(command):
#
# helper function
#
def print_menu(source_obj,choice=None):
def print_menu(source_obj, choice=None):
"""
Utility function to print the menu. More interesting things
would happen here in a real menu.
"""
if choice==1:
ch = "%s> option1\n %soption2" % ('%ch%cy','%cn%cy') #ansi colouring; see src.ansi
elif choice==2:
ch = " %soption1\n%s> option2" % ('%cn%cy','%ch%cy')
if choice == 1:
#ansi colouring; see src.ansi
chtext = "%s> option1\n %soption2" % ('%ch%cy','%cn%cy')
elif choice == 2:
chtext = " %soption1\n%s> option2" % ('%cn%cy','%ch%cy')
else:
ch = " %soption1\n option2" % ('%cn%cy')
chtext = " %soption1\n option2" % ('%cn%cy')
s ="\n%sMenu: \n%s\n %shelp" % ('%ch%cr',ch,'%cn%cy')
source_obj.emit_to(s)
string ="\n%sMenu: \n%s\n %shelp \n @exit" % ('%ch%cr', chtext, '%cn%cy')
source_obj.emit_to(string)
#Add the 'entry' command to the normal command table
# Add the 'entry' command to the normal command table
GLOBAL_CMD_TABLE.add_command("entermenu", cmd_entermenu)
#create the state.
GLOBAL_STATE_TABLE.add_state(STATENAME,exit_command=True)
# create the state. We make sure the player can exit it at
# any time by @exit.
GLOBAL_STATE_TABLE.add_state(STATENAME, exit_command=True)
#Add the menu commands to the state table by tying them to the 'menu' state. It is
#important that the name of the state matches what we set the player-object to in
#the 'entry' command.
# Add the menu commands to the state table by tying them to the 'menu'
# state. It is important that the name of the state matches what we
# set the player-object to in the 'entry' command.
GLOBAL_STATE_TABLE.add_command(STATENAME, "option1", menu_cmd_option1)
GLOBAL_STATE_TABLE.add_command(STATENAME, "option2", menu_cmd_option2)
GLOBAL_STATE_TABLE.add_command(STATENAME, "menu", menu_cmd_menu)
#-----------------------testing the depth of the state system
# This is a test suite that shows off all the features of the state system.
# It sets up a test command @test_state that takes an argument 1-6 for moving into states
# with different characteristics. Note that the only difference as to how the
# various states are created lies in the options given to the add_state() function.
# Use @exit to leave any state.
#
# All states includes a small test function named "test".
# 1: A very limited state; only contains the "test" command.
# 2: All global commands are included (so this should be the same as normal operation,
# except you cannot traverse exits and use object-based cmds)
# 3: Only the global commands "get" and "inventory" are included into the state.
# 4: All global commands /except/ "get" and "inventory" are available
# 5: All global commands availabe + ability to traverse exits (not use object-based cmds).
# 6: Only the "test" command, but ability to both traverse exits and use object-based cmds.
#
# Examples of in-game use:
# 1: was used for the menu system above.
# 2: could be used in order to stop someone from moving despite exits being open (tied up?)
# 3: someone incapacitated or blinded might get only limited commands available
# 4: in e.g. a combat state, things like crafting should not be possible
# 5: Pretty much default operation, maybe limiting the use of magical weapons in a room etc?
# 6: A state of panic? You can move, but not take in your surroundings?
# ... the possibilities are endless.
#defining the test-state names so they are the same everywhere
#
# enterstate - testing the depth of the state system
#
# This is a test suite that shows off all the features of the state
# system. It sets up a test command @test_state that takes an
# argument 1-6 for moving into states with different
# characteristics. Note that the only difference as to how the various
# states are created lies in the options given to the add_state()
# function. Use @exit to leave any state.
# defining the test-state names so they are the same everywhere
TSTATE1 = 'no_globals'
TSTATE2 = 'all_globals'
TSTATE3 = 'include_some_globals'
@ -163,83 +178,153 @@ TSTATE5 = 'global_allow_exits'
TSTATE6 = 'noglobal_allow_exits_obj_cmds'
#
#the test command @test_state
#the test command 'enterstate'
#
def cmd_test_state(command):
"testing the new state system"
"""
enterstate - testing the state system
Usage: enterstate [1 - 6]
Give arguments 1..6 to enter different game states. Use @exit to
get out of the state at any time.
1: A very limited state; only contains the 'test' state command.
2: All global commands are included (so this should be the same as
normal operation, except you cannot traverse exits and use
object-based cmds)
3: /Only/ the global commands 'get' and 'inventory' are included
into the state.
4: All global commands /except/ 'get' and 'inventory' are available
5: All global commands availabe + ability to traverse exits (not use
object-based cmds).
6: Only the 'test' command available, but ability to
both traverse exits and use object-based cmds.
Ideas for in-game use:
1: Try out the 'entermenu' command for an example of this state.
2: Could be used in order to stop someone from moving despite exits
being open (tied up? In combat?)
3: someone incapacitated or blinded might get only limited commands
available
4: in e.g. a combat state, things like crafting should not be
possible
5: Pretty much default operation, just removing some global commands.
Maybe limiting the use of magical weapons in a room or similar.
6: A state of panic - You can move, but not take in your surroundings.
... the possibilities are endless.
"""
source_object = command.source_object
args = command.command_argument
# check for missing arguments
if not args:
source_object.emit_to("Usage: enterstate 1 - 6")
return
s = "\n Entering state ... \nThis state includes the commands 'test', 'help', '@exit' and "
source_object.emit_to("Usage: enterstate [1 - 6]")
return
# build up a return string
string = "\n Entering state ... \nThis state includes the"
string += " commands 'test', 'help', '@exit' and "
arg = args.strip()
if arg=='1':
s += "no global commands at all. With some more state commands, this state would work well for e.g. a combat state or a menu where the player don't need access to the normal command definitions. Take a special look at the help command, which is in fact a state-only version of the normal help."
# step through the various options
if arg == '1':
string += "no global commands at all. \nWith some more state commands, "
string += "this state would work well for e.g. a "
string += "combat state or a menu where the player don't need access "
string += "to the normal command definitions. Take a special "
string += "look at the help command, which is in fact a "
string += "state-only version of the normal help."
state = TSTATE1
elif arg=='2':
s += "all global commands. You should be able to do everything as normal, but not move around."
elif arg == '2':
string += "all global commands. You should be able to do "
string += "everything as normal, but not move around."
state = TSTATE2
elif arg=='3':
s += "the global commands 'inv' and 'get' only."
elif arg == '3':
string += "the global commands 'inv' and 'get' only."
state = TSTATE3
elif arg=='4':
s += "all global commands *except* 'inv' and 'get' (try using them). This allows you to disable commands that should not be possible at a certain time (like starting to craft while in a fight or something)."
elif arg == '4':
string += "all global commands *except* 'inv' and 'get' (try "
string += "using them). \nThis allows you to disable commands that "
string += "should not be possible at a certain time (like starting "
string += "to craft while in the middle of a fight or something)."
state = TSTATE4
elif arg=='5':
s += "all global commands as well as the ability to traverse exits. You do not have the ability to use commands defined on objects though."
elif arg == '5':
string += "all global commands as well as the ability to traverse "
string += "exits. You do not have the ability to use commands "
string += "defined on objects though."
state = TSTATE5
elif arg=='6':
s += "no globals at all, but you have the ability to both use exits and commands on items. This would maybe be interesting for a 'total darkness' state or maybe a 'panic' state where you can move around but cannot actually take in your surroundings."
elif arg == '6':
string += "no globals at all, but you have the ability to both "
string += "use exits and commands on items. \nThis would maybe be "
string += "interesting for a 'total darkness' state or maybe a "
string += "'panic' state where you can move around but cannot "
string += "actually take in your surroundings."
state = TSTATE6
else:
source_object.emit_to("Usage: enterstate 1 - 6")
return
#set the state
source_object.set_state(state)
source_object.emit_to("%s\n (Now in state %s: '%s' ... use @exit to leave the state.)" % (s,arg,state))
#a simple command to include in all states.
info = "%s\n (Now in state %s: '%s' ... use @exit to leave the state.)"
source_object.emit_to(info % (string, arg, state))
#
# define a simple command to include in all states.
#
def cmd_instate_cmd(command):
"""
This is the help text for the test command (created with the auto_help sytem).
This is a state-only command that does not exist outside this state. Since this state
is completely isolated from the normal gameplay, commands can also
harmlessly redefine any normal command - so if there was a normal command named
test
Usage:
test
This is the help text for the test command (created with the
auto_help sytem). This is a state-only command that does not
exist outside this state. Since this state is completely isolated
from the normal gameplay, commands can also harmlessly redefine
any normal command - so if there was a normal command named
'test', it would remain unchanged when we leave the state.
"""
command.source_object.emit_to("This state command works!")
command.source_object.emit_to("This state command (test) works!")
#
# Create the test states
#
#define some global commands to filter for
cmdfilter = ['get','inventory']
#1: A simple, basic state
GLOBAL_STATE_TABLE.add_state(TSTATE1,exit_command=True)
CMDFILTER = ['get', 'inventory']
#1: A simple, basic state with no global commands
GLOBAL_STATE_TABLE.add_state(TSTATE1, exit_command=True)
#2: Include all normal commands in the state
GLOBAL_STATE_TABLE.add_state(TSTATE2,exit_command=True,global_cmds='all')
GLOBAL_STATE_TABLE.add_state(TSTATE2, exit_command=True, global_cmds='all')
#3: Include only the two global commands in cmdfilter
GLOBAL_STATE_TABLE.add_state(TSTATE3,exit_command=True,
global_cmds='include',global_filter=cmdfilter)
GLOBAL_STATE_TABLE.add_state(TSTATE3, exit_command=True,
global_cmds='include', global_filter=CMDFILTER)
#4: Include all global commands except the ones in cmdfilter
GLOBAL_STATE_TABLE.add_state(TSTATE4,exit_command=True,
global_cmds='exclude',global_filter=cmdfilter)
GLOBAL_STATE_TABLE.add_state(TSTATE4, exit_command=True,
global_cmds='exclude', global_filter=CMDFILTER)
#5: Include all global commands + ability to traverse exits
GLOBAL_STATE_TABLE.add_state(TSTATE5,exit_command=True,
GLOBAL_STATE_TABLE.add_state(TSTATE5, exit_command=True,
global_cmds='all',
allow_exits=True)
#6: No global commands, allow exits and commands defined on objects.
GLOBAL_STATE_TABLE.add_state(TSTATE6,exit_command=True,
allow_exits=True,allow_obj_cmds=True)
GLOBAL_STATE_TABLE.add_state(TSTATE6, exit_command=True,
allow_exits=True, allow_obj_cmds=True)
#append the "test" function to all states
GLOBAL_STATE_TABLE.add_command(TSTATE1,'test',cmd_instate_cmd)
GLOBAL_STATE_TABLE.add_command(TSTATE2,'test',cmd_instate_cmd)
GLOBAL_STATE_TABLE.add_command(TSTATE3,'test',cmd_instate_cmd)
GLOBAL_STATE_TABLE.add_command(TSTATE4,'test',cmd_instate_cmd)
GLOBAL_STATE_TABLE.add_command(TSTATE5,'test',cmd_instate_cmd)
GLOBAL_STATE_TABLE.add_command(TSTATE6,'test',cmd_instate_cmd)
GLOBAL_STATE_TABLE.add_command(TSTATE1, 'test', cmd_instate_cmd)
GLOBAL_STATE_TABLE.add_command(TSTATE2, 'test', cmd_instate_cmd)
GLOBAL_STATE_TABLE.add_command(TSTATE3, 'test', cmd_instate_cmd)
GLOBAL_STATE_TABLE.add_command(TSTATE4, 'test', cmd_instate_cmd)
GLOBAL_STATE_TABLE.add_command(TSTATE5, 'test', cmd_instate_cmd)
GLOBAL_STATE_TABLE.add_command(TSTATE6, 'test', cmd_instate_cmd)
#create the entry function for testing all states
GLOBAL_CMD_TABLE.add_command('enterstate',cmd_test_state)
GLOBAL_CMD_TABLE.add_command('enterstate', cmd_test_state)