Fix merge conflicts
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commit
a974a2843c
2 changed files with 188 additions and 140 deletions
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@ -24,7 +24,7 @@ class NameChanger:
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class MyObject(DefaultObject):
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@lazy_property:
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def namechange(self):
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return MyHandler(self)
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return NameChanger(self)
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obj = create_object(MyObject, key="test")
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@ -35,13 +35,23 @@ print(obj.key)
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>>> "test_extra"
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```
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What happens here is that we make a new class `MyHandler`. We use the `@lazy_property` decorator to set it up - this means the handler will not be actually created until someone really wants to use it, by accessing `obj.namechange` later. The decorated `namechange` method returns the handler and makes sure to initialize it with `self` - this becomes the `obj` inside the handler!
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What happens here is that we make a new class `NameChanger`. We use the
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`@lazy_property` decorator to set it up - this means the handler will not be
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actually created until someone really wants to use it, by accessing
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`obj.namechange` later. The decorated `namechange` method returns the handler
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and makes sure to initialize it with `self` - this becomes the `obj` inside the
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handler!
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We then make a silly method `add_to_key` that uses the handler to manipulate the key of the object. In this example, the handler is pretty pointless, but grouping functionality this way can both make for an easy-to-remember API and can also allow you cache data for easy access - this is how the `AttributeHandler` (`.attributes`) and `TagHandler` (`.tags`) works.
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We then make a silly method `add_to_key` that uses the handler to manipulate the
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key of the object. In this example, the handler is pretty pointless, but
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grouping functionality this way can both make for an easy-to-remember API and
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can also allow you cache data for easy access - this is how the
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`AttributeHandler` (`.attributes`) and `TagHandler` (`.tags`) works.
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## Persistent storage of data in handler
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Let's say we want to track 'quests' in our handler. A 'quest' is a regular class that represents the quest. Let's make it simple as an example:
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Let's say we want to track 'quests' in our handler. A 'quest' is a regular class
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that represents the quest. Let's make it simple as an example:
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```python
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# for example in mygame/world/quests.py
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@ -103,7 +113,6 @@ class QuestHandler:
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self._save()
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def check_progress(self):
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for quest in self.storage.values():
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quest.check_progress()
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if self.do_save:
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# .do_save is set on handler by Quest if it wants to save progress
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@ -159,9 +168,18 @@ class Quest:
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```
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The `Quest.__init__` now takes `obj` as argument, to match what we pass to it in `QuestHandler.add`. We want to monitor the changing of `current_step`, so we make it into a `property`. When we edit that value, we set the `do_save` flag on the handler, which means it will save the status to database once it has checked progress on all its quests.
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The `Quest.__init__` now takes `obj` as argument, to match what we pass to it in
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`QuestHandler.add`. We want to monitor the changing of `current_step`, so we
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make it into a `property`. When we edit that value, we set the `do_save` flag on
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the handler, which means it will save the status to database once it has checked
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progress on all its quests. The `Quest.questhandler` property allows to easily
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get back to the handler (and the object on which it sits).
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The `__serialize__dbobjs__` and `__deserialize_dbobjs__` methods are needed because `Attributes` can't store 'hidden' database objects (the `Quest.obj` property. The methods help Evennia serialize/deserialize `Quest` propertly when the handler saves it. For more information, see [Storing Single objects](../Components/Attributes.md#storing-single-objects) in the Attributes documentation.
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The `__serialize__dbobjs__` and `__deserialize_dbobjs__` methods are needed
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because `Attributes` can't store 'hidden' database objects (the `Quest.obj`
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property. The methods help Evennia serialize/deserialize `Quest` propertly when
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the handler saves it. For more information, see [Storing Single
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objects](../Components/Attributes.md#storing-single-objects) in the Attributes
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### Tying it all together
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@ -184,14 +202,21 @@ class Character(DefaultCharacter):
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```
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You can now make your Quest classes to describe your quests and add them to characters with
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You can now make your Quest classes to describe your quests and add them to
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characters with
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```python
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character.quests.add(FindTheRedKey)
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```
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and can later do
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```python
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character.quests.check_progress()
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```
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and be sure that quest data is not lost between reloads.
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You can find a full-fledged quest-handler example as [EvAdventure quests](evennia.contribs.tutorials.evadventure.quests) contrib in the Evennia repository.
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You can find a full-fledged quest-handler example as [EvAdventure
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quests](evennia.contribs.tutorials.evadventure.quests) contrib in the Evennia
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repository.
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@ -17,7 +17,7 @@ in the game in various ways:
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overhear (for example "s" sounds tend to be audible even when no other
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meaning can be determined).
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Usage:
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## Usage
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```python
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from evennia.contrib import rplanguage
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@ -48,15 +48,38 @@ Usage:
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```
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To set up new languages, import and use the `add_language()`
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helper method in this module. This allows you to customize the
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"feel" of the semi-random language you are creating. Especially
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## Custom languages
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To set up new languages, you need to run `add_language()`
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helper function in this module. The arguments of this function (see below)
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are used to store the new language in the database (in the LanguageHandler,
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which is a type of Script).
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If you want to remember the language definitions, you could put them all
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in a module along with the `add_language` call as a quick way to
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rebuild the language on a db reset:
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```python
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# a stand-alone module somewhere under mygame. Just import this
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# once to automatically add the language!
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from evennia.contrib.rpg.rpsystem import rplanguage
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grammar = (...)
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vowels = "eaouy"
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# etc
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rplanguage.add_language(grammar=grammar, vowels=vowels, ...)
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```
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The variables of `add_language` allows you to customize the "feel" of
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the semi-random language you are creating. Especially
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the `word_length_variance` helps vary the length of translated
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words compared to the original and can help change the "feel" for
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the language you are creating. You can also add your own
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words compared to the original. You can also add your own
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dictionary and "fix" random words for a list of input words.
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Below is an example of "elvish", using "rounder" vowels and sounds:
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## Example
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Below is an example module creating "elvish", using "rounder" vowels and sounds:
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```python
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# vowel/consonant grammar possibilities
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@ -115,12 +138,12 @@ Usage:
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"""
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import re
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from random import choice, randint
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from collections import defaultdict
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from random import choice, randint
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from evennia import DefaultScript
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from evennia.utils import logger
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# ------------------------------------------------------------
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#
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# Obfuscate language
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