Changed all src/ and ev references to evennia

This commit is contained in:
Griatch 2015-01-07 15:36:32 +01:00
parent 3ff937a6fd
commit ad3f19896c
118 changed files with 565 additions and 661 deletions

View file

@ -12,7 +12,7 @@ Modules in this folder is distributed under the same licence as
Evennia unless noted differently in the individual module.
If you want to edit, tweak or expand on this code you should copy the
things you want from here into game/gamesrc and change them there.
things you want from here into your game folder and change them there.
* Evennia MenuSystem (Griatch 2011) - A base set of classes and
cmdsets for creating in-game multiple-choice menus in

View file

@ -94,7 +94,7 @@ in-game.
"""
from ev import Command, Script, CmdSet
from evennia import Command, Script, CmdSet
TRADE_TIMEOUT = 60 # timeout for B to accept trade

View file

@ -18,7 +18,7 @@ while puppeting a Character already before.
Installation:
Read the instructions in game/gamesrc/commands/examples/cmdset.py in
Read the instructions in contrib/examples/cmdset.py in
order to create a new default cmdset module for Evennia to use (copy
the template up one level, and change the settings file's relevant
variables to point to the cmdsets inside). If you already have such
@ -32,8 +32,8 @@ following line to the end of OOCCmdSet's at_cmdset_creation():
"""
from django.conf import settings
from ev import Command, create_object, utils
from ev import default_cmds, managers
from evennia import Command, create_object, utils
from evennia import default_cmds, managers
CHARACTER_TYPECLASS = settings.BASE_CHARACTER_TYPECLASS
@ -72,7 +72,7 @@ class CmdOOCLook(default_cmds.CmdLook):
# making sure caller is really a player
self.character = None
if utils.inherits_from(self.caller, "src.objects.objects.Object"):
if utils.inherits_from(self.caller, "evennia.objects.objects.Object"):
# An object of some type is calling. Convert to player.
#print self.caller, self.caller.__class__
self.character = self.caller
@ -149,7 +149,7 @@ class CmdOOCCharacterCreate(Command):
# making sure caller is really a player
self.character = None
if utils.inherits_from(self.caller, "src.objects.objects.Object"):
if utils.inherits_from(self.caller, "evennia.objects.objects.Object"):
# An object of some type is calling. Convert to player.
#print self.caller, self.caller.__class__
self.character = self.caller

View file

@ -32,7 +32,7 @@ After a reload the dice (or roll) command will be available in-game.
import re
from random import randint
from ev import default_cmds, CmdSet
from evennia import default_cmds, CmdSet
def roll_dice(dicenum, dicetype, modifier=None, conditional=None, return_tuple=False):

View file

@ -24,24 +24,21 @@ That's it. Reload the server and try to log in to see it.
The initial login "graphic" will still not mention email addresses
after this change. The login splash screen is taken from strings in
the module given by settings.CONNECTION_SCREEN_MODULE. You will want
to copy the template file in game/gamesrc/conf/examples up one level
and re-point the settings file to this custom module. The "MUX_SCREEN"
example in that file is the recommended one to use with this module.
the module given by settings.CONNECTION_SCREEN_MODULE.
"""
import re
import traceback
from django.conf import settings
from src.players.models import PlayerDB
from src.objects.models import ObjectDB
from src.server.models import ServerConfig
from src.comms.models import ChannelDB
from evennia.players.models import PlayerDB
from evennia.objects.models import ObjectDB
from evennia.server.models import ServerConfig
from evennia.comms.models import ChannelDB
from src.commands.cmdset import CmdSet
from src.utils import create, logger, utils, ansi
from src.commands.default.muxcommand import MuxCommand
from src.commands.cmdhandler import CMD_LOGINSTART
from evennia.commands.cmdset import CmdSet
from evennia.utils import create, logger, utils, ansi
from evennia.commands.default.muxcommand import MuxCommand
from evennia.commands.cmdhandler import CMD_LOGINSTART
# limit symbol import for API
__all__ = ("CmdUnconnectedConnect", "CmdUnconnectedCreate",

View file

@ -23,7 +23,7 @@ time comes.
An updated @desc command allows for setting seasonal descriptions.
The room uses the src.utils.gametime.GameTime global script. This is
The room uses the evennia.utils.gametime.GameTime global script. This is
started by default, but if you have deactivated it, you need to
supply your own time keeping mechanism.
@ -69,10 +69,10 @@ Installation/testing:
import re
from django.conf import settings
from ev import Room
from ev import gametime
from ev import default_cmds
from ev import utils
from evennia import Room
from evennia import gametime
from evennia import default_cmds
from evennia import utils
# error return function, needed by Extended Look command
_AT_SEARCH_RESULT = utils.variable_from_module(*settings.SEARCH_AT_RESULT.rsplit('.', 1))

View file

@ -24,8 +24,8 @@ module. To use it just import and add it to your default cmdset.
"""
import re
from ev import Command, CmdSet, utils
from ev import syscmdkeys
from evennia import Command, CmdSet, utils
from evennia import syscmdkeys
from contrib.menusystem import prompt_yesno
CMD_NOMATCH = syscmdkeys.CMD_NOMATCH

View file

@ -20,23 +20,18 @@ CMDSET_UNLOGGEDIN = "contrib.menu_login.UnloggedInCmdSet"
That's it. Reload the server and try to log in to see it.
The initial login "graphic" is taken from strings in the module given
by settings.CONNECTION_SCREEN_MODULE. You will want to copy the
template file in game/gamesrc/conf/examples up one level and re-point
the settings file to this custom module. you can then edit the string
in that module (at least comment out the default string that mentions
commands that are not available) and add something more suitable for
the initial splash screen.
by settings.CONNECTION_SCREEN_MODULE.
"""
import re
import traceback
from django.conf import settings
from ev import managers
from ev import utils, logger, create_player
from ev import Command, CmdSet
from ev import syscmdkeys
from src.server.models import ServerConfig
from evennia import managers
from evennia import utils, logger, create_player
from evennia import Command, CmdSet
from evennia import syscmdkeys
from evennia.server.models import ServerConfig
from contrib.menusystem import MenuNode, MenuTree

View file

@ -18,20 +18,14 @@ There is also a simple Yes/No function supplied. This will create a
one-off Yes/No question and executes a given code depending on which
choice was made.
To test, make sure to follow the instructions in
game/gamesrc/commands/examples/cmdset.py (copy the template up one level
and change settings to point to the relevant cmdsets within). If you
already have such a module, you can of course use that. Next you
import and add the CmdTestMenu command to the end of the default cmdset in
this custom module.
The test command is also a good example of how to use this module in code.
To test, add this to the default cmdset
"""
from types import MethodType
from ev import syscmdkeys
from evennia import syscmdkeys
from ev import Command, CmdSet, utils
from ev import default_cmds, logger
from evennia import Command, CmdSet, utils
from evennia import default_cmds, logger
# imported only to make it available during execution of code blocks
import ev

View file

@ -25,7 +25,7 @@ python_procpool.py - this implements a way to execute arbitrary python
code on the procpool. Import run_async() from this
module in order to use this functionality in-code
(this is a replacement to the in-process run_async
found in src.utils.utils).
found in evennia.utils.utils).
python_procpool_plugin.py - this is a plugin module for the python
procpool, to start and add it to the server. Adding it
is a single line in your settings file - see the header

View file

@ -16,5 +16,5 @@ down the line.
Changes made by Evennia are minor - it's mainly limiting spam to the
log and an added ability to turn this on/off through settings. Most
Evennia related code are found in src/server/procpool.py and
src/server/server.py.
Evennia related code are found in evennia/server/procpool.py and
evennia/server/server.py.

View file

@ -14,7 +14,7 @@ The python_process pool is a service activated with the instructions
in python_procpool_plugin.py.
To use, import run_async from this module and use instead of the
in-process version found in src.utils.utils. Note that this is a much
in-process version found in evennia.utils.utils. Note that this is a much
more complex function than the default run_async, so make sure to read
the header carefully.
@ -31,10 +31,10 @@ _return statement, to test it really is asynchronous.
from twisted.protocols import amp
from twisted.internet import threads
from contrib.procpools.ampoule.child import AMPChild
from src.utils.dbserialize import to_pickle, from_pickle, do_pickle, do_unpickle
from src.utils.idmapper.base import PROC_MODIFIED_OBJS
from src.utils.utils import clean_object_caches, to_str
from src.utils import logger
from evennia.utils.dbserialize import to_pickle, from_pickle, do_pickle, do_unpickle
from evennia.utils.idmapper.base import PROC_MODIFIED_OBJS
from evennia.utils.utils import clean_object_caches, to_str
from evennia.utils import logger
#
@ -250,7 +250,7 @@ def run_async(to_execute, *args, **kwargs):
if _PPOOL is None:
# Try to load process Pool
from src.server.sessionhandler import SESSIONS as _SESSIONS
from evennia.server.sessionhandler import SESSIONS as _SESSIONS
try:
_PPOOL = _SESSIONS.server.services.namedServices.get(procpool_name).pool
except AttributeError:

View file

@ -12,11 +12,6 @@ SERVER_SERVICES_PLUGIN_MODULES.append("contrib.procpools.python_procpool_plugin"
Next reboot the server and the new service will be available.
If you want to adjust the defaults, copy this file to
game/gamesrc/conf/ and re-point
settings.SERVER_SERVICES_PLUGINS_MODULES to that file instead. This
is to avoid clashes with eventual upstream modifications to this file.
It is not recommended to use this with an SQLite3 database, at least
if you plan to do many out-of-process database writes. SQLite3 does
not work very well with a high frequency of off-process writes due to

View file

@ -8,7 +8,7 @@ cmdset - this way you can often re-use the commands too.
"""
import random
from ev import Command, CmdSet
from evennia import Command, CmdSet
# Some simple commands for the red button
@ -312,8 +312,8 @@ class BlindCmdSet(CmdSet):
def at_cmdset_creation(self):
"Setup the blind cmdset"
from src.commands.default.general import CmdSay
from src.commands.default.general import CmdPose
from evennia.commands.default.general import CmdSay
from evennia.commands.default.general import CmdPose
self.add(CmdSay())
self.add(CmdPose())
self.add(CmdBlindLook())

View file

@ -11,9 +11,9 @@ Create this button with
Note that you must drop the button before you can see its messages!
"""
import random
from ev import Object
from game.gamesrc.scripts.examples import red_button_scripts as scriptexamples
from game.gamesrc.commands.examples import cmdset_red_button as cmdsetexamples
from evennia import Object
from contrib.examples import red_button_scripts as scriptexamples
from contrib.examples import cmdset_red_button as cmdsetexamples
#
# Definition of the object itself
@ -23,7 +23,7 @@ from game.gamesrc.commands.examples import cmdset_red_button as cmdsetexamples
class RedButton(Object):
"""
This class describes an evil red button. It will use the script
definition in game/gamesrc/events/example.py to blink at regular
definition in contrib/examples/red_button_scripts to blink at regular
intervals. It also uses a series of script and commands to handle
pushing the button and causing effects when doing so.

View file

@ -2,12 +2,12 @@
Example of scripts.
These are scripts intended for a particular object - the
red_button object type in gamesrc/types/examples. A few variations
red_button object type in contrib/examples. A few variations
on uses of scripts are included.
"""
from ev import Script
from game.gamesrc.commands.examples import cmdset_red_button as cmdsetexamples
from evennia import Script
from contrib.examples import cmdset_red_button as cmdsetexamples
#
# Scripts as state-managers

View file

@ -36,7 +36,7 @@ TickerHandler might be better.
"""
from ev import Exit, utils, Command
from evennia import Exit, utils, Command
MOVE_DELAY = {"stroll": 6,
"walk": 4,

View file

@ -23,7 +23,7 @@ mob implementation.
"""
from ev import Object, CmdSet, default_cmds
from evennia import Object, CmdSet, default_cmds
from contrib import menusystem
@ -122,4 +122,4 @@ class TalkingNPC(Object):
self.db.conversation = CONV
self.db.desc = "This is a talkative NPC."
# assign the talk command to npc
self.cmdset.add_default(TalkingCmdSet, permanent=True)
self.cmdset.add_default(TalkingCmdSet, permanent=True)

View file

@ -8,7 +8,7 @@ object based on that mobile class.
import random, time
from django.conf import settings
from ev import search_object, utils, Script
from evennia import search_object, utils, Script
from contrib.tutorial_world import objects as tut_objects
from contrib.tutorial_world import scripts as tut_scripts

View file

@ -22,8 +22,8 @@ WeaponRack
import time
import random
from ev import create_object
from ev import DefaultObject, DefaultExit, Command, CmdSet, Script
from evennia import create_object
from evennia import DefaultObject, DefaultExit, Command, CmdSet, Script
#------------------------------------------------------------
#

View file

@ -5,8 +5,8 @@ Room Typeclasses for the TutorialWorld.
"""
import random
from ev import CmdSet, Script, Command, DefaultRoom
from ev import utils, create_object, search_object
from evennia import CmdSet, Script, Command, DefaultRoom
from evennia import utils, create_object, search_object
from contrib.tutorial_world import scripts as tut_scripts
from contrib.tutorial_world.objects import LightSource, TutorialObject
@ -210,8 +210,8 @@ class CmdDarkHelp(Command):
# the nomatch system command will give a suitable error when we cannot find
# the normal commands.
from src.commands.default.syscommands import CMD_NOMATCH
from src.commands.default.general import CmdSay
from evennia.commands.default.syscommands import CMD_NOMATCH
from evennia.commands.default.general import CmdSay
class CmdDarkNoMatch(Command):

View file

@ -3,7 +3,7 @@ This defines some generally useful scripts for the tutorial world.
"""
import random
from ev import Script
from evennia import Script
#------------------------------------------------------------
@ -111,4 +111,4 @@ class FastIrregularEvent(IrregularEvent):
# try:
# obj.scriptlink.reset()
# except:
# logger.log_errmsg(traceback.print_exc())
# logger.log_errmsg(traceback.print_exc())