Fixing tabulation in handler tut
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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 `NameChanger`. 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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@ -159,9 +169,19 @@ 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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documentation.
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### Tying it all together
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@ -184,14 +204,21 @@ 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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character.quests.add(FindTheRedKey)
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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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character.quests.check_progress()
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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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