Resync all links and fix issues with auto-relink

This commit is contained in:
Griatch 2020-06-18 00:44:36 +02:00
parent 20a1741f4c
commit fab769e0d0
107 changed files with 887 additions and 877 deletions

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@ -23,7 +23,7 @@ Many MUD codebases hardcode zones as part of the engine and database. Evennia d
distinction due to the fact that rooms themselves are meant to be customized to any level anyway.
Below is a suggestion for how to implement zones in Evennia.
All objects in Evennia can hold any number of [Tags](Tags). Tags are short labels that you attach to
All objects in Evennia can hold any number of [Tags](Component/Tags). Tags are short labels that you attach to
objects. They make it very easy to retrieve groups of objects. An object can have any number of
different tags. So let's attach the relevant tag to our forest:
@ -47,7 +47,7 @@ Henceforth you can then easily retrieve only objects with a given tag:
The tagging or aliasing systems above don't instill any sort of functional difference between a
magical forest room and a normal one - they are just arbitrary ways to mark objects for quick
retrieval later. Any functional differences must be expressed using [Typeclasses](Typeclasses).
retrieval later. Any functional differences must be expressed using [Typeclasses](Component/Typeclasses).
Of course, an alternative way to implement zones themselves is to have all rooms/objects in a zone
inherit from a given typeclass parent - and then limit your searches to objects inheriting from that