From 36483a0528eebabfc1c620390ecd67348e7f791b Mon Sep 17 00:00:00 2001 From: lunacb Date: Thu, 5 Jan 2023 23:59:41 -0500 Subject: [PATCH] reset the scripts.py file --- typeclasses/scripts.py | 22 --------- typeclasses/scripts_old.py | 92 -------------------------------------- 2 files changed, 114 deletions(-) delete mode 100644 typeclasses/scripts_old.py diff --git a/typeclasses/scripts.py b/typeclasses/scripts.py index 4624ba0..63f3bb8 100644 --- a/typeclasses/scripts.py +++ b/typeclasses/scripts.py @@ -1,11 +1,6 @@ """ Scripts -Scripts are powerful jacks-of-all-trades. They have no in-game -existence and can be used to represent persistent game systems in some -""" -Scripts - Scripts are powerful jacks-of-all-trades. They have no in-game existence and can be used to represent persistent game systems in some circumstances. Scripts can also have a time component that allows them @@ -18,7 +13,6 @@ just overloads its hooks to have it perform its function. """ from evennia.scripts.scripts import DefaultScript -import random class Script(DefaultScript): @@ -96,19 +90,3 @@ class Script(DefaultScript): """ pass - -class Test(Script): - """ - Just a testing script. For testing. - """ - def at_script_creation(self): - self.key = "test_script" - self.desc = "Testing script" - self.interval = 60 - - def at_repeat(self): - rand = random.random() - msg = "Testing: " + str(rand) - - self.obj.msg_contents(msg) - diff --git a/typeclasses/scripts_old.py b/typeclasses/scripts_old.py deleted file mode 100644 index 63f3bb8..0000000 --- a/typeclasses/scripts_old.py +++ /dev/null @@ -1,92 +0,0 @@ -""" -Scripts - -Scripts are powerful jacks-of-all-trades. They have no in-game -existence and can be used to represent persistent game systems in some -circumstances. Scripts can also have a time component that allows them -to "fire" regularly or a limited number of times. - -There is generally no "tree" of Scripts inheriting from each other. -Rather, each script tends to inherit from the base Script class and -just overloads its hooks to have it perform its function. - -""" - -from evennia.scripts.scripts import DefaultScript - - -class Script(DefaultScript): - """ - A script type is customized by redefining some or all of its hook - methods and variables. - - * available properties - - key (string) - name of object - name (string)- same as key - aliases (list of strings) - aliases to the object. Will be saved - to database as AliasDB entries but returned as strings. - dbref (int, read-only) - unique #id-number. Also "id" can be used. - date_created (string) - time stamp of object creation - permissions (list of strings) - list of permission strings - - desc (string) - optional description of script, shown in listings - obj (Object) - optional object that this script is connected to - and acts on (set automatically by obj.scripts.add()) - interval (int) - how often script should run, in seconds. <0 turns - off ticker - start_delay (bool) - if the script should start repeating right away or - wait self.interval seconds - repeats (int) - how many times the script should repeat before - stopping. 0 means infinite repeats - persistent (bool) - if script should survive a server shutdown or not - is_active (bool) - if script is currently running - - * Handlers - - locks - lock-handler: use locks.add() to add new lock strings - db - attribute-handler: store/retrieve database attributes on this - self.db.myattr=val, val=self.db.myattr - ndb - non-persistent attribute handler: same as db but does not - create a database entry when storing data - - * Helper methods - - start() - start script (this usually happens automatically at creation - and obj.script.add() etc) - stop() - stop script, and delete it - pause() - put the script on hold, until unpause() is called. If script - is persistent, the pause state will survive a shutdown. - unpause() - restart a previously paused script. The script will continue - from the paused timer (but at_start() will be called). - time_until_next_repeat() - if a timed script (interval>0), returns time - until next tick - - * Hook methods (should also include self as the first argument): - - at_script_creation() - called only once, when an object of this - class is first created. - is_valid() - is called to check if the script is valid to be running - at the current time. If is_valid() returns False, the running - script is stopped and removed from the game. You can use this - to check state changes (i.e. an script tracking some combat - stats at regular intervals is only valid to run while there is - actual combat going on). - at_start() - Called every time the script is started, which for persistent - scripts is at least once every server start. Note that this is - unaffected by self.delay_start, which only delays the first - call to at_repeat(). - at_repeat() - Called every self.interval seconds. It will be called - immediately upon launch unless self.delay_start is True, which - will delay the first call of this method by self.interval - seconds. If self.interval==0, this method will never - be called. - at_stop() - Called as the script object is stopped and is about to be - removed from the game, e.g. because is_valid() returned False. - at_server_reload() - Called when server reloads. Can be used to - save temporary variables you want should survive a reload. - at_server_shutdown() - called at a full server shutdown. - - """ - - pass