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