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Scripting Support #3
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From m.tsal.k...@gmail.com on April 24, 2007 08:18:40 Well what do ya know. You've already started posting issues. :) Something like tinymux's command objects might be a good way to implement this. We'd Lots of potential, lots of nightmares. :) I think we'd want a permissions system in |
From squishywaffle@gmail.com on April 24, 2007 08:34:31 The big deal here is that instead of softcode, we'll be using an external scripting So we basically need a very pluggable architecture to associate certain objects with As far as details, I'm thinking we'll have a directory (with sorted sub-directories) So things that would need to happen include:
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From m.tsal.k...@gmail.com on April 25, 2007 08:08:18 Ah, I've always associated softcode as a "scripting language" of its own. I also I've already spoken with Brazil and the tinymux dev community in the past about using So the API should have a connection to permissions, meaning it will have to tie in Maybe something like: class Script(object): Required permission to use this script__permission_required = None def init(self): def has_access(self, user): The hard question will come later when you add caching to the system as to whether or
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From squishywaffle@gmail.com on April 25, 2007 19:59:12 Since this is such a critical issue, I'm going to put this on hold until we get more Status: Deferred |
From squishywaffle@gmail.com on May 27, 2007 10:37:28 Labels: Maintainability |
From squishywaffle@gmail.com on June 06, 2007 06:43:49 The beginnings of this are in and only need refining. See scripthandler.py for the Status: Implemented |
Fixed player-level commands that were not updated to handle the cmdhandl...
Unit tests for search_tag_attribute and additional unit test for search_tag_script
Implemented tests for starting scripts and listing script intervals through ScriptHandler. Code coverage improved from 72% -> 84%
…ptsscripthandlerpy feat #3 Implemented ScriptHandler unit tests
Unit tests for search_tag_attribute and additional unit test for search_tag_script
Implemented tests for starting scripts and listing script intervals through ScriptHandler. Code coverage improved from 72% -> 84%
…ptsscripthandlerpy feat #3 Implemented ScriptHandler unit tests
From squishywaffle@gmail.com on April 23, 2007 17:51:37
This is a tough one that will require some thought and discussion. Figure
out how to provide the capability to script individual or groups of object
to behave certain ways via source that is external to the codebase. We want
players to be able to extend and enrich their game with minimal
modifications to the actual base code. This allows us to keep everyone on
the same page and we all benefit from mutual developments rather than
branching off in our own directions.
The scripting should be in python, objects can be pointed at individual
scripts that implement behaviors via some kind of object interface. Players
should be able to execute commands from scripted objects, look at them and
see an external inherited description (if none on the object exists), etc.
It's essentially like MUX/MUSH's parent system, but with python files
instead of parent objects.
Original issue: http://code.google.com/p/evennia/issues/detail?id=3
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