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#5 move non generic entity classes to the plugins folder

1.0
open
nobody
None
2020-07-15
2020-07-15
Lee Harr
No

Originally reported on Google Code with ID 9 ``` -What steps will reproduce the problem?

When listing cloneable entities I see a few that are not generic and will not serve all types games such as Zoo and VaultRoom.

This not only clogs the entity list with classes that I will not used but also can possibly crowd the namespace, meaning that if I want to create my own custom VaultRoom I will be forced to name it something else since there's a default VaultRoom that gets loaded no matter what.

-What is the expected output?

Either some of these should be moved to examples.py or some 'extras.py' file inside the plugins folder or find some other way so that the user is able to selective load item room and mob entities that are not generic ( ie, base classes ). For instance, a setting in the conf.py with a switch to load only basic classes or the extra classes.

-What version of the product are you using?

rev 326

```

Reported by hello.jay.araujo on 2009-01-10 21:00:08
Comments (2)

Former user Account Deleted

``` Actually I was looking at the list of Room entities when I wrote that.

I can see many more in the item and mob list such as Photograph, Camera, SkelethonKey

and others.

```

Reported by `hello.jay.araujo` on 2009-01-10 21:24:26
    2009-01-10
Former user Account Deleted

``` I can see the advantage of this, but the plugin system is going to need to be much better before everything can be moved out in to plugins.

```

Reported by `missive@hotmail.com` on 2009-01-11 15:37:54 - Status changed: `Accepted` - Labels added: Priority-Low - Labels removed: Priority-Medium
    2009-01-11

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