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<h3><a href="../index.html">Table of Contents</a></h3>
<ul>
<li><a class="reference internal" href="#">Coding Utils</a><ul>
<li><a class="reference internal" href="#searching">Searching</a></li>
<li><a class="reference internal" href="#create">Create</a></li>
<li><a class="reference internal" href="#logging">Logging</a></li>
<li><a class="reference internal" href="#time-utilities">Time Utilities</a><ul>
<li><a class="reference internal" href="#game-time">Game time</a></li>
<li><a class="reference internal" href="#utils-time-format">utils.time_format()</a></li>
<li><a class="reference internal" href="#utils-delay">utils.delay()</a></li>
</ul>
</li>
<li><a class="reference internal" href="#object-classes">Object Classes</a><ul>
<li><a class="reference internal" href="#utils-inherits-from">utils.inherits_from()</a></li>
</ul>
</li>
<li><a class="reference internal" href="#text-utilities">Text utilities</a><ul>
<li><a class="reference internal" href="#utils-fill">utils.fill()</a></li>
<li><a class="reference internal" href="#utils-crop">utils.crop()</a></li>
<li><a class="reference internal" href="#utils-dedent">utils.dedent()</a></li>
<li><a class="reference internal" href="#to-str-and-to-bytes">to_str() and to_bytes()</a></li>
<li><a class="reference internal" href="#ansi-coloring-tools">Ansi Coloring Tools</a></li>
</ul>
</li>
<li><a class="reference internal" href="#display-utilities">Display utilities</a><ul>
<li><a class="reference internal" href="#making-ascii-tables">Making ascii tables</a></li>
<li><a class="reference internal" href="#menus">Menus</a></li>
</ul>
</li>
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<section class="tex2jax_ignore mathjax_ignore" id="coding-utils">
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<h1>Coding Utils<a class="headerlink" href="#coding-utils" title="Permalink to this headline"></a></h1>
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<p>Evennia comes with many utilities to help with common coding tasks. Most are accessible directly
from the flat API, otherwise you can find them in the <code class="docutils literal notranslate"><span class="pre">evennia/utils/</span></code> folder.</p>
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<section id="searching">
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<h2>Searching<a class="headerlink" href="#searching" title="Permalink to this headline"></a></h2>
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<p>A common thing to do is to search for objects. There its easiest to use the <code class="docutils literal notranslate"><span class="pre">search</span></code> method defined
on all objects. This will search for objects in the same location and inside the self object:</p>
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<div class="highlight-python notranslate"><div class="highlight"><pre><span></span> <span class="n">obj</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">search</span><span class="p">(</span><span class="n">objname</span><span class="p">)</span>
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</pre></div>
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</div>
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<p>The most common time one needs to do this is inside a command body. <code class="docutils literal notranslate"><span class="pre">obj</span> <span class="pre">=</span> <span class="pre">self.caller.search(objname)</span></code> will search inside the callers (typically, the character that typed
the command) <code class="docutils literal notranslate"><span class="pre">.contents</span></code> (their “inventory”) and <code class="docutils literal notranslate"><span class="pre">.location</span></code> (their “room”).</p>
<p>Give the keyword <code class="docutils literal notranslate"><span class="pre">global_search=True</span></code> to extend search to encompass entire database. Aliases will
also be matched by this search. You will find multiple examples of this functionality in the default
command set.</p>
<p>If you need to search for objects in a code module you can use the functions in
<code class="docutils literal notranslate"><span class="pre">evennia.utils.search</span></code>. You can access these as shortcuts <code class="docutils literal notranslate"><span class="pre">evennia.search_*</span></code>.</p>
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<div class="highlight-python notranslate"><div class="highlight"><pre><span></span> <span class="kn">from</span> <span class="nn">evennia</span> <span class="kn">import</span> <span class="n">search_object</span>
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<span class="n">obj</span> <span class="o">=</span> <span class="n">search_object</span><span class="p">(</span><span class="n">objname</span><span class="p">)</span>
</pre></div>
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</div>
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<ul class="simple">
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<li><p><a class="reference internal" href="../api/evennia.accounts.manager.html#evennia.accounts.manager.AccountDBManager.search_account" title="evennia.accounts.manager.AccountDBManager.search_account"><span class="xref myst py py-meth"><code class="docutils literal notranslate"><span class="pre">evennia.search_account</span></code></span></a></p></li>
<li><p><a class="reference internal" href="../api/evennia.objects.manager.html#evennia.objects.manager.ObjectDBManager.search_object" title="evennia.objects.manager.ObjectDBManager.search_object"><span class="xref myst py py-meth"><code class="docutils literal notranslate"><span class="pre">evennia.search_object</span></code></span></a></p></li>
<li><p><a class="reference internal" href="../api/evennia.utils.search.html#evennia.utils.search.search_tag" title="evennia.utils.search.search_tag"><span class="xref myst py py-func"><code class="docutils literal notranslate"><span class="pre">evennia.search(object)_by_tag</span></code></span></a></p></li>
<li><p><a class="reference internal" href="../api/evennia.scripts.manager.html#evennia.scripts.manager.ScriptDBManager.search_script" title="evennia.scripts.manager.ScriptDBManager.search_script"><span class="xref myst py py-meth"><code class="docutils literal notranslate"><span class="pre">evennia.search_script</span></code></span></a></p></li>
<li><p><a class="reference internal" href="../api/evennia.comms.managers.html#evennia.comms.managers.ChannelDBManager.search_channel" title="evennia.comms.managers.ChannelDBManager.search_channel"><span class="xref myst py py-meth"><code class="docutils literal notranslate"><span class="pre">evennia.search_channel</span></code></span></a></p></li>
<li><p><a class="reference internal" href="../api/evennia.comms.managers.html#evennia.comms.managers.MsgManager.search_message" title="evennia.comms.managers.MsgManager.search_message"><span class="xref myst py py-meth"><code class="docutils literal notranslate"><span class="pre">evennia.search_message</span></code></span></a></p></li>
<li><p><a class="reference internal" href="../api/evennia.help.manager.html#evennia.help.manager.HelpEntryManager.search_help" title="evennia.help.manager.HelpEntryManager.search_help"><span class="xref myst py py-meth"><code class="docutils literal notranslate"><span class="pre">evennia.search_help</span></code></span></a></p></li>
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</ul>
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<p>Note that these latter methods will always return a <code class="docutils literal notranslate"><span class="pre">list</span></code> of results, even if the list has one or
zero entries.</p>
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</section>
<section id="create">
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<h2>Create<a class="headerlink" href="#create" title="Permalink to this headline"></a></h2>
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<p>Apart from the in-game build commands (<code class="docutils literal notranslate"><span class="pre">&#64;create</span></code> etc), you can also build all of Evennias game
entities directly in code (for example when defining new create commands).</p>
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<div class="highlight-python notranslate"><div class="highlight"><pre><span></span> <span class="kn">import</span> <span class="nn">evennia</span>
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<span class="n">myobj</span> <span class="o">=</span> <span class="n">evennia</span><span class="o">.</span><span class="n">create_objects</span><span class="p">(</span><span class="s2">&quot;game.gamesrc.objects.myobj.MyObj&quot;</span><span class="p">,</span> <span class="n">key</span><span class="o">=</span><span class="s2">&quot;MyObj&quot;</span><span class="p">)</span>
</pre></div>
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</div>
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<ul class="simple">
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<li><p><a class="reference internal" href="../api/evennia.utils.create.html#evennia.utils.create.create_account" title="evennia.utils.create.create_account"><span class="xref myst py py-func"><code class="docutils literal notranslate"><span class="pre">evennia.create_account</span></code></span></a></p></li>
<li><p><a class="reference internal" href="../api/evennia.utils.create.html#evennia.utils.create.create_object" title="evennia.utils.create.create_object"><span class="xref myst py py-func"><code class="docutils literal notranslate"><span class="pre">evennia.create_object</span></code></span></a></p></li>
<li><p><a class="reference internal" href="../api/evennia.utils.create.html#evennia.utils.create.create_script" title="evennia.utils.create.create_script"><span class="xref myst py py-func"><code class="docutils literal notranslate"><span class="pre">evennia.create_script</span></code></span></a></p></li>
<li><p><a class="reference internal" href="../api/evennia.utils.create.html#evennia.utils.create.create_channel" title="evennia.utils.create.create_channel"><span class="xref myst py py-func"><code class="docutils literal notranslate"><span class="pre">evennia.create_channel</span></code></span></a></p></li>
<li><p><a class="reference internal" href="../api/evennia.utils.create.html#evennia.utils.create.create_help_entry" title="evennia.utils.create.create_help_entry"><span class="xref myst py py-func"><code class="docutils literal notranslate"><span class="pre">evennia.create_help_entry</span></code></span></a></p></li>
<li><p><a class="reference internal" href="../api/evennia.utils.create.html#evennia.utils.create.create_message" title="evennia.utils.create.create_message"><span class="xref myst py py-func"><code class="docutils literal notranslate"><span class="pre">evennia.create_message</span></code></span></a></p></li>
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</ul>
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<p>Each of these create-functions have a host of arguments to further customize the created entity. See
<code class="docutils literal notranslate"><span class="pre">evennia/utils/create.py</span></code> for more information.</p>
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</section>
<section id="logging">
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<h2>Logging<a class="headerlink" href="#logging" title="Permalink to this headline"></a></h2>
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<p>Normally you can use Python <code class="docutils literal notranslate"><span class="pre">print</span></code> statements to see output to the terminal/log. The <code class="docutils literal notranslate"><span class="pre">print</span></code>
statement should only be used for debugging though. For producion output, use the <code class="docutils literal notranslate"><span class="pre">logger</span></code> which
will create proper logs either to terminal or to file.</p>
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<div class="highlight-python notranslate"><div class="highlight"><pre><span></span> <span class="kn">from</span> <span class="nn">evennia</span> <span class="kn">import</span> <span class="n">logger</span>
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<span class="c1">#</span>
<span class="n">logger</span><span class="o">.</span><span class="n">log_err</span><span class="p">(</span><span class="s2">&quot;This is an Error!&quot;</span><span class="p">)</span>
<span class="n">logger</span><span class="o">.</span><span class="n">log_warn</span><span class="p">(</span><span class="s2">&quot;This is a Warning!&quot;</span><span class="p">)</span>
<span class="n">logger</span><span class="o">.</span><span class="n">log_info</span><span class="p">(</span><span class="s2">&quot;This is normal information&quot;</span><span class="p">)</span>
<span class="n">logger</span><span class="o">.</span><span class="n">log_dep</span><span class="p">(</span><span class="s2">&quot;This feature is deprecated&quot;</span><span class="p">)</span>
</pre></div>
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</div>
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<p>There is a special log-message type, <code class="docutils literal notranslate"><span class="pre">log_trace()</span></code> that is intended to be called from inside a
traceback - this can be very useful for relaying the traceback message back to log without having it
kill the server.</p>
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<div class="highlight-python notranslate"><div class="highlight"><pre><span></span> <span class="k">try</span><span class="p">:</span>
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<span class="c1"># [some code that may fail...]</span>
<span class="k">except</span> <span class="ne">Exception</span><span class="p">:</span>
<span class="n">logger</span><span class="o">.</span><span class="n">log_trace</span><span class="p">(</span><span class="s2">&quot;This text will show beneath the traceback itself.&quot;</span><span class="p">)</span>
</pre></div>
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</div>
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<p>The <code class="docutils literal notranslate"><span class="pre">log_file</span></code> logger, finally, is a very useful logger for outputting arbitrary log messages. This
is a heavily optimized asynchronous log mechanism using
<a class="reference external" href="https://en.wikipedia.org/wiki/Thread_%28computing%29">threads</a> to avoid overhead. You should be
able to use it for very heavy custom logging without fearing disk-write delays.</p>
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<div class="highlight-python notranslate"><div class="highlight"><pre><span></span> <span class="n">logger</span><span class="o">.</span><span class="n">log_file</span><span class="p">(</span><span class="n">message</span><span class="p">,</span> <span class="n">filename</span><span class="o">=</span><span class="s2">&quot;mylog.log&quot;</span><span class="p">)</span>
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</pre></div>
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</div>
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<p>If not an absolute path is given, the log file will appear in the <code class="docutils literal notranslate"><span class="pre">mygame/server/logs/</span></code> directory.
If the file already exists, it will be appended to. Timestamps on the same format as the normal
Evennia logs will be automatically added to each entry. If a filename is not specified, output will
be written to a file <code class="docutils literal notranslate"><span class="pre">game/logs/game.log</span></code>.</p>
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</section>
<section id="time-utilities">
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<h2>Time Utilities<a class="headerlink" href="#time-utilities" title="Permalink to this headline"></a></h2>
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<section id="game-time">
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<h3>Game time<a class="headerlink" href="#game-time" title="Permalink to this headline"></a></h3>
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<p>Evennia tracks the current server time. You can access this time via the <code class="docutils literal notranslate"><span class="pre">evennia.gametime</span></code>
shortcut:</p>
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<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="kn">from</span> <span class="nn">evennia</span> <span class="kn">import</span> <span class="n">gametime</span>
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<span class="c1"># all the functions below return times in seconds).</span>
<span class="c1"># total running time of the server</span>
<span class="n">runtime</span> <span class="o">=</span> <span class="n">gametime</span><span class="o">.</span><span class="n">runtime</span><span class="p">()</span>
<span class="c1"># time since latest hard reboot (not including reloads)</span>
<span class="n">uptime</span> <span class="o">=</span> <span class="n">gametime</span><span class="o">.</span><span class="n">uptime</span><span class="p">()</span>
<span class="c1"># server epoch (its start time)</span>
<span class="n">server_epoch</span> <span class="o">=</span> <span class="n">gametime</span><span class="o">.</span><span class="n">server_epoch</span><span class="p">()</span>
<span class="c1"># in-game epoch (this can be set by `settings.TIME_GAME_EPOCH`.</span>
<span class="c1"># If not, the server epoch is used.</span>
<span class="n">game_epoch</span> <span class="o">=</span> <span class="n">gametime</span><span class="o">.</span><span class="n">game_epoch</span><span class="p">()</span>
<span class="c1"># in-game time passed since time started running</span>
<span class="n">gametime</span> <span class="o">=</span> <span class="n">gametime</span><span class="o">.</span><span class="n">gametime</span><span class="p">()</span>
<span class="c1"># in-game time plus game epoch (i.e. the current in-game</span>
<span class="c1"># time stamp)</span>
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<span class="n">gametime</span> <span class="o">=</span> <span class="n">gametime</span><span class="o">.</span><span class="n">gametime</span><span class="p">(</span><span class="n">absolute</span><span class="o">=</span><span class="kc">True</span><span class="p">)</span>
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<span class="c1"># reset the game time (back to game epoch)</span>
<span class="n">gametime</span><span class="o">.</span><span class="n">reset_gametime</span><span class="p">()</span>
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</pre></div>
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</div>
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<p>The setting <code class="docutils literal notranslate"><span class="pre">TIME_FACTOR</span></code> determines how fast/slow in-game time runs compared to the real world. The
setting <code class="docutils literal notranslate"><span class="pre">TIME_GAME_EPOCH</span></code> sets the starting game epoch (in seconds). The functions from the
<code class="docutils literal notranslate"><span class="pre">gametime</span></code> module all return their times in seconds. You can convert this to whatever units of time
you desire for your game. You can use the <code class="docutils literal notranslate"><span class="pre">&#64;time</span></code> command to view the server time info.</p>
<p>You can also <em>schedule</em> things to happen at specific in-game times using the
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<a class="reference internal" href="../api/evennia.utils.gametime.html#evennia.utils.gametime.schedule" title="evennia.utils.gametime.schedule"><span class="xref myst py py-func">gametime.schedule</span></a> function:</p>
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="kn">import</span> <span class="nn">evennia</span>
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<span class="k">def</span> <span class="nf">church_clock</span><span class="p">:</span>
<span class="n">limbo</span> <span class="o">=</span> <span class="n">evennia</span><span class="o">.</span><span class="n">search_object</span><span class="p">(</span><span class="n">key</span><span class="o">=</span><span class="s2">&quot;Limbo&quot;</span><span class="p">)</span>
<span class="n">limbo</span><span class="o">.</span><span class="n">msg_contents</span><span class="p">(</span><span class="s2">&quot;The church clock chimes two.&quot;</span><span class="p">)</span>
<span class="n">gametime</span><span class="o">.</span><span class="n">schedule</span><span class="p">(</span><span class="n">church_clock</span><span class="p">,</span> <span class="n">hour</span><span class="o">=</span><span class="mi">2</span><span class="p">)</span>
</pre></div>
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</div>
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</section>
<section id="utils-time-format">
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<h3>utils.time_format()<a class="headerlink" href="#utils-time-format" title="Permalink to this headline"></a></h3>
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<p>This function takes a number of seconds as input (e.g. from the <code class="docutils literal notranslate"><span class="pre">gametime</span></code> module above) and
converts it to a nice text output in days, hours etc. Its useful when you want to show how old
something is. It converts to four different styles of output using the <em>style</em> keyword:</p>
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<ul class="simple">
<li><p>style 0 - <code class="docutils literal notranslate"><span class="pre">5d:45m:12s</span></code> (standard colon output)</p></li>
<li><p>style 1 - <code class="docutils literal notranslate"><span class="pre">5d</span></code> (shows only the longest time unit)</p></li>
<li><p>style 2 - <code class="docutils literal notranslate"><span class="pre">5</span> <span class="pre">days,</span> <span class="pre">45</span> <span class="pre">minutes</span></code> (full format, ignores seconds)</p></li>
<li><p>style 3 - <code class="docutils literal notranslate"><span class="pre">5</span> <span class="pre">days,</span> <span class="pre">45</span> <span class="pre">minutes,</span> <span class="pre">12</span> <span class="pre">seconds</span></code> (full format, with seconds)</p></li>
</ul>
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</section>
<section id="utils-delay">
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<h3>utils.delay()<a class="headerlink" href="#utils-delay" title="Permalink to this headline"></a></h3>
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<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="kn">from</span> <span class="nn">evennia</span> <span class="kn">import</span> <span class="n">utils</span>
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<span class="k">def</span> <span class="nf">_callback</span><span class="p">(</span><span class="n">obj</span><span class="p">,</span> <span class="n">text</span><span class="p">):</span>
<span class="n">obj</span><span class="o">.</span><span class="n">msg</span><span class="p">(</span><span class="n">text</span><span class="p">)</span>
<span class="c1"># wait 10 seconds before sending &quot;Echo!&quot; to obj (which we assume is defined)</span>
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<span class="n">deferred</span> <span class="o">=</span> <span class="n">utils</span><span class="o">.</span><span class="n">delay</span><span class="p">(</span><span class="mi">10</span><span class="p">,</span> <span class="n">_callback</span><span class="p">,</span> <span class="n">obj</span><span class="p">,</span> <span class="s2">&quot;Echo!&quot;</span><span class="p">,</span> <span class="n">persistent</span><span class="o">=</span><span class="kc">False</span><span class="p">)</span>
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<span class="c1"># code here will run immediately, not waiting for the delay to fire!</span>
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</pre></div>
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</div>
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<p>This creates an asynchronous delayed call. It will fire the given callback function after the given
number of seconds. This is a very light wrapper over a Twisted
<a class="reference external" href="https://twistedmatrix.com/documents/current/core/howto/defer.html">Deferred</a>. Normally this is run
non-persistently, which means that if the server is <code class="docutils literal notranslate"><span class="pre">&#64;reload</span></code>ed before the delay is over, the
callback will never run (the server forgets it). If setting <code class="docutils literal notranslate"><span class="pre">persistent</span></code> to True, the delay will be
stored in the database and survive a <code class="docutils literal notranslate"><span class="pre">&#64;reload</span></code> - but for this to work it is susceptible to the same
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limitations incurred when saving to an <a class="reference internal" href="Attributes.html"><span class="doc std std-doc">Attribute</span></a>.</p>
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<p>The <code class="docutils literal notranslate"><span class="pre">deferred</span></code> return object can usually be ignored, but calling its <code class="docutils literal notranslate"><span class="pre">.cancel()</span></code> method will abort
the delay prematurely.</p>
<p><code class="docutils literal notranslate"><span class="pre">utils.delay</span></code> is the lightest form of delayed call in Evennia. For other way to create time-bound
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tasks, see the <a class="reference internal" href="TickerHandler.html"><span class="doc std std-doc">TickerHandler</span></a> and <a class="reference internal" href="Scripts.html"><span class="doc std std-doc">Scripts</span></a>.</p>
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<blockquote>
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<div><p>Note that many delayed effects can be achieved without any need for an active timer. For example
if you have a trait that should recover a point every 5 seconds you might just need its value when
its needed, but checking the current time and calculating on the fly what value it should have.</p>
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</div></blockquote>
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</section>
</section>
<section id="object-classes">
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<h2>Object Classes<a class="headerlink" href="#object-classes" title="Permalink to this headline"></a></h2>
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<section id="utils-inherits-from">
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<h3>utils.inherits_from()<a class="headerlink" href="#utils-inherits-from" title="Permalink to this headline"></a></h3>
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<p>This useful function takes two arguments - an object to check and a parent. It returns <code class="docutils literal notranslate"><span class="pre">True</span></code> if
object inherits from parent <em>at any distance</em> (as opposed to Pythons in-built <code class="docutils literal notranslate"><span class="pre">is_instance()</span></code> that
will only catch immediate dependence). This function also accepts as input any combination of
classes, instances or python-paths-to-classes.</p>
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<p>Note that Python code should usually work with <a class="reference external" href="https://en.wikipedia.org/wiki/Duck_typing">duck
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typing</a>. But in Evennias case it can sometimes be useful
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to check if an object inherits from a given <a class="reference internal" href="Typeclasses.html"><span class="doc std std-doc">Typeclass</span></a> as a way of identification. Say
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for example that we have a typeclass <em>Animal</em>. This has a subclass <em>Felines</em> which in turn has a
subclass <em>HouseCat</em>. Maybe there are a bunch of other animal types too, like horses and dogs. Using
<code class="docutils literal notranslate"><span class="pre">inherits_from</span></code> will allow you to check for all animals in one go:</p>
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<div class="highlight-python notranslate"><div class="highlight"><pre><span></span> <span class="kn">from</span> <span class="nn">evennia</span> <span class="kn">import</span> <span class="n">utils</span>
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<span class="k">if</span> <span class="p">(</span><span class="n">utils</span><span class="o">.</span><span class="n">inherits_from</span><span class="p">(</span><span class="n">obj</span><span class="p">,</span> <span class="s2">&quot;typeclasses.objects.animals.Animal&quot;</span><span class="p">):</span>
<span class="n">obj</span><span class="o">.</span><span class="n">msg</span><span class="p">(</span><span class="s2">&quot;The bouncer stops you in the door. He says: &#39;No talking animals allowed.&#39;&quot;</span><span class="p">)</span>
</pre></div>
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</div>
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</section>
</section>
<section id="text-utilities">
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<h2>Text utilities<a class="headerlink" href="#text-utilities" title="Permalink to this headline"></a></h2>
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<p>In a text game, you are naturally doing a lot of work shuffling text back and forth. Here is a <em>non-
complete</em> selection of text utilities found in <code class="docutils literal notranslate"><span class="pre">evennia/utils/utils.py</span></code> (shortcut <code class="docutils literal notranslate"><span class="pre">evennia.utils</span></code>).
If nothing else it can be good to look here before starting to develop a solution of your own.</p>
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<section id="utils-fill">
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<h3>utils.fill()<a class="headerlink" href="#utils-fill" title="Permalink to this headline"></a></h3>
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<p>This flood-fills a text to a given width (shuffles the words to make each line evenly wide). It also
indents as needed.</p>
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<div class="highlight-python notranslate"><div class="highlight"><pre><span></span> <span class="n">outtxt</span> <span class="o">=</span> <span class="n">fill</span><span class="p">(</span><span class="n">intxt</span><span class="p">,</span> <span class="n">width</span><span class="o">=</span><span class="mi">78</span><span class="p">,</span> <span class="n">indent</span><span class="o">=</span><span class="mi">4</span><span class="p">)</span>
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</pre></div>
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</div>
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</section>
<section id="utils-crop">
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<h3>utils.crop()<a class="headerlink" href="#utils-crop" title="Permalink to this headline"></a></h3>
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<p>This function will crop a very long line, adding a suffix to show the line actually continues. This
can be useful in listings when showing multiple lines would mess up things.</p>
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<div class="highlight-python notranslate"><div class="highlight"><pre><span></span> <span class="n">intxt</span> <span class="o">=</span> <span class="s2">&quot;This is a long text that we want to crop.&quot;</span>
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<span class="n">outtxt</span> <span class="o">=</span> <span class="n">crop</span><span class="p">(</span><span class="n">intxt</span><span class="p">,</span> <span class="n">width</span><span class="o">=</span><span class="mi">19</span><span class="p">,</span> <span class="n">suffix</span><span class="o">=</span><span class="s2">&quot;[...]&quot;</span><span class="p">)</span>
<span class="c1"># outtxt is now &quot;This is a long text[...]&quot;</span>
</pre></div>
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</div>
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</section>
<section id="utils-dedent">
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<h3>utils.dedent()<a class="headerlink" href="#utils-dedent" title="Permalink to this headline"></a></h3>
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<p>This solves what may at first glance appear to be a trivial problem with text - removing
indentations. It is used to shift entire paragraphs to the left, without disturbing any further
formatting they may have. A common case for this is when using Python triple-quoted strings in code</p>
<ul class="simple">
<li><p>they will retain whichever indentation they have in the code, and to make easily-readable source
code one usually dont want to shift the string to the left edge.</p></li>
</ul>
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<div class="highlight-python notranslate"><div class="highlight"><pre><span></span> <span class="c1">#python code is entered at a given indentation</span>
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<span class="n">intxt</span> <span class="o">=</span> <span class="s2">&quot;&quot;&quot;</span>
<span class="s2"> This is an example text that will end</span>
<span class="s2"> up with a lot of whitespace on the left.</span>
<span class="s2"> It also has indentations of</span>
<span class="s2"> its own.&quot;&quot;&quot;</span>
<span class="n">outtxt</span> <span class="o">=</span> <span class="n">dedent</span><span class="p">(</span><span class="n">intxt</span><span class="p">)</span>
<span class="c1"># outtxt will now retain all internal indentation</span>
<span class="c1"># but be shifted all the way to the left.</span>
</pre></div>
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</div>
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<p>Normally you do the dedent in the display code (this is for example how the help system homogenizes
help entries).</p>
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</section>
<section id="to-str-and-to-bytes">
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<h3>to_str() and to_bytes()<a class="headerlink" href="#to-str-and-to-bytes" title="Permalink to this headline"></a></h3>
<p>Evennia supplies two utility functions for converting text to the correct
encodings. <code class="docutils literal notranslate"><span class="pre">to_str()</span></code> and <code class="docutils literal notranslate"><span class="pre">to_bytes()</span></code>. Unless you are adding a custom protocol and
need to send byte-data over the wire, <code class="docutils literal notranslate"><span class="pre">to_str</span></code> is the only one youll need.</p>
<p>The difference from Pythons in-built <code class="docutils literal notranslate"><span class="pre">str()</span></code> and <code class="docutils literal notranslate"><span class="pre">bytes()</span></code> operators are that
the Evennia ones makes use of the <code class="docutils literal notranslate"><span class="pre">ENCODINGS</span></code> setting and will try very hard to
never raise a traceback but instead echo errors through logging. See
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<a class="reference internal" href="../Concepts/Text-Encodings.html"><span class="doc std std-doc">here</span></a> for more info.</p>
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</section>
<section id="ansi-coloring-tools">
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<h3>Ansi Coloring Tools<a class="headerlink" href="#ansi-coloring-tools" title="Permalink to this headline"></a></h3>
<ul class="simple">
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<li><p><a class="reference internal" href="../api/evennia.utils.ansi.html#evennia-utils-ansi"><span class="std std-ref">evennia.utils.ansi</span></a></p></li>
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</ul>
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</section>
</section>
<section id="display-utilities">
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<h2>Display utilities<a class="headerlink" href="#display-utilities" title="Permalink to this headline"></a></h2>
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<section id="making-ascii-tables">
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<h3>Making ascii tables<a class="headerlink" href="#making-ascii-tables" title="Permalink to this headline"></a></h3>
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<p>The <a class="reference internal" href="../api/evennia.utils.evtable.html#evennia.utils.evtable.EvTable" title="evennia.utils.evtable.EvTable"><span class="xref myst py py-class">EvTable</span></a> class (<code class="docutils literal notranslate"><span class="pre">evennia/utils/evtable.py</span></code>) can be used
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to create correctly formatted text tables. There is also
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<a class="reference internal" href="../api/evennia.utils.evform.html#evennia.utils.evform.EvForm" title="evennia.utils.evform.EvForm"><span class="xref myst py py-class">EvForm</span></a> (<code class="docutils literal notranslate"><span class="pre">evennia/utils/evform.py</span></code>). This reads a fixed-format
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text template from a file in order to create any level of sophisticated ascii layout. Both evtable
and evform have lots of options and inputs so see the header of each module for help.</p>
<p>The third-party <a class="reference external" href="https://code.google.com/p/prettytable/">PrettyTable</a> module is also included in
Evennia. PrettyTable is considered deprecated in favor of EvTable since PrettyTable cannot handle
ANSI colour. PrettyTable can be found in <code class="docutils literal notranslate"><span class="pre">evennia/utils/prettytable/</span></code>. See its homepage above for
instructions.</p>
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</section>
<section id="menus">
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<h3>Menus<a class="headerlink" href="#menus" title="Permalink to this headline"></a></h3>
<ul class="simple">
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<li><p><a class="reference internal" href="../api/evennia.utils.evmenu.html#evennia.utils.evmenu.EvMenu" title="evennia.utils.evmenu.EvMenu"><span class="xref myst py py-class">evennia.EvMenu</span></a></p></li>
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</ul>
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</section>
</section>
</section>
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</div>
</div>
</div>
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