In a [previous lesson](./Beginner-Tutorial-Python-basic-introduction.md#importing-code-from-other-modules) we already learned how to import resources into our code. Now we'll dive a little deeper.
No one writes something as big as an online game in one single huge file. Instead one breaks up the code into separate files (modules). Each module is dedicated to different purposes. Not only does it make things cleaner, organized and easier to understand.
Splitting code also makes it easier to re-use - you just import the resources you need and know you only get just what you requested. This makes it easier to spot errors and to know what code is good and which has issues.
To reiterate, the _python_path_ describes the relation between Python resources, both between and inside Python _modules_ (that is, files ending with .py). Paths use `.` and always skips the `.py` file endings. Also, Evennia already knows to start looking for python resources inside `mygame/` so this should never be included.
A docstring is not the same as a comment (created by `#`). A docstring is not ignored by Python but is an integral part of the thing it is documenting (the module and the class in this case). For example, we read docstrings to help text for [API documentation](../../../Evennia-API.md); we could not do that with comments.
Next we have an empty `class` named `ObjectParent`. It doesn't do anything, its only code (except the docstring) is `pass` which means, well, to pass and don't do anything. Since it also doesn't _inherit_ from anything, it's just an empty container. We will not concern ourselves with it for this tutorial.
The `class` named `Object`_ inherits_ from `ObjectParent` and `DefaultObject`. Since we see that `ObjectParent` is empty, what is interesting is `DefaultObject`. Again, the `Object` class doesn't
actually do anything on its own right now, but because of it being a child of `DefaultObject`, it's actually providing a lot of functionality! If this is confusing, read on.
We will get back to this module in the [next lesson](./Beginner-Tutorial-Learning-Typeclasses.md). First we need to do a little detour to understand what a 'class', an 'object' or 'instance' is. These are fundamental things to understand before you can use Evennia efficiently.
Classes, objects, instances and inheritance are fundamental to Python. This and some other concepts are often clumped together under the term Object-Oriented-Programming (OOP).
A 'class' can be seen as a 'template' for a 'type' of object. The class describes the basic functionality of everyone of that class. For example, we could have a class `Monster` which has resources for moving itself from room to room.
- An `object` is an `instance` of a `class`. Like using a mold to cast tin soldiers, one class can be `instantiated` into any number of object-instances. Each instance does not need to be identical (much like each tin soldier can be painted differently).
instance. We can have them move as many times as we want. But no matter how many dragons we create, they will all show the same printout since `key` is always fixed as "Monster".
The `__init__` is a special method that Python recognizes. If given, this handles extra arguments
when you instantiate a new Monster. We have it add an argument `key` that we store on `self`.
Now, for Evennia to see this code change, we need to reload the server. You can either do it this
way:
> quit()
Python Console is closing.
> reload
Or you can use a separate terminal and restart from outside the game:
```{sidebar} On reloading
Reloading with the python mode gets a little annoying since you need to redo everything after every reload. Just keep in mind that during regular development you will not be working this way. The in-game python mode is practical for quick fixes and experiments like this, but actual code is normally written externally, in python modules.
The `fluffy` object's `key` was changed for as long as it's around. This makes objects extremely useful for representing and remembering collections of data - some of which can be other
Classes can _inherit_ from each other. A "child" class will inherit everything from its "parent" class. But if the child adds something with the same name as its parent, it will _override_ whatever it got from its parent.
We added some docstrings for clarity. It's always a good idea to add doc strings; you can do so also for methods, as exemplified for the new `firebreath` method.
We created the new class `Dragon` but we also specified that `Monster` is the _parent_ of `Dragon` but adding
the parent in parenthesis. `class Classname(Parent)` is the way to do this.
```{sidebar} Multi-inheritance
It's possible to add more comma-separated parents to a class. You should usually avoid this until you `really` know what you are doing. A single parent will be enough for almost every case you'll need.
Because we didn't (re)implement `__init__` in `Dragon`, we got the one from `Monster`. We did implement our own `move_around` in `Dragon`, so it _overrides_ the one in `Monster`. And `firebreath` is only available for `Dragon`s. Having that on `Monster` would not have made much sense, since not every monster can breathe fire.
One can also force a class to use resources from the parent even if you are overriding some of it. This is done with the `super()` method. Modify your `Dragon` class as follows:
> Keep `Monster` and the `firebreath` method. The `# ...` above indicates the rest of the code is unchanged.
The `super().move_around()` line means that we are calling `move_around()` on the parent of the class. So in this case, we will call `Monster.move_around` first, before doing our own thing.
We can see that `Monster.move_around()` is called first and prints "Smaug is moving!", followed by the extra bit about the trembling world from the `Dragon` class.
Inheritance is a powerful concept. It allows you to organize and re-use code while only adding the special things you want to change. Evennia uses this a lot.
We have created our first dragons from classes. We have learned a little about how you _instantiate_ a class into an _object_. We have seen some examples of _inheritance_ and we tested to _override_ a method in the parent with one in the child class. We also used `super()` to good effect.
We have used pretty much raw Python so far. In the coming lessons we'll start to look at the extra bits that Evennia provides. But first we need to learn just where to find everything.