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< section class = "tex2jax_ignore mathjax_ignore" id = "cooldowns" >
< h1 > Cooldowns< a class = "headerlink" href = "#cooldowns" title = "Permalink to this headline" > ¶< / a > < / h1 >
< p > Contribution by owllex, 2021< / p >
< p > Cooldowns are used to model rate-limited actions, like how often a
character can perform a given action; until a certain time has passed their
command can not be used again. This contrib provides a simple cooldown
handler that can be attached to any typeclass. A cooldown is a lightweight persistent
asynchronous timer that you can query to see if a certain time has yet passed.< / p >
< p > Cooldowns are completely asynchronous and must be queried to know their
state. They do not fire callbacks, so are not a good fit for use cases
where something needs to happen on a specific schedule (use delay or
a TickerHandler for that instead).< / p >
< p > See also the evennia < a class = "reference internal" href = "../Howtos/Howto-Command-Cooldown.html" > < span class = "doc std std-doc" > howto< / span > < / a > for more information
about the concept.< / p >
< section id = "installation" >
< h2 > Installation< a class = "headerlink" href = "#installation" title = "Permalink to this headline" > ¶< / a > < / h2 >
< p > To use, simply add the following property to the typeclass definition of any
object type that you want to support cooldowns. It will expose a new < code class = "docutils literal notranslate" > < span class = "pre" > cooldowns< / span > < / code >
property that persists data to the object’ s attribute storage. You can set this
on your base < code class = "docutils literal notranslate" > < span class = "pre" > Object< / span > < / code > typeclass to enable cooldown tracking on every kind of
object, or just put it on your < code class = "docutils literal notranslate" > < span class = "pre" > Character< / span > < / code > typeclass.< / p >
< p > By default the CooldownHandler will use the < code class = "docutils literal notranslate" > < span class = "pre" > cooldowns< / span > < / code > property, but you can
customize this if desired by passing a different value for the < code class = "docutils literal notranslate" > < span class = "pre" > db_attribute< / span > < / code >
parameter.< / p >
< div class = "highlight-python notranslate" > < div class = "highlight" > < pre > < span > < / span > < span class = "kn" > from< / span > < span class = "nn" > evennia.contrib.game_systems.cooldowns< / span > < span class = "kn" > import< / span > < span class = "n" > CooldownHandler< / span >
< span class = "kn" > from< / span > < span class = "nn" > evennia.utils.utils< / span > < span class = "kn" > import< / span > < span class = "n" > lazy_property< / span >
< span class = "nd" > @lazy_property< / span >
< span class = "k" > def< / span > < span class = "nf" > cooldowns< / span > < span class = "p" > (< / span > < span class = "bp" > self< / span > < span class = "p" > ):< / span >
< span class = "k" > return< / span > < span class = "n" > CooldownHandler< / span > < span class = "p" > (< / span > < span class = "bp" > self< / span > < span class = "p" > ,< / span > < span class = "n" > db_attribute< / span > < span class = "o" > =< / span > < span class = "s2" > " cooldowns" < / span > < span class = "p" > )< / span >
< / pre > < / div >
< / div >
< / section >
< section id = "example" >
< h2 > Example< a class = "headerlink" href = "#example" title = "Permalink to this headline" > ¶< / a > < / h2 >
< p > Assuming you’ ve installed cooldowns on your Character typeclasses, you can use a
cooldown to limit how often you can perform a command. The following code
snippet will limit the use of a Power Attack command to once every 10 seconds
per character.< / p >
< div class = "highlight-python notranslate" > < div class = "highlight" > < pre > < span > < / span > < span class = "k" > class< / span > < span class = "nc" > PowerAttack< / span > < span class = "p" > (< / span > < span class = "n" > Command< / span > < span class = "p" > ):< / span >
< span class = "k" > def< / span > < span class = "nf" > func< / span > < span class = "p" > (< / span > < span class = "bp" > self< / span > < span class = "p" > ):< / span >
< span class = "k" > if< / span > < span class = "bp" > self< / span > < span class = "o" > .< / span > < span class = "n" > caller< / span > < span class = "o" > .< / span > < span class = "n" > cooldowns< / span > < span class = "o" > .< / span > < span class = "n" > ready< / span > < span class = "p" > (< / span > < span class = "s2" > " power attack" < / span > < span class = "p" > ):< / span >
< span class = "bp" > self< / span > < span class = "o" > .< / span > < span class = "n" > do_power_attack< / span > < span class = "p" > ()< / span >
< span class = "bp" > self< / span > < span class = "o" > .< / span > < span class = "n" > caller< / span > < span class = "o" > .< / span > < span class = "n" > cooldowns< / span > < span class = "o" > .< / span > < span class = "n" > add< / span > < span class = "p" > (< / span > < span class = "s2" > " power attack" < / span > < span class = "p" > ,< / span > < span class = "mi" > 10< / span > < span class = "p" > )< / span >
< span class = "k" > else< / span > < span class = "p" > :< / span >
< span class = "bp" > self< / span > < span class = "o" > .< / span > < span class = "n" > caller< / span > < span class = "o" > .< / span > < span class = "n" > msg< / span > < span class = "p" > (< / span > < span class = "s2" > " That' s not ready yet!" < / span > < span class = "p" > )< / span >
< / pre > < / div >
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< hr class = "docutils" / >
< p > < small > This document page is generated from < code class = "docutils literal notranslate" > < span class = "pre" > evennia/contrib/game_systems/cooldowns/README.md< / span > < / code > . Changes to this
file will be overwritten, so edit that file rather than this one.< / small > < / p >
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