<p>This makes it so that everyone can control the mech. More mechs to the people! (Note that whereas
Evennia’s default commands may look vaguely MUX-like, you can change the syntax to look like
whatever interface style you prefer.)</p>
<p>Before we continue, let’s make a brief detour. Evennia is very flexible about its objects and even
more flexible about using and adding commands to those objects. Here are some ground rules well
worth remembering for the remainder of this article:</p>
<ulclass="simple">
<li><p>The <aclass="reference internal"href="../Components/Accounts.html"><spanclass="doc std std-doc">Account</span></a> represents the real person logging in and has no game-world existence.</p></li>
<li><p>Any <aclass="reference internal"href="../Components/Objects.html"><spanclass="doc std std-doc">Object</span></a> can be puppeted by an Account (with proper permissions).</p></li>
<li><p><aclass="reference internal"href="../Components/Objects.html#characters"><spanclass="std std-doc">Characters</span></a>, <aclass="reference internal"href="../Components/Objects.html#rooms"><spanclass="std std-doc">Rooms</span></a>, and <aclass="reference internal"href="../Components/Objects.html#exits"><spanclass="std std-doc">Exits</span></a> are just
children of normal Objects.</p></li>
<li><p>Any Object can be inside another (except if it creates a loop).</p></li>
<li><p>Any Object can store custom sets of commands on it. Those commands can:</p>
<ul>
<li><p>be made available to the puppeteer (Account),</p></li>
<li><p>be made available to anyone in the same location as the Object, and</p></li>
<li><p>be made available to anyone “inside” the Object</p></li>
<li><p>Also Accounts can store commands on themselves. Account commands are always available unless
commands on a puppeted Object explicitly override them.</p></li>
</ul>
</li>
</ul>
<p>In Evennia, using the <codeclass="docutils literal notranslate"><spanclass="pre">@ic</span></code> command will allow you to puppet a given Object (assuming you have
puppet-access to do so). As mentioned above, the bog-standard Character class is in fact like any
Object: it is auto-puppeted when logging in and just has a command set on it containing the normal
in-game commands, like look, inventory, get and so on.</p>
<p>You just jumped out of your Character and <em>are</em> now the mech! If people look at you in-game, they
will look at a mech. The problem at this point is that the mech Object has no commands of its own.
The usual things like look, inventory and get sat on the Character object, remember? So at the
moment the mech is not quite as cool as it could be.</p>
<divclass="highlight-none notranslate"><divclass="highlight"><pre><span></span>@ic <Your old Character>
</pre></div>
</div>
<p>You just jumped back to puppeting your normal, mundane Character again. All is well.</p>
<blockquote>
<div><p>(But, you ask, where did that <codeclass="docutils literal notranslate"><spanclass="pre">@ic</span></code> command come from, if the mech had no commands on it? The
answer is that it came from the Account’s command set. This is important. Without the Account being
the one with the <codeclass="docutils literal notranslate"><spanclass="pre">@ic</span></code> command, we would not have been able to get back out of our mech again.)</p>
</div></blockquote>
<sectionid="arming-the-mech">
<h3>Arming the Mech<aclass="headerlink"href="#arming-the-mech"title="Permalink to this headline">¶</a></h3>
<p>Let us make the mech a little more interesting. In our favorite text editor, we will create some new
mech-suitable commands. In Evennia, commands are defined as Python classes.</p>
<divclass="highlight-python notranslate"><divclass="highlight"><pre><span></span><spanclass="c1"># in a new file mygame/commands/mechcommands.py</span>
<spanclass="sa">f</span><spanclass="s2">"BOOM! The mech fires its gun at </span><spanclass="si">{</span><spanclass="n">target</span><spanclass="o">.</span><spanclass="n">key</span><spanclass="si">}</span><spanclass="s2">"</span>
<spanclass="c1"># make your own 'launch'-command here as an exercise!</span>
<spanclass="c1"># (it's very similar to the 'shoot' command above).</span>
</pre></div>
</div>
<p>This is saved as a normal Python module (let’s call it <codeclass="docutils literal notranslate"><spanclass="pre">mechcommands.py</span></code>), in a place Evennia looks
for such modules (<codeclass="docutils literal notranslate"><spanclass="pre">mygame/commands/</span></code>). This command will trigger when the player gives the command
“shoot”, “fire,” or even “fire!” with an exclamation mark. The mech can shoot in the air or at a
target if you give one. In a real game the gun would probably be given a chance to hit and give
damage to the target, but this is enough for now.</p>
<p>We also make a second command for launching missiles (<codeclass="docutils literal notranslate"><spanclass="pre">CmdLaunch</span></code>). To save
space we won’t describe it here; it looks the same except it returns a text
about the missiles being fired and has different <codeclass="docutils literal notranslate"><spanclass="pre">key</span></code> and <codeclass="docutils literal notranslate"><spanclass="pre">aliases</span></code>. We leave
that up to you to create as an exercise. You could have it print “WOOSH! The
mech launches missiles against <target>!”, for example.</p>
<p>Now we shove our commands into a command set. A <aclass="reference internal"href="../Components/Command-Sets.html"><spanclass="doc std std-doc">Command Set</span></a> (CmdSet) is a container
holding any number of commands. The command set is what we will store on the mech.</p>
<divclass="highlight-python notranslate"><divclass="highlight"><pre><span></span><spanclass="c1"># in the same file mygame/commands/mechcommands.py</span>
<p>There we go, one functioning mech. Try your own <codeclass="docutils literal notranslate"><spanclass="pre">launch</span></code> command and see that it works too. We can
not only walk around as the mech — since the CharacterCmdSet is included in our MechCmdSet, the mech
can also do everything a Character could do, like look around, pick up stuff, and have an inventory.
We could now shoot the gun at a target or try the missile launch command. Once you have your own
mech, what else do you need?</p>
<blockquote>
<div><p>Note: You’ll find that the mech’s commands are available to you by just standing in the same
location (not just by puppeting it). We’ll solve this with a <em>lock</em> in the next section.</p>
</div></blockquote>
</section>
</section>
<sectionid="making-a-mech-production-line">
<h2>Making a Mech production line<aclass="headerlink"href="#making-a-mech-production-line"title="Permalink to this headline">¶</a></h2>
<p>What we’ve done so far is just to make a normal Object, describe it and put some commands on it.
This is great for testing. The way we added it, the MechCmdSet will even go away if we reload the
server. Now we want to make the mech an actual object “type” so we can create mechs without those
extra steps. For this we need to create a new Typeclass.</p>
<p>A <aclass="reference internal"href="../Components/Typeclasses.html"><spanclass="doc std std-doc">Typeclass</span></a> is a near-normal Python class that stores its existence to the database
behind the scenes. A Typeclass is created in a normal Python source file:</p>
<divclass="highlight-python notranslate"><divclass="highlight"><pre><span></span><spanclass="c1"># in the new file mygame/typeclasses/mech.py</span>
<spanclass="bp">self</span><spanclass="o">.</span><spanclass="n">db</span><spanclass="o">.</span><spanclass="n">desc</span><spanclass="o">=</span><spanclass="s2">"This is a huge mech. It has missiles and stuff."</span>
</pre></div>
</div>
<p>For convenience we include the full contents of the default <codeclass="docutils literal notranslate"><spanclass="pre">CharacterCmdSet</span></code> in there. This will
make a Character’s normal commands available to the mech. We also add the mech-commands from before,
making sure they are stored persistently in the database. The locks specify that anyone can puppet
the meck and no-one can “call” the mech’s Commands from ‘outside’ it - you have to puppet it to be
able to shoot.</p>
<p>That’s it. When Objects of this type are created, they will always start out with the mech’s command
set and the correct lock. We set a default description, but you would probably change this with
<codeclass="docutils literal notranslate"><spanclass="pre">@desc</span></code> to individualize your mechs as you build them.</p>
<p>Back in the game, just exit the old mech (<codeclass="docutils literal notranslate"><spanclass="pre">@ic</span></code> back to your old character) then do</p>
<divclass="highlight-none notranslate"><divclass="highlight"><pre><span></span>@create/drop The Bigger Mech ; bigmech : mech.Mech
</pre></div>
</div>
<p>We create a new, bigger mech with an alias bigmech. Note how we give the python-path to our
Typeclass at the end — this tells Evennia to create the new object based on that class (we don’t
have to give the full path in our game dir <codeclass="docutils literal notranslate"><spanclass="pre">typeclasses.mech.Mech</span></code> because Evennia knows to look in
the <codeclass="docutils literal notranslate"><spanclass="pre">typeclasses</span></code> folder already). A shining new mech will appear in the room! Just use</p>
<h2>Future Mechs<aclass="headerlink"href="#future-mechs"title="Permalink to this headline">¶</a></h2>
<p>To expand on this you could add more commands to the mech and remove others. Maybe the mech
shouldn’t work just like a Character after all. Maybe it makes loud noises every time it passes from
room to room. Maybe it cannot pick up things without crushing them. Maybe it needs fuel, ammo and
repairs. Maybe you’ll lock it down so it can only be puppeted by emo teenagers.</p>
<p>Having you puppet the mech-object directly is also just one way to implement a giant mech in
Evennia.</p>
<p>For example, you could instead picture a mech as a “vehicle” that you “enter” as your normal
Character (since any Object can move inside another). In that case the “insides” of the mech Object
could be the “cockpit”. The cockpit would have the <codeclass="docutils literal notranslate"><spanclass="pre">MechCommandSet</span></code> stored on itself and all the
shooting goodness would be made available to you only when you enter it.</p>
<p>And of course you could put more guns on it. And make it fly.</p>