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# Player Characters
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In the [previous lesson about rules and dice rolling](./Beginner-Tutorial-Rules.md) we made some
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assumptions about the "Player Character" entity:
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- It should store Abilities on itself as `character.strength`, `character.constitution` etc.
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- It should have a `.heal(amount)` method.
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So we have some guidelines of how it should look! A Character is a database entity with values that
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should be able to be changed over time. It makes sense to base it off Evennia's
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[DefaultCharacter Typeclass](../../../Components/Typeclasses.md). The Character class is like a 'character sheet' in a tabletop
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RPG, it will hold everything relevant to that PC.
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## Inheritance structure
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Player Characters (PCs) are not the only "living" things in our world. We also have _NPCs_
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(like shopkeepers and other friendlies) as well as _monsters_ (mobs) that can attack us.
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In code, there are a few ways we could structure this. If NPCs/monsters were just special cases of PCs,
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we could use a class inheritance like this:
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```python
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from evennia import DefaultCharacter
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class EvAdventureCharacter(DefaultCharacter):
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# stuff
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class EvAdventureNPC(EvAdventureCharacter):
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# more stuff
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class EvAdventureMob(EvAdventureNPC):
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# more stuff
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```
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All code we put on the `Character` class would now be inherited to `NPC` and `Mob` automatically.
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However, in _Knave_, NPCs and particularly monsters are _not_ using the same rules as PCs - they are
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simplified to use a Hit-Die (HD) concept. So while still character-like, NPCs should be separate from
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PCs like this:
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```python
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from evennia import DefaultCharacter
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class EvAdventureCharacter(DefaultCharacter):
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# stuff
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class EvAdventureNPC(DefaultCharacter):
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# separate stuff
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class EvAdventureMob(EvadventureNPC):
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# more separate stuff
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```
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Nevertheless, there are some things that _should_ be common for all 'living things':
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- All can take damage.
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- All can die.
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- All can heal
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- All can hold and lose coins
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- All can loot their fallen foes.
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- All can get looted when defeated.
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We don't want to code this separately for every class but we no longer have a common parent
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class to put it on. So instead we'll use the concept of a _mixin_ class:
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```python
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from evennia import DefaultCharacter
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class LivingMixin:
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# stuff common for all living things
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class EvAdventureCharacter(LivingMixin, DefaultCharacter):
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# stuff
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class EvAdventureNPC(LivingMixin, DefaultCharacter):
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# stuff
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class EvAdventureMob(LivingMixin, EvadventureNPC):
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# more stuff
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```
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```{sidebar}
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In [evennia/contrib/tutorials/evadventure/characters.py](../../../api/evennia.contrib.tutorials.evadventure.characters.md)
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is an example of a character class structure.
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```
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Above, the `LivingMixin` class cannot work on its own - it just 'patches' the other classes with some
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extra functionality all living things should be able to do. This is an example of
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_multiple inheritance_. It's useful to know about, but one should not over-do multiple inheritance
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since it can also get confusing to follow the code.
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## Living mixin class
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> Create a new module `mygame/evadventure/characters.py`
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Let's get some useful common methods all living things should have in our game.
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```python
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# in mygame/evadventure/characters.py
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from .rules import dice
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class LivingMixin:
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# makes it easy for mobs to know to attack PCs
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is_pc = False
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def heal(self, hp):
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"""
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Heal hp amount of health, not allowing to exceed our max hp
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"""
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damage = self.hp_max - self.hp
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healed = min(damage, hp)
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self.hp += healed
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self.msg("You heal for {healed} HP.")
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def at_pay(self, amount):
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"""When paying coins, make sure to never detract more than we have"""
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amount = min(amount, self.coins)
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self.coins -= amount
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return amount
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def at_damage(self, damage, attacker=None):
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"""Called when attacked and taking damage."""
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self.hp -= damage
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def at_defeat(self):
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"""Called when defeated. By default this means death."""
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self.at_death()
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def at_death(self):
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"""Called when this thing dies."""
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# this will mean different things for different living things
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pass
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def at_do_loot(self, looted):
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"""Called when looting another entity"""
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looted.at_looted(self)
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def at_looted(self, looter):
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"""Called when looted by another entity"""
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# default to stealing some coins
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max_steal = dice.roll("1d10")
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stolen = self.at_pay(max_steal)
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looter.coins += stolen
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```
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Most of these are empty since they will behave differently for characters and npcs. But having them
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in the mixin means we can expect these methods to be available for all living things.
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## Character class
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We will now start making the basic Character class, based on what we need from _Knave_.
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```python
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# in mygame/evadventure/characters.py
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from evennia import DefaultCharacter, AttributeProperty
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from .rules import dice
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class LivingMixin:
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# ...
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class EvAdventureCharacter(LivingMixin, DefaultCharacter):
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"""
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A character to use for EvAdventure.
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"""
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is_pc = True
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strength = AttributeProperty(1)
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dexterity = AttributeProperty(1)
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constitution = AttributeProperty(1)
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intelligence = AttributeProperty(1)
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wisdom = AttributeProperty(1)
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charisma = AttributeProperty(1)
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hp = AttributeProperty(8)
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hp_max = AttributeProperty(8)
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level = AttributeProperty(1)
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xp = AttributeProperty(0)
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coins = AttributeProperty(0)
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def at_defeat(self):
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"""Characters roll on the death table"""
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if self.location.allow_death:
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# this allow rooms to have non-lethal battles
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dice.roll_death(self)
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else:
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self.location.msg_contents(
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"$You() $conj(collapse) in a heap, alive but beaten.",
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from_obj=self)
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self.heal(self.hp_max)
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def at_death(self):
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"""We rolled 'dead' on the death table."""
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self.location.msg_contents(
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"$You() collapse in a heap, embraced by death.",
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from_obj=self)
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# TODO - go back into chargen to make a new character!
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```
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We make an assumption about our rooms here - that they have a property `.allow_death`. We need
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to make a note to actually add such a property to rooms later!
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In our `Character` class we implement all attributes we want to simulate from the _Knave_ ruleset.
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The `AttributeProperty` is one way to add an Attribute in a field-like way; these will be accessible
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on every character in several ways:
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- As `character.strength`
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- As `character.db.strength`
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- As `character.attributes.get("strength")`
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See [Attributes](../../../Components/Attributes.md) for seeing how Attributes work.
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Unlike in base _Knave_, we store `coins` as a separate Attribute rather than as items in the inventory,
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this makes it easier to handle barter and trading later.
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We implement the Player Character versions of `at_defeat` and `at_death`. We also make use of `.heal()`
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from the `LivingMixin` class.
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### Funcparser inlines
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This piece of code is worth some more explanation:
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```python
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self.location.msg_contents(
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"$You() $conj(collapse) in a heap, alive but beaten.",
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from_obj=self)
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```
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Remember that `self` is the Character instance here. So `self.location.msg_contents` means "send a
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message to everything inside my current location". In other words, send a message to everyone
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in the same place as the character.
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The `$You() $conj(collapse)` are [FuncParser inlines](../../../Components/FuncParser.md). These are functions that
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execute
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in the string. The resulting string may look different for different audiences. The `$You()` inline
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function will use `from_obj` to figure out who 'you' are and either show your name or 'You'.
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The `$conj()` (verb conjugator) will tweak the (English) verb to match.
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- You will see: `"You collapse in a heap, alive but beaten."`
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- Others in the room will see: `"Thomas collapses in a heap, alive but beaten."`
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Note how `$conj()` chose `collapse/collapses` to make the sentences grammatically correct.
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### Backtracking
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We make our first use of the `rules.dice` roller to roll on the death table! As you may recall, in the
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previous lesson, we didn't know just what to do when rolling 'dead' on this table. Now we know - we
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should be calling `at_death` on the character. So let's add that where we had TODOs before:
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```python
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# mygame/evadventure/rules.py
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class EvAdventureRollEngine:
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# ...
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def roll_death(self, character):
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ability_name = self.roll_random_table("1d8", death_table)
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if ability_name == "dead":
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# kill the character!
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character.at_death() # <------ TODO no more
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else:
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# ...
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if current_ability < -10:
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# kill the character!
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character.at_death() # <------- TODO no more
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else:
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# ...
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```
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## Connecting the Character with Evennia
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You can easily make yourself an `EvAdventureCharacter` in-game by using the
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`type` command:
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type self = evadventure.characters.EvAdventureCharacter
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You can now do `examine self` to check your type updated.
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If you want _all_ new Characters to be of this type you need to tell Evennia about it. Evennia
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uses a global setting `BASE_CHARACTER_TYPECLASS` to know which typeclass to use when creating
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Characters (when logging in, for example). This defaults to `typeclasses.characters.Character` (that is,
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the `Character` class in `mygame/typeclasses/characters.py`).
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There are thus two ways to weave your new Character class into Evennia:
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1. Change `mygame/server/conf/settings.py` and add `BASE_CHARACTER_CLASS = "evadventure.characters.EvAdventureCharacter"`.
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2. Or, change `typeclasses.characters.Character` to inherit from `EvAdventureCharacter`.
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You must always reload the server for changes like this to take effect.
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```{important}
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In this tutorial we are making all changes in a folder `mygame/evadventure/`. This means we can isolate
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our code but means we need to do some extra steps to tie the character (and other objects) into Evennia.
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For your own game it would be just fine to start editing `mygame/typeclasses/characters.py` directly
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instead.
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```
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## Unit Testing
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> Create a new module `mygame/evadventure/tests/test_characters.py`
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For testing, we just need to create a new EvAdventure character and check
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that calling the methods on it doesn't error out.
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```python
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# mygame/evadventure/tests/test_characters.py
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from evennia.utils import create
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from evennia.utils.test_resources import BaseEvenniaTest
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from ..characters import EvAdventureCharacter
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class TestCharacters(BaseEvenniaTest):
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def setUp(self):
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super().setUp()
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self.character = create.create_object(EvAdventureCharacter, key="testchar")
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def test_heal(self):
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self.character.hp = 0
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self.character.hp_max = 8
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self.character.heal(1)
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self.assertEqual(self.character.hp, 1)
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# make sure we can't heal more than max
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self.character.heal(100)
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self.assertEqual(self.character.hp, 8)
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def test_at_pay(self):
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self.character.coins = 100
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result = self.character.at_pay(60)
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self.assertEqual(result, 60)
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self.assertEqual(self.character.coins, 40)
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# can't get more coins than we have
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result = self.character.at_pay(100)
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self.assertEqual(result, 40)
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self.assertEqual(self.character.coins, 0)
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# tests for other methods ...
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```
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If you followed the previous lessons, these tests should look familiar. Consider adding
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tests for other methods as practice. Refer to previous lessons for details.
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For running the tests you do:
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evennia test --settings settings.py .evadventure.tests.test_character
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## About races and classes
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_Knave_ doesn't have any D&D-style _classes_ (like Thief, Fighter etc). It also does not bother with
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_races_ (like dwarves, elves etc). This makes the tutorial shorter, but you may ask yourself how you'd
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add these functions.
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In the framework we have sketched out for _Knave_, it would be simple - you'd add your race/class as
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an Attribute on your Character:
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```python
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# mygame/evadventure/characters.py
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from evennia import DefaultCharacter, AttributeProperty
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# ...
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class EvAdventureCharacter(LivingMixin, DefaultCharacter):
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# ...
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charclass = AttributeProperty("Fighter")
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charrace = AttributeProperty("Human")
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```
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We use `charclass` rather than `class` here, because `class` is a reserved Python keyword. Naming
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`race` as `charrace` thus matches in style.
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We'd then need to expand our [rules module](./Beginner-Tutorial-Rules.md) (and later
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[character generation](./Beginner-Tutorial-Chargen.md) to check and include what these classes mean.
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## Summary
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With the `EvAdventureCharacter` class in place, we have a better understanding of how our PCs will look
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like under _Knave_.
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For now, we only have bits and pieces and haven't been testing this code in-game. But if you want
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you can swap yourself into `EvAdventureCharacter` right now. Log into your game and run
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the command
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type self = evadventure.characters.EvAdventureCharacter
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If all went well, `ex self` will now show your typeclass as being `EvAdventureCharacter`.
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Check out your strength with
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py self.strength = 3
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```{important}
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When doing `ex self` you will _not_ see all your Abilities listed yet. That's because
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Attributes added with `AttributeProperty` are not available until they have been accessed at
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least once. So once you set (or look at) `.strength` above, `strength` will show in `examine` from
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then on.
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```
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