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@ -6,17 +6,17 @@ Time to dip our toe into some coding! Evennia is written and extended in [Python
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is a mature and professional programming language that is very fast to work with.
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That said, even though Python is widely considered easy to learn, we can only cover the most immediately
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important aspects of Python in this series of starting tutorials. Hopefully we can get you started
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important aspects of Python in this series of starting tutorials. Hopefully we can get you started
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but then you'll need to continue learning from there. See our [link section](../../Links) for finding
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more reference material and dedicated Python tutorials.
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more reference material and dedicated Python tutorials.
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> While this will be quite basic if you are an experienced developer, you may want to at least
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> stay around for the first few sections where we cover how to run Python from inside Evennia.
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> stay around for the first few sections where we cover how to run Python from inside Evennia.
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First, if you were quelling yourself to play the tutorial world, make sure to get your
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superuser powers back:
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First, if you were quelling yourself to play the tutorial world, make sure to get your
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superuser powers back:
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unquell
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unquell
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### Evennia Hello world
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@ -25,11 +25,11 @@ The `py` Command (or `!`, which is an alias) allows you as a superuser to execut
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game. This is useful for quick testing. From the game's input line, enter the following:
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> py print("Hello World!")
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```sidebar:: Command input
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The line with `>` indicates input to enter in-game, while the lines below are the
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The line with `>` indicates input to enter in-game, while the lines below are the
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expected return from that input.
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```
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@ -39,37 +39,37 @@ You will see
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Hello World!
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To understand what is going on: some extra info: The `print(...)` *function* is the basic, in-built
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way to output text in Python. We are sending "Hello World" as an _argument_ to this function. The quotes `"..."`
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mean that you are inputting a *string* (i.e. text). You could also have used single-quotes `'...'`,
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way to output text in Python. We are sending "Hello World" as an _argument_ to this function. The quotes `"..."`
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mean that you are inputting a *string* (i.e. text). You could also have used single-quotes `'...'`,
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Python accepts both. A third variant is triple-quotes (`"""..."""` or `'''...'''`, which work across multiple
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lines and are common for larger text-blocks. The way we use the `py` command right now only supports
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lines and are common for larger text-blocks. The way we use the `py` command right now only supports
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single-line input however.
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### Making some text 'graphics'
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When making a text-game you will, unsurprisingly, be working a lot with text. Even if you have the occational
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button or even graphical element, the normal process is for the user to input commands as
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text and get text back. As we saw above, a piece of text is called a _string_ in Python and is enclosed in
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either single- or double-quotes.
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When making a text-game you will, unsurprisingly, be working a lot with text. Even if you have the occational
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button or even graphical element, the normal process is for the user to input commands as
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text and get text back. As we saw above, a piece of text is called a _string_ in Python and is enclosed in
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either single- or double-quotes.
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Strings can be added together:
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Strings can be added together:
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> py print("This is a " + "breaking change.")
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This is a breaking change.
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A string multiplied with a number will repeat that string as many times:
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A string multiplied with a number will repeat that string as many times:
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> py print("|" + "-" * 40 + "|")
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|----------------------------------------|
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or
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> py print("A" + "a" * 5 + "rgh!")
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> py print("A" + "a" * 5 + "rgh!")
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Aaaaaargh!
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While combining different strings is useful, even more powerful is the ability to modify the contents
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While combining different strings is useful, even more powerful is the ability to modify the contents
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of the string in-place. There are several ways to do this in Python and we'll show two of them here. The first
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is to use the `.format` _method_ of the string:
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is to use the `.format` _method_ of the string:
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```sidebar:: Functions and Methods
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@ -80,34 +80,34 @@ is to use the `.format` _method_ of the string:
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A function that sits "on" an object, like `<string>.format()`.
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```
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A method can be thought of as a resource "on" another object. The method knows on which object it
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sits and can thus affect it in various ways. You access it with the period `.`. In this case, the
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string has a resource `format(...)` that modifies it. More specifically, it replaced the `{}` marker
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inside the string with the value passed to the format. You can do so many times:
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A method can be thought of as a resource "on" another object. The method knows on which object it
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sits and can thus affect it in various ways. You access it with the period `.`. In this case, the
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string has a resource `format(...)` that modifies it. More specifically, it replaced the `{}` marker
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inside the string with the value passed to the format. You can do so many times:
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> py print("This is a {} idea!".format("bad"))
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This is a bad idea!
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This is a bad idea!
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or
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or
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> py print("This is the {} and {} {} idea!".format("first", "second", "great"))
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This is the first and second great idea!
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> Note the double-parenthesis at the end - the first closes the `format(...` method and the outermost
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closes the `print(...`. Not closing them will give you a scary `SyntaxError`. We will talk a
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> Note the double-parenthesis at the end - the first closes the `format(...` method and the outermost
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closes the `print(...`. Not closing them will give you a scary `SyntaxError`. We will talk a
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little more about errors in the next section, for now just fix until it prints as expected.
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Here we passed three comma-separated strings as _arguments_ to the string's `format` method. These
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replaced the `{}` markers in the same order as they were given.
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Here we passed three comma-separated strings as _arguments_ to the string's `format` method. These
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replaced the `{}` markers in the same order as they were given.
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The input does not have to be strings either:
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The input does not have to be strings either:
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> py print("STR: {}, DEX: {}, INT: {}".format(12, 14, 8))
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STR: 12, DEX: 14, INT: 8
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To separate two Python instructions on the same line, you use the semi-colon, `;`. Try this:
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To separate two Python instructions on the same line, you use the semi-colon, `;`. Try this:
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> py a = "awesome sauce" ; print("This is {}!".format(a))
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This is awesome sauce!
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@ -115,15 +115,15 @@ To separate two Python instructions on the same line, you use the semi-colon, `;
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```warning:: MUD clients and semi-colon
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Some MUD clients use the semi-colon `;` to split client-inputs
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into separate sends. If so, the above will give an error. Most clients allow you to
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run in 'verbatim' mode or to remap to use some other separator than `;`. If you still have
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trouble, just use the Evennia web client for now. In real Python code you'll pretty much never use
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into separate sends. If so, the above will give an error. Most clients allow you to
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run in 'verbatim' mode or to remap to use some other separator than `;`. If you still have
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trouble, just use the Evennia web client for now. In real Python code you'll pretty much never use
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the semi-colon.
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```
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What happened here was that we _assigned_ the string `"awesome sauce"` to a _variable_ we chose
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What happened here was that we _assigned_ the string `"awesome sauce"` to a _variable_ we chose
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to name `a`. In the next statement, Python remembered what `a` was and we passed that into `format()`
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to get the output. If you replaced the value of `a` with something else in between, _that_ would be printed
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to get the output. If you replaced the value of `a` with something else in between, _that_ would be printed
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instead.
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Here's the stat-example again, moving the stats to variables (here we just set them, but in a real
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@ -133,48 +133,48 @@ game they may be changed over time, or modified by circumstance):
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STR: 13, DEX: 14, INT: 8
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The point is that even if the values of the stats change, the print() statement would not change - it just keeps
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pretty-printing whatever is given to it.
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pretty-printing whatever is given to it.
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Using `.format()` is convenient (and there is a [lot more](https://www.w3schools.com/python/ref_string_format.asp)
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you can do with it). But the _f-string_ can be even more convenient. An
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you can do with it). But the _f-string_ can be even more convenient. An
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f-string looks like a normal string ... except there is an `f` front of it, like this:
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f"this is now an f-string."
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An f-string on its own is just like any other string. But let's redo the example we did before, using an f-string:
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> py a = "awesome sauce" ; print(f"This is {a}!")
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This is awesome sauce!
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We could just insert that `a` variable directly into the f-string using `{a}`. Fewer parentheses to
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We could just insert that `a` variable directly into the f-string using `{a}`. Fewer parentheses to
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remember and arguable easier to read as well.
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> py str, dex, int = 13, 14, 8 ; print(f"STR: {str}, DEX: {dex}, INT: {int}")
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STR: 13, DEX: 14, INT: 8
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We will be exploring more complex string concepts when we get to creating Commands and need to
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parse and understand player input.
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We will be exploring more complex string concepts when we get to creating Commands and need to
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parse and understand player input.
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Python itself knows nothing about colored text, this is an Evennia thing. Evennia supports the
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Python itself knows nothing about colored text, this is an Evennia thing. Evennia supports the
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standard color schemes of traditional MUDs.
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> py print("|rThis is red text!|n This is normal color.")
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Adding that `|r` at the start will turn our output bright red. `|R` will make it dark red. `|n`
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Adding that `|r` at the start will turn our output bright red. `|R` will make it dark red. `|n`
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gives the normal text color. You can also use RGB (Red-Green-Blue) values from 0-5 (Xterm256 colors):
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> py print("|043This is a blue-green color.|[530|003 This is dark blue text on orange background.")
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> If you don't see the expected color, your client or terminal may not support Xterm256 (or
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color at all). Use the Evennia webclient.
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> If you don't see the expected color, your client or terminal may not support Xterm256 (or
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color at all). Use the Evennia webclient.
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Use the commands `color ansi` or `color xterm` to see which colors are available. Experiment!
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Use the commands `color ansi` or `color xterm` to see which colors are available. Experiment!
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### Importing code from other modules
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As we saw in the previous sections, we used `.format` to format strings and `me.msg` to access
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the `msg` method on `me`. This use of the full-stop character is used to access all sorts of resources,
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including that in other Python modules.
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As we saw in the previous sections, we used `.format` to format strings and `me.msg` to access
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the `msg` method on `me`. This use of the full-stop character is used to access all sorts of resources,
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including that in other Python modules.
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Keep your game running, then open a text editor of your choice. If your game folder is called
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`mygame`, create a new text file `test.py` in the subfolder `mygame/world`. This is how the file
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@ -193,9 +193,9 @@ print("Hello World!")
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```
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```sidebar:: Python module
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This is a text file with the `.py` file ending. A module
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contains Python source code and from within Python one can
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contains Python source code and from within Python one can
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access its contents by importing it via its python-path.
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```
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@ -211,9 +211,9 @@ run the `reload` command in-game for your changes to take effect.
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So importing `world.test` actually means importing `world/test.py`. Think of the period `.` as
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replacing `/` (or `\` for Windows) in your path. The `.py` ending of `test.py` is also never
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included in this "Python-path", but _only_ files with that ending can be imported this way.
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Where is `mygame` in that Python-path? The answer is that Evennia has already told Python that
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your `mygame` folder is a good place to look for imports. So we don't include `mygame` in the
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included in this "Python-path", but _only_ files with that ending can be imported this way.
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Where is `mygame` in that Python-path? The answer is that Evennia has already told Python that
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your `mygame` folder is a good place to look for imports. So we don't include `mygame` in the
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path - Evennia handles this for us.
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When you import the module, the top "level" of it will execute. In this case, it will immediately
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@ -226,28 +226,28 @@ Now try to run this a second time:
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You will *not* see any output this second time or any subsequent times! This is not a bug. Rather
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it is because of how Python importing works - it stores all imported modules and will
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avoid importing them more than once. So your `print` will only run the first time, when the module
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is first imported.
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is first imported.
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Try this:
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> reload
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> reload
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And then
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And then
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> py import world.test
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Hello World!
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Now we see it again. The `reload` wiped the server's memory of what was imported, so it had to
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import it anew. You'd have to do this every time you wanted the print to show though, which is
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not very useful.
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Now we see it again. The `reload` wiped the server's memory of what was imported, so it had to
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import it anew. You'd have to do this every time you wanted the print to show though, which is
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not very useful.
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> We'll get back to more advanced ways to import code in later tutorial sections - this is an
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> We'll get back to more advanced ways to import code in later tutorial sections - this is an
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> important topic. But for now, let's press on and resolve this particular problem.
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### Our first own function
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We want to be able to print our hello-world message at any time, not just once after a server
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We want to be able to print our hello-world message at any time, not just once after a server
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reload. Change your `mygame/world/test.py` file to look like this:
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```python
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@ -262,64 +262,64 @@ As we are moving to multi-line Python code, there are some important things to r
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also use a consistent indentation length. We *strongly* recommend that you, for your own sanity's sake,
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set up your editor to always indent *4 spaces* (**not** a single tab-character) when you press the TAB key.
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So about that function. Line 1:
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So about that function. Line 1:
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- `def` is short for "define" and defines a *function* (or a *method*, if sitting on an object).
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This is a [reserved Python keyword](https://docs.python.org/2.5/ref/keywords.html); try not to use
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these words anywhere else.
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- A function name can not have spaces but otherwise we could have called it almost anything. We call
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it `hello_world`. Evennia follows [Python's standard naming style](https://github.com/evennia/evennia/blob/master/CODING_STYLE.md#a-quick-list-of-code-style-points)
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it `hello_world`. Evennia follows [Python's standard naming style](https://github.com/evennia/evennia/blob/master/CODING_STYLE.md#a-quick-list-of-code-style-points)
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with lowercase letters and underscores. We recommend you do the same.
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- The colon (`:`) at the end of line 1 indicates that the header of the function is complete.
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Line 2:
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Line 2:
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- The indentation marks the beginning of the actual operating code of the function (the function's
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*body*). If we wanted more lines to belong to this function those lines would all have to
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start at least at this indentation level.
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Now let's try this out. First `reload` your game to have it pick up
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Now let's try this out. First `reload` your game to have it pick up
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our updated Python module, then import it.
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> reload
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> py import world.test
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Nothing happened! That is because the function in our module won't do anything just by importing it (this
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is what we wanted). It will only act when we *call* it. So we need to first import the module and then access the
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is what we wanted). It will only act when we *call* it. So we need to first import the module and then access the
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function within:
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> py import world.test ; world.test.hello_world()
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Hello world!
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There is our "Hello World"! As mentioned earlier, use use semi-colon to put multiple
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There is our "Hello World"! As mentioned earlier, use use semi-colon to put multiple
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Python-statements on one line. Note also the previous warning about mud-clients using the `;` to their
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own ends.
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So what happened there? First we imported `world.test` as usual. But this time we continued and
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accessed the `hello_world` function _inside_ the newly imported module.
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accessed the `hello_world` function _inside_ the newly imported module.
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By adding `()` to the `hello_world` function we _call_ it, that is we run the body of the function and
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print our text. We can now redo this as many times as we want without having to `reload` in between:
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> py import world.test ; world.test.hello_world()
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Hello world!
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> py import world.test ; world.test.hello_world()
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Hello world!
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> **Extra Credit:** As an exercise, try to pass something else into `hello_world`. Try for example
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>to pass the number `5` or the string `"foo"`. You'll get errors telling you that they don't have
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>the attribute `msg`. They don't care about `me` itself not being a string or a number. If you are
|
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>familiar with other programming languages (especially C/Java) you may be tempted to start *validating*
|
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>`who` to make sure it's of the right type before you send it. This is usually not recommended in Python.
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>Python philosophy is to [handle](https://docs.python.org/2/tutorial/errors.html) the error if it happens
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>rather than to add a lot of code to prevent it from happening. See [duck typing](https://en.wikipedia.org/wiki/Duck_typing)
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> **Extra Credit:** As an exercise, try to pass something else into `hello_world`. Try for example
|
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>to pass the number `5` or the string `"foo"`. You'll get errors telling you that they don't have
|
||||
>the attribute `msg`. They don't care about `me` itself not being a string or a number. If you are
|
||||
>familiar with other programming languages (especially C/Java) you may be tempted to start *validating*
|
||||
>`who` to make sure it's of the right type before you send it. This is usually not recommended in Python.
|
||||
>Python philosophy is to [handle](https://docs.python.org/2/tutorial/errors.html) the error if it happens
|
||||
>rather than to add a lot of code to prevent it from happening. See [duck typing](https://en.wikipedia.org/wiki/Duck_typing)
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>and the concept of _Leap before you Look_.
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### Sending text to others
|
||||
|
||||
The `print` command is a standard Python structure. We can use that here in the `py` command since
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we can se the output. It's great for debugging and quick testing. But if you need to send a text
|
||||
we can se the output. It's great for debugging and quick testing. But if you need to send a text
|
||||
to an actual player, `print` won't do, because it doesn't know _who_ to send to. Try this:
|
||||
|
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> py me.msg("Hello world!")
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|
|
@ -327,32 +327,32 @@ to an actual player, `print` won't do, because it doesn't know _who_ to send to.
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|||
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This looks the same as the `print` result, but we are now actually messaging a specific *object*,
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||||
`me`. The `me` is a shortcut to 'us', the one running the `py` command. It is not some special
|
||||
Python thing, but something Evennia just makes available in the `py` command for convenience
|
||||
Python thing, but something Evennia just makes available in the `py` command for convenience
|
||||
(`self` is an alias).
|
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|
||||
The `me` is an example of an *Object instance*. Objects are fundamental in Python and Evennia.
|
||||
The `me` is an example of an *Object instance*. Objects are fundamental in Python and Evennia.
|
||||
The `me` object also contains a lot of useful resources for doing
|
||||
things with that object. We access those resources with '`.`'.
|
||||
things with that object. We access those resources with '`.`'.
|
||||
|
||||
One such resource is `msg`, which works like `print` except it sends the text to the object it
|
||||
is attached to. So if we, for example, had an object `you`, doing `you.msg(...)` would send a message
|
||||
One such resource is `msg`, which works like `print` except it sends the text to the object it
|
||||
is attached to. So if we, for example, had an object `you`, doing `you.msg(...)` would send a message
|
||||
to the object `you`.
|
||||
|
||||
For now, `print` and `me.msg` behaves the same, just remember that `print` is mainly used for
|
||||
debugging and `.msg()` will be more useful for you in the future.
|
||||
For now, `print` and `me.msg` behaves the same, just remember that `print` is mainly used for
|
||||
debugging and `.msg()` will be more useful for you in the future.
|
||||
|
||||
|
||||
### Parsing Python errors
|
||||
|
||||
Let's try this new text-sending in the function we just created. Go back to
|
||||
your `test.py` file and Replace the function with this instead:
|
||||
Let's try this new text-sending in the function we just created. Go back to
|
||||
your `test.py` file and Replace the function with this instead:
|
||||
|
||||
```python
|
||||
def hello_world():
|
||||
me.msg("Hello World!")
|
||||
```
|
||||
|
||||
Save your file and `reload` your server to tell Evennia to re-import new code,
|
||||
Save your file and `reload` your server to tell Evennia to re-import new code,
|
||||
then run it like before:
|
||||
|
||||
> py import world.test ; world.test.hello_world()
|
||||
|
|
@ -369,7 +369,7 @@ NameError: name 'me' is not defined
|
|||
|
||||
In regular use, tracebacks will often appear in the log rather than
|
||||
in the game. Use `evennia --log` to view the log in the terminal. Make
|
||||
sure to scroll back if you expect an error and don't see it. Use
|
||||
sure to scroll back if you expect an error and don't see it. Use
|
||||
`Ctrl-C` (or `Cmd-C` on Mac) to exit the log-view.
|
||||
|
||||
```
|
||||
|
|
@ -386,251 +386,251 @@ A traceback is to be read from the _bottom up_:
|
|||
- (line 1) ... which is on line `1` of the file `./world/test.py`.
|
||||
|
||||
In our case the traceback is short. There may be many more lines above it, tracking just how
|
||||
different modules called each other until the program got to the faulty line. That can
|
||||
different modules called each other until the program got to the faulty line. That can
|
||||
sometimes be useful information, but reading from the bottom is always a good start.
|
||||
|
||||
The `NameError` we see here is due to a module being its own isolated thing. It knows nothing about
|
||||
the environment into which it is imported. It knew what `print` is because that is a special
|
||||
[reserved Python keyword](https://docs.python.org/2.5/ref/keywords.html). But `me` is *not* such a
|
||||
reserved word (as mentioned, it's just something Evennia came up with for convenience in the `py`
|
||||
command). As far as the module is concerned `me` is an unfamiliar name, appearing out of nowhere.
|
||||
reserved word (as mentioned, it's just something Evennia came up with for convenience in the `py`
|
||||
command). As far as the module is concerned `me` is an unfamiliar name, appearing out of nowhere.
|
||||
Hence the `NameError`.
|
||||
|
||||
### Passing arguments to functions
|
||||
|
||||
We know that `me` exists at the point when we run the `py` command, because we can do `py me.msg("Hello World!")`
|
||||
with no problem. So let's _pass_ that me along to the function so it knows what it should be.
|
||||
Go back to your `test.py` and change it to this:
|
||||
with no problem. So let's _pass_ that me along to the function so it knows what it should be.
|
||||
Go back to your `test.py` and change it to this:
|
||||
|
||||
```python
|
||||
def hello_world(who):
|
||||
who.msg("Hello World!")
|
||||
```
|
||||
We now added an _argument_ to the function. We could have named it anything. Whatever `who` is,
|
||||
we will call a method `.msg()` on it.
|
||||
We now added an _argument_ to the function. We could have named it anything. Whatever `who` is,
|
||||
we will call a method `.msg()` on it.
|
||||
|
||||
As usual, `reload` the server to make sure the new code is available.
|
||||
As usual, `reload` the server to make sure the new code is available.
|
||||
|
||||
> py import world.test ; world.test.hello_world(me)
|
||||
Hello World!
|
||||
|
||||
Now it worked. We _passed_ `me` to our function. It will appear inside the function renamed as `who` and
|
||||
|
||||
Now it worked. We _passed_ `me` to our function. It will appear inside the function renamed as `who` and
|
||||
now the function works and prints as expected. Note how the `hello_world` function doesn't care _what_ you
|
||||
pass into it as long as it has a `.msg()` method on it. So you could reuse this function over and over for other
|
||||
suitable targets.
|
||||
suitable targets.
|
||||
|
||||
### Finding others to send to
|
||||
### Finding others to send to
|
||||
|
||||
Let's wrap up this first Python `py` crash-course by finding someone else to send to.
|
||||
Let's wrap up this first Python `py` crash-course by finding someone else to send to.
|
||||
|
||||
In Evennia's `contrib/` folder (`evennia/contrib/tutorial_examples/mirror.py`) is a handy little
|
||||
object called the `TutorialMirror`. The mirror will echo whatever is being sent to it to
|
||||
In Evennia's `contrib/` folder (`evennia/contrib/tutorial_examples/mirror.py`) is a handy little
|
||||
object called the `TutorialMirror`. The mirror will echo whatever is being sent to it to
|
||||
the room it is in.
|
||||
|
||||
On the game command-line, let's create a mirror:
|
||||
|
||||
On the game command-line, let's create a mirror:
|
||||
|
||||
> create/drop mirror:contrib.tutorial_examples.mirror.TutorialMirror
|
||||
|
||||
|
||||
```sidebar:: Creating objects
|
||||
|
||||
The `create` command was first used to create boxes in the
|
||||
`Building Stuff <Building-Quickstart>`_ tutorial. Note how it
|
||||
The `create` command was first used to create boxes in the
|
||||
`Building Stuff <Building-Quickstart>`_ tutorial. Note how it
|
||||
uses a "python-path" to describe where to load the mirror's code from.
|
||||
```
|
||||
|
||||
A mirror should appear in your location.
|
||||
A mirror should appear in your location.
|
||||
|
||||
> look mirror
|
||||
The mirror shows your reflection:
|
||||
This is User #1
|
||||
mirror shows your reflection:
|
||||
This is User #1
|
||||
|
||||
What you are seeing is actually your own avatar in the game, the same thing that is available as `me` in the `py`
|
||||
command.
|
||||
|
||||
What we are aiming for now is the equivalent of `mirror.msg("Mirror Mirror on the wall")`. But the first thing that
|
||||
comes to mind will not work:
|
||||
comes to mind will not work:
|
||||
|
||||
> py mirror.msg("Mirror, Mirror on the wall ...")
|
||||
NameError: name 'mirror' is not defined.
|
||||
|
||||
This is not surprising: Python knows nothing about "mirrors" or locations or anything. The `me` we've been using
|
||||
is, as mentioned, just a convenient thing the Evennia devs makes available to the `py` command. They couldn't possibly
|
||||
predict that you wanted to talk to mirrors.
|
||||
|
||||
Instead we will need to _search_ for that `mirror` object before we can send to it.
|
||||
This is not surprising: Python knows nothing about "mirrors" or locations or anything. The `me` we've been using
|
||||
is, as mentioned, just a convenient thing the Evennia devs makes available to the `py` command. They couldn't possibly
|
||||
predict that you wanted to talk to mirrors.
|
||||
|
||||
Instead we will need to _search_ for that `mirror` object before we can send to it.
|
||||
Make sure you are in the same location as the mirror and try:
|
||||
|
||||
> py me.search("mirror")
|
||||
mirror
|
||||
|
||||
`me.search("name")` will, by default, search and _return_ an object with the given name found in _the same location_
|
||||
as the `me` object is. If it can't find anything you'll see an error.
|
||||
|
||||
`me.search("name")` will, by default, search and _return_ an object with the given name found in _the same location_
|
||||
as the `me` object is. If it can't find anything you'll see an error.
|
||||
|
||||
```sidebar:: Function returns
|
||||
|
||||
|
||||
Whereas a function like `print` only prints its arguments, it's very common
|
||||
for functions/methods to `return` a result of some kind. Think of the function
|
||||
as a machine - you put something in and out comes a result you can use. In the case
|
||||
as a machine - you put something in and out comes a result you can use. In the case
|
||||
of `me.search`, it will perform a database search and spit out the object it finds.
|
||||
```
|
||||
|
||||
> py me.search("dummy")
|
||||
Could not find 'dummy'.
|
||||
|
||||
Wanting to find things in the same location is very common, but as we continue we'll
|
||||
find that Evennia provides ample tools for tagging, searching and finding things from all over your game.
|
||||
Wanting to find things in the same location is very common, but as we continue we'll
|
||||
find that Evennia provides ample tools for tagging, searching and finding things from all over your game.
|
||||
|
||||
Now that we know how to find the 'mirror' object, we just need to use that instead of `me`!
|
||||
|
||||
> py mirror = self.search("mirror") ; mirror.msg("Mirror, Mirror on the wall ...")
|
||||
The mirror echoes back to you:
|
||||
mirror echoes back to you:
|
||||
"Mirror, Mirror on the wall ..."
|
||||
|
||||
The mirror is useful for testing because its `.msg` method just echoes whatever is sent to it back to the room. More common
|
||||
|
||||
The mirror is useful for testing because its `.msg` method just echoes whatever is sent to it back to the room. More common
|
||||
would be to talk to a player character, in which case the text you sent would have appeared in their game client.
|
||||
|
||||
|
||||
### Multi-line py
|
||||
### Multi-line py
|
||||
|
||||
So far we have use `py` in single-line mode, using `;` to separate multiple inputs. This is very convenient
|
||||
when you want to do some quick testing. But you can also start a full multi-line Python interactive interpreter
|
||||
when you want to do some quick testing. But you can also start a full multi-line Python interactive interpreter
|
||||
inside Evennia.
|
||||
|
||||
> py
|
||||
> py
|
||||
Evennia Interactive Python mode
|
||||
Python 3.7.1 (default, Oct 22 2018, 11:21:55)
|
||||
[GCC 8.2.0] on Linux
|
||||
[py mode - quit() to exit]
|
||||
|
||||
|
||||
(the details of the output will vary with your Python version and OS). You are now in python interpreter mode. It means
|
||||
that _everything_ you insert from now on will become a line of Python (you can no longer look around or do other
|
||||
that _everything_ you insert from now on will become a line of Python (you can no longer look around or do other
|
||||
commands).
|
||||
|
||||
> print("Hello World")
|
||||
|
||||
|
||||
>>> print("Hello World")
|
||||
Hello World
|
||||
Hello World
|
||||
[py mode - quit() to exit]
|
||||
|
||||
Note that we didn't need to put `py` in front now. The system will also echo your input (that's the bit after
|
||||
the `>>>`). For brevity in this tutorual we'll turn the echo off. First exit `py` and then start again with the
|
||||
|
||||
Note that we didn't need to put `py` in front now. The system will also echo your input (that's the bit after
|
||||
the `>>>`). For brevity in this tutorual we'll turn the echo off. First exit `py` and then start again with the
|
||||
`/noecho` flag.
|
||||
|
||||
> quit()
|
||||
Closing the Python console.
|
||||
> py/noecho
|
||||
> py/noecho
|
||||
Evennia Interactive Python mode
|
||||
Python 3.7.1 (default, Oct 22 2018, 11:21:55)
|
||||
[GCC 8.2.0] on Linux
|
||||
[py mode - quit() to exit]
|
||||
|
||||
```sidebar:: interactive py
|
||||
|
||||
- Start with `py`.
|
||||
```sidebar:: interactive py
|
||||
|
||||
- Start with `py`.
|
||||
- Use `py/noecho` if you don't want your input to be echoed for every line.
|
||||
- All your inputs will now be interpreted as Python code.
|
||||
- Exit with `quit()`.
|
||||
- Exit with `quit()`.
|
||||
```
|
||||
|
||||
We can now enter multi-line Python code:
|
||||
We can now enter multi-line Python code:
|
||||
|
||||
> a = "Test"
|
||||
> print(f"This is a {a}."}
|
||||
This is a Test.
|
||||
This is a Test.
|
||||
|
||||
Let's try to define a function:
|
||||
Let's try to define a function:
|
||||
|
||||
> def hello_world(who, txt):
|
||||
...
|
||||
> who.msg(txt)
|
||||
...
|
||||
>
|
||||
>
|
||||
[py mode - quit() to exit]
|
||||
|
||||
Some important things above:
|
||||
|
||||
Some important things above:
|
||||
|
||||
- Definining a function with `def` means we are starting a new code block. Python works so that you mark the content
|
||||
of the block with indention. So the next line must be manually indented (4 spaces is a good standard) in order
|
||||
for Python to know it's part of the function body.
|
||||
- We expand the `hello_world` function with another argument `txt`. This allows us to send any text, not just
|
||||
"Hello World" over and over.
|
||||
of the block with indention. So the next line must be manually indented (4 spaces is a good standard) in order
|
||||
for Python to know it's part of the function body.
|
||||
- We expand the `hello_world` function with another argument `txt`. This allows us to send any text, not just
|
||||
"Hello World" over and over.
|
||||
- To tell `py` that no more lines will be added to the function body, we end with an empty input. When
|
||||
the normal prompt on how to exit returns, we know we are done.
|
||||
|
||||
the normal prompt on how to exit returns, we know we are done.
|
||||
|
||||
Now we have defined a new function. Let's try it out:
|
||||
|
||||
> hello_world(me, "Hello world to me!")
|
||||
Hello world to me!
|
||||
|
||||
Hello world to me!
|
||||
|
||||
The `me` is still available to us, so we pass that as the `who` argument, along with a little longer
|
||||
string. Let's combine this with searching for the mirror.
|
||||
|
||||
> mirror = me.search("mirror")
|
||||
> hello_world(mirror, "Mirror, Mirror on the wall ...")
|
||||
The mirror echoes back to you:
|
||||
mirror echoes back to you:
|
||||
"Mirror, Mirror on the wall ..."
|
||||
|
||||
Exit the `py` mode with
|
||||
Exit the `py` mode with
|
||||
|
||||
> quit()
|
||||
Closing the Python console.
|
||||
|
||||
|
||||
## Other ways to test Python code
|
||||
|
||||
The `py` command is very powerful for experimenting with Python in-game. It's great for quick testing.
|
||||
But you are still limited to working over telnet or the webclient, interfaces that doesn't know anything
|
||||
about Python per-se.
|
||||
|
||||
The `py` command is very powerful for experimenting with Python in-game. It's great for quick testing.
|
||||
But you are still limited to working over telnet or the webclient, interfaces that doesn't know anything
|
||||
about Python per-se.
|
||||
|
||||
Outside the game, go to the terminal where you ran Evennia (or any terminal where the `evennia` command
|
||||
is available).
|
||||
is available).
|
||||
|
||||
- `cd` to your game dir.
|
||||
- `cd` to your game dir.
|
||||
- `evennia shell`
|
||||
|
||||
A Python shell opens. This works like `py` did inside the game, with the exception that you don't have
|
||||
A Python shell opens. This works like `py` did inside the game, with the exception that you don't have
|
||||
`me` available out of the box. If you want `me`, you need to first find yourself:
|
||||
|
||||
> import evennia
|
||||
> me = evennia.search_object("YourChar")[0]
|
||||
|
||||
Here we make use of one of evennia's search functions, available by importing `evennia` directly.
|
||||
We will cover more advanced searching later, but suffice to say, you put your own character name instead of
|
||||
"YourChar" above.
|
||||
We will cover more advanced searching later, but suffice to say, you put your own character name instead of
|
||||
"YourChar" above.
|
||||
|
||||
> The `[0]` at the end is because `.search_object` returns a list of objects and we want to
|
||||
> The `[0]` at the end is because `.search_object` returns a list of objects and we want to
|
||||
get at the first of them (counting starts from 0).
|
||||
|
||||
Use `Ctrl-D` (`Cmd-D` on Mac) or `quit()` to exit the Python console.
|
||||
|
||||
### ipython
|
||||
|
||||
The default Python shell is quite limited and ugly. It's *highly* recommended to install `ipython` instead. This
|
||||
The default Python shell is quite limited and ugly. It's *highly* recommended to install `ipython` instead. This
|
||||
is a much nicer, third-party Python interpreter with colors and many usability improvements.
|
||||
|
||||
pip install ipython
|
||||
pip install ipython
|
||||
|
||||
If `ipython` is installed, `evennia shell` will use it automatically.
|
||||
If `ipython` is installed, `evennia shell` will use it automatically.
|
||||
|
||||
evennia shell
|
||||
...
|
||||
IPython 7.4.0 -- An enhanced Interactive Python. Type '?' for help
|
||||
In [1]:
|
||||
In [1]:
|
||||
|
||||
You now have Tab-completion:
|
||||
|
||||
> import evennia
|
||||
> evennia.<TAB>
|
||||
|
||||
|
||||
That is, enter `evennia.` and then press the TAB key - you will be given a list of all the resources
|
||||
available on the `evennia` object. This is great for exploring what Evennia has to offer. For example,
|
||||
use your arrow keys to scroll to `search_object()` to fill it in.
|
||||
|
||||
> evennia.search_object?
|
||||
|
||||
|
||||
Adding a `?` and pressing return will give you the full documentation for `.search_object`. Use `??` if you
|
||||
want to see the entire source code.
|
||||
|
||||
As for the normal python interpreter, use `Ctrl-D`/`Cmd-D` or `quit()` to exit ipython.
|
||||
As for the normal python interpreter, use `Ctrl-D`/`Cmd-D` or `quit()` to exit ipython.
|
||||
|
||||
```important:: Persistent code
|
||||
|
||||
|
|
@ -642,10 +642,10 @@ As for the normal python interpreter, use `Ctrl-D`/`Cmd-D` or `quit()` to exit i
|
|||
|
||||
## Conclusions
|
||||
|
||||
This covers quite a lot of basic Python usage. We printed and formatted strings, defined our own
|
||||
This covers quite a lot of basic Python usage. We printed and formatted strings, defined our own
|
||||
first function, fixed an error and even searched and talked to a mirror! Being able to access
|
||||
python inside and outside of the game is an important skill for testing and debugging, but in
|
||||
practice you will be writing most your code in Python modules.
|
||||
python inside and outside of the game is an important skill for testing and debugging, but in
|
||||
practice you will be writing most your code in Python modules.
|
||||
|
||||
To that end we also created a first new Python module in the `mygame/` game dir, then imported and used it.
|
||||
Now let's look at the rest of the stuff you've got going on inside that `mygame/` folder ...
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue