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[prev lesson](../../../Unimplemented.md) | [next lesson](../../../Unimplemented.md)
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# Making a sittable object
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In this lesson we will go through how to make a chair you can sit on. Sounds easy, right?
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Well it is. But in the process of making the chair we will need to consider the various ways
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to do it depending on how we want our game to work.
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The goals of this lesson are as follows:
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- We want a new 'sittable' object, a Chair in particular".
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- We want to be able to use a command to sit in the chair.
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- Once we are sitting in the chair it should affect us somehow. To demonstrate this we'll
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set a flag "Resting" on the Character sitting in the Chair.
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- When you sit down you should not be able to walk to another room without first standing up.
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- A character should be able to stand up and move away from the chair.
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There are two main ways to design the commands for sitting and standing up.
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- You can store the commands on the chair so they are only available when a chair is in the room
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- You can store the commands on the Character so they are always available and you must always specify
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which chair to sit on.
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Both of these are very useful to know about, so in this lesson we'll try both. But first
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we need to handle some basics.
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## Don't move us when resting
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When you are sitting in a chair you can't just walk off without first standing up.
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This requires a change to our Character typeclass. Open `mygame/typeclasses/characters.py`:
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```python
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# ...
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class Character(DefaultCharacter):
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# ...
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def at_pre_move(self, destination):
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"""
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Called by self.move_to when trying to move somewhere. If this returns
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False, the move is immediately cancelled.
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"""
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if self.db.is_resting:
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self.msg("You can't go anywhere while resting.")
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return False
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return True
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```
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When moving somewhere, [character.move_to](evennia.objects.objects.DefaultObject.move_to) is called. This in turn
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will call `character.at_pre_move`. Here we look for an Attribute `is_resting` (which we will assign below)
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to determine if we are stuck on the chair or not.
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## Making the Chair itself
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Next we need the Chair itself, or rather a whole family of "things you can sit on" that we will call
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_sittables_. We can't just use a default Object since we want a sittable to contain some custom code. We need
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a new, custom Typeclass. Create a new module `mygame/typeclasses/sittables.py` with the following content:
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```python
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from evennia import DefaultObject
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class Sittable(DefaultObject):
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def at_object_creation(self):
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self.db.sitter = None
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def do_sit(self, sitter):
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"""
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Called when trying to sit on/in this object.
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Args:
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sitter (Object): The one trying to sit down.
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"""
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current = self.db.sitter
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if current:
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if current == sitter:
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sitter.msg("You are already sitting on {self.key}.")
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else:
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sitter.msg(f"You can't sit on {self.key} "
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f"- {current.key} is already sitting there!")
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return
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self.db.sitting = sitter
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sitter.db.is_resting = True
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sitter.msg(f"You sit on {self.key}")
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def do_stand(self, stander):
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"""
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Called when trying to stand from this object.
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Args:
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stander (Object): The one trying to stand up.
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"""
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current = self.db.sitter
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if not stander == current:
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stander.msg(f"You are not sitting on {self.key}.")
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else:
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self.db.sitting = None
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stander.db.is_resting = False
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stander.msg(f"You stand up from {self.key}")
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```
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Here we have a small Typeclass that handles someone trying to sit on it. It has two methods that we can simply
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call from a Command later. We set the `is_resting` Attribute on the one sitting down.
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One could imagine that one could have the future `sit` command check if someone is already sitting in the
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chair instead. This would work too, but letting the `Sittable` class handle the logic around who can sit on it makes
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logical sense.
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We let the typeclass handle the logic, and also let it do all the return messaging. This makes it easy to churn out
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a bunch of chairs for people to sit on. But it's not perfect. The `Sittable` class is general. What if you want to
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make an armchair. You sit "in" an armchair rather than "on" it. We _could_ make a child class of `Sittable` named
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`SittableIn` that makes this change, but that feels excessive. Instead we will make it so that Sittables can
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modify this per-instance:
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```python
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from evennia import DefaultObject
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class Sittable(DefaultObject):
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def at_object_creation(self):
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self.db.sitter = None
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# do you sit "on" or "in" this object?
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self.db.adjective = "on"
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def do_sit(self, sitter):
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"""
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Called when trying to sit on/in this object.
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Args:
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sitter (Object): The one trying to sit down.
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"""
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adjective = self.db.adjective
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current = self.db.sitter
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if current:
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if current == sitter:
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sitter.msg(f"You are already sitting {adjective} {self.key}.")
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else:
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sitter.msg(
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f"You can't sit {adjective} {self.key} "
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f"- {current.key} is already sitting there!")
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return
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self.db.sitting = sitter
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sitter.db.is_resting = True
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sitter.msg(f"You sit {adjective} {self.key}")
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def do_stand(self, stander):
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"""
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Called when trying to stand from this object.
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Args:
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stander (Object): The one trying to stand up.
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"""
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current = self.db.sitter
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if not stander == current:
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stander.msg(f"You are not sitting {self.db.adjective} {self.key}.")
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else:
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self.db.sitting = None
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stander.db.is_resting = False
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stander.msg(f"You stand up from {self.key}")
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```
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We added a new Attribute `adjective` which will probably usually be `in` or `on` but could also be `at` if you
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want to be able to sit _at a desk_ for example. A regular builder would use it like this:
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> create/drop armchair : sittables.Sittable
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> set armchair/adjective = in
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This is probably enough. But all those strings are hard-coded. What if we want some more dramatic flair when you
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sit down?
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You sit down and a whoopie cushion makes a loud fart noise!
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For this we need to allow some further customization. Let's let the current strings be defaults that
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we can replace.
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```python
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from evennia import DefaultObject
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class Sittable(DefaultObject):
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"""
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An object one can sit on
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Customizable Attributes:
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adjective: How to sit (on, in, at etc)
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Return messages (set as Attributes):
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msg_already_sitting: Already sitting here
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format tokens {adjective} and {key}
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msg_other_sitting: Someone else is sitting here.
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format tokens {adjective}, {key} and {other}
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msg_sitting_down: Successfully sit down
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format tokens {adjective}, {key}
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msg_standing_fail: Fail to stand because not sitting.
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format tokens {adjective}, {key}
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msg_standing_up: Successfully stand up
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format tokens {adjective}, {key}
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"""
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def at_object_creation(self):
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self.db.sitter = None
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# do you sit "on" or "in" this object?
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self.db.adjective = "on"
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def do_sit(self, sitter):
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"""
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Called when trying to sit on/in this object.
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Args:
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sitter (Object): The one trying to sit down.
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"""
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adjective = self.db.adjective
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current = self.db.sitter
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if current:
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if current == sitter:
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if self.db.msg_already_sitting:
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sitter.msg(
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self.db.msg_already_sitting.format(
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adjective=self.db.adjective, key=self.key))
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else:
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sitter.msg(f"You are already sitting {adjective} {self.key}.")
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else:
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if self.db.msg_other_sitting:
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sitter.msg(self.db.msg_already_sitting.format(
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other=current.key, adjective=self.db.adjective, key=self.key))
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else:
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sitter.msg(f"You can't sit {adjective} {self.key} "
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f"- {current.key} is already sitting there!")
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return
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self.db.sitting = sitter
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sitter.db.is_resting = True
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if self.db.msg_sitting_down:
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sitter.msg(self.db.msg_sitting_down.format(adjective=adjective, key=self.key))
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else:
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sitter.msg(f"You sit {adjective} {self.key}")
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def do_stand(self, stander):
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"""
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Called when trying to stand from this object.
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Args:
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stander (Object): The one trying to stand up.
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"""
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current = self.db.sitter
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if not stander == current:
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if self.db.msg_standing_fail:
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stander.msg(self.db.msg_standing_fail.format(
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adjective=self.db.adjective, key=self.key))
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else:
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stander.msg(f"You are not sitting {self.db.adjective} {self.key}")
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else:
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self.db.sitting = None
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stander.db.is_resting = False
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if self.db.msg_standing_up:
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stander.msg(self.db.msg_standing_up.format(
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adjective=self.db.adjective, key=self.key))
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else:
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stander.msg(f"You stand up from {self.key}")
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```
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Here we really went all out with flexibility. If you need this much is up to you.
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We added a bunch of optional Attributes to hold alternative versions of all the messages.
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There are some things to note:
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- We don't actually initiate those Attributes in `at_object_creation`. This is a simple
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optimization. The assumption is that _most_ chairs will probably not be this customized.
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So initiating a bunch of Attributes to, say, empty strings would be a lot of useless database calls.
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The drawback is that the available Attributes become less visible when reading the code. So we add a long
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describing docstring to the end to explain all you can use.
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- We use `.format` to inject formatting-tokens in the text. The good thing about such formatting
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markers is that they are _optional_. They are there if you want them, but Python will not complain
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if you don't include some or any of them. Let's see an example:
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> reload # if you have new code
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> create/drop armchair : sittables.Sittable
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> set armchair/adjective = in
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> set armchair/msg_sitting_down = As you sit down {adjective} {key}, life feels easier.
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> set armchair/msg_standing_up = You stand up from {key}. Life resumes.
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The `{key}` and `{adjective}` are examples of optional formatting markers. Whenever the message is
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returned, the format-tokens within will be replaced with `armchair` and `in` respectively. Should we
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rename the chair later, this will show in the messages automatically (since `{key}` will change).
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We have no Command to use this chair yet. But we can try it out with `py`:
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> py self.search("armchair").do_sit(self)
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As you sit down in armchair, life feels easier.
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> self.db.resting
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True
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> py self.search("armchair").do_stand(self)
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You stand up from armchair. Life resumes
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> self.db.resting
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False
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If you follow along and get a result like this, all seems to be working well!
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## Command variant 1: Commands on the chair
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This way to implement `sit` and `stand` puts new cmdsets on the Sittable itself.
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As we've learned before, commands on objects are made available to others in the room.
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This makes the command easy but instead adds some complexity in the management of the CmdSet.
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This is how it will look if `armchair` is in the room:
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> sit
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As you sit down in armchair, life feels easier.
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What happens if there are sittables `sofa` and `barstool` also in the room? Evennia will automatically
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handle this for us and allow us to specify which one we want:
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> sit
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More than one match for 'sit' (please narrow target):
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sit-1 (armchair)
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sit-2 (sofa)
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sit-3 (barstool)
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> sit-1
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As you sit down in armchair, life feels easier.
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To keep things separate we'll make a new module `mygame/commands/sittables.py`:
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```{sidebar} Separate Commands and Typeclasses?
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You can organize these things as you like. If you wanted you could put the sit-command + cmdset
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together with the `Sittable` typeclass in `mygame/typeclasses/sittables.py`. That has the advantage of
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keeping everything related to sitting in one place. But there is also some organizational merit to
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keeping all Commands in one place as we do here.
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```
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```python
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from evennia import Command, CmdSet
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class CmdSit(Command):
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"""
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Sit down.
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"""
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key = "sit"
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def func(self):
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self.obj.do_sit(self.caller)
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class CmdStand(Command):
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"""
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Stand up.
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"""
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key = "stand"
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def func(self):
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self.obj.do_stand(self.caller)
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class CmdSetSit(CmdSet):
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priority = 1
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def at_cmdset_creation(self):
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self.add(CmdSit)
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self.add(CmdStand)
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```
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As seen, the commands are nearly trivial. `self.obj` is the object to which we added the cmdset with this
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Command (so for example a chair). We just call the `do_sit/stand` on that object and the `Sittable` will
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do the rest.
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Why that `priority = 1` on `CmdSetSit`? This makes same-named Commands from this cmdset merge with a bit higher
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priority than Commands from the Character-cmdset. Why this is a good idea will become clear shortly.
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We also need to make a change to our `Sittable` typeclass. Open `mygame/typeclasses/sittables.py`:
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```python
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from evennia import DefaultObject
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from commands.sittables import CmdSetSit # <- new
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class Sittable(DefaultObject):
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"""
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(docstring)
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"""
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def at_object_creation(self):
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self.db.sitter = None
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# do you sit "on" or "in" this object?
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self.db.adjective = "on"
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self.cmdset.add_default(CmdSetSit) # <- new
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```
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Any _new_ Sittables will now have your `sit` Command. Your existing `armchair` will not,
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since `at_object_creation` will not re-run for already existing objects. We can update it manually:
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> reload
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> update armchair
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We could also update all existing sittables (all on one line):
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> py from typeclasses.sittables import Sittable ;
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[sittable.at_object_creation() for sittable in Sittable.objects.all()]
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> The above shows an example of a _list comprehension_. Think of it as an efficient way to construct a new list
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all in one line. You can read more about list comprehensions
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[here in the Python docs](https://docs.python.org/3/tutorial/datastructures.html#list-comprehensions).
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We should now be able to use `sit` while in the room with the armchair.
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> sit
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As you sit down in armchair, life feels easier.
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> stand
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You stand up from armchair.
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One issue with placing the `sit` (or `stand`) Command "on" the chair is that it will not be available when in a
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room without a Sittable object:
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> sit
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Command 'sit' is not available. ...
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This is practical but not so good-looking; it makes it harder for the user to know a `sit` action is at all
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possible. Here is a trick for fixing this. Let's add _another_ Command to the bottom
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of `mygame/commands/sittables.py`:
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```python
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# ...
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class CmdNoSitStand(Command):
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"""
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Sit down or Stand up
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"""
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key = "sit"
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aliases = ["stand"]
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||||
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def func(self):
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if self.cmdname == "sit":
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self.msg("You have nothing to sit on.")
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else:
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self.msg("You are not sitting down.")
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||||
|
||||
```
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||||
|
||||
Here we have a Command that is actually two - it will answer to both `sit` and `stand` since we
|
||||
added `stand` to its `aliases`. In the command we look at `self.cmdname`, which is the string
|
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_actually used_ to call this command. We use this to return different messages.
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||||
|
||||
We don't need a separate CmdSet for this, instead we will add this
|
||||
to the default Character cmdset. Open `mygame/commands/default_cmdsets.py`:
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||||
|
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```python
|
||||
# ...
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||||
from commands import sittables
|
||||
|
||||
class CharacterCmdSet(CmdSet):
|
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"""
|
||||
(docstring)
|
||||
"""
|
||||
def at_cmdset_creation(self):
|
||||
# ...
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||||
self.add(sittables.CmdNoSitStand)
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||||
|
||||
```
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||||
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||||
To test we'll build a new location without any comfy armchairs and go there:
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||||
> reload
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> tunnel n = kitchen
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north
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> sit
|
||||
You have nothing to sit on.
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||||
> south
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||||
sit
|
||||
As you sit down in armchair, life feels easier.
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||||
|
||||
We now have a fully functioning `sit` action that is contained with the chair itself. When no chair is around, a
|
||||
default error message is shown.
|
||||
|
||||
How does this work? There are two cmdsets at play, both of which have a `sit` Command. As you may remember we
|
||||
set the chair's cmdset to `priority = 1`. This is where that matters. The default Character cmdset has a
|
||||
priority of 0. This means that whenever we enter a room with a Sittable thing, the `sit` command
|
||||
from _its_ cmdset will take _precedence_ over the Character cmdset's version. So we are actually picking
|
||||
_different_ `sit` commands depending on circumstance! The user will never be the wiser.
|
||||
|
||||
So this handles `sit`. What about `stand`? That will work just fine:
|
||||
|
||||
> stand
|
||||
You stand up from armchair.
|
||||
> north
|
||||
> stand
|
||||
You are not sitting down.
|
||||
|
||||
We have one remaining problem with `stand` though - what happens when you are sitting down and try to
|
||||
`stand` in a room with more than one chair:
|
||||
|
||||
> stand
|
||||
More than one match for 'stand' (please narrow target):
|
||||
stand-1 (armchair)
|
||||
stand-2 (sofa)
|
||||
stand-3 (barstool)
|
||||
|
||||
Since all the sittables have the `stand` Command on them, you'll get a multi-match error. This _works_ ... but
|
||||
you could pick _any_ of those sittables to "stand up from". That's really weird and non-intuitive. With `sit` it
|
||||
was okay to get a choice - Evennia can't know which chair we intended to sit on. But we know which chair we
|
||||
sit on so we should only get _its_ `stand` command.
|
||||
|
||||
We will fix this with a `lock` and a custom `lock function`. We want a lock on the `stand` Command that only
|
||||
makes it available when the caller is actually sitting on the chair the `stand` command is on.
|
||||
|
||||
First let's add the lock so we see what we want. Open `mygame/commands/sittables.py`:
|
||||
|
||||
```python
|
||||
# ...
|
||||
|
||||
class CmdStand(Command):
|
||||
"""
|
||||
Stand up.
|
||||
"""
|
||||
key = "stand"
|
||||
lock = "cmd:sitsonthis()" # < this is new
|
||||
|
||||
def func(self):
|
||||
self.obj.do_stand(self.caller)
|
||||
# ...
|
||||
```
|
||||
|
||||
We define a [Lock](../../../Components/Locks.md) on the command. The `cmd:` is in what situation Evennia will check
|
||||
the lock. The `cmd` means that it will check the lock when determining if a user has access to this command or not.
|
||||
What will be checked is the `sitsonthis` _lock function_ which doesn't exist yet.
|
||||
|
||||
Open `mygame/server/conf/lockfuncs.py` to add it!
|
||||
|
||||
```python
|
||||
"""
|
||||
(module lockstring)
|
||||
"""
|
||||
# ...
|
||||
|
||||
def sitsonthis(accessing_obj, accessed_obj, *args, **kwargs):
|
||||
"""
|
||||
True if accessing_obj is sitting on/in the accessed_obj.
|
||||
"""
|
||||
return accessed_obj.db.sitting == accessing_obj
|
||||
|
||||
# ...
|
||||
```
|
||||
|
||||
Evennia knows that all functions in `mygame/server/conf/lockfuncs` should be possible to use in a lock definition.
|
||||
The arguments are required and Evennia will pass all relevant objects to them:
|
||||
|
||||
```{sidebar} Lockfuncs
|
||||
|
||||
Evennia provides a large number of default lockfuncs, such as checking permission-levels,
|
||||
if you are carrying or are inside the accessed object etc. There is no concept of 'sitting'
|
||||
in default Evennia however, so this we need to specify ourselves.
|
||||
|
||||
```
|
||||
|
||||
- `accessing_obj` is the one trying to access the lock. So us, in this case.
|
||||
- `accessed_obj` is the entity we are trying to gain a particular type of access to. So the chair.
|
||||
- `args` is a tuple holding any arguments passed to the lockfunc. Since we use `sitsondthis()` this will
|
||||
be empty (and if we add anything, it will be ignored).
|
||||
- `kwargs` is a tuple of keyword arguments passed to the lockfuncs. This will be empty as well in our example.
|
||||
|
||||
If you are superuser, it's important that you `quell` yourself before trying this out. This is because the superuser
|
||||
bypasses all locks - it can never get locked out, but it means it will also not see the effects of a lock like this.
|
||||
|
||||
> reload
|
||||
> quell
|
||||
> stand
|
||||
You stand up from armchair
|
||||
|
||||
None of the other sittables' `stand` commands passed the lock and only the one we are actually sitting on did.
|
||||
|
||||
Adding a Command to the chair object like this is powerful and a good technique to know. It does come with some
|
||||
caveats though that one needs to keep in mind.
|
||||
|
||||
We'll now try another way to add the `sit/stand` commands.
|
||||
|
||||
## Command variant 2: Command on Character
|
||||
|
||||
Before we start with this, delete the chairs you've created (`del armchair` etc) and then do the following
|
||||
changes:
|
||||
|
||||
- In `mygame/typeclasses/sittables.py`, comment out the line `self.cmdset.add_default(CmdSetSit)`.
|
||||
- In `mygame/commands/default_cmdsets.py`, comment out the line `self.add(sittables.CmdNoSitStand)`.
|
||||
|
||||
This disables the on-object command solution so we can try an alternative. Make sure to `reload` so the
|
||||
changes are known to Evennia.
|
||||
|
||||
In this variation we will put the `sit` and `stand` commands on the `Character` instead of on the chair. This
|
||||
makes some things easier, but makes the Commands themselves more complex because they will not know which
|
||||
chair to sit on. We can't just do `sit` anymore. This is how it will work.
|
||||
|
||||
> sit <chair>
|
||||
You sit on chair.
|
||||
> stand
|
||||
You stand up from chair.
|
||||
|
||||
Open `mygame/commands.sittables.py` again. We'll add a new sit-command. We name the class `CmdSit2` since
|
||||
we already have `CmdSit` from the previous example. We put everything at the end of the module to
|
||||
keep it separate.
|
||||
|
||||
```python
|
||||
from evennia import Command, CmdSet
|
||||
from evennia import InterruptCommand # <- this is new
|
||||
|
||||
class CmdSit(Command):
|
||||
# ...
|
||||
|
||||
# ...
|
||||
|
||||
# new from here
|
||||
|
||||
class CmdSit2(Command):
|
||||
"""
|
||||
Sit down.
|
||||
|
||||
Usage:
|
||||
sit <sittable>
|
||||
|
||||
"""
|
||||
key = "sit"
|
||||
|
||||
def parse(self):
|
||||
self.args = self.args.strip()
|
||||
if not self.args:
|
||||
self.caller.msg("Sit on what?")
|
||||
raise InterruptCommand
|
||||
|
||||
def func(self):
|
||||
|
||||
# self.search handles all error messages etc.
|
||||
sittable = self.caller.search(self.args)
|
||||
if not sittable:
|
||||
return
|
||||
try:
|
||||
sittable.do_sit(self.caller)
|
||||
except AttributeError:
|
||||
self.caller.msg("You can't sit on that!")
|
||||
|
||||
```
|
||||
|
||||
With this Command-variation we need to search for the sittable. A series of methods on the Command
|
||||
are run in sequence:
|
||||
|
||||
1. `Command.at_pre_command` - this is not used by default
|
||||
2. `Command.parse` - this should parse the input
|
||||
3. `Command.func` - this should implement the actual Command functionality
|
||||
4. `Command.at_post_func` - this is not used by default
|
||||
|
||||
So if we just `return` in `.parse`, `.func` will still run, which is not what we want. To immediately
|
||||
abort this sequence we need to `raise InterruptCommand`.
|
||||
|
||||
```{sidebar} Raising exceptions
|
||||
|
||||
Raising an exception allows for immediately interrupting the current program flow. Python
|
||||
automatically raises error-exceptions when detecting problems with the code. It will be
|
||||
raised up through the sequence of called code (the 'stack') until it's either `caught` with
|
||||
a `try ... except` or reaches the outermost scope where it'll be logged or displayed.
|
||||
|
||||
```
|
||||
|
||||
`InterruptCommand` is an _exception_ that the Command-system catches with the understanding that we want
|
||||
to do a clean abort. In the `.parse` method we strip any whitespaces from the argument and
|
||||
sure there actuall _is_ an argument. We abort immediately if there isn't.
|
||||
|
||||
We we get to `.func` at all, we know that we have an argument. We search for this and abort if we there was
|
||||
a problem finding the target.
|
||||
|
||||
> We could have done `raise InterruptCommand` in `.func` as well, but `return` is a little shorter to write
|
||||
> and there is no harm done if `at_post_func` runs since it's empty.
|
||||
|
||||
Next we call the found sittable's `do_sit` method. Note that we wrap this call like this:
|
||||
|
||||
```python
|
||||
|
||||
try:
|
||||
# code
|
||||
except AttributeError:
|
||||
# stuff to do if AttributeError exception was raised
|
||||
```
|
||||
|
||||
The reason is that `caller.search` has no idea we are looking for a Sittable. The user could have tried
|
||||
`sit wall` or `sit sword`. These don't have a `do_sit` method _but we call it anyway and handle the error_.
|
||||
This is a very "Pythonic" thing to do. The concept is often called "leap before you look" or "it's easier to
|
||||
ask for forgiveness than for permission". If `sittable.do_sit` does not exist, Python will raise an `AttributeError`.
|
||||
We catch this with `try ... except AttributeError` and convert it to a proper error message.
|
||||
|
||||
While it's useful to learn about `try ... except`, there is also a way to leverage Evennia to do this without
|
||||
`try ... except`:
|
||||
|
||||
```python
|
||||
|
||||
# ...
|
||||
|
||||
def func(self):
|
||||
|
||||
# self.search handles all error messages etc.
|
||||
sittable = self.caller.search(
|
||||
self.args,
|
||||
typeclass="typeclasses.sittables.Sittable")
|
||||
if not sittable:
|
||||
return
|
||||
sittable.do_sit(self.caller)
|
||||
```
|
||||
|
||||
```{sidebar} Continuing across multiple lines
|
||||
|
||||
Note how the `.search()` method's arguments are spread out over multiple
|
||||
lines. This works for all lists, tuples and other listings and is
|
||||
a good way to avoid very long and hard-to-read lines.
|
||||
|
||||
```
|
||||
|
||||
The `caller.search` method has an keyword argument `typeclass` that can take either a python-path to a
|
||||
typeclass, the typeclass itself, or a list of either to widen the allowed options. In this case we know
|
||||
for sure that the `sittable` we get is actually a `Sittable` class and we can call `sittable.do_sit` without
|
||||
needing to worry about catching errors.
|
||||
|
||||
Let's do the `stand` command while we are at it. Again, since the Command is external to the chair we don't
|
||||
know which object we are sitting in and have to search for it.
|
||||
|
||||
```python
|
||||
|
||||
class CmdStand2(Command):
|
||||
"""
|
||||
Stand up.
|
||||
|
||||
Usage:
|
||||
stand
|
||||
|
||||
"""
|
||||
key = "stand"
|
||||
|
||||
def func(self):
|
||||
|
||||
caller = self.caller
|
||||
# find the thing we are sitting on/in, by finding the object
|
||||
# in the current location that as an Attribute "sitter" set
|
||||
# to the caller
|
||||
sittable = caller.search(
|
||||
caller,
|
||||
candidates=caller.location.contents,
|
||||
attribute_name="sitter",
|
||||
typeclass="typeclasses.sittables.Sittable")
|
||||
# if this is None, the error was already reported to user
|
||||
if not sittable:
|
||||
return
|
||||
|
||||
sittable.do_stand(caller)
|
||||
|
||||
```
|
||||
|
||||
This forced us to to use the full power of the `caller.search` method. If we wanted to search for something
|
||||
more complex we would likely need to break out a [Django query](../Part1/Django-queries.md) to do it. The key here is that
|
||||
we know that the object we are looking for is a `Sittable` and that it must have an Attribute named `sitter`
|
||||
which should be set to us, the one sitting on/in the thing. Once we have that we just call `.do_stand` on it
|
||||
and let the Typeclass handle the rest.
|
||||
|
||||
All that is left now is to make this available to us. This type of Command should be available to us all the time
|
||||
so we can put it in the default Cmdset` on the Character. Open `mygame/default_cmdsets.py`
|
||||
|
||||
|
||||
```python
|
||||
# ...
|
||||
from commands import sittables
|
||||
|
||||
class CharacterCmdSet(CmdSet):
|
||||
"""
|
||||
(docstring)
|
||||
"""
|
||||
def at_cmdset_creation(self):
|
||||
# ...
|
||||
self.add(sittables.CmdSit2)
|
||||
self.add(sittables.CmdStand2)
|
||||
|
||||
```
|
||||
|
||||
Now let's try it out:
|
||||
|
||||
> reload
|
||||
> create/drop sofa : sittables.Sittable
|
||||
> sit sofa
|
||||
You sit down on sofa.
|
||||
> stand
|
||||
You stand up from sofa.
|
||||
|
||||
|
||||
## Conclusions
|
||||
|
||||
In this lesson we accomplished quite a bit:
|
||||
|
||||
- We modified our `Character` class to avoid moving when sitting down.
|
||||
- We made a new `Sittable` typeclass
|
||||
- We tried two ways to allow a user to interact with sittables using `sit` and `stand` commands.
|
||||
|
||||
Eagle-eyed readers will notice that the `stand` command sitting "on" the chair (variant 1) would work just fine
|
||||
together with the `sit` command sitting "on" the Character (variant 2). There is nothing stopping you from
|
||||
mixing them, or even try a third solution that better fits what you have in mind.
|
||||
|
||||
[prev lesson](../../../Unimplemented.md) | [next lesson](../../../Unimplemented.md)
|
||||
|
|
@ -17,47 +17,52 @@
|
|||
Taking our new game online and let players try it out
|
||||
```
|
||||
|
||||
In part three of the Evennia Beginner tutorial we will go through the creation of several key parts of our tutorial
|
||||
game _EvAdventure_. This is a pretty big part with plenty of examples.
|
||||
In part three of the Evennia Beginner tutorial we will go through the actual creation of
|
||||
our tutorial game _EvAdventure_, based on the [Knave](https://www.drivethrurpg.com/product/250888/Knave)
|
||||
RPG ruleset.
|
||||
|
||||
If you followed the previous parts of this tutorial you will have some notions about Python and where to find
|
||||
and make use of things in Evennia. We also have a good idea of the type of game we want.
|
||||
Even if this is not the game-style you are interested in, following along will give you a lot of experience
|
||||
with using Evennia. This be of much use when doing your own thing later.
|
||||
This is a big part. You'll be seeing a lot of code and there are plenty of lessons to go through.
|
||||
Take your time!
|
||||
|
||||
If you followed the previous parts of this tutorial you will have some notions about Python and where to
|
||||
find and make use of things in Evennia. We also have a good idea of the type of game we want.
|
||||
Even if this is not the game-style you are interested in, following along will give you a lot
|
||||
of experience with using Evennia. This be _really_ helpful for doing your own thing later.
|
||||
|
||||
Fully coded examples of all code we make in this part can be found in the
|
||||
[evennia/contrib/tutorials/evadventure](evennia.contrib.tutorials.evadventure) package.
|
||||
|
||||
## Lessons
|
||||
|
||||
_TODO_
|
||||
|
||||
```{toctree}
|
||||
:maxdepth: 1
|
||||
|
||||
Implementing-a-game-rule-system
|
||||
Turn-based-Combat-System
|
||||
A-Sittable-Object
|
||||
|
||||
```
|
||||
1. [Changing settings](../../../Unimplemented.md)
|
||||
1. [Applying contribs](../../../Unimplemented.md)
|
||||
1. [Creating a rule module](../../../Unimplemented.md)
|
||||
1. [Tweaking the base Typeclasses](../../../Unimplemented.md)
|
||||
1. [Character creation menu](../../../Unimplemented.md)
|
||||
1. [Wearing armor and wielding weapons](../../../Unimplemented.md)
|
||||
1. [Two types of combat](../../../Unimplemented.md)
|
||||
1. [Monsters and AI](../../../Unimplemented.md)
|
||||
1. [Questing and rewards](../../../Unimplemented.md)
|
||||
1. [Overview of Tech demo](../../../Unimplemented.md)
|
||||
Beginner-Tutorial-Utilities
|
||||
Beginner-Tutorial-Rule-System
|
||||
Beginner-Tutorial-Characters
|
||||
Beginner-Tuturial-Objects
|
||||
Beginner-Tutorial-Rooms
|
||||
Beginner-Tutorial-NPCs
|
||||
Beginner-Tutorial-Turnbased-Combat
|
||||
Beginner-Tutorial-Quests
|
||||
Beginner-Tutorial-Shops
|
||||
Beginner-Tutorial-Dungeon
|
||||
Beginner-Tutorial-Commands
|
||||
|
||||
|
||||
## Table of Contents
|
||||
|
||||
_TODO_
|
||||
|
||||
```{toctree}
|
||||
:maxdepth: 1
|
||||
|
||||
Implementing-a-game-rule-system
|
||||
Turn-Based-Combat-System
|
||||
A-Sittable-Object
|
||||
Beginner-Tutorial-Utilities
|
||||
Beginner-Tutorial-Rule-System
|
||||
Beginner-Tutorial-Characters
|
||||
Beginner-Tuturial-Objects
|
||||
Beginner-Tutorial-Rooms
|
||||
Beginner-Tutorial-NPCs
|
||||
Beginner-Tutorial-Turnbased-Combat
|
||||
Beginner-Tutorial-Quests
|
||||
Beginner-Tutorial-Shops
|
||||
Beginner-Tutorial-Dungeon
|
||||
Beginner-Tutorial-Commands
|
||||
```
|
||||
|
|
|
|||
|
|
@ -0,0 +1,351 @@
|
|||
# Code structure and Utilities
|
||||
|
||||
In this lesson we will set up the file structure for _EvAdventure_. We will make some
|
||||
utilities that will be useful later. We will also learn how to write _tests_.
|
||||
|
||||
## Folder structure
|
||||
|
||||
Create a new folder under your `mygame` folder, named `evadventure`. Inside it, create
|
||||
another folder `tests/` and make sure to put empty `__init__.py` files in both. This turns both
|
||||
folders into packages Python understands to import from.
|
||||
|
||||
```
|
||||
mygame/
|
||||
commands/
|
||||
evadventure/ <---
|
||||
__init__.py <---
|
||||
tests/ <---
|
||||
__init__.py <---
|
||||
__init__.py
|
||||
README.md
|
||||
server/
|
||||
typeclasses/
|
||||
web/
|
||||
world/
|
||||
|
||||
```
|
||||
|
||||
Importing anything from inside this folder from anywhere else under `mygame` will be done by
|
||||
|
||||
```python
|
||||
# from anywhere in mygame/
|
||||
from evadventure.yourmodulename import whatever
|
||||
```
|
||||
|
||||
This is the 'absolute path` type of import.
|
||||
|
||||
Between two modules both in `evadventure/`, you can use a 'relative' import with `.`:
|
||||
|
||||
```python
|
||||
# from a module inside mygame/evadventure
|
||||
from .yourmodulename import whatever
|
||||
```
|
||||
|
||||
From e.g. inside `mygame/evadventure/tests/` you can import from one level above using `..`:
|
||||
|
||||
```python
|
||||
# from mygame/evadventure/tests/
|
||||
from ..yourmodulename import whatever
|
||||
```
|
||||
|
||||
|
||||
## Enums
|
||||
|
||||
```{sidebar}
|
||||
A full example of the enum module is found in
|
||||
[evennia/contrib/tutorials/evadventure/enums.py](evennia.contrib.tutorials.evadventure.enums).
|
||||
```
|
||||
Create a new file `mygame/evadventure/enums.py`.
|
||||
|
||||
An [enum](https://docs.python.org/3/library/enum.html) (enumeration) is a way to establish constants
|
||||
in Python. Best is to show an example:
|
||||
|
||||
```python
|
||||
# in a file mygame/evadventure/enums.py
|
||||
|
||||
from enum import Enum
|
||||
|
||||
class Ability(Enum):
|
||||
|
||||
STR = "strength"
|
||||
|
||||
```
|
||||
|
||||
You access an enum like this:
|
||||
|
||||
```
|
||||
# from another module in mygame/evadventure
|
||||
|
||||
from .enums import Ability
|
||||
|
||||
Ability.STR # the enum itself
|
||||
Ability.STR.value # this is the string "strength"
|
||||
|
||||
```
|
||||
|
||||
Having enums is recommended practice. With them set up, it means we can make sure to refer to the
|
||||
same thing every time. Having all enums in one place also means you have a good overview of the
|
||||
constants you are dealing with.
|
||||
|
||||
The alternative would be to for example pass around a string `"constitution"`. If you mis-spell
|
||||
this (`"consitution"`), you would not necessarily know it right away - the error would happen later
|
||||
when the string is not recognized. If you make a typo getting `Ability.COM` instead of `Ability.CON`,
|
||||
Python will immediately raise an error since this enum is not recognized.
|
||||
|
||||
With enums you can also do nice direct comparisons like `if ability is Ability.WIS: <do stuff>`.
|
||||
|
||||
Note that the `Ability.STR` enum does not have the actual _value_ of e.g. your Strength.
|
||||
It's just a fixed label for the Strength ability.
|
||||
|
||||
Here is the `enum.py` module needed for _Knave_. It covers the basic aspects of
|
||||
rule systems we need to track (check out the _Knave_ rules. If you use another rule system you'll
|
||||
likely gradually expand on your enums as you figure out what you'll need).
|
||||
|
||||
```python
|
||||
# mygame/evadventure/enums.py
|
||||
|
||||
class Ability(Enum):
|
||||
"""
|
||||
The six base ability-bonuses and other
|
||||
abilities
|
||||
|
||||
"""
|
||||
|
||||
STR = "strength"
|
||||
DEX = "dexterity"
|
||||
CON = "constitution"
|
||||
INT = "intelligence"
|
||||
WIS = "wisdom"
|
||||
CHA = "charisma"
|
||||
|
||||
ARMOR = "armor"
|
||||
HP = "hp"
|
||||
LEVEL = "level"
|
||||
XP = "xp"
|
||||
|
||||
CRITICAL_FAILURE = "critical_failure"
|
||||
CRITICAL_SUCCESS = "critical_success"
|
||||
|
||||
ALLEGIANCE_HOSTILE = "hostile"
|
||||
ALLEGIANCE_NEUTRAL = "neutral"
|
||||
ALLEGIANCE_FRIENDLY = "friendly"
|
||||
|
||||
|
||||
class WieldLocation(Enum):
|
||||
"""
|
||||
Wield (or wear) locations.
|
||||
|
||||
"""
|
||||
|
||||
# wield/wear location
|
||||
BACKPACK = "backpack"
|
||||
WEAPON_HAND = "weapon_hand"
|
||||
SHIELD_HAND = "shield_hand"
|
||||
TWO_HANDS = "two_handed_weapons"
|
||||
BODY = "body" # armor
|
||||
HEAD = "head" # helmets
|
||||
|
||||
|
||||
class ObjType(Enum):
|
||||
"""
|
||||
Object types.
|
||||
|
||||
"""
|
||||
|
||||
WEAPON = "weapon"
|
||||
ARMOR = "armor"
|
||||
SHIELD = "shield"
|
||||
HELMET = "helmet"
|
||||
CONSUMABLE = "consumable"
|
||||
GEAR = "gear"
|
||||
MAGIC = "magic"
|
||||
QUEST = "quest"
|
||||
TREASURE = "treasure"
|
||||
```
|
||||
|
||||
Here the `Ability` class holds basic properties of a character sheet, while `WieldLocation` tracks
|
||||
equipment and where a character would wield and wear things - since _Knave_ has these, it makes sense
|
||||
to track it. Finally we have a set of different `ObjType`s, for differentiate game items. These are
|
||||
extracted by reading the _Knave_ object lists and figuring out how they should be categorized.
|
||||
|
||||
|
||||
## Utility module
|
||||
|
||||
> Create a new module `mygame/evadventure/utils.py`
|
||||
|
||||
```{sidebar}
|
||||
An example of the utility module is found in
|
||||
[evennia/contrib/tutorials/evadventure/utils.py](evennia.contrib.tutorials.evadventure.utils)
|
||||
```
|
||||
|
||||
This is for general functions we may need from all over. In this case we only picture one utility,
|
||||
a function that produces a pretty display of any object we pass to it.
|
||||
|
||||
This is an example of the string we want to see:
|
||||
|
||||
```
|
||||
Chipped Sword
|
||||
Value: ~10 coins [wielded in Weapon hand]
|
||||
|
||||
A simple sword used by mercenaries all over
|
||||
the world.
|
||||
|
||||
Slots: 1, Used from: weapon hand
|
||||
Quality: 3, Uses: None
|
||||
Attacks using strength against armor.
|
||||
Damage roll: 1d6
|
||||
```
|
||||
|
||||
Here's the start of how the function could look:
|
||||
|
||||
```python
|
||||
# in mygame/evadventure/utils.py
|
||||
|
||||
_OBJ_STATS = """
|
||||
|c{key}|n
|
||||
Value: ~|y{value}|n coins{carried}
|
||||
|
||||
{desc}
|
||||
|
||||
Slots: |w{size}|n, Used from: |w{use_slot_name}|n
|
||||
Quality: |w{quality}|n, Uses: |wuses|n
|
||||
Attacks using |w{attack_type_name}|n against |w{defense_type_name}|n
|
||||
Damage roll: |w{damage_roll}|n
|
||||
""".strip()
|
||||
|
||||
|
||||
def get_obj_stats(obj, owner=None):
|
||||
"""
|
||||
Get a string of stats about the object.
|
||||
|
||||
Args:
|
||||
obj (Object): The object to get stats for.
|
||||
owner (Object): The one currently owning/carrying `obj`, if any. Can be
|
||||
used to show e.g. where they are wielding it.
|
||||
Returns:
|
||||
str: A nice info string to display about the object.
|
||||
|
||||
"""
|
||||
return _OBJ_STATS.format(
|
||||
key=obj.key,
|
||||
value=10,
|
||||
carried="[Not carried]",
|
||||
desc=obj.db.desc,
|
||||
size=1,
|
||||
quality=3,
|
||||
uses="infinite"
|
||||
use_slot_name="backpack",
|
||||
attack_type_name="strength"
|
||||
defense_type_name="armor"
|
||||
damage_roll="1d6"
|
||||
)
|
||||
```
|
||||
Here we set up the string template with place holders for where every piece of info should go.
|
||||
Study this string so you understand what it does. The `|c`, `|y`, `|w` and `|n` markers are
|
||||
[Evennia color markup](../../../Concepts/Colors.md) for making the text cyan, yellow, white and neutral-color respectively.
|
||||
|
||||
We can guess some things, such that `obj.key` is the name of the object, and that `obj.db.desc` will
|
||||
hold its description (this is how it is in default Evennia).
|
||||
|
||||
But so far we have not established how to get any of the other properties like `size` or `attack_type`.
|
||||
So we just set them to dummy values. We'll need to get back to this when we have more code in place!
|
||||
|
||||
## Testing
|
||||
|
||||
> create a new module `mygame/evadventure/tests/test_utils.py`
|
||||
|
||||
How do you know if you made a typo in the code above? You could _manually_ test it by reloading your
|
||||
Evennia server and do the following from in-game:
|
||||
|
||||
py from evadventure.utils import get_obj_stats;print(get_obj_stats(self))
|
||||
|
||||
You should get back a nice string about yourself! If that works, great! But you'll need to remember
|
||||
doing that test when you change this code later.
|
||||
|
||||
```{sidebar}
|
||||
In [evennia/contrib/evadventure/tests/test_utils.py](evennia.contrib.evadventure.tests.test_utils)
|
||||
is the final test module. To dive deeper into unit testing in Evennia, see the
|
||||
[Unit testing](../../../Coding/Unit-Testing.md) documentation.
|
||||
```
|
||||
|
||||
A _unit test_ allows you to set up automated testing of code. Once you've written your test you
|
||||
can run it over and over and make sure later changes to your code didn't break things.
|
||||
|
||||
In this particular case, we _expect_ to later have to update the test when `get_obj_stats` becomes more
|
||||
complete and returns more reasonable data.
|
||||
|
||||
Evennia comes with extensive functionality to help you test your code. Here's a module for
|
||||
testing `get_obj_stats`.
|
||||
|
||||
```python
|
||||
# mygame/evadventure/tests/test_utils.py
|
||||
|
||||
from evennia.utils import create
|
||||
from evennia.utils.test_resources import BaseEvenniaTest
|
||||
|
||||
from ..import utils
|
||||
|
||||
class TestUtils(BaseEvenniaTest):
|
||||
def test_get_obj_stats(self):
|
||||
# make a simple object to test with
|
||||
obj = create.create_object(
|
||||
key="testobj",
|
||||
attributes=(("desc", "A test object"),)
|
||||
)
|
||||
# run it through the function
|
||||
result = utils.get_obj_stats(obj)
|
||||
# check that the result is what we expected
|
||||
self.assertEqual(
|
||||
result,
|
||||
"""
|
||||
|ctestobj|n
|
||||
Value: ~|y10|n coins
|
||||
|
||||
A test object
|
||||
|
||||
Slots: |w1|n, Used from: |wbackpack|n
|
||||
Quality: |w3|n, Uses: |winfinite|n
|
||||
Attacks using |wstrength|n against |warmor|n
|
||||
Damage roll: |w1d6|n
|
||||
""".strip()
|
||||
)
|
||||
|
||||
```
|
||||
|
||||
What happens here is that we create a new test-class `TestUtils` that inherits from `BaseEvenniaTest`.
|
||||
This inheritance is what makes this a testing class.
|
||||
|
||||
We can have any number of methods on this class. To have a method recognized as one containing
|
||||
code to test, its name _must_ start with `test_`. We have one - `test_get_obj_stats`.
|
||||
|
||||
In this method we create a dummy `obj` and gives it a `key` "testobj". Note how we add the
|
||||
`desc` [Attribute](../../../Components/Attributes.md) directly in the `create_object` call by specifying the attribute as a
|
||||
tuple `(name, value)`!
|
||||
|
||||
We then get the result of passing this dummy-object through `get_obj_stats` we imported earlier.
|
||||
|
||||
The `assertEqual` method is available on all testing classes and checks that the `result` is equal
|
||||
to the string we specify. If they are the same, the test _passes_, otherwise it _fails_ and we
|
||||
need to investigate what went wrong.
|
||||
|
||||
### Running your test
|
||||
|
||||
To run your test you need to stand inside your `mygame` folder and execute the following command:
|
||||
|
||||
evennia test --settings settings.py .evadventure.tests
|
||||
|
||||
This will run all your `evadventure` tests (if you had more of them). To only run your utility tests
|
||||
you could do
|
||||
|
||||
evennia test --settings settings.py .evadventure.tests.test_utils
|
||||
|
||||
If all goes well, you should get an `OK` back. Otherwise you need to check the failure, maybe
|
||||
your return string doesn't quite match what you expected.
|
||||
|
||||
## Summary
|
||||
|
||||
It's very important to understand how you import code between modules in Python, so if this is still
|
||||
confusing to you, it's worth to read up on this more.
|
||||
|
||||
That said, many newcomers are confused with how to begin, so by creating the folder structure, some
|
||||
small modules and even making your first unit test, you are off to a great start!
|
||||
|
|
@ -1,265 +0,0 @@
|
|||
# Implementing a game rule system
|
||||
|
||||
|
||||
The simplest way to create an online roleplaying game (at least from a code perspective) is to
|
||||
simply grab a paperback RPG rule book, get a staff of game masters together and start to run scenes
|
||||
with whomever logs in. Game masters can roll their dice in front of their computers and tell the
|
||||
players the results. This is only one step away from a traditional tabletop game and puts heavy
|
||||
demands on the staff - it is unlikely staff will be able to keep up around the clock even if they
|
||||
are very dedicated.
|
||||
|
||||
Many games, even the most roleplay-dedicated, thus tend to allow for players to mediate themselves
|
||||
to some extent. A common way to do this is to introduce *coded systems* - that is, to let the
|
||||
computer do some of the heavy lifting. A basic thing is to add an online dice-roller so everyone can
|
||||
make rolls and make sure noone is cheating. Somewhere at this level you find the most bare-bones
|
||||
roleplaying MUSHes.
|
||||
|
||||
The advantage of a coded system is that as long as the rules are fair the computer is too - it makes
|
||||
no judgement calls and holds no personal grudges (and cannot be accused of holding any). Also, the
|
||||
computer doesn't need to sleep and can always be online regardless of when a player logs on. The
|
||||
drawback is that a coded system is not flexible and won't adapt to the unprogrammed actions human
|
||||
players may come up with in role play. For this reason many roleplay-heavy MUDs do a hybrid
|
||||
variation - they use coded systems for things like combat and skill progression but leave role play
|
||||
to be mostly freeform, overseen by staff game masters.
|
||||
|
||||
Finally, on the other end of the scale are less- or no-roleplay games, where game mechanics (and
|
||||
thus player fairness) is the most important aspect. In such games the only events with in-game value
|
||||
are those resulting from code. Such games are very common and include everything from hack-and-slash
|
||||
MUDs to various tactical simulations.
|
||||
|
||||
So your first decision needs to be just what type of system you are aiming for. This page will try
|
||||
to give some ideas for how to organize the "coded" part of your system, however big that may be.
|
||||
|
||||
## Overall system infrastructure
|
||||
|
||||
We strongly recommend that you code your rule system as stand-alone as possible. That is, don't
|
||||
spread your skill check code, race bonus calculation, die modifiers or what have you all over your
|
||||
game.
|
||||
|
||||
- Put everything you would need to look up in a rule book into a module in `mygame/world`. Hide away
|
||||
as much as you can. Think of it as a black box (or maybe the code representation of an all-knowing
|
||||
game master). The rest of your game will ask this black box questions and get answers back. Exactly
|
||||
how it arrives at those results should not need to be known outside the box. Doing it this way
|
||||
makes it easier to change and update things in one place later.
|
||||
- Store only the minimum stuff you need with each game object. That is, if your Characters need
|
||||
values for Health, a list of skills etc, store those things on the Character - don't store how to
|
||||
roll or change them.
|
||||
- Next is to determine just how you want to store things on your Objects and Characters. You can
|
||||
choose to either store things as individual [Attributes](../../../Components/Attributes.md), like `character.db.STR=34` and
|
||||
`character.db.Hunting_skill=20`. But you could also use some custom storage method, like a
|
||||
dictionary `character.db.skills = {"Hunting":34, "Fishing":20, ...}`. A much more fancy solution is
|
||||
to look at the Ainneve [Trait
|
||||
handler](https://github.com/evennia/ainneve/blob/master/world/traits.py). Finally you could even go
|
||||
with a [custom django model](../../../Concepts/New-Models.md). Which is the better depends on your game and the
|
||||
complexity of your system.
|
||||
- Make a clear [API](https://en.wikipedia.org/wiki/Application_programming_interface) into your
|
||||
rules. That is, make methods/functions that you feed with, say, your Character and which skill you
|
||||
want to check. That is, you want something similar to this:
|
||||
|
||||
```python
|
||||
from world import rules
|
||||
result = rules.roll_skill(character, "hunting")
|
||||
result = rules.roll_challenge(character1, character2, "swords")
|
||||
```
|
||||
|
||||
You might need to make these functions more or less complex depending on your game. For example the
|
||||
properties of the room might matter to the outcome of a roll (if the room is dark, burning etc).
|
||||
Establishing just what you need to send into your game mechanic module is a great way to also get a
|
||||
feel for what you need to add to your engine.
|
||||
|
||||
## Coded systems
|
||||
|
||||
Inspired by tabletop role playing games, most game systems mimic some sort of die mechanic. To this
|
||||
end Evennia offers a full [dice
|
||||
roller](https://github.com/evennia/evennia/blob/master/evennia/contrib/dice.py) in its `contrib`
|
||||
folder. For custom implementations, Python offers many ways to randomize a result using its in-built
|
||||
`random` module. No matter how it's implemented, we will in this text refer to the action of
|
||||
determining an outcome as a "roll".
|
||||
|
||||
In a freeform system, the result of the roll is just compared with values and people (or the game
|
||||
master) just agree on what it means. In a coded system the result now needs to be processed somehow.
|
||||
There are many things that may happen as a result of rule enforcement:
|
||||
|
||||
- Health may be added or deducted. This can effect the character in various ways.
|
||||
- Experience may need to be added, and if a level-based system is used, the player might need to be
|
||||
informed they have increased a level.
|
||||
- Room-wide effects need to be reported to the room, possibly affecting everyone in the room.
|
||||
|
||||
There are also a slew of other things that fall under "Coded systems", including things like
|
||||
weather, NPC artificial intelligence and game economy. Basically everything about the world that a
|
||||
Game master would control in a tabletop role playing game can be mimicked to some level by coded
|
||||
systems.
|
||||
|
||||
|
||||
## Example of Rule module
|
||||
|
||||
Here is a simple example of a rule module. This is what we assume about our simple example game:
|
||||
- Characters have only four numerical values:
|
||||
- Their `level`, which starts at 1.
|
||||
- A skill `combat`, which determines how good they are at hitting things. Starts between 5 and
|
||||
10.
|
||||
- Their Strength, `STR`, which determine how much damage they do. Starts between 1 and 10.
|
||||
- Their Health points, `HP`, which starts at 100.
|
||||
- When a Character reaches `HP = 0`, they are presumed "defeated". Their HP is reset and they get a
|
||||
failure message (as a stand-in for death code).
|
||||
- Abilities are stored as simple Attributes on the Character.
|
||||
- "Rolls" are done by rolling a 100-sided die. If the result is below the `combat` value, it's a
|
||||
success and damage is rolled. Damage is rolled as a six-sided die + the value of `STR` (for this
|
||||
example we ignore weapons and assume `STR` is all that matters).
|
||||
- Every successful `attack` roll gives 1-3 experience points (`XP`). Every time the number of `XP`
|
||||
reaches `(level + 1) ** 2`, the Character levels up. When leveling up, the Character's `combat`
|
||||
value goes up by 2 points and `STR` by one (this is a stand-in for a real progression system).
|
||||
|
||||
### Character
|
||||
|
||||
The Character typeclass is simple. It goes in `mygame/typeclasses/characters.py`. There is already
|
||||
an empty `Character` class there that Evennia will look to and use.
|
||||
|
||||
```python
|
||||
from random import randint
|
||||
from evennia import DefaultCharacter
|
||||
|
||||
class Character(DefaultCharacter):
|
||||
"""
|
||||
Custom rule-restricted character. We randomize
|
||||
the initial skill and ability values bettween 1-10.
|
||||
"""
|
||||
def at_object_creation(self):
|
||||
"Called only when first created"
|
||||
self.db.level = 1
|
||||
self.db.HP = 100
|
||||
self.db.XP = 0
|
||||
self.db.STR = randint(1, 10)
|
||||
self.db.combat = randint(5, 10)
|
||||
```
|
||||
|
||||
`@reload` the server to load up the new code. Doing `examine self` will however *not* show the new
|
||||
Attributes on yourself. This is because the `at_object_creation` hook is only called on *new*
|
||||
Characters. Your Character was already created and will thus not have them. To force a reload, use
|
||||
the following command:
|
||||
|
||||
```
|
||||
@typeclass/force/reset self
|
||||
```
|
||||
|
||||
The `examine self` command will now show the new Attributes.
|
||||
|
||||
### Rule module
|
||||
|
||||
This is a module `mygame/world/rules.py`.
|
||||
|
||||
```python
|
||||
from random import randint
|
||||
|
||||
def roll_hit():
|
||||
"Roll 1d100"
|
||||
return randint(1, 100)
|
||||
|
||||
def roll_dmg():
|
||||
"Roll 1d6"
|
||||
return randint(1, 6)
|
||||
|
||||
def check_defeat(character):
|
||||
"Checks if a character is 'defeated'."
|
||||
if character.db.HP <= 0:
|
||||
character.msg("You fall down, defeated!")
|
||||
character.db.HP = 100 # reset
|
||||
|
||||
def add_XP(character, amount):
|
||||
"Add XP to character, tracking level increases."
|
||||
character.db.XP += amount
|
||||
if character.db.XP >= (character.db.level + 1) ** 2:
|
||||
character.db.level += 1
|
||||
character.db.STR += 1
|
||||
character.db.combat += 2
|
||||
character.msg(f"You are now level {character.db.level}!")
|
||||
|
||||
def skill_combat(*args):
|
||||
"""
|
||||
This determines outcome of combat. The one who
|
||||
rolls under their combat skill AND higher than
|
||||
their opponent's roll hits.
|
||||
"""
|
||||
char1, char2 = args
|
||||
roll1, roll2 = roll_hit(), roll_hit()
|
||||
failtext_template = "You are hit by {attacker} for {dmg} damage!"
|
||||
wintext_template = "You hit {target} for {dmg} damage!"
|
||||
xp_gain = randint(1, 3)
|
||||
if char1.db.combat >= roll1 > roll2:
|
||||
# char 1 hits
|
||||
dmg = roll_dmg() + char1.db.STR
|
||||
char1.msg(wintext_template.format(target=char2, dmg=dmg))
|
||||
add_XP(char1, xp_gain)
|
||||
char2.msg(failtext_template.format(attacker=char1, dmg=dmg))
|
||||
char2.db.HP -= dmg
|
||||
check_defeat(char2)
|
||||
elif char2.db.combat >= roll2 > roll1:
|
||||
# char 2 hits
|
||||
dmg = roll_dmg() + char2.db.STR
|
||||
char1.msg(failtext_template.format(attacker=char2, dmg=dmg))
|
||||
char1.db.HP -= dmg
|
||||
check_defeat(char1)
|
||||
char2.msg(wintext_template.format(target=char1, dmg=dmg))
|
||||
add_XP(char2, xp_gain)
|
||||
else:
|
||||
# a draw
|
||||
drawtext = "Neither of you can find an opening."
|
||||
char1.msg(drawtext)
|
||||
char2.msg(drawtext)
|
||||
|
||||
SKILLS = {"combat": skill_combat}
|
||||
|
||||
def roll_challenge(character1, character2, skillname):
|
||||
"""
|
||||
Determine the outcome of a skill challenge between
|
||||
two characters based on the skillname given.
|
||||
"""
|
||||
if skillname in SKILLS:
|
||||
SKILLS[skillname](character1, character2)
|
||||
else:
|
||||
raise RunTimeError(f"Skillname {skillname} not found.")
|
||||
```
|
||||
|
||||
These few functions implement the entirety of our simple rule system. We have a function to check
|
||||
the "defeat" condition and reset the `HP` back to 100 again. We define a generic "skill" function.
|
||||
Multiple skills could all be added with the same signature; our `SKILLS` dictionary makes it easy to
|
||||
look up the skills regardless of what their actual functions are called. Finally, the access
|
||||
function `roll_challenge` just picks the skill and gets the result.
|
||||
|
||||
In this example, the skill function actually does a lot - it not only rolls results, it also informs
|
||||
everyone of their results via `character.msg()` calls.
|
||||
|
||||
Here is an example of usage in a game command:
|
||||
|
||||
```python
|
||||
from evennia import Command
|
||||
from world import rules
|
||||
|
||||
class CmdAttack(Command):
|
||||
"""
|
||||
attack an opponent
|
||||
|
||||
Usage:
|
||||
attack <target>
|
||||
|
||||
This will attack a target in the same room, dealing
|
||||
damage with your bare hands.
|
||||
"""
|
||||
def func(self):
|
||||
"Implementing combat"
|
||||
|
||||
caller = self.caller
|
||||
if not self.args:
|
||||
caller.msg("You need to pick a target to attack.")
|
||||
return
|
||||
|
||||
target = caller.search(self.args)
|
||||
if target:
|
||||
rules.roll_challenge(caller, target, "combat")
|
||||
```
|
||||
|
||||
Note how simple the command becomes and how generic you can make it. It becomes simple to offer any
|
||||
number of Combat commands by just extending this functionality - you can easily roll challenges and
|
||||
pick different skills to check. And if you ever decided to, say, change how to determine hit chance,
|
||||
you don't have to change every command, but need only change the single `roll_hit` function inside
|
||||
your `rules` module.
|
||||
|
|
@ -1,521 +0,0 @@
|
|||
# Turn based Combat System
|
||||
|
||||
|
||||
This tutorial gives an example of a full, if simplified, combat system for Evennia. It was inspired
|
||||
by the discussions held on the [mailing
|
||||
list](https://groups.google.com/forum/#!msg/evennia/wnJNM2sXSfs/-dbLRrgWnYMJ).
|
||||
|
||||
## Overview of combat system concepts
|
||||
|
||||
Most MUDs will use some sort of combat system. There are several main variations:
|
||||
|
||||
- _Freeform_ - the simplest form of combat to implement, common to MUSH-style roleplaying games.
|
||||
This means the system only supplies dice rollers or maybe commands to compare skills and spit out
|
||||
the result. Dice rolls are done to resolve combat according to the rules of the game and to direct
|
||||
the scene. A game master may be required to resolve rule disputes.
|
||||
- _Twitch_ - This is the traditional MUD hack&slash style combat. In a twitch system there is often
|
||||
no difference between your normal "move-around-and-explore mode" and the "combat mode". You enter an
|
||||
attack command and the system will calculate if the attack hits and how much damage was caused.
|
||||
Normally attack commands have some sort of timeout or notion of recovery/balance to reduce the
|
||||
advantage of spamming or client scripting. Whereas the simplest systems just means entering `kill
|
||||
<target>` over and over, more sophisticated twitch systems include anything from defensive stances
|
||||
to tactical positioning.
|
||||
- _Turn-based_ - a turn based system means that the system pauses to make sure all combatants can
|
||||
choose their actions before continuing. In some systems, such entered actions happen immediately
|
||||
(like twitch-based) whereas in others the resolution happens simultaneously at the end of the turn.
|
||||
The disadvantage of a turn-based system is that the game must switch to a "combat mode" and one also
|
||||
needs to take special care of how to handle new combatants and the passage of time. The advantage is
|
||||
that success is not dependent on typing speed or of setting up quick client macros. This potentially
|
||||
allows for emoting as part of combat which is an advantage for roleplay-heavy games.
|
||||
|
||||
To implement a freeform combat system all you need is a dice roller and a roleplaying rulebook. See
|
||||
[contrib/dice.py](https://github.com/evennia/evennia/blob/master/evennia/contrib/dice.py) for an
|
||||
example dice roller. To implement at twitch-based system you basically need a few combat
|
||||
[commands](../../../Components/Commands.md), possibly ones with a [cooldown](../../Command-Cooldown.md). You also need a [game rule
|
||||
module](./Implementing-a-game-rule-system.md) that makes use of it. We will focus on the turn-based
|
||||
variety here.
|
||||
|
||||
## Tutorial overview
|
||||
|
||||
This tutorial will implement the slightly more complex turn-based combat system. Our example has the
|
||||
following properties:
|
||||
|
||||
- Combat is initiated with `attack <target>`, this initiates the combat mode.
|
||||
- Characters may join an ongoing battle using `attack <target>` against a character already in
|
||||
combat.
|
||||
- Each turn every combating character will get to enter two commands, their internal order matters
|
||||
and they are compared one-to-one in the order given by each combatant. Use of `say` and `pose` is
|
||||
free.
|
||||
- The commands are (in our example) simple; they can either `hit <target>`, `feint <target>` or
|
||||
`parry <target>`. They can also `defend`, a generic passive defense. Finally they may choose to
|
||||
`disengage/flee`.
|
||||
- When attacking we use a classic [rock-paper-scissors](https://en.wikipedia.org/wiki/Rock-paper-
|
||||
scissors) mechanic to determine success: `hit` defeats `feint`, which defeats `parry` which defeats
|
||||
`hit`. `defend` is a general passive action that has a percentage chance to win against `hit`
|
||||
(only).
|
||||
- `disengage/flee` must be entered two times in a row and will only succeed if there is no `hit`
|
||||
against them in that time. If so they will leave combat mode.
|
||||
- Once every player has entered two commands, all commands are resolved in order and the result is
|
||||
reported. A new turn then begins.
|
||||
- If players are too slow the turn will time out and any unset commands will be set to `defend`.
|
||||
|
||||
For creating the combat system we will need the following components:
|
||||
|
||||
- A combat handler. This is the main mechanic of the system. This is a [Script](../../../Components/Scripts.md) object
|
||||
created for each combat. It is not assigned to a specific object but is shared by the combating
|
||||
characters and handles all the combat information. Since Scripts are database entities it also means
|
||||
that the combat will not be affected by a server reload.
|
||||
- A combat [command set](../../../Components/Command-Sets.md) with the relevant commands needed for combat, such as the
|
||||
various attack/defend options and the `flee/disengage` command to leave the combat mode.
|
||||
- A rule resolution system. The basics of making such a module is described in the [rule system
|
||||
tutorial](./Implementing-a-game-rule-system.md). We will only sketch such a module here for our end-turn
|
||||
combat resolution.
|
||||
- An `attack` [command](../../../Components/Commands.md) for initiating the combat mode. This is added to the default
|
||||
command set. It will create the combat handler and add the character(s) to it. It will also assign
|
||||
the combat command set to the characters.
|
||||
|
||||
## The combat handler
|
||||
|
||||
The _combat handler_ is implemented as a stand-alone [Script](../../../Components/Scripts.md). This Script is created when
|
||||
the first Character decides to attack another and is deleted when no one is fighting any more. Each
|
||||
handler represents one instance of combat and one combat only. Each instance of combat can hold any
|
||||
number of characters but each character can only be part of one combat at a time (a player would
|
||||
need to disengage from the first combat before they could join another).
|
||||
|
||||
The reason we don't store this Script "on" any specific character is because any character may leave
|
||||
the combat at any time. Instead the script holds references to all characters involved in the
|
||||
combat. Vice-versa, all characters holds a back-reference to the current combat handler. While we
|
||||
don't use this very much here this might allow the combat commands on the characters to access and
|
||||
update the combat handler state directly.
|
||||
|
||||
_Note: Another way to implement a combat handler would be to use a normal Python object and handle
|
||||
time-keeping with the [TickerHandler](../../../Components/TickerHandler.md). This would require either adding custom hook
|
||||
methods on the character or to implement a custom child of the TickerHandler class to track turns.
|
||||
Whereas the TickerHandler is easy to use, a Script offers more power in this case._
|
||||
|
||||
Here is a basic combat handler. Assuming our game folder is named `mygame`, we store it in
|
||||
`mygame/typeclasses/combat_handler.py`:
|
||||
|
||||
```python
|
||||
# mygame/typeclasses/combat_handler.py
|
||||
|
||||
import random
|
||||
from evennia import DefaultScript
|
||||
from world.rules import resolve_combat
|
||||
|
||||
class CombatHandler(DefaultScript):
|
||||
"""
|
||||
This implements the combat handler.
|
||||
"""
|
||||
|
||||
# standard Script hooks
|
||||
|
||||
def at_script_creation(self):
|
||||
"Called when script is first created"
|
||||
|
||||
self.key = f"combat_handler_{random.randint(1, 1000)}"
|
||||
self.desc = "handles combat"
|
||||
self.interval = 60 * 2 # two minute timeout
|
||||
self.start_delay = True
|
||||
self.persistent = True
|
||||
|
||||
# store all combatants
|
||||
self.db.characters = {}
|
||||
# store all actions for each turn
|
||||
self.db.turn_actions = {}
|
||||
# number of actions entered per combatant
|
||||
self.db.action_count = {}
|
||||
|
||||
def _init_character(self, character):
|
||||
"""
|
||||
This initializes handler back-reference
|
||||
and combat cmdset on a character
|
||||
"""
|
||||
character.ndb.combat_handler = self
|
||||
character.cmdset.add("commands.combat.CombatCmdSet")
|
||||
|
||||
def _cleanup_character(self, character):
|
||||
"""
|
||||
Remove character from handler and clean
|
||||
it of the back-reference and cmdset
|
||||
"""
|
||||
dbref = character.id
|
||||
del self.db.characters[dbref]
|
||||
del self.db.turn_actions[dbref]
|
||||
del self.db.action_count[dbref]
|
||||
del character.ndb.combat_handler
|
||||
character.cmdset.delete("commands.combat.CombatCmdSet")
|
||||
|
||||
def at_start(self):
|
||||
"""
|
||||
This is called on first start but also when the script is restarted
|
||||
after a server reboot. We need to re-assign this combat handler to
|
||||
all characters as well as re-assign the cmdset.
|
||||
"""
|
||||
for character in self.db.characters.values():
|
||||
self._init_character(character)
|
||||
|
||||
def at_stop(self):
|
||||
"Called just before the script is stopped/destroyed."
|
||||
for character in list(self.db.characters.values()):
|
||||
# note: the list() call above disconnects list from database
|
||||
self._cleanup_character(character)
|
||||
|
||||
def at_repeat(self):
|
||||
"""
|
||||
This is called every self.interval seconds (turn timeout) or
|
||||
when force_repeat is called (because everyone has entered their
|
||||
commands). We know this by checking the existence of the
|
||||
`normal_turn_end` NAttribute, set just before calling
|
||||
force_repeat.
|
||||
|
||||
"""
|
||||
if self.ndb.normal_turn_end:
|
||||
# we get here because the turn ended normally
|
||||
# (force_repeat was called) - no msg output
|
||||
del self.ndb.normal_turn_end
|
||||
else:
|
||||
# turn timeout
|
||||
self.msg_all("Turn timer timed out. Continuing.")
|
||||
self.end_turn()
|
||||
|
||||
# Combat-handler methods
|
||||
|
||||
def add_character(self, character):
|
||||
"Add combatant to handler"
|
||||
dbref = character.id
|
||||
self.db.characters[dbref] = character
|
||||
self.db.action_count[dbref] = 0
|
||||
self.db.turn_actions[dbref] = [("defend", character, None),
|
||||
("defend", character, None)]
|
||||
# set up back-reference
|
||||
self._init_character(character)
|
||||
|
||||
def remove_character(self, character):
|
||||
"Remove combatant from handler"
|
||||
if character.id in self.db.characters:
|
||||
self._cleanup_character(character)
|
||||
if not self.db.characters:
|
||||
# if no more characters in battle, kill this handler
|
||||
self.stop()
|
||||
|
||||
def msg_all(self, message):
|
||||
"Send message to all combatants"
|
||||
for character in self.db.characters.values():
|
||||
character.msg(message)
|
||||
|
||||
def add_action(self, action, character, target):
|
||||
"""
|
||||
Called by combat commands to register an action with the handler.
|
||||
|
||||
action - string identifying the action, like "hit" or "parry"
|
||||
character - the character performing the action
|
||||
target - the target character or None
|
||||
|
||||
actions are stored in a dictionary keyed to each character, each
|
||||
of which holds a list of max 2 actions. An action is stored as
|
||||
a tuple (character, action, target).
|
||||
"""
|
||||
dbref = character.id
|
||||
count = self.db.action_count[dbref]
|
||||
if 0 <= count <= 1: # only allow 2 actions
|
||||
self.db.turn_actions[dbref][count] = (action, character, target)
|
||||
else:
|
||||
# report if we already used too many actions
|
||||
return False
|
||||
self.db.action_count[dbref] += 1
|
||||
return True
|
||||
|
||||
def check_end_turn(self):
|
||||
"""
|
||||
Called by the command to eventually trigger
|
||||
the resolution of the turn. We check if everyone
|
||||
has added all their actions; if so we call force the
|
||||
script to repeat immediately (which will call
|
||||
`self.at_repeat()` while resetting all timers).
|
||||
"""
|
||||
if all(count > 1 for count in self.db.action_count.values()):
|
||||
self.ndb.normal_turn_end = True
|
||||
self.force_repeat()
|
||||
|
||||
def end_turn(self):
|
||||
"""
|
||||
This resolves all actions by calling the rules module.
|
||||
It then resets everything and starts the next turn. It
|
||||
is called by at_repeat().
|
||||
"""
|
||||
resolve_combat(self, self.db.turn_actions)
|
||||
|
||||
if len(self.db.characters) < 2:
|
||||
# less than 2 characters in battle, kill this handler
|
||||
self.msg_all("Combat has ended")
|
||||
self.stop()
|
||||
else:
|
||||
# reset counters before next turn
|
||||
for character in self.db.characters.values():
|
||||
self.db.characters[character.id] = character
|
||||
self.db.action_count[character.id] = 0
|
||||
self.db.turn_actions[character.id] = [("defend", character, None),
|
||||
("defend", character, None)]
|
||||
self.msg_all("Next turn begins ...")
|
||||
```
|
||||
|
||||
This implements all the useful properties of our combat handler. This Script will survive a reboot
|
||||
and will automatically re-assert itself when it comes back online. Even the current state of the
|
||||
combat should be unaffected since it is saved in Attributes at every turn. An important part to note
|
||||
is the use of the Script's standard `at_repeat` hook and the `force_repeat` method to end each turn.
|
||||
This allows for everything to go through the same mechanisms with minimal repetition of code.
|
||||
|
||||
What is not present in this handler is a way for players to view the actions they set or to change
|
||||
their actions once they have been added (but before the last one has added theirs). We leave this as
|
||||
an exercise.
|
||||
|
||||
## Combat commands
|
||||
|
||||
Our combat commands - the commands that are to be available to us during the combat - are (in our
|
||||
example) very simple. In a full implementation the commands available might be determined by the
|
||||
weapon(s) held by the player or by which skills they know.
|
||||
|
||||
We create them in `mygame/commands/combat.py`.
|
||||
|
||||
```python
|
||||
# mygame/commands/combat.py
|
||||
|
||||
from evennia import Command
|
||||
|
||||
class CmdHit(Command):
|
||||
"""
|
||||
hit an enemy
|
||||
|
||||
Usage:
|
||||
hit <target>
|
||||
|
||||
Strikes the given enemy with your current weapon.
|
||||
"""
|
||||
key = "hit"
|
||||
aliases = ["strike", "slash"]
|
||||
help_category = "combat"
|
||||
|
||||
def func(self):
|
||||
"Implements the command"
|
||||
if not self.args:
|
||||
self.caller.msg("Usage: hit <target>")
|
||||
return
|
||||
target = self.caller.search(self.args)
|
||||
if not target:
|
||||
return
|
||||
ok = self.caller.ndb.combat_handler.add_action("hit",
|
||||
self.caller,
|
||||
target)
|
||||
if ok:
|
||||
self.caller.msg("You add 'hit' to the combat queue")
|
||||
else:
|
||||
self.caller.msg("You can only queue two actions per turn!")
|
||||
|
||||
# tell the handler to check if turn is over
|
||||
self.caller.ndb.combat_handler.check_end_turn()
|
||||
```
|
||||
|
||||
The other commands `CmdParry`, `CmdFeint`, `CmdDefend` and `CmdDisengage` look basically the same.
|
||||
We should also add a custom `help` command to list all the available combat commands and what they
|
||||
do.
|
||||
|
||||
We just need to put them all in a cmdset. We do this at the end of the same module:
|
||||
|
||||
```python
|
||||
# mygame/commands/combat.py
|
||||
|
||||
from evennia import CmdSet
|
||||
from evennia import default_cmds
|
||||
|
||||
class CombatCmdSet(CmdSet):
|
||||
key = "combat_cmdset"
|
||||
mergetype = "Replace"
|
||||
priority = 10
|
||||
no_exits = True
|
||||
|
||||
def at_cmdset_creation(self):
|
||||
self.add(CmdHit())
|
||||
self.add(CmdParry())
|
||||
self.add(CmdFeint())
|
||||
self.add(CmdDefend())
|
||||
self.add(CmdDisengage())
|
||||
self.add(CmdHelp())
|
||||
self.add(default_cmds.CmdPose())
|
||||
self.add(default_cmds.CmdSay())
|
||||
```
|
||||
|
||||
## Rules module
|
||||
|
||||
A general way to implement a rule module is found in the [rule system tutorial](Implementing-a-game-
|
||||
rule-system). Proper resolution would likely require us to change our Characters to store things
|
||||
like strength, weapon skills and so on. So for this example we will settle for a very simplistic
|
||||
rock-paper-scissors kind of setup with some randomness thrown in. We will not deal with damage here
|
||||
but just announce the results of each turn. In a real system the Character objects would hold stats
|
||||
to affect their skills, their chosen weapon affect the choices, they would be able to lose health
|
||||
etc.
|
||||
|
||||
Within each turn, there are "sub-turns", each consisting of one action per character. The actions
|
||||
within each sub-turn happens simultaneously and only once they have all been resolved we move on to
|
||||
the next sub-turn (or end the full turn).
|
||||
|
||||
*Note: In our simple example the sub-turns don't affect each other (except for `disengage/flee`),
|
||||
nor do any effects carry over between turns. The real power of a turn-based system would be to add
|
||||
real tactical possibilities here though; For example if your hit got parried you could be out of
|
||||
balance and your next action would be at a disadvantage. A successful feint would open up for a
|
||||
subsequent attack and so on ...*
|
||||
|
||||
Our rock-paper-scissor setup works like this:
|
||||
|
||||
- `hit` beats `feint` and `flee/disengage`. It has a random chance to fail against `defend`.
|
||||
- `parry` beats `hit`.
|
||||
- `feint` beats `parry` and is then counted as a `hit`.
|
||||
- `defend` does nothing but has a chance to beat `hit`.
|
||||
- `flee/disengage` must succeed two times in a row (i.e. not beaten by a `hit` once during the
|
||||
turn). If so the character leaves combat.
|
||||
|
||||
|
||||
```python
|
||||
# mygame/world/rules.py
|
||||
|
||||
import random
|
||||
|
||||
# messages
|
||||
|
||||
def resolve_combat(combat_handler, actiondict):
|
||||
"""
|
||||
This is called by the combat handler
|
||||
actiondict is a dictionary with a list of two actions
|
||||
for each character:
|
||||
{char.id:[(action1, char, target), (action2, char, target)], ...}
|
||||
"""
|
||||
flee = {} # track number of flee commands per character
|
||||
for isub in range(2):
|
||||
# loop over sub-turns
|
||||
messages = []
|
||||
for subturn in (sub[isub] for sub in actiondict.values()):
|
||||
# for each character, resolve the sub-turn
|
||||
action, char, target = subturn
|
||||
if target:
|
||||
taction, tchar, ttarget = actiondict[target.id][isub]
|
||||
if action == "hit":
|
||||
if taction == "parry" and ttarget == char:
|
||||
messages.append(
|
||||
f"{char} tries to hit {tchar}, but {tchar} parries the attack!"
|
||||
)
|
||||
elif taction == "defend" and random.random() < 0.5:
|
||||
messages.append(
|
||||
f"{tchar} defends against the attack by {char}."
|
||||
)
|
||||
elif taction == "flee":
|
||||
flee[tchar] = -2
|
||||
messages.append(
|
||||
f"{char} stops {tchar} from disengaging, with a hit!"
|
||||
)
|
||||
else:
|
||||
messages.append(
|
||||
f"{char} hits {tchar}, bypassing their {taction}!"
|
||||
)
|
||||
elif action == "parry":
|
||||
if taction == "hit":
|
||||
messages.append(f"{char} parries the attack by {tchar}.")
|
||||
elif taction == "feint":
|
||||
messages.append(
|
||||
f"{char} tries to parry, but {tchar} feints and hits!"
|
||||
)
|
||||
else:
|
||||
messages.append(f"{char} parries to no avail.")
|
||||
elif action == "feint":
|
||||
if taction == "parry":
|
||||
messages.append(
|
||||
f"{char} feints past {tchar}'s parry, landing a hit!"
|
||||
)
|
||||
elif taction == "hit":
|
||||
messages.append(f"{char} feints but is defeated by {tchar}'s hit!")
|
||||
else:
|
||||
messages.append(f"{char} feints to no avail.")
|
||||
elif action == "defend":
|
||||
messages.append(f"{char} defends.")
|
||||
elif action == "flee":
|
||||
if char in flee:
|
||||
flee[char] += 1
|
||||
else:
|
||||
flee[char] = 1
|
||||
messages.append(
|
||||
f"{char} tries to disengage (two subsequent turns needed)"
|
||||
)
|
||||
|
||||
# echo results of each subturn
|
||||
combat_handler.msg_all("\n".join(messages))
|
||||
|
||||
# at the end of both sub-turns, test if anyone fled
|
||||
for (char, fleevalue) in flee.items():
|
||||
if fleevalue == 2:
|
||||
combat_handler.msg_all(f"{char} withdraws from combat.")
|
||||
combat_handler.remove_character(char)
|
||||
```
|
||||
|
||||
To make it simple (and to save space), this example rule module actually resolves each interchange
|
||||
twice - first when it gets to each character and then again when handling the target. Also, since we
|
||||
use the combat handler's `msg_all` method here, the system will get pretty spammy. To clean it up,
|
||||
one could imagine tracking all the possible interactions to make sure each pair is only handled and
|
||||
reported once.
|
||||
|
||||
## Combat initiator command
|
||||
|
||||
This is the last component we need, a command to initiate combat. This will tie everything together.
|
||||
We store this with the other combat commands.
|
||||
|
||||
```python
|
||||
# mygame/commands/combat.py
|
||||
|
||||
from evennia import create_script
|
||||
|
||||
class CmdAttack(Command):
|
||||
"""
|
||||
initiates combat
|
||||
|
||||
Usage:
|
||||
attack <target>
|
||||
|
||||
This will initiate combat with <target>. If <target is
|
||||
already in combat, you will join the combat.
|
||||
"""
|
||||
key = "attack"
|
||||
help_category = "General"
|
||||
|
||||
def func(self):
|
||||
"Handle command"
|
||||
if not self.args:
|
||||
self.caller.msg("Usage: attack <target>")
|
||||
return
|
||||
target = self.caller.search(self.args)
|
||||
if not target:
|
||||
return
|
||||
# set up combat
|
||||
if target.ndb.combat_handler:
|
||||
# target is already in combat - join it
|
||||
target.ndb.combat_handler.add_character(self.caller)
|
||||
target.ndb.combat_handler.msg_all(f"{self.caller} joins combat!")
|
||||
else:
|
||||
# create a new combat handler
|
||||
chandler = create_script("combat_handler.CombatHandler")
|
||||
chandler.add_character(self.caller)
|
||||
chandler.add_character(target)
|
||||
self.caller.msg(f"You attack {target}! You are in combat.")
|
||||
target.msg(f"{self.caller} attacks you! You are in combat.")
|
||||
```
|
||||
|
||||
The `attack` command will not go into the combat cmdset but rather into the default cmdset. See e.g.
|
||||
the [Adding Command Tutorial](../Part1/Adding-Commands.md) if you are unsure about how to do this.
|
||||
|
||||
## Expanding the example
|
||||
|
||||
At this point you should have a simple but flexible turn-based combat system. We have taken several
|
||||
shortcuts and simplifications in this example. The output to the players is likely too verbose
|
||||
during combat and too limited when it comes to informing about things surrounding it. Methods for
|
||||
changing your commands or list them, view who is in combat etc is likely needed - this will require
|
||||
play testing for each game and style. There is also currently no information displayed for other
|
||||
people happening to be in the same room as the combat - some less detailed information should
|
||||
probably be echoed to the room to
|
||||
show others what's going on.
|
||||
Loading…
Add table
Add a link
Reference in a new issue