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docs/1.0-dev/Howtos/Beginner-Tutorial/Part1/Adding-Commands.html
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<title>8. Adding custom commands — Evennia 1.0-dev documentation</title>
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<li class="nav-item nav-item-3"><a href="Beginner-Tutorial-Part1-Intro.html" accesskey="U">Part 1: What we have</a> »</li>
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<li class="nav-item nav-item-this"><a href=""><span class="section-number">8. </span>Adding custom commands</a></li>
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<section class="tex2jax_ignore mathjax_ignore" id="adding-custom-commands">
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||||
<h1><span class="section-number">8. </span>Adding custom commands<a class="headerlink" href="#adding-custom-commands" title="Permalink to this headline">¶</a></h1>
|
||||
<p>In this lesson we’ll learn how to create our own Evennia <em>Commands</em>. If you are new to Python you’ll
|
||||
also learn some more basics about how to manipulate strings and get information out of Evennia.</p>
|
||||
<p>A Command is something that handles the input from a user and causes a result to happen.
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||||
An example is <code class="docutils literal notranslate"><span class="pre">look</span></code>, which examines your current location and tells how it looks like and
|
||||
what is in it.</p>
|
||||
<aside class="sidebar">
|
||||
<p class="sidebar-title">Commands are not typeclassed</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>If you just came from the previous lesson, you might want to know that Commands and
|
||||
CommandSets are not `typeclassed`. That is, instances of them are not saved to the
|
||||
database. They are "just" normal Python classes.
|
||||
</pre></div>
|
||||
</div>
|
||||
</aside>
|
||||
<p>In Evennia, a Command is a Python <em>class</em>. If you are unsure about what a class is, review the
|
||||
previous lessons! A Command inherits from <code class="docutils literal notranslate"><span class="pre">evennia.Command</span></code> or from one of the alternative command-
|
||||
classes, such as <code class="docutils literal notranslate"><span class="pre">MuxCommand</span></code> which is what most default commands use.</p>
|
||||
<p>All Commands are in turn grouped in another class called a <em>Command Set</em>. Think of a Command Set
|
||||
as a bag holding many different commands. One CmdSet could for example hold all commands for
|
||||
combat, another for building etc. By default, Evennia groups all character-commands into one
|
||||
big cmdset.</p>
|
||||
<p>Command-Sets are then associated with objects, for example with your Character. Doing so makes the
|
||||
commands in that cmdset available to the object. So, to summarize:</p>
|
||||
<ul class="simple">
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||||
<li><p>Commands are classes</p></li>
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||||
<li><p>A group of Commands is stored in a CmdSet</p></li>
|
||||
<li><p>CmdSets are stored on objects - this defines which commands are available to that object.</p></li>
|
||||
</ul>
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||||
<section id="creating-a-custom-command">
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||||
<h2><span class="section-number">8.1. </span>Creating a custom command<a class="headerlink" href="#creating-a-custom-command" title="Permalink to this headline">¶</a></h2>
|
||||
<p>Open <code class="docutils literal notranslate"><span class="pre">mygame/commands/command.py</span></code>:</p>
|
||||
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="sd">"""</span>
|
||||
<span class="sd">(module docstring)</span>
|
||||
<span class="sd">"""</span>
|
||||
|
||||
<span class="kn">from</span> <span class="nn">evennia</span> <span class="kn">import</span> <span class="n">Command</span> <span class="k">as</span> <span class="n">BaseCommand</span>
|
||||
<span class="c1"># from evennia import default_cmds</span>
|
||||
|
||||
<span class="k">class</span> <span class="nc">Command</span><span class="p">(</span><span class="n">BaseCommand</span><span class="p">):</span>
|
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<span class="sd">"""</span>
|
||||
<span class="sd"> (class docstring)</span>
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||||
<span class="sd"> """</span>
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||||
<span class="k">pass</span>
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||||
|
||||
<span class="c1"># (lots of commented-out stuff)</span>
|
||||
<span class="c1"># ...</span>
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>Ignoring the docstrings (which you can read if you want), this is the only really active code in the module.</p>
|
||||
<p>We can see that we import <code class="docutils literal notranslate"><span class="pre">Command</span></code> from <code class="docutils literal notranslate"><span class="pre">evennia</span></code> and use the <code class="docutils literal notranslate"><span class="pre">from</span> <span class="pre">...</span> <span class="pre">import</span> <span class="pre">...</span> <span class="pre">as</span> <span class="pre">...</span></code> form to rename it
|
||||
to <code class="docutils literal notranslate"><span class="pre">BaseCommand</span></code>. This is so we can let our child class also be named <code class="docutils literal notranslate"><span class="pre">Command</span></code> for reference. The class
|
||||
itself doesn’t do anything, it just has <code class="docutils literal notranslate"><span class="pre">pass</span></code>. So in the same way as <code class="docutils literal notranslate"><span class="pre">Object</span></code> in the previous lesson, this
|
||||
class is identical to its parent.</p>
|
||||
<blockquote>
|
||||
<div><p>The commented out <code class="docutils literal notranslate"><span class="pre">default_cmds</span></code> gives us access to Evennia’s default commands for easy overriding. We’ll try
|
||||
that a little later.</p>
|
||||
</div></blockquote>
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||||
<p>We could modify this module directly, but to train imports we’ll work in a separate module. Open a new file
|
||||
<code class="docutils literal notranslate"><span class="pre">mygame/commands/mycommands.py</span></code> and add the following code:</p>
|
||||
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span>
|
||||
<span class="kn">from</span> <span class="nn">commands.command</span> <span class="kn">import</span> <span class="n">Command</span>
|
||||
|
||||
<span class="k">class</span> <span class="nc">CmdEcho</span><span class="p">(</span><span class="n">Command</span><span class="p">):</span>
|
||||
<span class="n">key</span> <span class="o">=</span> <span class="s2">"echo"</span>
|
||||
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>This is the simplest form of command you can imagine. It just gives itself a name, “echo”. This is
|
||||
what you will use to call this command later.</p>
|
||||
<p>Next we need to put this in a CmdSet. It will be a one-command CmdSet for now! Change your file as such:</p>
|
||||
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span>
|
||||
<span class="kn">from</span> <span class="nn">commands.command</span> <span class="kn">import</span> <span class="n">Command</span>
|
||||
<span class="kn">from</span> <span class="nn">evennia</span> <span class="kn">import</span> <span class="n">CmdSet</span>
|
||||
|
||||
<span class="k">class</span> <span class="nc">CmdEcho</span><span class="p">(</span><span class="n">Command</span><span class="p">):</span>
|
||||
<span class="n">key</span> <span class="o">=</span> <span class="s2">"echo"</span>
|
||||
|
||||
|
||||
<span class="k">class</span> <span class="nc">MyCmdSet</span><span class="p">(</span><span class="n">CmdSet</span><span class="p">):</span>
|
||||
|
||||
<span class="k">def</span> <span class="nf">at_cmdset_creation</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
|
||||
<span class="bp">self</span><span class="o">.</span><span class="n">add</span><span class="p">(</span><span class="n">CmdEcho</span><span class="p">)</span>
|
||||
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>Our <code class="docutils literal notranslate"><span class="pre">EchoCmdSet</span></code> class must have an <code class="docutils literal notranslate"><span class="pre">at_cmdset_creation</span></code> method, named exactly
|
||||
like this - this is what Evennia will be looking for when setting up the cmdset later, so
|
||||
if you didn’t set it up, it will use the parent’s version, which is empty. Inside we add the
|
||||
command class to the cmdset by <code class="docutils literal notranslate"><span class="pre">self.add()</span></code>. If you wanted to add more commands to this CmdSet you
|
||||
could just add more lines of <code class="docutils literal notranslate"><span class="pre">self.add</span></code> after this.</p>
|
||||
<p>Finally, let’s add this command to ourselves so we can try it out. In-game you can experiment with <code class="docutils literal notranslate"><span class="pre">py</span></code> again:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> py self.cmdset.add("commands.mycommands.MyCmdSet")
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>Now try</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> echo
|
||||
Command echo has no defined `func()` - showing on-command variables:
|
||||
...
|
||||
...
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>You should be getting a long list of outputs. The reason for this is that your <code class="docutils literal notranslate"><span class="pre">echo</span></code> function is not really
|
||||
“doing” anything yet and the default function is then to show all useful resources available to you when you
|
||||
use your Command. Let’s look at some of those listed:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>Command echo has no defined `func()` - showing on-command variables:
|
||||
obj (<class 'typeclasses.characters.Character'>): YourName
|
||||
lockhandler (<class 'evennia.locks.lockhandler.LockHandler'>): cmd:all()
|
||||
caller (<class 'typeclasses.characters.Character'>): YourName
|
||||
cmdname (<class 'str'>): echo
|
||||
raw_cmdname (<class 'str'>): echo
|
||||
cmdstring (<class 'str'>): echo
|
||||
args (<class 'str'>):
|
||||
cmdset (<class 'evennia.commands.cmdset.CmdSet'>): @mail, about, access, accounts, addcom, alias, allcom, ban, batchcode, batchcommands, boot, cboot, ccreate,
|
||||
cdesc, cdestroy, cemit, channels, charcreate, chardelete, checklockstring, clientwidth, clock, cmdbare, cmdsets, color, copy, cpattr, create, cwho, delcom,
|
||||
desc, destroy, dig, dolphin, drop, echo, emit, examine, find, force, get, give, grapevine2chan, help, home, ic, inventory, irc2chan, ircstatus, link, lock,
|
||||
look, menutest, mudinfo, mvattr, name, nick, objects, ooc, open, option, page, password, perm, pose, public, py, quell, quit, reload, reset, rss2chan, say,
|
||||
script, scripts, server, service, sessions, set, setdesc, sethelp, sethome, shutdown, spawn, style, tag, tel, test2010, test2028, testrename, testtable,
|
||||
tickers, time, tunnel, typeclass, unban, unlink, up, up, userpassword, wall, whisper, who, wipe
|
||||
session (<class 'evennia.server.serversession.ServerSession'>): Griatch(#1)@1:2:7:.:0:.:0:.:1
|
||||
account (<class 'typeclasses.accounts.Account'>): Griatch(account 1)
|
||||
raw_string (<class 'str'>): echo
|
||||
|
||||
--------------------------------------------------
|
||||
echo - Command variables from evennia:
|
||||
--------------------------------------------------
|
||||
name of cmd (self.key): echo
|
||||
cmd aliases (self.aliases): []
|
||||
cmd locks (self.locks): cmd:all();
|
||||
help category (self.help_category): General
|
||||
object calling (self.caller): Griatch
|
||||
object storing cmdset (self.obj): Griatch
|
||||
command string given (self.cmdstring): echo
|
||||
current cmdset (self.cmdset): ChannelCmdSet
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>These are all properties you can access with <code class="docutils literal notranslate"><span class="pre">.</span></code> on the Command instance, such as <code class="docutils literal notranslate"><span class="pre">.key</span></code>, <code class="docutils literal notranslate"><span class="pre">.args</span></code> and so on.
|
||||
Evennia makes these available to you and they will be different every time a command is run. The most
|
||||
important ones we will make use of now are:</p>
|
||||
<ul class="simple">
|
||||
<li><p><code class="docutils literal notranslate"><span class="pre">caller</span></code> - this is ‘you’, the person calling the command.</p></li>
|
||||
<li><p><code class="docutils literal notranslate"><span class="pre">args</span></code> - this is all arguments to the command. Now it’s empty, but if you tried <code class="docutils literal notranslate"><span class="pre">echo</span> <span class="pre">foo</span> <span class="pre">bar</span></code> you’d find
|
||||
that this would be <code class="docutils literal notranslate"><span class="pre">"</span> <span class="pre">foo</span> <span class="pre">bar"</span></code>.</p></li>
|
||||
<li><p><code class="docutils literal notranslate"><span class="pre">obj</span></code> - this is object on which this Command (and CmdSet) “sits”. So you, in this case.</p></li>
|
||||
</ul>
|
||||
<p>The reason our command doesn’t do anything yet is because it’s missing a <code class="docutils literal notranslate"><span class="pre">func</span></code> method. This is what Evennia
|
||||
looks for to figure out what a Command actually does. Modify your <code class="docutils literal notranslate"><span class="pre">CmdEcho</span></code> class:</p>
|
||||
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="c1"># ...</span>
|
||||
|
||||
<span class="k">class</span> <span class="nc">CmdEcho</span><span class="p">(</span><span class="n">Command</span><span class="p">):</span>
|
||||
<span class="sd">"""</span>
|
||||
<span class="sd"> A simple echo command</span>
|
||||
|
||||
<span class="sd"> Usage:</span>
|
||||
<span class="sd"> echo <something></span>
|
||||
|
||||
<span class="sd"> """</span>
|
||||
<span class="n">key</span> <span class="o">=</span> <span class="s2">"echo"</span>
|
||||
|
||||
<span class="k">def</span> <span class="nf">func</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
|
||||
<span class="bp">self</span><span class="o">.</span><span class="n">caller</span><span class="o">.</span><span class="n">msg</span><span class="p">(</span><span class="sa">f</span><span class="s2">"Echo: '</span><span class="si">{</span><span class="bp">self</span><span class="o">.</span><span class="n">args</span><span class="si">}</span><span class="s2">'"</span><span class="p">)</span>
|
||||
|
||||
<span class="c1"># ...</span>
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>First we added a docstring. This is always a good thing to do in general, but for a Command class, it will also
|
||||
automatically become the in-game help entry! Next we add the <code class="docutils literal notranslate"><span class="pre">func</span></code> method. It has one active line where it
|
||||
makes use of some of those variables we found the Command offers to us. If you did the
|
||||
<a class="reference internal" href="Python-basic-introduction.html"><span class="doc std std-doc">basic Python tutorial</span></a>, you will recognize <code class="docutils literal notranslate"><span class="pre">.msg</span></code> - this will send a message
|
||||
to the object it is attached to us - in this case <code class="docutils literal notranslate"><span class="pre">self.caller</span></code>, that is, us. We grab <code class="docutils literal notranslate"><span class="pre">self.args</span></code> and includes
|
||||
that in the message.</p>
|
||||
<p>Since we haven’t changed <code class="docutils literal notranslate"><span class="pre">MyCmdSet</span></code>, that will work as before. Reload and re-add this command to ourselves to
|
||||
try out the new version:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> reload
|
||||
> py self.cmdset.add("commands.mycommands.MyCmdSet")
|
||||
> echo
|
||||
Echo: ''
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>Try to pass an argument:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> echo Woo Tang!
|
||||
Echo: ' Woo Tang!'
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>Note that there is an extra space before <code class="docutils literal notranslate"><span class="pre">Woo!</span></code>. That is because self.args contains the <em>everything</em> after
|
||||
the command name, including spaces. Evennia will happily understand if you skip that space too:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> echoWoo Tang!
|
||||
Echo: 'Woo Tang!'
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>There are ways to force Evennia to <em>require</em> an initial space, but right now we want to just ignore it since
|
||||
it looks a bit weird for our echo example. Tweak the code:</p>
|
||||
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="c1"># ...</span>
|
||||
|
||||
<span class="k">class</span> <span class="nc">CmdEcho</span><span class="p">(</span><span class="n">Command</span><span class="p">):</span>
|
||||
<span class="sd">"""</span>
|
||||
<span class="sd"> A simple echo command</span>
|
||||
|
||||
<span class="sd"> Usage:</span>
|
||||
<span class="sd"> echo <something></span>
|
||||
|
||||
<span class="sd"> """</span>
|
||||
<span class="n">key</span> <span class="o">=</span> <span class="s2">"echo"</span>
|
||||
|
||||
<span class="k">def</span> <span class="nf">func</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
|
||||
<span class="bp">self</span><span class="o">.</span><span class="n">caller</span><span class="o">.</span><span class="n">msg</span><span class="p">(</span><span class="sa">f</span><span class="s2">"Echo: '</span><span class="si">{</span><span class="bp">self</span><span class="o">.</span><span class="n">args</span><span class="o">.</span><span class="n">strip</span><span class="p">()</span><span class="si">}</span><span class="s2">'"</span><span class="p">)</span>
|
||||
|
||||
<span class="c1"># ...</span>
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>The only difference is that we called <code class="docutils literal notranslate"><span class="pre">.strip()</span></code> on <code class="docutils literal notranslate"><span class="pre">self.args</span></code>. This is a helper method available on all
|
||||
strings - it strips out all whitespace before and after the string. Now the Command-argument will no longer
|
||||
have any space in front of it.</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> reload
|
||||
> py self.cmdset.add("commands.mycommands.MyCmdSet")
|
||||
> echo Woo Tang!
|
||||
Echo: 'Woo Tang!'
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>Don’t forget to look at the help for the echo command:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> help echo
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>You will get the docstring you put in your Command-class.</p>
|
||||
<section id="making-our-cmdset-persistent">
|
||||
<h3><span class="section-number">8.1.1. </span>Making our cmdset persistent<a class="headerlink" href="#making-our-cmdset-persistent" title="Permalink to this headline">¶</a></h3>
|
||||
<p>It’s getting a little annoying to have to re-add our cmdset every time we reload, right? It’s simple
|
||||
enough to make <code class="docutils literal notranslate"><span class="pre">echo</span></code> a <em>persistent</em> change though:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> py self.cmdset.add("commands.mycommands.MyCmdSet", persistent=True)
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>Now you can <code class="docutils literal notranslate"><span class="pre">reload</span></code> as much as you want and your code changes will be available directly without
|
||||
needing to re-add the MyCmdSet again. To remove the cmdset again, do</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> py self.cmdset.remove("commands.mycommands.MyCmdSet")
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>But for now, keep it around, we’ll expand it with some more examples.</p>
|
||||
</section>
|
||||
<section id="figuring-out-who-to-hit">
|
||||
<h3><span class="section-number">8.1.2. </span>Figuring out who to hit<a class="headerlink" href="#figuring-out-who-to-hit" title="Permalink to this headline">¶</a></h3>
|
||||
<p>Let’s try something a little more exciting than just echo. Let’s make a <code class="docutils literal notranslate"><span class="pre">hit</span></code> command, for punching
|
||||
someone in the face! This is how we want it to work:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> hit <target>
|
||||
You hit <target> with full force!
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>Not only that, we want the <target> to see</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>You got hit by <hitter> with full force!
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>Here, <code class="docutils literal notranslate"><span class="pre"><hitter></span></code> would be the one using the <code class="docutils literal notranslate"><span class="pre">hit</span></code> command and <code class="docutils literal notranslate"><span class="pre"><target></span></code> is the one doing the punching.</p>
|
||||
<p>Still in <code class="docutils literal notranslate"><span class="pre">mygame/commands/mycommands.py</span></code>, add a new class, between <code class="docutils literal notranslate"><span class="pre">CmdEcho</span></code> and <code class="docutils literal notranslate"><span class="pre">MyCmdSet</span></code>.</p>
|
||||
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="c1"># ...</span>
|
||||
|
||||
<span class="k">class</span> <span class="nc">CmdHit</span><span class="p">(</span><span class="n">Command</span><span class="p">):</span>
|
||||
<span class="sd">"""</span>
|
||||
<span class="sd"> Hit a target.</span>
|
||||
|
||||
<span class="sd"> Usage:</span>
|
||||
<span class="sd"> hit <target></span>
|
||||
|
||||
<span class="sd"> """</span>
|
||||
<span class="n">key</span> <span class="o">=</span> <span class="s2">"hit"</span>
|
||||
|
||||
<span class="k">def</span> <span class="nf">func</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
|
||||
<span class="n">args</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">args</span><span class="o">.</span><span class="n">strip</span><span class="p">()</span>
|
||||
<span class="k">if</span> <span class="ow">not</span> <span class="n">args</span><span class="p">:</span>
|
||||
<span class="bp">self</span><span class="o">.</span><span class="n">caller</span><span class="o">.</span><span class="n">msg</span><span class="p">(</span><span class="s2">"Who do you want to hit?"</span><span class="p">)</span>
|
||||
<span class="k">return</span>
|
||||
<span class="n">target</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">caller</span><span class="o">.</span><span class="n">search</span><span class="p">(</span><span class="n">args</span><span class="p">)</span>
|
||||
<span class="k">if</span> <span class="ow">not</span> <span class="n">target</span><span class="p">:</span>
|
||||
<span class="k">return</span>
|
||||
<span class="bp">self</span><span class="o">.</span><span class="n">caller</span><span class="o">.</span><span class="n">msg</span><span class="p">(</span><span class="sa">f</span><span class="s2">"You hit </span><span class="si">{</span><span class="n">target</span><span class="o">.</span><span class="n">key</span><span class="si">}</span><span class="s2"> with full force!"</span><span class="p">)</span>
|
||||
<span class="n">target</span><span class="o">.</span><span class="n">msg</span><span class="p">(</span><span class="sa">f</span><span class="s2">"You got hit by </span><span class="si">{</span><span class="bp">self</span><span class="o">.</span><span class="n">caller</span><span class="o">.</span><span class="n">key</span><span class="si">}</span><span class="s2"> with full force!"</span><span class="p">)</span>
|
||||
<span class="c1"># ...</span>
|
||||
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>A lot of things to dissect here:</p>
|
||||
<ul class="simple">
|
||||
<li><p><strong>Line 4</strong>: The normal <code class="docutils literal notranslate"><span class="pre">class</span></code> header. We inherit from <code class="docutils literal notranslate"><span class="pre">Command</span></code> which we imported at the top of this file.</p></li>
|
||||
<li><p><strong>Lines 5</strong>-11: The docstring and help-entry for the command. You could expand on this as much as you wanted.</p></li>
|
||||
<li><p><strong>Line 12</strong>: We want to write <code class="docutils literal notranslate"><span class="pre">hit</span></code> to use this command.</p></li>
|
||||
<li><p><strong>Line 15</strong>: We strip the whitespace from the argument like before. Since we don’t want to have to do
|
||||
<code class="docutils literal notranslate"><span class="pre">self.args.strip()</span></code> over and over, we store the stripped version
|
||||
in a <em>local variable</em> <code class="docutils literal notranslate"><span class="pre">args</span></code>. Note that we don’t modify <code class="docutils literal notranslate"><span class="pre">self.args</span></code> by doing this, <code class="docutils literal notranslate"><span class="pre">self.args</span></code> will still
|
||||
have the whitespace and is not the same as <code class="docutils literal notranslate"><span class="pre">args</span></code> in this example.</p></li>
|
||||
</ul>
|
||||
<aside class="sidebar">
|
||||
<p class="sidebar-title">if-statements</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>The full form of the if statement is
|
||||
|
||||
if condition:
|
||||
...
|
||||
elif othercondition:
|
||||
...
|
||||
else:
|
||||
...
|
||||
|
||||
There can be any number of `elifs` to mark when different branches of the code should run. If
|
||||
the `else` condition is given, it will run if none of the other conditions was truthy. In Python
|
||||
the `if..elif..else` structure also serves the same function as `case` in some other languages.
|
||||
</pre></div>
|
||||
</div>
|
||||
</aside>
|
||||
<ul>
|
||||
<li><p><strong>Line 16</strong> has our first <em>conditional</em>, an <code class="docutils literal notranslate"><span class="pre">if</span></code> statement. This is written on the form <code class="docutils literal notranslate"><span class="pre">if</span> <span class="pre"><condition>:</span></code> and only
|
||||
if that condition is ‘truthy’ will the indented code block under the <code class="docutils literal notranslate"><span class="pre">if</span></code> statement run. To learn what is truthy in
|
||||
Python it’s usually easier to learn what is “falsy”:</p>
|
||||
<ul class="simple">
|
||||
<li><p><code class="docutils literal notranslate"><span class="pre">False</span></code> - this is a reserved boolean word in Python. The opposite is <code class="docutils literal notranslate"><span class="pre">True</span></code>.</p></li>
|
||||
<li><p><code class="docutils literal notranslate"><span class="pre">None</span></code> - another reserved word. This represents nothing, a null-result or value.</p></li>
|
||||
<li><p><code class="docutils literal notranslate"><span class="pre">0</span></code> or <code class="docutils literal notranslate"><span class="pre">0.0</span></code></p></li>
|
||||
<li><p>The empty string <code class="docutils literal notranslate"><span class="pre">""</span></code> or <code class="docutils literal notranslate"><span class="pre">''</span></code> or <code class="docutils literal notranslate"><span class="pre">""""""</span></code> or <code class="docutils literal notranslate"><span class="pre">''''''</span></code></p></li>
|
||||
<li><p>Empty <em>iterables</em> we haven’t seen yet, like empty lists <code class="docutils literal notranslate"><span class="pre">[]</span></code>, empty tuples <code class="docutils literal notranslate"><span class="pre">()</span></code> and empty dicts <code class="docutils literal notranslate"><span class="pre">{}</span></code>.</p></li>
|
||||
<li><p>Everything else is “truthy”.</p></li>
|
||||
</ul>
|
||||
<p>Line 16’s condition is <code class="docutils literal notranslate"><span class="pre">not</span> <span class="pre">args</span></code>. The <code class="docutils literal notranslate"><span class="pre">not</span></code> <em>inverses</em> the result, so if <code class="docutils literal notranslate"><span class="pre">args</span></code> is the empty string (falsy), the
|
||||
whole conditional becomes truthy. Let’s continue in the code:</p>
|
||||
</li>
|
||||
<li><p><strong>Lines 17-18</strong>: This code will only run if the <code class="docutils literal notranslate"><span class="pre">if</span></code> statement is truthy, in this case if <code class="docutils literal notranslate"><span class="pre">args</span></code> is the empty string.</p></li>
|
||||
<li><p><strong>Line 18</strong>: <code class="docutils literal notranslate"><span class="pre">return</span></code> is a reserved Python word that exits <code class="docutils literal notranslate"><span class="pre">func</span></code> immediately.</p></li>
|
||||
<li><p><strong>Line 19</strong>: We use <code class="docutils literal notranslate"><span class="pre">self.caller.search</span></code> to look for the target in the current location.</p></li>
|
||||
<li><p><strong>Lines 20-21</strong>: A feature of <code class="docutils literal notranslate"><span class="pre">.search</span></code> is that it will already inform <code class="docutils literal notranslate"><span class="pre">self.caller</span></code> if it couldn’t find the target.
|
||||
In that case, <code class="docutils literal notranslate"><span class="pre">target</span></code> will be <code class="docutils literal notranslate"><span class="pre">None</span></code> and we should just directly <code class="docutils literal notranslate"><span class="pre">return</span></code>.</p></li>
|
||||
<li><p><strong>Lines 22-23</strong>: At this point we have a suitable target and can send our punching strings to each.</p></li>
|
||||
</ul>
|
||||
<p>Finally we must also add this to a CmdSet. Let’s add it to <code class="docutils literal notranslate"><span class="pre">MyCmdSet</span></code> which we made persistent earlier.</p>
|
||||
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="c1"># ...</span>
|
||||
|
||||
<span class="k">class</span> <span class="nc">MyCmdSet</span><span class="p">(</span><span class="n">CmdSet</span><span class="p">):</span>
|
||||
|
||||
<span class="k">def</span> <span class="nf">at_cmdset_creation</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
|
||||
<span class="bp">self</span><span class="o">.</span><span class="n">add</span><span class="p">(</span><span class="n">CmdEcho</span><span class="p">)</span>
|
||||
<span class="bp">self</span><span class="o">.</span><span class="n">add</span><span class="p">(</span><span class="n">CmdHit</span><span class="p">)</span>
|
||||
|
||||
</pre></div>
|
||||
</div>
|
||||
<aside class="sidebar">
|
||||
<p class="sidebar-title">Errors in your code</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>With longer code snippets to try, it gets more and more likely you'll
|
||||
make an error and get a `traceback` when you reload. This will either appear
|
||||
directly in-game or in your log (view it with `evennia -l` in a terminal).
|
||||
Don't panic; tracebacks are your friends - they are to be read bottom-up and usually describe
|
||||
exactly where your problem is. Refer to `The Python intro <Python-basic-introduction.html>`_ for
|
||||
more hints. If you get stuck, reach out to the Evennia community for help.
|
||||
</pre></div>
|
||||
</div>
|
||||
</aside>
|
||||
<p>Next we reload to let Evennia know of these code changes and try it out:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> reload
|
||||
hit
|
||||
Who do you want to hit?
|
||||
hit me
|
||||
You hit YourName with full force!
|
||||
You got hit by YourName with full force!
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>Lacking a target, we hit ourselves. If you have one of the dragons still around from the previous lesson
|
||||
you could try to hit it (if you dare):</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>hit smaug
|
||||
You hit Smaug with full force!
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>You won’t see the second string. Only Smaug sees that (and is not amused).</p>
|
||||
</section>
|
||||
</section>
|
||||
<section id="summary">
|
||||
<h2><span class="section-number">8.2. </span>Summary<a class="headerlink" href="#summary" title="Permalink to this headline">¶</a></h2>
|
||||
<p>In this lesson we learned how to create our own Command, add it to a CmdSet and then to ourselves.
|
||||
We also upset a dragon.</p>
|
||||
<p>In the next lesson we’ll learn how to hit Smaug with different weapons. We’ll also
|
||||
get into how we replace and extend Evennia’s default Commands.</p>
|
||||
</section>
|
||||
</section>
|
||||
|
||||
|
||||
<div class="clearer"></div>
|
||||
</div>
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||||
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</div>
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<div class="sphinxsidebar" role="navigation" aria-label="main navigation">
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||||
<p class="logo"><a href="../../../index.html">
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<img class="logo" src="../../../_static/evennia_logo.png" alt="Logo"/>
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</a></p>
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||||
<div id="searchbox" style="display: none" role="search">
|
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<h3 id="searchlabel">Quick search</h3>
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<form class="search" action="../../../search.html" method="get">
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<script>$('#searchbox').show(0);</script>
|
||||
<p><h3><a href="../../../index.html">Table of Contents</a></h3>
|
||||
<ul>
|
||||
<li><a class="reference internal" href="#">8. Adding custom commands</a><ul>
|
||||
<li><a class="reference internal" href="#creating-a-custom-command">8.1. Creating a custom command</a><ul>
|
||||
<li><a class="reference internal" href="#making-our-cmdset-persistent">8.1.1. Making our cmdset persistent</a></li>
|
||||
<li><a class="reference internal" href="#figuring-out-who-to-hit">8.1.2. Figuring out who to hit</a></li>
|
||||
</ul>
|
||||
</li>
|
||||
<li><a class="reference internal" href="#summary">8.2. Summary</a></li>
|
||||
</ul>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<h4>Previous topic</h4>
|
||||
<p class="topless"><a href="Learning-Typeclasses.html"
|
||||
title="previous chapter"><span class="section-number">7. </span>Making objects persistent</a></p>
|
||||
<h4>Next topic</h4>
|
||||
<p class="topless"><a href="More-on-Commands.html"
|
||||
title="next chapter"><span class="section-number">9. </span>Parsing Command input</a></p>
|
||||
<div role="note" aria-label="source link">
|
||||
<!--h3>This Page</h3-->
|
||||
<ul class="this-page-menu">
|
||||
<li><a href="../../../_sources/Howtos/Beginner-Tutorial/Part1/Adding-Commands.md.txt"
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||||
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|
||||
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|
||||
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|
||||
<ul>
|
||||
<li><a href="Adding-Commands.html">1.0-dev (develop branch)</a></li>
|
||||
<li><a href="../../../../0.9.5/index.html">0.9.5 (v0.9.5 branch)</a></li>
|
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<link rel="search" title="Search" href="../../../search.html" />
|
||||
<link rel="next" title="1. Using commands and building stuff" href="Building-Quickstart.html" />
|
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<link rel="prev" title="Beginner Tutorial" href="../Beginner-Tutorial-Intro.html" />
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</head><body>
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||||
<div class="related" role="navigation" aria-label="related navigation">
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||||
<h3>Navigation</h3>
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<ul>
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<li class="right" style="margin-right: 10px">
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<a href="../../../genindex.html" title="General Index"
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accesskey="I">index</a></li>
|
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<li class="right" >
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<a href="../../../py-modindex.html" title="Python Module Index"
|
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>modules</a> |</li>
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<li class="right" >
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<a href="Building-Quickstart.html" title="1. Using commands and building stuff"
|
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accesskey="N">next</a> |</li>
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<li class="right" >
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<a href="../Beginner-Tutorial-Intro.html" title="Beginner Tutorial"
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accesskey="P">previous</a> |</li>
|
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<li class="nav-item nav-item-0"><a href="../../../index.html">Evennia 1.0-dev</a> »</li>
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<li class="nav-item nav-item-1"><a href="../../Howtos-Overview.html" >Tutorials and Howto’s</a> »</li>
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<li class="nav-item nav-item-2"><a href="../Beginner-Tutorial-Intro.html" accesskey="U">Beginner Tutorial</a> »</li>
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||||
<li class="nav-item nav-item-this"><a href="">Part 1: What we have</a></li>
|
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</ul>
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<div class="develop">develop branch</div>
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</div>
|
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<div class="document">
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<div class="bodywrapper">
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<div class="body" role="main">
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<section class="tex2jax_ignore mathjax_ignore" id="part-1-what-we-have">
|
||||
<h1>Part 1: What we have<a class="headerlink" href="#part-1-what-we-have" title="Permalink to this headline">¶</a></h1>
|
||||
<aside class="sidebar">
|
||||
<p class="sidebar-title">Beginner Tutorial Parts</p>
|
||||
<dl class="simple">
|
||||
<dt><a class="reference external" href="../Beginner-Tutorial-Intro.html">Introduction</a></dt><dd><p>Getting set up.</p>
|
||||
</dd>
|
||||
<dt><strong>Part 1: What we have</strong></dt><dd><p>A tour of Evennia and how to use the tools, including an introduction to Python.</p>
|
||||
</dd>
|
||||
<dt>Part 2: <a class="reference external" href="../Part2/Beginner-Tutorial-Part2-Intro.html">What we want</a></dt><dd><p>Planning our tutorial game and what to think about when planning your own in the future.</p>
|
||||
</dd>
|
||||
<dt>Part 3: <a class="reference external" href="../Part3/Beginner-Tutorial-Part3-Intro.html">How we get there</a></dt><dd><p>Getting down to the meat of extending Evennia to make our game</p>
|
||||
</dd>
|
||||
<dt>Part 4: <a class="reference external" href="../Part4/Beginner-Tutorial-Part4-Intro.html">Using what we created</a></dt><dd><p>Building a tech-demo and world content to go with our code</p>
|
||||
</dd>
|
||||
<dt>Part 5: <a class="reference external" href="../Part5/Beginner-Tutorial-Part5-Intro.html">Showing the world</a></dt><dd><p>Taking our new game online and let players try it out</p>
|
||||
</dd>
|
||||
</dl>
|
||||
</aside>
|
||||
<p>In this first part we’ll focus on what we get out of the box in Evennia - we’ll get used to the tools,
|
||||
and how to find things we are looking for. We will also dive into some of things you’ll
|
||||
need to know to fully utilize the system, including giving you a brief rundown of Python concepts. If you are
|
||||
an experienced Python programmer, some sections may feel a bit basic, but you will at least not have seen
|
||||
these concepts in the context of Evennia before.</p>
|
||||
<section id="lessons">
|
||||
<h2>Lessons<a class="headerlink" href="#lessons" title="Permalink to this headline">¶</a></h2>
|
||||
<div class="toctree-wrapper compound">
|
||||
<ul>
|
||||
<li class="toctree-l1"><a class="reference internal" href="Building-Quickstart.html">1. Using commands and building stuff</a></li>
|
||||
<li class="toctree-l1"><a class="reference internal" href="Tutorial-World.html">2. The Tutorial World</a></li>
|
||||
<li class="toctree-l1"><a class="reference internal" href="Python-basic-introduction.html">3. Intro to using Python with Evennia</a></li>
|
||||
<li class="toctree-l1"><a class="reference internal" href="Gamedir-Overview.html">4. Overview of your new Game Dir</a></li>
|
||||
<li class="toctree-l1"><a class="reference internal" href="Python-classes-and-objects.html">5. Introduction to Python classes and objects</a></li>
|
||||
<li class="toctree-l1"><a class="reference internal" href="Evennia-Library-Overview.html">6. Overview of the Evennia library</a></li>
|
||||
<li class="toctree-l1"><a class="reference internal" href="Learning-Typeclasses.html">7. Making objects persistent</a></li>
|
||||
<li class="toctree-l1"><a class="reference internal" href="Adding-Commands.html">8. Adding custom commands</a></li>
|
||||
<li class="toctree-l1"><a class="reference internal" href="More-on-Commands.html">9. Parsing Command input</a></li>
|
||||
<li class="toctree-l1"><a class="reference internal" href="Creating-Things.html">10. Creating things</a></li>
|
||||
<li class="toctree-l1"><a class="reference internal" href="Searching-Things.html">11. Searching for things</a></li>
|
||||
<li class="toctree-l1"><a class="reference internal" href="Django-queries.html">12. Advanced searching - Django Database queries</a></li>
|
||||
</ul>
|
||||
</div>
|
||||
</section>
|
||||
<section id="table-of-contents">
|
||||
<h2>Table of Contents<a class="headerlink" href="#table-of-contents" title="Permalink to this headline">¶</a></h2>
|
||||
<div class="toctree-wrapper compound">
|
||||
<ul>
|
||||
<li class="toctree-l1"><a class="reference internal" href="Building-Quickstart.html">1. Using commands and building stuff</a><ul>
|
||||
<li class="toctree-l2"><a class="reference internal" href="Building-Quickstart.html#getting-help">1.1. Getting help</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="Building-Quickstart.html#looking-around">1.2. Looking around</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="Building-Quickstart.html#stepping-down-from-godhood">1.3. Stepping Down From Godhood</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="Building-Quickstart.html#creating-an-object">1.4. Creating an Object</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="Building-Quickstart.html#get-a-personality">1.5. Get a Personality</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="Building-Quickstart.html#pushing-your-buttons">1.6. Pushing Your Buttons</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="Building-Quickstart.html#making-yourself-a-house">1.7. Making Yourself a House</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="Building-Quickstart.html#reshuffling-the-world">1.8. Reshuffling the World</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="Building-Quickstart.html#adding-a-help-entry">1.9. Adding a Help Entry</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="Building-Quickstart.html#adding-a-world">1.10. Adding a World</a></li>
|
||||
</ul>
|
||||
</li>
|
||||
<li class="toctree-l1"><a class="reference internal" href="Tutorial-World.html">2. The Tutorial World</a><ul>
|
||||
<li class="toctree-l2"><a class="reference internal" href="Tutorial-World.html#gameplay">2.1. Gameplay</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="Tutorial-World.html#once-you-are-done-or-had-enough">2.2. Once you are done (or had enough)</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="Tutorial-World.html#uninstall-the-tutorial-world">2.3. Uninstall the tutorial world</a></li>
|
||||
</ul>
|
||||
</li>
|
||||
<li class="toctree-l1"><a class="reference internal" href="Python-basic-introduction.html">3. Intro to using Python with Evennia</a><ul>
|
||||
<li class="toctree-l2"><a class="reference internal" href="Python-basic-introduction.html#evennia-hello-world">3.1. Evennia Hello world</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="Python-basic-introduction.html#making-some-text-graphics">3.2. Making some text ‘graphics’</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="Python-basic-introduction.html#importing-code-from-other-modules">3.3. Importing code from other modules</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="Python-basic-introduction.html#sending-text-to-others">3.4. Sending text to others</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="Python-basic-introduction.html#parsing-python-errors">3.5. Parsing Python errors</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="Python-basic-introduction.html#passing-arguments-to-functions">3.6. Passing arguments to functions</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="Python-basic-introduction.html#finding-others-to-send-to">3.7. Finding others to send to</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="Python-basic-introduction.html#multi-line-py">3.8. Multi-line py</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="Python-basic-introduction.html#other-ways-to-test-python-code">3.9. Other ways to test Python code</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="Python-basic-introduction.html#ipython">3.10. ipython</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="Python-basic-introduction.html#conclusions">3.11. Conclusions</a></li>
|
||||
</ul>
|
||||
</li>
|
||||
<li class="toctree-l1"><a class="reference internal" href="Gamedir-Overview.html">4. Overview of your new Game Dir</a><ul>
|
||||
<li class="toctree-l2"><a class="reference internal" href="Gamedir-Overview.html#commands">4.1. commands/</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="Gamedir-Overview.html#server">4.2. server/</a></li>
|
||||
</ul>
|
||||
</li>
|
||||
<li class="toctree-l1"><a class="reference internal" href="Python-classes-and-objects.html">5. Introduction to Python classes and objects</a><ul>
|
||||
<li class="toctree-l2"><a class="reference internal" href="Python-classes-and-objects.html#importing-things">5.1. Importing things</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="Python-classes-and-objects.html#on-classes-and-objects">5.2. On classes and objects</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="Python-classes-and-objects.html#summary">5.3. Summary</a></li>
|
||||
</ul>
|
||||
</li>
|
||||
<li class="toctree-l1"><a class="reference internal" href="Evennia-Library-Overview.html">6. Overview of the Evennia library</a><ul>
|
||||
<li class="toctree-l2"><a class="reference internal" href="Evennia-Library-Overview.html#where-is-it">6.1. Where is it?</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="Evennia-Library-Overview.html#an-example-of-exploring-the-library">6.2. An example of exploring the library</a></li>
|
||||
</ul>
|
||||
</li>
|
||||
<li class="toctree-l1"><a class="reference internal" href="Learning-Typeclasses.html">7. Making objects persistent</a><ul>
|
||||
<li class="toctree-l2"><a class="reference internal" href="Learning-Typeclasses.html#our-first-persistent-object">7.1. Our first persistent object</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="Learning-Typeclasses.html#typeclasses">7.2. Typeclasses</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="Learning-Typeclasses.html#modifying-ourselves">7.3. Modifying ourselves</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="Learning-Typeclasses.html#extra-credits">7.4. Extra Credits</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="Learning-Typeclasses.html#conclusions">7.5. Conclusions</a></li>
|
||||
</ul>
|
||||
</li>
|
||||
<li class="toctree-l1"><a class="reference internal" href="Adding-Commands.html">8. Adding custom commands</a><ul>
|
||||
<li class="toctree-l2"><a class="reference internal" href="Adding-Commands.html#creating-a-custom-command">8.1. Creating a custom command</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="Adding-Commands.html#summary">8.2. Summary</a></li>
|
||||
</ul>
|
||||
</li>
|
||||
<li class="toctree-l1"><a class="reference internal" href="More-on-Commands.html">9. Parsing Command input</a><ul>
|
||||
<li class="toctree-l2"><a class="reference internal" href="More-on-Commands.html#more-advanced-parsing">9.1. More advanced parsing</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="More-on-Commands.html#adding-a-command-to-an-object">9.2. Adding a Command to an object</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="More-on-Commands.html#adding-the-command-to-a-default-cmdset">9.3. Adding the Command to a default Cmdset</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="More-on-Commands.html#replace-a-default-command">9.4. Replace a default command</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="More-on-Commands.html#summary">9.5. Summary</a></li>
|
||||
</ul>
|
||||
</li>
|
||||
<li class="toctree-l1"><a class="reference internal" href="Creating-Things.html">10. Creating things</a><ul>
|
||||
<li class="toctree-l2"><a class="reference internal" href="Creating-Things.html#creating-objects">10.1. Creating Objects</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="Creating-Things.html#creating-accounts">10.2. Creating Accounts</a></li>
|
||||
</ul>
|
||||
</li>
|
||||
<li class="toctree-l1"><a class="reference internal" href="Searching-Things.html">11. Searching for things</a><ul>
|
||||
<li class="toctree-l2"><a class="reference internal" href="Searching-Things.html#main-search-functions">11.1. Main search functions</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="Searching-Things.html#searching-using-object-search">11.2. Searching using Object.search</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="Searching-Things.html#what-can-be-searched-for">11.3. What can be searched for</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="Searching-Things.html#finding-objects-relative-each-other">11.4. Finding objects relative each other</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="Searching-Things.html#summary">11.5. Summary</a></li>
|
||||
</ul>
|
||||
</li>
|
||||
<li class="toctree-l1"><a class="reference internal" href="Django-queries.html">12. Advanced searching - Django Database queries</a><ul>
|
||||
<li class="toctree-l2"><a class="reference internal" href="Django-queries.html#queryset-field-lookups">12.1. Queryset field lookups</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="Django-queries.html#get-that-werewolf">12.2. Get that werewolf …</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="Django-queries.html#complex-queries">12.3. Complex queries</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="Django-queries.html#annotations">12.4. Annotations</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="Django-queries.html#f-objects">12.5. F-objects</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="Django-queries.html#grouping-and-returning-only-certain-properties">12.6. Grouping and returning only certain properties</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="Django-queries.html#conclusions">12.7. Conclusions</a></li>
|
||||
</ul>
|
||||
</li>
|
||||
</ul>
|
||||
</div>
|
||||
</section>
|
||||
</section>
|
||||
|
||||
|
||||
<div class="clearer"></div>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
<div class="sphinxsidebar" role="navigation" aria-label="main navigation">
|
||||
<div class="sphinxsidebarwrapper">
|
||||
<p class="logo"><a href="../../../index.html">
|
||||
<img class="logo" src="../../../_static/evennia_logo.png" alt="Logo"/>
|
||||
</a></p>
|
||||
<div id="searchbox" style="display: none" role="search">
|
||||
<h3 id="searchlabel">Quick search</h3>
|
||||
<div class="searchformwrapper">
|
||||
<form class="search" action="../../../search.html" method="get">
|
||||
<input type="text" name="q" aria-labelledby="searchlabel" />
|
||||
<input type="submit" value="Go" />
|
||||
</form>
|
||||
</div>
|
||||
</div>
|
||||
<script>$('#searchbox').show(0);</script>
|
||||
<p><h3><a href="../../../index.html">Table of Contents</a></h3>
|
||||
<ul>
|
||||
<li><a class="reference internal" href="#">Part 1: What we have</a><ul>
|
||||
<li><a class="reference internal" href="#lessons">Lessons</a></li>
|
||||
<li><a class="reference internal" href="#table-of-contents">Table of Contents</a></li>
|
||||
</ul>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<h4>Previous topic</h4>
|
||||
<p class="topless"><a href="../Beginner-Tutorial-Intro.html"
|
||||
title="previous chapter">Beginner Tutorial</a></p>
|
||||
<h4>Next topic</h4>
|
||||
<p class="topless"><a href="Building-Quickstart.html"
|
||||
title="next chapter"><span class="section-number">1. </span>Using commands and building stuff</a></p>
|
||||
<div role="note" aria-label="source link">
|
||||
<!--h3>This Page</h3-->
|
||||
<ul class="this-page-menu">
|
||||
<li><a href="../../../_sources/Howtos/Beginner-Tutorial/Part1/Beginner-Tutorial-Part1-Intro.md.txt"
|
||||
rel="nofollow">Show Page Source</a></li>
|
||||
</ul>
|
||||
</div><h3>Links</h3>
|
||||
<ul>
|
||||
<li><a href="https://www.evennia.com">Home page</a> </li>
|
||||
<li><a href="https://github.com/evennia/evennia">Evennia Github</a> </li>
|
||||
<li><a href="http://games.evennia.com">Game Index</a> </li>
|
||||
<li>
|
||||
<a href="https://discord.gg/AJJpcRUhtF">Discord</a> -
|
||||
<a href="https://github.com/evennia/evennia/discussions">Discussions</a> -
|
||||
<a href="https://evennia.blogspot.com/">Blog</a>
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Versions</h3>
|
||||
<ul>
|
||||
<li><a href="Beginner-Tutorial-Part1-Intro.html">1.0-dev (develop branch)</a></li>
|
||||
<li><a href="../../../../0.9.5/index.html">0.9.5 (v0.9.5 branch)</a></li>
|
||||
</ul>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<div class="clearer"></div>
|
||||
</div>
|
||||
<div class="related" role="navigation" aria-label="related navigation">
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||||
<h3>Navigation</h3>
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<ul>
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<li class="right" style="margin-right: 10px">
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<a href="../../../genindex.html" title="General Index"
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>index</a></li>
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<li class="right" >
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<a href="../../../py-modindex.html" title="Python Module Index"
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>modules</a> |</li>
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<li class="right" >
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<a href="Building-Quickstart.html" title="1. Using commands and building stuff"
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||||
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<li class="nav-item nav-item-0"><a href="../../../index.html">Evennia 1.0-dev</a> »</li>
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<li class="nav-item nav-item-1"><a href="../../Howtos-Overview.html" >Tutorials and Howto’s</a> »</li>
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<li class="nav-item nav-item-2"><a href="../Beginner-Tutorial-Intro.html" >Beginner Tutorial</a> »</li>
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<li class="nav-item nav-item-this"><a href="">Part 1: What we have</a></li>
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</ul>
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<li class="nav-item nav-item-this"><a href=""><span class="section-number">1. </span>Using commands and building stuff</a></li>
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<section class="tex2jax_ignore mathjax_ignore" id="using-commands-and-building-stuff">
|
||||
<h1><span class="section-number">1. </span>Using commands and building stuff<a class="headerlink" href="#using-commands-and-building-stuff" title="Permalink to this headline">¶</a></h1>
|
||||
<p>In this lesson we will test out what we can do in-game out-of-the-box. Evennia ships with
|
||||
<a class="reference internal" href="../../../Components/Default-Commands.html"><span class="doc std std-doc">around 90 default commands</span></a>, and while you can override those as you please,
|
||||
they can be quite useful.</p>
|
||||
<p>Connect and log into your new game and you will end up in the “Limbo” location. This
|
||||
is the only room in the game at this point. Let’s explore the commands a little.</p>
|
||||
<p>The default commands has syntax <a class="reference internal" href="../../../Concepts/Using-MUX-as-a-Standard.html"><span class="doc std std-doc">similar to MUX</span></a>:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span> command[/switch/switch...] [arguments ...]
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>An example would be</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span> create/drop box
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>A <em>/switch</em> is a special, optional flag to the command to make it behave differently. It is always
|
||||
put directly after the command name, and begins with a forward slash (<code class="docutils literal notranslate"><span class="pre">/</span></code>). The <em>arguments</em> are one
|
||||
or more inputs to the commands. It’s common to use an equal sign (<code class="docutils literal notranslate"><span class="pre">=</span></code>) when assigning something to
|
||||
an object.</p>
|
||||
<blockquote>
|
||||
<div><p>Are you used to commands starting with @, like @create? That will work too. Evennia simply ignores
|
||||
the preceeding @.</p>
|
||||
</div></blockquote>
|
||||
<section id="getting-help">
|
||||
<h2><span class="section-number">1.1. </span>Getting help<a class="headerlink" href="#getting-help" title="Permalink to this headline">¶</a></h2>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>help
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>Will give you a list of all commands available to you. Use</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>help <commandname>
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>to see the in-game help for that command.</p>
|
||||
</section>
|
||||
<section id="looking-around">
|
||||
<h2><span class="section-number">1.2. </span>Looking around<a class="headerlink" href="#looking-around" title="Permalink to this headline">¶</a></h2>
|
||||
<p>The most common comman is</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>look
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>This will show you the description of the current location. <code class="docutils literal notranslate"><span class="pre">l</span></code> is an alias.</p>
|
||||
<p>When targeting objects in commands you have two special labels you can use, <code class="docutils literal notranslate"><span class="pre">here</span></code> for the current
|
||||
room or <code class="docutils literal notranslate"><span class="pre">me</span></code>/<code class="docutils literal notranslate"><span class="pre">self</span></code> to point back to yourself. So</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>look me
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>will give you your own description. <code class="docutils literal notranslate"><span class="pre">look</span> <span class="pre">here</span></code> is, in this case, the same as plain <code class="docutils literal notranslate"><span class="pre">look</span></code>.</p>
|
||||
</section>
|
||||
<section id="stepping-down-from-godhood">
|
||||
<h2><span class="section-number">1.3. </span>Stepping Down From Godhood<a class="headerlink" href="#stepping-down-from-godhood" title="Permalink to this headline">¶</a></h2>
|
||||
<p>If you just installed Evennia, your very first player account is called user #1, also known as the
|
||||
<em>superuser</em> or <em>god user</em>. This user is very powerful, so powerful that it will override many game
|
||||
restrictions such as locks. This can be useful, but it also hides some functionality that you might
|
||||
want to test.</p>
|
||||
<p>To temporarily step down from your superuser position you can use the <code class="docutils literal notranslate"><span class="pre">quell</span></code> command in-game:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>quell
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>This will make you start using the permission of your current character’s level instead of your
|
||||
superuser level. If you didn’t change any settings your game Character should have an <em>Developer</em>
|
||||
level permission - high as can be without bypassing locks like the superuser does. This will work
|
||||
fine for the examples on this page. Use</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>unquell
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>to get superuser status again when you are done.</p>
|
||||
</section>
|
||||
<section id="creating-an-object">
|
||||
<h2><span class="section-number">1.4. </span>Creating an Object<a class="headerlink" href="#creating-an-object" title="Permalink to this headline">¶</a></h2>
|
||||
<p>Basic objects can be anything – swords, flowers and non-player characters. They are created using
|
||||
the <code class="docutils literal notranslate"><span class="pre">create</span></code> command:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>create box
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>This created a new ‘box’ (of the default object type) in your inventory. Use the command <code class="docutils literal notranslate"><span class="pre">inventory</span></code>
|
||||
(or <code class="docutils literal notranslate"><span class="pre">i</span></code>) to see it. Now, ‘box’ is a rather short name, let’s rename it and tack on a few aliases.</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>name box = very large box;box;very;crate
|
||||
</pre></div>
|
||||
</div>
|
||||
<div class="admonition warning">
|
||||
<p class="admonition-title">Warning</p>
|
||||
<p>MUD clients and semi-colon
|
||||
Some traditional MUD clients use the semi-colon <code class="docutils literal notranslate"><span class="pre">;</span></code> to separate client inputs. If so,
|
||||
the above line will give an error. You need to change your client to use another command-separator
|
||||
or to put it in ‘verbatim’ mode. If you still have trouble, use the Evennia web client instead.</p>
|
||||
</div>
|
||||
<p>We now renamed the box to <em>very large box</em> (and this is what we will see when looking at it), but we
|
||||
will also recognize it by any of the other names we give - like <em>crate</em> or simply <em>box</em> as before.
|
||||
We could have given these aliases directly after the name in the <code class="docutils literal notranslate"><span class="pre">create</span></code> command, this is true for
|
||||
all creation commands - you can always tag on a list of <code class="docutils literal notranslate"><span class="pre">;</span></code>-separated aliases to the name of your
|
||||
new object. If you had wanted to not change the name itself, but to only add aliases, you could have
|
||||
used the <code class="docutils literal notranslate"><span class="pre">alias</span></code> command.</p>
|
||||
<p>We are currently carrying the box. Let’s drop it (there is also a short cut to create and drop in
|
||||
one go by using the <code class="docutils literal notranslate"><span class="pre">/drop</span></code> switch, for example <code class="docutils literal notranslate"><span class="pre">create/drop</span> <span class="pre">box</span></code>).</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>drop box
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>Hey presto - there it is on the ground, in all its normality.</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>examine box
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>This will show some technical details about the box object. For now we will ignore what this
|
||||
information means.</p>
|
||||
<p>Try to <code class="docutils literal notranslate"><span class="pre">look</span></code> at the box to see the (default) description.</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>look box
|
||||
You see nothing special.
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>The description you get is not very exciting. Let’s add some flavor.</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>describe box = This is a large and very heavy box.
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>If you try the <code class="docutils literal notranslate"><span class="pre">get</span></code> command we will pick up the box. So far so good, but if we really want this to
|
||||
be a large and heavy box, people should <em>not</em> be able to run off with it that easily. To prevent
|
||||
this we need to lock it down. This is done by assigning a <em>Lock</em> to it. Make sure the box was
|
||||
dropped in the room, then try this:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>lock box = get:false()
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>Locks represent a rather <a class="reference internal" href="../../../Components/Locks.html"><span class="doc std std-doc">big topic</span></a>, but for now that will do what we want. This will lock
|
||||
the box so noone can lift it. The exception is superusers, they override all locks and will pick it
|
||||
up anyway. Make sure you are quelling your superuser powers and try to get the box now:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> get box
|
||||
You can't get that.
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>Think thís default error message looks dull? The <code class="docutils literal notranslate"><span class="pre">get</span></code> command looks for an <a class="reference internal" href="../../../Components/Attributes.html"><span class="doc std std-doc">Attribute</span></a>
|
||||
named <code class="docutils literal notranslate"><span class="pre">get_err_msg</span></code> for returning a nicer error message (we just happen to know this, you would need
|
||||
to peek into the
|
||||
<a class="reference external" href="https://github.com/evennia/evennia/blob/master/evennia/commands/default/general.py#L235">code</a> for
|
||||
the <code class="docutils literal notranslate"><span class="pre">get</span></code> command to find out.). You set attributes using the <code class="docutils literal notranslate"><span class="pre">set</span></code> command:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>set box/get_err_msg = It's way too heavy for you to lift.
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>Try to get it now and you should see a nicer error message echoed back to you. To see what this
|
||||
message string is in the future, you can use ‘examine.’</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>examine box/get_err_msg
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>Examine will return the value of attributes, including color codes. <code class="docutils literal notranslate"><span class="pre">examine</span> <span class="pre">here/desc</span></code> would return
|
||||
the raw description of your current room (including color codes), so that you can copy-and-paste to
|
||||
set its description to something else.</p>
|
||||
<p>You create new Commands (or modify existing ones) in Python outside the game. We will get to that
|
||||
later, in the <a class="reference internal" href="Adding-Commands.html"><span class="doc std std-doc">Commands tutorial</span></a>.</p>
|
||||
</section>
|
||||
<section id="get-a-personality">
|
||||
<h2><span class="section-number">1.5. </span>Get a Personality<a class="headerlink" href="#get-a-personality" title="Permalink to this headline">¶</a></h2>
|
||||
<p><a class="reference internal" href="../../../Components/Scripts.html"><span class="doc std std-doc">Scripts</span></a> are powerful out-of-character objects useful for many “under the hood” things.
|
||||
One of their optional abilities is to do things on a timer. To try out a first script, let’s put one
|
||||
on ourselves. There is an example script in <code class="docutils literal notranslate"><span class="pre">evennia/contrib/tutorial_examples/bodyfunctions.py</span></code>
|
||||
that is called <code class="docutils literal notranslate"><span class="pre">BodyFunctions</span></code>. To add this to us we will use the <code class="docutils literal notranslate"><span class="pre">script</span></code> command:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>script self = tutorial_examples.bodyfunctions.BodyFunctions
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>This string will tell Evennia to dig up the Python code at the place we indicate. It already knows
|
||||
to look in the <code class="docutils literal notranslate"><span class="pre">contrib/</span></code> folder, so we don’t have to give the full path.</p>
|
||||
<blockquote>
|
||||
<div><p>Note also how we use <code class="docutils literal notranslate"><span class="pre">.</span></code> instead of <code class="docutils literal notranslate"><span class="pre">/</span></code> (or <code class="docutils literal notranslate"><span class="pre">\</span></code> on Windows). This is a so-called “Python path”. In a Python-path,
|
||||
you separate the parts of the path with <code class="docutils literal notranslate"><span class="pre">.</span></code> and skip the <code class="docutils literal notranslate"><span class="pre">.py</span></code> file-ending. Importantly, it also allows you to point to
|
||||
Python code <em>inside</em> files, like the <code class="docutils literal notranslate"><span class="pre">BodyFunctions</span></code> class inside <code class="docutils literal notranslate"><span class="pre">bodyfunctions.py</span></code> (we’ll get to classes later).
|
||||
These “Python-paths” are used extensively throughout Evennia.</p>
|
||||
</div></blockquote>
|
||||
<p>Wait a while and you will notice yourself starting making random observations …</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>script self
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>This will show details about scripts on yourself (also <code class="docutils literal notranslate"><span class="pre">examine</span></code> works). You will see how long it is
|
||||
until it “fires” next. Don’t be alarmed if nothing happens when the countdown reaches zero - this
|
||||
particular script has a randomizer to determine if it will say something or not. So you will not see
|
||||
output every time it fires.</p>
|
||||
<p>When you are tired of your character’s “insights”, kill the script with</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>script/stop self = tutorial_examples.bodyfunctions.BodyFunctions
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>You create your own scripts in Python, outside the game; the path you give to <code class="docutils literal notranslate"><span class="pre">script</span></code> is literally
|
||||
the Python path to your script file. The <a class="reference internal" href="../../../Components/Scripts.html"><span class="doc std std-doc">Scripts</span></a> page explains more details.</p>
|
||||
</section>
|
||||
<section id="pushing-your-buttons">
|
||||
<h2><span class="section-number">1.6. </span>Pushing Your Buttons<a class="headerlink" href="#pushing-your-buttons" title="Permalink to this headline">¶</a></h2>
|
||||
<p>If we get back to the box we made, there is only so much fun you can have with it at this point. It’s
|
||||
just a dumb generic object. If you renamed it to <code class="docutils literal notranslate"><span class="pre">stone</span></code> and changed its description, noone would be
|
||||
the wiser. However, with the combined use of custom <a class="reference internal" href="../../../Components/Typeclasses.html"><span class="doc std std-doc">Typeclasses</span></a>, <a class="reference internal" href="../../../Components/Scripts.html"><span class="doc std std-doc">Scripts</span></a>
|
||||
and object-based <a class="reference internal" href="../../../Components/Commands.html"><span class="doc std std-doc">Commands</span></a>, you could expand it and other items to be as unique, complex
|
||||
and interactive as you want.</p>
|
||||
<p>Let’s take an example. So far we have only created objects that use the default object typeclass
|
||||
named simply <code class="docutils literal notranslate"><span class="pre">Object</span></code>. Let’s create an object that is a little more interesting. Under
|
||||
<code class="docutils literal notranslate"><span class="pre">evennia/contrib/tutorial_examples</span></code> there is a module <code class="docutils literal notranslate"><span class="pre">red_button.py</span></code>. It contains the enigmatic
|
||||
<code class="docutils literal notranslate"><span class="pre">RedButton</span></code> class.</p>
|
||||
<p>Let’s make us one of <em>those</em>!</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>create/drop button:tutorial_examples.red_button.RedButton
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>The same way we did with the Script Earler, we specify a “Python-path” to the Python code we want Evennia
|
||||
to use for creating the object. There you go - one red button.</p>
|
||||
<p>The RedButton is an example object intended to show off a few of Evennia’s features. You will find
|
||||
that the <a class="reference internal" href="../../../Components/Typeclasses.html"><span class="doc std std-doc">Typeclass</span></a> and <a class="reference internal" href="../../../Components/Commands.html"><span class="doc std std-doc">Commands</span></a> controlling it are
|
||||
inside <a class="reference internal" href="../../../api/evennia.contrib.tutorials.red_button.html#evennia-contrib-tutorials-red-button"><span class="std std-ref">evennia/contrib/tutorials/red_button</span></a></p>
|
||||
<p>If you wait for a while (make sure you dropped it!) the button will blink invitingly.</p>
|
||||
<p>Why don’t you try to push it …?</p>
|
||||
<p>Surely a big red button is meant to be pushed.</p>
|
||||
<p>You know you want to.</p>
|
||||
<div class="admonition warning">
|
||||
<p class="admonition-title">Warning</p>
|
||||
<p>Don’t press the invitingly blinking red button.</p>
|
||||
</div>
|
||||
</section>
|
||||
<section id="making-yourself-a-house">
|
||||
<h2><span class="section-number">1.7. </span>Making Yourself a House<a class="headerlink" href="#making-yourself-a-house" title="Permalink to this headline">¶</a></h2>
|
||||
<p>The main command for shaping the game world is <code class="docutils literal notranslate"><span class="pre">dig</span></code>. For example, if you are standing in Limbo you
|
||||
can dig a route to your new house location like this:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>dig house = large red door;door;in,to the outside;out
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>This will create a new room named ‘house’. Spaces at the start/end of names and aliases are ignored
|
||||
so you could put more air if you wanted. This call will directly create an exit from your current
|
||||
location named ‘large red door’ and a corresponding exit named ‘to the outside’ in the house room
|
||||
leading back to Limbo. We also define a few aliases to those exits, so people don’t have to write
|
||||
the full thing all the time.</p>
|
||||
<p>If you wanted to use normal compass directions (north, west, southwest etc), you could do that with
|
||||
<code class="docutils literal notranslate"><span class="pre">dig</span></code> too. But Evennia also has a limited version of <code class="docutils literal notranslate"><span class="pre">dig</span></code> that helps for compass directions (and
|
||||
also up/down and in/out). It’s called <code class="docutils literal notranslate"><span class="pre">tunnel</span></code>:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>tunnel sw = cliff
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>This will create a new room “cliff” with an exit “southwest” leading there and a path “northeast”
|
||||
leading back from the cliff to your current location.</p>
|
||||
<p>You can create new exits from where you are, using the <code class="docutils literal notranslate"><span class="pre">open</span></code> command:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>open north;n = house
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>This opens an exit <code class="docutils literal notranslate"><span class="pre">north</span></code> (with an alias <code class="docutils literal notranslate"><span class="pre">n</span></code>) to the previously created room <code class="docutils literal notranslate"><span class="pre">house</span></code>.</p>
|
||||
<p>If you have many rooms named <code class="docutils literal notranslate"><span class="pre">house</span></code> you will get a list of matches and have to select which one you
|
||||
want to link to.</p>
|
||||
<p>Follow the north exit to your ‘house’ or <code class="docutils literal notranslate"><span class="pre">teleport</span></code> to it:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>north
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>or:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>teleport house
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>To manually open an exit back to Limbo (if you didn’t do so with the <code class="docutils literal notranslate"><span class="pre">dig</span></code> command):</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>open door = limbo
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>(You can also us the #dbref of limbo, which you can find by using <code class="docutils literal notranslate"><span class="pre">examine</span> <span class="pre">here</span></code> when in limbo).</p>
|
||||
</section>
|
||||
<section id="reshuffling-the-world">
|
||||
<h2><span class="section-number">1.8. </span>Reshuffling the World<a class="headerlink" href="#reshuffling-the-world" title="Permalink to this headline">¶</a></h2>
|
||||
<p>You can find things using the <code class="docutils literal notranslate"><span class="pre">find</span></code> command. Assuming you are back at <code class="docutils literal notranslate"><span class="pre">Limbo</span></code>, let’s teleport the
|
||||
<em>large box</em> to our house.</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>teleport box = house
|
||||
very large box is leaving Limbo, heading for house.
|
||||
Teleported very large box -> house.
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>We can still find the box by using find:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>find box
|
||||
One Match(#1-#8):
|
||||
very large box(#8) - src.objects.objects.Object
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>Knowing the <code class="docutils literal notranslate"><span class="pre">#dbref</span></code> of the box (#8 in this example), you can grab the box and get it back here
|
||||
without actually yourself going to <code class="docutils literal notranslate"><span class="pre">house</span></code> first:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>teleport #8 = here
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>As mentioned, <code class="docutils literal notranslate"><span class="pre">here</span></code> is an alias for ‘your current location’. The box should now be back in Limbo with you.</p>
|
||||
<p>We are getting tired of the box. Let’s destroy it.</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>destroy box
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>It will ask you for confirmation. Once you give it, the box will be gone.</p>
|
||||
<p>You can destroy many objects in one go by giving a comma-separated list of objects (or a range
|
||||
of #dbrefs, if they are not in the same location) to the command.</p>
|
||||
</section>
|
||||
<section id="adding-a-help-entry">
|
||||
<h2><span class="section-number">1.9. </span>Adding a Help Entry<a class="headerlink" href="#adding-a-help-entry" title="Permalink to this headline">¶</a></h2>
|
||||
<p>The Command-help is something you modify in Python code. We’ll get to that when we get to how to
|
||||
add Commands. But you can also add regular help entries, for example to explain something about
|
||||
the history of your game world:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>sethelp/add History = At the dawn of time ...
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>You will now find your new <code class="docutils literal notranslate"><span class="pre">History</span></code> entry in the <code class="docutils literal notranslate"><span class="pre">help</span></code> list and read your help-text with <code class="docutils literal notranslate"><span class="pre">help</span> <span class="pre">History</span></code>.</p>
|
||||
</section>
|
||||
<section id="adding-a-world">
|
||||
<h2><span class="section-number">1.10. </span>Adding a World<a class="headerlink" href="#adding-a-world" title="Permalink to this headline">¶</a></h2>
|
||||
<p>After this brief introduction to building and using in-game commands you may be ready to see a more fleshed-out
|
||||
example. Evennia comes with a tutorial world for you to explore. We will try that out in the next lesson.</p>
|
||||
</section>
|
||||
</section>
|
||||
|
||||
|
||||
<div class="clearer"></div>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
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<div class="sphinxsidebar" role="navigation" aria-label="main navigation">
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<p class="logo"><a href="../../../index.html">
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</a></p>
|
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<script>$('#searchbox').show(0);</script>
|
||||
<p><h3><a href="../../../index.html">Table of Contents</a></h3>
|
||||
<ul>
|
||||
<li><a class="reference internal" href="#">1. Using commands and building stuff</a><ul>
|
||||
<li><a class="reference internal" href="#getting-help">1.1. Getting help</a></li>
|
||||
<li><a class="reference internal" href="#looking-around">1.2. Looking around</a></li>
|
||||
<li><a class="reference internal" href="#stepping-down-from-godhood">1.3. Stepping Down From Godhood</a></li>
|
||||
<li><a class="reference internal" href="#creating-an-object">1.4. Creating an Object</a></li>
|
||||
<li><a class="reference internal" href="#get-a-personality">1.5. Get a Personality</a></li>
|
||||
<li><a class="reference internal" href="#pushing-your-buttons">1.6. Pushing Your Buttons</a></li>
|
||||
<li><a class="reference internal" href="#making-yourself-a-house">1.7. Making Yourself a House</a></li>
|
||||
<li><a class="reference internal" href="#reshuffling-the-world">1.8. Reshuffling the World</a></li>
|
||||
<li><a class="reference internal" href="#adding-a-help-entry">1.9. Adding a Help Entry</a></li>
|
||||
<li><a class="reference internal" href="#adding-a-world">1.10. Adding a World</a></li>
|
||||
</ul>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<h4>Previous topic</h4>
|
||||
<p class="topless"><a href="Beginner-Tutorial-Part1-Intro.html"
|
||||
title="previous chapter">Part 1: What we have</a></p>
|
||||
<h4>Next topic</h4>
|
||||
<p class="topless"><a href="Tutorial-World.html"
|
||||
title="next chapter"><span class="section-number">2. </span>The Tutorial World</a></p>
|
||||
<div role="note" aria-label="source link">
|
||||
<!--h3>This Page</h3-->
|
||||
<ul class="this-page-menu">
|
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<li><a href="../../../_sources/Howtos/Beginner-Tutorial/Part1/Building-Quickstart.md.txt"
|
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rel="nofollow">Show Page Source</a></li>
|
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</ul>
|
||||
</div><h3>Links</h3>
|
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<ul>
|
||||
<li><a href="https://www.evennia.com">Home page</a> </li>
|
||||
<li><a href="https://github.com/evennia/evennia">Evennia Github</a> </li>
|
||||
<li><a href="http://games.evennia.com">Game Index</a> </li>
|
||||
<li>
|
||||
<a href="https://discord.gg/AJJpcRUhtF">Discord</a> -
|
||||
<a href="https://github.com/evennia/evennia/discussions">Discussions</a> -
|
||||
<a href="https://evennia.blogspot.com/">Blog</a>
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Versions</h3>
|
||||
<ul>
|
||||
<li><a href="Building-Quickstart.html">1.0-dev (develop branch)</a></li>
|
||||
<li><a href="../../../../0.9.5/index.html">0.9.5 (v0.9.5 branch)</a></li>
|
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193
docs/1.0-dev/Howtos/Beginner-Tutorial/Part1/Creating-Things.html
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Normal file
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<li class="nav-item nav-item-3"><a href="Beginner-Tutorial-Part1-Intro.html" accesskey="U">Part 1: What we have</a> »</li>
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<li class="nav-item nav-item-this"><a href=""><span class="section-number">10. </span>Creating things</a></li>
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<section class="tex2jax_ignore mathjax_ignore" id="creating-things">
|
||||
<h1><span class="section-number">10. </span>Creating things<a class="headerlink" href="#creating-things" title="Permalink to this headline">¶</a></h1>
|
||||
<p>We have already created some things - dragons for example. There are many different things to create
|
||||
in Evennia though. In the last lesson we learned about typeclasses, the way to make objects persistent in the database.</p>
|
||||
<p>Given the path to a Typeclass, there are three ways to create an instance of it:</p>
|
||||
<ul>
|
||||
<li><p>Firstly, you can call the class directly, and then <code class="docutils literal notranslate"><span class="pre">.save()</span></code> it:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span> obj = SomeTypeClass(db_key=...)
|
||||
obj.save()
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>This has the drawback of being two operations; you must also import the class and have to pass
|
||||
the actual database field names, such as <code class="docutils literal notranslate"><span class="pre">db_key</span></code> instead of <code class="docutils literal notranslate"><span class="pre">key</span></code> as keyword arguments.</p>
|
||||
</li>
|
||||
<li><p>Secondly you can use the Evennia creation helpers:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span> obj = evennia.create_object(SomeTypeClass, key=...)
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>This is the recommended way if you are trying to create things in Python. The first argument can either be
|
||||
the class <em>or</em> the python-path to the typeclass, like <code class="docutils literal notranslate"><span class="pre">"path.to.SomeTypeClass"</span></code>. It can also be <code class="docutils literal notranslate"><span class="pre">None</span></code> in which
|
||||
case the Evennia default will be used. While all the creation methods
|
||||
are available on <code class="docutils literal notranslate"><span class="pre">evennia</span></code>, they are actually implemented in <a class="reference internal" href="../../../api/evennia.utils.create.html"><span class="doc std std-doc">evennia/utils/create.py</span></a>.</p>
|
||||
</li>
|
||||
<li><p>Finally, you can create objects using an in-game command, such as</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span> create/drop obj:path.to.SomeTypeClass
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>As a developer you are usually best off using the two other methods, but a command is usually the only way
|
||||
to let regular players or builders without Python-access help build the game world.</p>
|
||||
</li>
|
||||
</ul>
|
||||
<section id="creating-objects">
|
||||
<h2><span class="section-number">10.1. </span>Creating Objects<a class="headerlink" href="#creating-objects" title="Permalink to this headline">¶</a></h2>
|
||||
<p>This is one of the most common creation-types. These are entities that inherits from <code class="docutils literal notranslate"><span class="pre">DefaultObject</span></code> at any distance.
|
||||
They have an existence in the game world and includes rooms, characters, exits, weapons, flower pots and castles.</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> py
|
||||
> import evennia
|
||||
> rose = evennia.create_object(key="rose")
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>Since we didn’t specify the <code class="docutils literal notranslate"><span class="pre">typeclass</span></code> as the first argument, the default given by <code class="docutils literal notranslate"><span class="pre">settings.BASE_OBJECT_TYPECLASS</span></code>
|
||||
(<code class="docutils literal notranslate"><span class="pre">typeclasses.objects.Object</span></code>) will be used.</p>
|
||||
</section>
|
||||
<section id="creating-accounts">
|
||||
<h2><span class="section-number">10.2. </span>Creating Accounts<a class="headerlink" href="#creating-accounts" title="Permalink to this headline">¶</a></h2>
|
||||
<p>An <em>Account</em> is an out-of-character (OOC) entity, with no existence in the game world.
|
||||
You can find the parent class for Accounts in <code class="docutils literal notranslate"><span class="pre">typeclasses/accounts.py</span></code>.</p>
|
||||
<p><em>TODO</em></p>
|
||||
</section>
|
||||
</section>
|
||||
|
||||
|
||||
<div class="clearer"></div>
|
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|
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<input type="text" name="q" aria-labelledby="searchlabel" />
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
<script>$('#searchbox').show(0);</script>
|
||||
<p><h3><a href="../../../index.html">Table of Contents</a></h3>
|
||||
<ul>
|
||||
<li><a class="reference internal" href="#">10. Creating things</a><ul>
|
||||
<li><a class="reference internal" href="#creating-objects">10.1. Creating Objects</a></li>
|
||||
<li><a class="reference internal" href="#creating-accounts">10.2. Creating Accounts</a></li>
|
||||
</ul>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<h4>Previous topic</h4>
|
||||
<p class="topless"><a href="More-on-Commands.html"
|
||||
title="previous chapter"><span class="section-number">9. </span>Parsing Command input</a></p>
|
||||
<h4>Next topic</h4>
|
||||
<p class="topless"><a href="Searching-Things.html"
|
||||
title="next chapter"><span class="section-number">11. </span>Searching for things</a></p>
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<li class="nav-item nav-item-this"><a href=""><span class="section-number">12. </span>Advanced searching - Django Database queries</a></li>
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<section class="tex2jax_ignore mathjax_ignore" id="advanced-searching-django-database-queries">
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<h1><span class="section-number">12. </span>Advanced searching - Django Database queries<a class="headerlink" href="#advanced-searching-django-database-queries" title="Permalink to this headline">¶</a></h1>
|
||||
<div class="admonition important">
|
||||
<p class="admonition-title">Important</p>
|
||||
<p>More advanced lesson!</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>Learning about Django's queryset language is very useful once you start doing more advanced things
|
||||
in Evennia. But it's not strictly needed out the box and can be a little overwhelming for a first
|
||||
reading. So if you are new to Python and Evennia, feel free to just skim this lesson and refer
|
||||
back to it later when you've gained more experience.
|
||||
</pre></div>
|
||||
</div>
|
||||
</div>
|
||||
<p>The search functions and methods we used in the previous lesson are enough for most cases.
|
||||
But sometimes you need to be more specific:</p>
|
||||
<ul class="simple">
|
||||
<li><p>You want to find all <code class="docutils literal notranslate"><span class="pre">Characters</span></code> …</p></li>
|
||||
<li><p>… who are in Rooms tagged as <code class="docutils literal notranslate"><span class="pre">moonlit</span></code> …</p></li>
|
||||
<li><p>… <em>and</em> who has the Attribute <code class="docutils literal notranslate"><span class="pre">lycantrophy</span></code> with a level higher than 2 …</p></li>
|
||||
<li><p>… because they’ll should immediately transform to werewolves!</p></li>
|
||||
</ul>
|
||||
<p>In principle you could achieve this with the existing search functions combined with a lot of loops
|
||||
and if statements. But for something non-standard like this, querying the database directly will be
|
||||
much more efficient.</p>
|
||||
<p>Evennia uses <a class="reference external" href="https://www.djangoproject.com/">Django</a> to handle its connection to the database.
|
||||
A <a class="reference external" href="https://docs.djangoproject.com/en/3.0/ref/models/querysets/">django queryset</a> represents
|
||||
a database query. One can add querysets together to build ever-more complicated queries. Only when
|
||||
you are trying to use the results of the queryset will it actually call the database.</p>
|
||||
<p>The normal way to build a queryset is to define what class of entity you want to search by getting its
|
||||
<code class="docutils literal notranslate"><span class="pre">.objects</span></code> resource, and then call various methods on that. We’ve seen this one before:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>all_weapons = Weapon.objects.all()
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>This is now a queryset representing all instances of <code class="docutils literal notranslate"><span class="pre">Weapon</span></code>. If <code class="docutils literal notranslate"><span class="pre">Weapon</span></code> had a subclass <code class="docutils literal notranslate"><span class="pre">Cannon</span></code> and we
|
||||
only wanted the cannons, we would do</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>all_cannons = Cannon.objects.all()
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>Note that <code class="docutils literal notranslate"><span class="pre">Weapon</span></code> and <code class="docutils literal notranslate"><span class="pre">Cannon</span></code> are different typeclasses. You won’t find any <code class="docutils literal notranslate"><span class="pre">Cannon</span></code> instances in
|
||||
the <code class="docutils literal notranslate"><span class="pre">all_weapon</span></code> result above, confusing as that may sound. To get instances of a Typeclass <em>and</em> the
|
||||
instances of all its children classes you need to use <code class="docutils literal notranslate"><span class="pre">_family</span></code>:</p>
|
||||
<aside class="sidebar">
|
||||
<p class="sidebar-title">_family</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>The all_family, filter_family etc is an Evennia-specific
|
||||
thing. It's not part of regular Django.
|
||||
</pre></div>
|
||||
</div>
|
||||
</aside>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>really_all_weapons = Weapon.objects.all_family()
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>This result now contains both <code class="docutils literal notranslate"><span class="pre">Weapon</span></code> and <code class="docutils literal notranslate"><span class="pre">Cannon</span></code> instances.</p>
|
||||
<p>To limit your search by other criteria than the Typeclass you need to use <code class="docutils literal notranslate"><span class="pre">.filter</span></code>
|
||||
(or <code class="docutils literal notranslate"><span class="pre">.filter_family</span></code>) instead:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>roses = Flower.objects.filter(db_key="rose")
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>This is a queryset representing all objects having a <code class="docutils literal notranslate"><span class="pre">db_key</span></code> equal to <code class="docutils literal notranslate"><span class="pre">"rose"</span></code>.
|
||||
Since this is a queryset you can keep adding to it; this will act as an <code class="docutils literal notranslate"><span class="pre">AND</span></code> condition.</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>local_roses = roses.filter(db_location=myroom)
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>We could also have written this in one statement:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>local_roses = Flower.objects.filter(db_key="rose", db_location=myroom)
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>We can also <code class="docutils literal notranslate"><span class="pre">.exclude</span></code> something from results</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>local_non_red_roses = local_roses.exclude(db_key="red_rose")
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>Only until we actually try to examine the result will the database be called. Here it’s called when we
|
||||
try to loop over the queryset:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>for rose in local_non_red_roses:
|
||||
print(rose)
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>From now on, the queryset is <em>evaluated</em> and we can’t keep adding more queries to it - we’d need to
|
||||
create a new queryset if we wanted to find some other result. Other ways to evaluate the queryset is to
|
||||
print it, convert it to a list with <code class="docutils literal notranslate"><span class="pre">list()</span></code> and otherwise try to access its results.</p>
|
||||
<p>Note how we use <code class="docutils literal notranslate"><span class="pre">db_key</span></code> and <code class="docutils literal notranslate"><span class="pre">db_location</span></code>. This is the actual names of these database fields. By convention
|
||||
Evennia uses <code class="docutils literal notranslate"><span class="pre">db_</span></code> in front of every database field. When you use the normal Evennia search helpers and objects
|
||||
you can skip the <code class="docutils literal notranslate"><span class="pre">db_</span></code> but here we are calling the database directly and need to use the ‘real’ names.</p>
|
||||
<p>Here are the most commonly used methods to use with the <code class="docutils literal notranslate"><span class="pre">objects</span></code> managers:</p>
|
||||
<ul class="simple">
|
||||
<li><p><code class="docutils literal notranslate"><span class="pre">filter</span></code> - query for a listing of objects based on search criteria. Gives empty queryset if none
|
||||
were found.</p></li>
|
||||
<li><p><code class="docutils literal notranslate"><span class="pre">get</span></code> - query for a single match - raises exception if none were found, or more than one was
|
||||
found.</p></li>
|
||||
<li><p><code class="docutils literal notranslate"><span class="pre">all</span></code> - get all instances of the particular type.</p></li>
|
||||
<li><p><code class="docutils literal notranslate"><span class="pre">filter_family</span></code> - like <code class="docutils literal notranslate"><span class="pre">filter</span></code>, but search all sub classes as well.</p></li>
|
||||
<li><p><code class="docutils literal notranslate"><span class="pre">get_family</span></code> - like <code class="docutils literal notranslate"><span class="pre">get</span></code>, but search all sub classes as well.</p></li>
|
||||
<li><p><code class="docutils literal notranslate"><span class="pre">all_family</span></code> - like <code class="docutils literal notranslate"><span class="pre">all</span></code>, but return entities of all subclasses as well.</p></li>
|
||||
</ul>
|
||||
<blockquote>
|
||||
<div><p>All of Evennia search functions use querysets under the hood. The <code class="docutils literal notranslate"><span class="pre">evennia.search_*</span></code> functions actually
|
||||
return querysets, which means you could in principle keep adding queries to their results as well.</p>
|
||||
</div></blockquote>
|
||||
<section id="queryset-field-lookups">
|
||||
<h2><span class="section-number">12.1. </span>Queryset field lookups<a class="headerlink" href="#queryset-field-lookups" title="Permalink to this headline">¶</a></h2>
|
||||
<p>Above we found roses with exactly the <code class="docutils literal notranslate"><span class="pre">db_key</span></code> <code class="docutils literal notranslate"><span class="pre">"rose"</span></code>. This is an <em>exact</em> match that is <em>case sensitive</em>,
|
||||
so it would not find <code class="docutils literal notranslate"><span class="pre">"Rose"</span></code>.</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span># this is case-sensitive and the same as =
|
||||
roses = Flower.objects.filter(db_key__exact="rose"
|
||||
|
||||
# the i means it's case-insensitive
|
||||
roses = Flower.objects.filter(db_key__iexact="rose")
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>The Django field query language uses <code class="docutils literal notranslate"><span class="pre">__</span></code> in the same way as Python uses <code class="docutils literal notranslate"><span class="pre">.</span></code> to access resources. This
|
||||
is because <code class="docutils literal notranslate"><span class="pre">.</span></code> is not allowed in a function keyword.</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>roses = Flower.objects.filter(db_key__icontains="rose")
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>This will find all flowers whose name contains the string <code class="docutils literal notranslate"><span class="pre">"rose"</span></code>, like <code class="docutils literal notranslate"><span class="pre">"roses"</span></code>, <code class="docutils literal notranslate"><span class="pre">"wild</span> <span class="pre">rose"</span></code> etc. The
|
||||
<code class="docutils literal notranslate"><span class="pre">i</span></code> in the beginning makes the search case-insensitive. Other useful variations to use
|
||||
are <code class="docutils literal notranslate"><span class="pre">__istartswith</span></code> and <code class="docutils literal notranslate"><span class="pre">__iendswith</span></code>. You can also use <code class="docutils literal notranslate"><span class="pre">__gt</span></code>, <code class="docutils literal notranslate"><span class="pre">__ge</span></code> for “greater-than”/“greater-or-equal-than”
|
||||
comparisons (same for <code class="docutils literal notranslate"><span class="pre">__lt</span></code> and <code class="docutils literal notranslate"><span class="pre">__le</span></code>). There is also <code class="docutils literal notranslate"><span class="pre">__in</span></code>:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>swords = Weapons.objects.filter(db_key__in=("rapier", "two-hander", "shortsword"))
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>One also uses <code class="docutils literal notranslate"><span class="pre">__</span></code> to access foreign objects like Tags. Let’s for example assume this is how we identify mages:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>char.tags.add("mage", category="profession")
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>Now, in this case we have an Evennia helper to do this search:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>mages = evennia.search_tags("mage", category="profession")
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>But this will find all Objects with this tag+category. Maybe you are only looking for Vampire mages:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>sparkly_mages = Vampire.objects.filter(db_tags__db_key="mage", db_tags__db_category="profession")
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>This looks at the <code class="docutils literal notranslate"><span class="pre">db_tags</span></code> field on the <code class="docutils literal notranslate"><span class="pre">Vampire</span></code> and filters on the values of each tag’s
|
||||
<code class="docutils literal notranslate"><span class="pre">db_key</span></code> and <code class="docutils literal notranslate"><span class="pre">db_category</span></code> together.</p>
|
||||
<p>For more field lookups, see the
|
||||
<a class="reference external" href="https://docs.djangoproject.com/en/3.0/ref/models/querysets/#field-lookups">django docs</a> on the subject.</p>
|
||||
</section>
|
||||
<section id="get-that-werewolf">
|
||||
<h2><span class="section-number">12.2. </span>Get that werewolf …<a class="headerlink" href="#get-that-werewolf" title="Permalink to this headline">¶</a></h2>
|
||||
<p>Let’s see if we can make a query for the werewolves in the moonlight we mentioned at the beginning
|
||||
of this section.</p>
|
||||
<p>Firstly, we make ourselves and our current location match the criteria, so we can test:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> py here.tags.add("moonlit")
|
||||
> py me.db.lycantrophy = 3
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>This is an example of a more complex query. We’ll consider it an example of what is
|
||||
possible.</p>
|
||||
<aside class="sidebar">
|
||||
<p class="sidebar-title">Line breaks</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>Note the way of writing this code. It would have been very hard to read if we just wrote it in
|
||||
one long line. But since we wrapped it in `(...)` we can spread it out over multiple lines
|
||||
without worrying about line breaks!
|
||||
</pre></div>
|
||||
</div>
|
||||
</aside>
|
||||
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="kn">from</span> <span class="nn">typeclasses.characters</span> <span class="kn">import</span> <span class="n">Character</span>
|
||||
|
||||
<span class="n">will_transform</span> <span class="o">=</span> <span class="p">(</span>
|
||||
<span class="n">Character</span><span class="o">.</span><span class="n">objects</span>
|
||||
<span class="o">.</span><span class="n">filter</span><span class="p">(</span>
|
||||
<span class="n">db_location__db_tags__db_key__iexact</span><span class="o">=</span><span class="s2">"moonlit"</span><span class="p">,</span>
|
||||
<span class="n">db_attributes__db_key</span><span class="o">=</span><span class="s2">"lycantrophy"</span><span class="p">,</span>
|
||||
<span class="n">db_attributes__db_value__gt</span><span class="o">=</span><span class="mi">2</span><span class="p">)</span>
|
||||
<span class="p">)</span>
|
||||
</pre></div>
|
||||
</div>
|
||||
<ul class="simple">
|
||||
<li><p><strong>Line 3</strong> - We want to find <code class="docutils literal notranslate"><span class="pre">Character</span></code>s, so we access <code class="docutils literal notranslate"><span class="pre">.objects</span></code> on the <code class="docutils literal notranslate"><span class="pre">Character</span></code> typeclass.</p></li>
|
||||
<li><p><strong>Line 4</strong> - We start to filter …</p></li>
|
||||
<li><p><strong>Line 5</strong></p>
|
||||
<ul>
|
||||
<li><p>… by accessing the <code class="docutils literal notranslate"><span class="pre">db_location</span></code> field (usually this is a Room)</p></li>
|
||||
<li><p>… and on that location, we get the value of <code class="docutils literal notranslate"><span class="pre">db_tags</span></code> (this is a <em>many-to-many</em> database field
|
||||
that we can treat like an object for this purpose; it references all Tags on the location)</p></li>
|
||||
<li><p>… and from those <code class="docutils literal notranslate"><span class="pre">Tags</span></code>, we looking for <code class="docutils literal notranslate"><span class="pre">Tags</span></code> whose <code class="docutils literal notranslate"><span class="pre">db_key</span></code> is “monlit” (non-case sensitive).</p></li>
|
||||
</ul>
|
||||
</li>
|
||||
<li><p><strong>Line 6</strong> - … We also want only Characters with <code class="docutils literal notranslate"><span class="pre">Attributes</span></code> whose <code class="docutils literal notranslate"><span class="pre">db_key</span></code> is exactly <code class="docutils literal notranslate"><span class="pre">"lycantrophy"</span></code></p></li>
|
||||
<li><p><strong>Line 7</strong> - … at the same time as the <code class="docutils literal notranslate"><span class="pre">Attribute</span></code>’s <code class="docutils literal notranslate"><span class="pre">db_value</span></code> is greater-than 2.</p></li>
|
||||
</ul>
|
||||
<p>Running this query makes our newly lycantrrophic Character appear in <code class="docutils literal notranslate"><span class="pre">will_transform</span></code>. Success!</p>
|
||||
<blockquote>
|
||||
<div><p>Don’t confuse database fields with <a class="reference internal" href="../../../Components/Attributes.html"><span class="doc std std-doc">Attributes</span></a> you set via <code class="docutils literal notranslate"><span class="pre">obj.db.attr</span> <span class="pre">=</span> <span class="pre">'foo'</span></code> or
|
||||
<code class="docutils literal notranslate"><span class="pre">obj.attributes.add()</span></code>. Attributes are custom database entities <em>linked</em> to an object. They are not
|
||||
separate fields <em>on</em> that object like <code class="docutils literal notranslate"><span class="pre">db_key</span></code> or <code class="docutils literal notranslate"><span class="pre">db_location</span></code> are.</p>
|
||||
</div></blockquote>
|
||||
</section>
|
||||
<section id="complex-queries">
|
||||
<h2><span class="section-number">12.3. </span>Complex queries<a class="headerlink" href="#complex-queries" title="Permalink to this headline">¶</a></h2>
|
||||
<p>All examples so far used <code class="docutils literal notranslate"><span class="pre">AND</span></code> relations. The arguments to <code class="docutils literal notranslate"><span class="pre">.filter</span></code> are added together with <code class="docutils literal notranslate"><span class="pre">AND</span></code>
|
||||
(“we want tag room to be “monlit” <em>and</em> lycantrhopy be > 2”).</p>
|
||||
<p>For queries using <code class="docutils literal notranslate"><span class="pre">OR</span></code> and <code class="docutils literal notranslate"><span class="pre">NOT</span></code> we need Django’s
|
||||
<a class="reference external" href="https://docs.djangoproject.com/en/1.11/topics/db/queries/#complex-lookups-with-q-objects">Q object</a>. It is
|
||||
imported from Django directly:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>from django.db.models import Q
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>The <code class="docutils literal notranslate"><span class="pre">Q</span></code> is an object that is created with the same arguments as <code class="docutils literal notranslate"><span class="pre">.filter</span></code>, for example</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>Q(db_key="foo")
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>You can then use this <code class="docutils literal notranslate"><span class="pre">Q</span></code> instance as argument in a <code class="docutils literal notranslate"><span class="pre">filter</span></code>:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>q1 = Q(db_key="foo")
|
||||
Character.objects.filter(q1)
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>The useful thing about <code class="docutils literal notranslate"><span class="pre">Q</span></code> is that these objects can be chained together with special symbols (bit operators):
|
||||
<code class="docutils literal notranslate"><span class="pre">|</span></code> for <code class="docutils literal notranslate"><span class="pre">OR</span></code> and <code class="docutils literal notranslate"><span class="pre">&</span></code> for <code class="docutils literal notranslate"><span class="pre">AND</span></code>. A tilde <code class="docutils literal notranslate"><span class="pre">~</span></code> in front negates the expression inside the <code class="docutils literal notranslate"><span class="pre">Q</span></code> and thus
|
||||
works like <code class="docutils literal notranslate"><span class="pre">NOT</span></code>.</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>q1 = Q(db_key="Dalton")
|
||||
q2 = Q(db_location=prison)
|
||||
Character.objects.filter(q1 | ~q2)
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>Would get all Characters that are either named “Dalton” <em>or</em> which is <em>not</em> in prison. The result is a mix
|
||||
of Daltons and non-prisoners.</p>
|
||||
<p>Let us expand our original werewolf query. Not only do we want to find all Characters in a moonlit room
|
||||
with a certain level of <code class="docutils literal notranslate"><span class="pre">lycanthrophy</span></code>. Now we also want the full moon to immediately transform people who were
|
||||
recently bitten, even if their <code class="docutils literal notranslate"><span class="pre">lycantrophy</span></code> level is not yet high enough (more dramatic this way!). Let’s say there is
|
||||
a Tag “recently_bitten” that controls this.</p>
|
||||
<p>This is how we’d change our query:</p>
|
||||
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="kn">from</span> <span class="nn">django.db.models</span> <span class="kn">import</span> <span class="n">Q</span>
|
||||
|
||||
<span class="n">will_transform</span> <span class="o">=</span> <span class="p">(</span>
|
||||
<span class="n">Character</span><span class="o">.</span><span class="n">objects</span>
|
||||
<span class="o">.</span><span class="n">filter</span><span class="p">(</span>
|
||||
<span class="n">Q</span><span class="p">(</span><span class="n">db_location__db_tags__db_key__iexact</span><span class="o">=</span><span class="s2">"moonlit"</span><span class="p">)</span>
|
||||
<span class="o">&</span> <span class="p">(</span>
|
||||
<span class="n">Q</span><span class="p">(</span><span class="n">db_attributes__db_key</span><span class="o">=</span><span class="s2">"lycantrophy"</span><span class="p">,</span>
|
||||
<span class="n">db_attributes__db_value__gt</span><span class="o">=</span><span class="mi">2</span><span class="p">)</span>
|
||||
<span class="o">|</span> <span class="n">Q</span><span class="p">(</span><span class="n">db_tags__db_key__iexact</span><span class="o">=</span><span class="s2">"recently_bitten"</span><span class="p">)</span>
|
||||
<span class="p">))</span>
|
||||
<span class="o">.</span><span class="n">distinct</span><span class="p">()</span>
|
||||
<span class="p">)</span>
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>That’s quite compact. It may be easier to see what’s going on if written this way:</p>
|
||||
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="kn">from</span> <span class="nn">django.db.models</span> <span class="kn">import</span> <span class="n">Q</span>
|
||||
|
||||
<span class="n">q_moonlit</span> <span class="o">=</span> <span class="n">Q</span><span class="p">(</span><span class="n">db_location__db_tags__db_key__iexact</span><span class="o">=</span><span class="s2">"moonlit"</span><span class="p">)</span>
|
||||
<span class="n">q_lycantropic</span> <span class="o">=</span> <span class="n">Q</span><span class="p">(</span><span class="n">db_attributes__db_key</span><span class="o">=</span><span class="s2">"lycantrophy"</span><span class="p">,</span> <span class="n">db_attributes__db_value__gt</span><span class="o">=</span><span class="mi">2</span><span class="p">)</span>
|
||||
<span class="n">q_recently_bitten</span> <span class="o">=</span> <span class="n">Q</span><span class="p">(</span><span class="n">db_tags__db_key__iexact</span><span class="o">=</span><span class="s2">"recently_bitten"</span><span class="p">)</span>
|
||||
|
||||
<span class="n">will_transform</span> <span class="o">=</span> <span class="p">(</span>
|
||||
<span class="n">Character</span><span class="o">.</span><span class="n">objects</span>
|
||||
<span class="o">.</span><span class="n">filter</span><span class="p">(</span><span class="n">q_moonlit</span> <span class="o">&</span> <span class="p">(</span><span class="n">q_lycantropic</span> <span class="o">|</span> <span class="n">q_recently_bitten</span><span class="p">))</span>
|
||||
<span class="o">.</span><span class="n">distinct</span><span class="p">()</span>
|
||||
<span class="p">)</span>
|
||||
</pre></div>
|
||||
</div>
|
||||
<aside class="sidebar">
|
||||
<p class="sidebar-title">SQL</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>These Python structures are internally converted to SQL, the native language of the database.
|
||||
If you are familiar with SQL, these are many-to-many tables joined with `LEFT OUTER JOIN`,
|
||||
which may lead to multiple merged rows combining the same object with different relations.
|
||||
</pre></div>
|
||||
</div>
|
||||
</aside>
|
||||
<p>This reads as “Find all Characters in a moonlit room that either has the Attribute <code class="docutils literal notranslate"><span class="pre">lycantrophy</span></code> higher
|
||||
than two <em>or</em> which has the Tag <code class="docutils literal notranslate"><span class="pre">recently_bitten</span></code>”. With an OR-query like this it’s possible to find the
|
||||
same Character via different paths, so we add <code class="docutils literal notranslate"><span class="pre">.distinct()</span></code> at the end. This makes sure that there is only
|
||||
one instance of each Character in the result.</p>
|
||||
</section>
|
||||
<section id="annotations">
|
||||
<h2><span class="section-number">12.4. </span>Annotations<a class="headerlink" href="#annotations" title="Permalink to this headline">¶</a></h2>
|
||||
<p>What if we wanted to filter on some condition that isn’t represented easily by a field on the
|
||||
object? Maybe we want to find rooms only containing five or more objects?</p>
|
||||
<p>We <em>could</em> do it like this (don’t actually do it this way!):</p>
|
||||
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span> <span class="kn">from</span> <span class="nn">typeclasses.rooms</span> <span class="kn">import</span> <span class="n">Room</span>
|
||||
|
||||
<span class="n">all_rooms</span> <span class="o">=</span> <span class="n">Rooms</span><span class="o">.</span><span class="n">objects</span><span class="o">.</span><span class="n">all</span><span class="p">()</span>
|
||||
|
||||
<span class="n">rooms_with_five_objects</span> <span class="o">=</span> <span class="p">[]</span>
|
||||
<span class="k">for</span> <span class="n">room</span> <span class="ow">in</span> <span class="n">all_rooms</span><span class="p">:</span>
|
||||
<span class="k">if</span> <span class="nb">len</span><span class="p">(</span><span class="n">room</span><span class="o">.</span><span class="n">contents</span><span class="p">)</span> <span class="o">>=</span> <span class="mi">5</span><span class="p">:</span>
|
||||
<span class="n">rooms_with_five_objects</span><span class="o">.</span><span class="n">append</span><span class="p">(</span><span class="n">room</span><span class="p">)</span>
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>Above we get all rooms and then use <code class="docutils literal notranslate"><span class="pre">list.append()</span></code> to keep adding the right rooms
|
||||
to an ever-growing list. This is <em>not</em> a good idea, once your database grows this will
|
||||
be unnecessarily computing-intensive. The database is much more suitable for this.</p>
|
||||
<p><em>Annotations</em> allow you to set a ‘variable’ inside the query that you can
|
||||
then access from other parts of the query. Let’s do the same example as before directly in the database:</p>
|
||||
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="kn">from</span> <span class="nn">typeclasses.rooms</span> <span class="kn">import</span> <span class="n">Room</span>
|
||||
<span class="kn">from</span> <span class="nn">django.db.models</span> <span class="kn">import</span> <span class="n">Count</span>
|
||||
|
||||
<span class="n">rooms</span> <span class="o">=</span> <span class="p">(</span>
|
||||
<span class="n">Room</span><span class="o">.</span><span class="n">objects</span>
|
||||
<span class="o">.</span><span class="n">annotate</span><span class="p">(</span>
|
||||
<span class="n">num_objects</span><span class="o">=</span><span class="n">Count</span><span class="p">(</span><span class="s1">'locations_set'</span><span class="p">))</span>
|
||||
<span class="o">.</span><span class="n">filter</span><span class="p">(</span><span class="n">num_objects__gte</span><span class="o">=</span><span class="mi">5</span><span class="p">)</span>
|
||||
<span class="p">)</span>
|
||||
</pre></div>
|
||||
</div>
|
||||
<p><code class="docutils literal notranslate"><span class="pre">Count</span></code> is a Django class for counting the number of things in the database.</p>
|
||||
<p>Here we first create an annotation <code class="docutils literal notranslate"><span class="pre">num_objects</span></code> of type <code class="docutils literal notranslate"><span class="pre">Count</span></code>. It creates an in-database function
|
||||
that will count the number of results inside the database.</p>
|
||||
<blockquote>
|
||||
<div><p>Note the use of <code class="docutils literal notranslate"><span class="pre">location_set</span></code> in that <code class="docutils literal notranslate"><span class="pre">Count</span></code>. The <code class="docutils literal notranslate"><span class="pre">*_set</span></code> is a back-reference automatically created by
|
||||
Django. In this case it allows you to find all objects that <em>has the current object as location</em>.</p>
|
||||
</div></blockquote>
|
||||
<p>Next we filter on this annotation, using the name <code class="docutils literal notranslate"><span class="pre">num_objects</span></code> as something we can filter for. We
|
||||
use <code class="docutils literal notranslate"><span class="pre">num_objects__gte=5</span></code> which means that <code class="docutils literal notranslate"><span class="pre">num_objects</span></code> should be greater than 5. This is a little
|
||||
harder to get one’s head around but much more efficient than lopping over all objects in Python.</p>
|
||||
</section>
|
||||
<section id="f-objects">
|
||||
<h2><span class="section-number">12.5. </span>F-objects<a class="headerlink" href="#f-objects" title="Permalink to this headline">¶</a></h2>
|
||||
<p>What if we wanted to compare two dynamic parameters against one another in a query? For example, what if
|
||||
instead of having 5 or more objects, we only wanted objects that had a bigger inventory than they had
|
||||
tags (silly example, but …)? This can be with Django’s
|
||||
<a class="reference external" href="https://docs.djangoproject.com/en/1.11/ref/models/expressions/#f-expressions">F objects</a>.
|
||||
So-called F expressions allow you to do a query that looks at a value of each object in the database.</p>
|
||||
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="kn">from</span> <span class="nn">django.db.models</span> <span class="kn">import</span> <span class="n">Count</span><span class="p">,</span> <span class="n">F</span>
|
||||
<span class="kn">from</span> <span class="nn">typeclasses.rooms</span> <span class="kn">import</span> <span class="n">Room</span>
|
||||
|
||||
<span class="n">result</span> <span class="o">=</span> <span class="p">(</span>
|
||||
<span class="n">Room</span><span class="o">.</span><span class="n">objects</span>
|
||||
<span class="o">.</span><span class="n">annotate</span><span class="p">(</span>
|
||||
<span class="n">num_objects</span><span class="o">=</span><span class="n">Count</span><span class="p">(</span><span class="s1">'locations_set'</span><span class="p">),</span>
|
||||
<span class="n">num_tags</span><span class="o">=</span><span class="n">Count</span><span class="p">(</span><span class="s1">'db_tags'</span><span class="p">))</span>
|
||||
<span class="o">.</span><span class="n">filter</span><span class="p">(</span><span class="n">num_objects__gt</span><span class="o">=</span><span class="n">F</span><span class="p">(</span><span class="s1">'num_tags'</span><span class="p">))</span>
|
||||
<span class="p">)</span>
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>Here we used <code class="docutils literal notranslate"><span class="pre">.annotate</span></code> to create two in-query ‘variables’ <code class="docutils literal notranslate"><span class="pre">num_objects</span></code> and <code class="docutils literal notranslate"><span class="pre">num_tags</span></code>. We then
|
||||
directly use these results in the filter. Using <code class="docutils literal notranslate"><span class="pre">F()</span></code> allows for also the right-hand-side of the filter
|
||||
condition to be calculated on the fly, completely within the database.</p>
|
||||
</section>
|
||||
<section id="grouping-and-returning-only-certain-properties">
|
||||
<h2><span class="section-number">12.6. </span>Grouping and returning only certain properties<a class="headerlink" href="#grouping-and-returning-only-certain-properties" title="Permalink to this headline">¶</a></h2>
|
||||
<p>Suppose you used tags to mark someone belonging to an organization. Now you want to make a list and
|
||||
need to get the membership count of every organization all at once.</p>
|
||||
<p>The <code class="docutils literal notranslate"><span class="pre">.annotate</span></code>, <code class="docutils literal notranslate"><span class="pre">.values_list</span></code>, and <code class="docutils literal notranslate"><span class="pre">.order_by</span></code> queryset methods are useful for this. Normally when
|
||||
you run a <code class="docutils literal notranslate"><span class="pre">.filter</span></code>, what you get back is a bunch of full typeclass instances, like roses or swords.
|
||||
Using <code class="docutils literal notranslate"><span class="pre">.values_list</span></code> you can instead choose to only get back certain properties on objects.
|
||||
The <code class="docutils literal notranslate"><span class="pre">.order_by</span></code> method finally allows for sorting the results according to some criterion:</p>
|
||||
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="kn">from</span> <span class="nn">django.db.models</span> <span class="kn">import</span> <span class="n">Count</span>
|
||||
<span class="kn">from</span> <span class="nn">typeclasses.rooms</span> <span class="kn">import</span> <span class="n">Room</span>
|
||||
|
||||
<span class="n">result</span> <span class="o">=</span> <span class="p">(</span>
|
||||
<span class="n">Character</span><span class="o">.</span><span class="n">objects</span>
|
||||
<span class="o">.</span><span class="n">filter</span><span class="p">(</span><span class="n">db_tags__db_category</span><span class="o">=</span><span class="s2">"organization"</span><span class="p">)</span>
|
||||
<span class="o">.</span><span class="n">annotate</span><span class="p">(</span><span class="n">tagcount</span><span class="o">=</span><span class="n">Count</span><span class="p">(</span><span class="s1">'id'</span><span class="p">))</span>
|
||||
<span class="o">.</span><span class="n">order_by</span><span class="p">(</span><span class="s1">'-tagcount'</span><span class="p">))</span>
|
||||
<span class="o">.</span><span class="n">values_list</span><span class="p">(</span><span class="s1">'db_tags__db_key'</span><span class="p">,</span> <span class="s2">"tagcount"</span><span class="p">)</span>
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>Here we fetch all Characters who …</p>
|
||||
<ul class="simple">
|
||||
<li><p>… has a tag of category “organization” on them</p></li>
|
||||
<li><p>… along the way we count how many different Characters (each <code class="docutils literal notranslate"><span class="pre">id</span></code> is unique) we find for each organization
|
||||
and store it in a ‘variable’ <code class="docutils literal notranslate"><span class="pre">tagcount</span></code> using <code class="docutils literal notranslate"><span class="pre">.annotate</span></code> and <code class="docutils literal notranslate"><span class="pre">Count</span></code></p></li>
|
||||
<li><p>… we use this count to sort the result in descending order of <code class="docutils literal notranslate"><span class="pre">tagcount</span></code> (descending because there is a minus sign,
|
||||
default is increasing order but we want the most popular organization to be first).</p></li>
|
||||
<li><p>… and finally we make sure to only return exactly the properties we want, namely the name of the organization tag
|
||||
and how many matches we found for that organization.</p></li>
|
||||
</ul>
|
||||
<p>The result queryset will be a list of tuples ordered in descending order by the number of matches,
|
||||
in a format like the following:</p>
|
||||
<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="p">[</span>
|
||||
<span class="p">(</span><span class="s1">'Griatch'</span><span class="n">s</span> <span class="n">poets</span> <span class="n">society</span><span class="s1">', 3872),</span>
|
||||
<span class="p">(</span><span class="s2">"Chainsol's Ainneve Testers"</span><span class="p">,</span> <span class="mi">2076</span><span class="p">),</span>
|
||||
<span class="p">(</span><span class="s2">"Blaufeuer's Whitespace Fixers"</span><span class="p">,</span> <span class="mi">1903</span><span class="p">),</span>
|
||||
<span class="p">(</span><span class="s2">"Volund's Bikeshed Design Crew"</span><span class="p">,</span> <span class="mi">1764</span><span class="p">),</span>
|
||||
<span class="p">(</span><span class="s2">"Tehom's Glorious Misanthropes"</span><span class="p">,</span> <span class="mi">1763</span><span class="p">)</span>
|
||||
<span class="p">]</span>
|
||||
</pre></div>
|
||||
</div>
|
||||
</section>
|
||||
<section id="conclusions">
|
||||
<h2><span class="section-number">12.7. </span>Conclusions<a class="headerlink" href="#conclusions" title="Permalink to this headline">¶</a></h2>
|
||||
<p>We have covered a lot of ground in this lesson and covered several more complex topics. Knowing how to
|
||||
query using Django is a powerful skill to have.</p>
|
||||
<p>This concludes the first part of the Evennia starting tutorial - “What we have”. Now we have a good foundation
|
||||
to understand how to plan what our tutorial game will be about.</p>
|
||||
</section>
|
||||
</section>
|
||||
|
||||
|
||||
<div class="clearer"></div>
|
||||
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|
||||
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|
||||
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|
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||||
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|
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
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<form class="search" action="../../../search.html" method="get">
|
||||
<input type="text" name="q" aria-labelledby="searchlabel" />
|
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|
||||
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|
||||
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|
||||
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|
||||
<script>$('#searchbox').show(0);</script>
|
||||
<p><h3><a href="../../../index.html">Table of Contents</a></h3>
|
||||
<ul>
|
||||
<li><a class="reference internal" href="#">12. Advanced searching - Django Database queries</a><ul>
|
||||
<li><a class="reference internal" href="#queryset-field-lookups">12.1. Queryset field lookups</a></li>
|
||||
<li><a class="reference internal" href="#get-that-werewolf">12.2. Get that werewolf …</a></li>
|
||||
<li><a class="reference internal" href="#complex-queries">12.3. Complex queries</a></li>
|
||||
<li><a class="reference internal" href="#annotations">12.4. Annotations</a></li>
|
||||
<li><a class="reference internal" href="#f-objects">12.5. F-objects</a></li>
|
||||
<li><a class="reference internal" href="#grouping-and-returning-only-certain-properties">12.6. Grouping and returning only certain properties</a></li>
|
||||
<li><a class="reference internal" href="#conclusions">12.7. Conclusions</a></li>
|
||||
</ul>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<h4>Previous topic</h4>
|
||||
<p class="topless"><a href="Searching-Things.html"
|
||||
title="previous chapter"><span class="section-number">11. </span>Searching for things</a></p>
|
||||
<h4>Next topic</h4>
|
||||
<p class="topless"><a href="../Part2/Beginner-Tutorial-Part2-Intro.html"
|
||||
title="next chapter">Part 2: What we want</a></p>
|
||||
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|
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|
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|
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rel="nofollow">Show Page Source</a></li>
|
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|
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|
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|
||||
<li><a href="https://www.evennia.com">Home page</a> </li>
|
||||
<li><a href="https://github.com/evennia/evennia">Evennia Github</a> </li>
|
||||
<li><a href="http://games.evennia.com">Game Index</a> </li>
|
||||
<li>
|
||||
<a href="https://discord.gg/AJJpcRUhtF">Discord</a> -
|
||||
<a href="https://github.com/evennia/evennia/discussions">Discussions</a> -
|
||||
<a href="https://evennia.blogspot.com/">Blog</a>
|
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|
||||
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|
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<h3>Versions</h3>
|
||||
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|
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<li><a href="Django-queries.html">1.0-dev (develop branch)</a></li>
|
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<li><a href="../../../../0.9.5/index.html">0.9.5 (v0.9.5 branch)</a></li>
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<li class="nav-item nav-item-this"><a href=""><span class="section-number">6. </span>Overview of the Evennia library</a></li>
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<div class="develop">develop branch</div>
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<section class="tex2jax_ignore mathjax_ignore" id="overview-of-the-evennia-library">
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<h1><span class="section-number">6. </span>Overview of the Evennia library<a class="headerlink" href="#overview-of-the-evennia-library" title="Permalink to this headline">¶</a></h1>
|
||||
<aside class="sidebar">
|
||||
<p class="sidebar-title">API</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>API stands for `Application Programming Interface`, a description for how to access
|
||||
the resources of a program or library.
|
||||
</pre></div>
|
||||
</div>
|
||||
</aside>
|
||||
<p>A good place to start exploring Evennia is the <a class="reference internal" href="../../../Evennia-API.html"><span class="doc std std-doc">Evenia-API frontpage</span></a>.
|
||||
This page sums up the main components of Evennia with a short description of each. Try clicking through
|
||||
to a few entries - once you get deep enough you’ll see full descriptions
|
||||
of each component along with their documentation. You can also click <code class="docutils literal notranslate"><span class="pre">[source]</span></code> to see the full Python source
|
||||
for each thing.</p>
|
||||
<p>You can also browse <a class="reference external" href="https://github.com/evennia/evennia">the evennia repository on github</a>. This is exactly
|
||||
what you can download from us. The github repo is also searchable.</p>
|
||||
<p>Finally, you can clone the evennia repo to your own computer and read the sources locally. This is necessary
|
||||
if you want to help with Evennia’s development itself. See the
|
||||
<a class="reference internal" href="../../../Setup/Installation-Git.html"><span class="doc std std-doc">extended install instructions</span></a> if you want to do this.</p>
|
||||
<section id="where-is-it">
|
||||
<h2><span class="section-number">6.1. </span>Where is it?<a class="headerlink" href="#where-is-it" title="Permalink to this headline">¶</a></h2>
|
||||
<p>If Evennia is installed, you can import from it simply with</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>import evennia
|
||||
from evennia import some_module
|
||||
from evennia.some_module.other_module import SomeClass
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>and so on.</p>
|
||||
<p>If you installed Evennia with <code class="docutils literal notranslate"><span class="pre">pip</span> <span class="pre">install</span></code>, the library folder will be installed deep inside your Python
|
||||
installation. If you cloned the repo there will be a folder <code class="docutils literal notranslate"><span class="pre">evennia</span></code> on your hard drive there.</p>
|
||||
<p>If you cloned the repo or read the code on <code class="docutils literal notranslate"><span class="pre">github</span></code> you’ll find this being the outermost structure:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>evennia/
|
||||
bin/
|
||||
CHANGELOG.md
|
||||
...
|
||||
...
|
||||
docs/
|
||||
evennia/
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>This outer layer is for Evennia’s installation and package distribution. That internal folder <code class="docutils literal notranslate"><span class="pre">evennia/evennia/</span></code> is
|
||||
the <em>actual</em> library, the thing covered by the API auto-docs and what you get when you do <code class="docutils literal notranslate"><span class="pre">import</span> <span class="pre">evennia</span></code>.</p>
|
||||
<blockquote>
|
||||
<div><p>The <code class="docutils literal notranslate"><span class="pre">evennia/docs/</span></code> folder contains the sources for this documentation. See
|
||||
<a class="reference internal" href="../../../Contributing-Docs.html"><span class="doc std std-doc">contributing to the docs</span></a> if you want to learn more about how this works.</p>
|
||||
</div></blockquote>
|
||||
<p>This the the structure of the Evennia library:</p>
|
||||
<ul class="simple">
|
||||
<li><p>evennia</p>
|
||||
<ul>
|
||||
<li><p><a class="reference internal" href="../../../Evennia-API.html#shortcuts"><span class="std std-doc"><code class="docutils literal notranslate"><span class="pre">__init__.py</span></code></span></a> - The “flat API” of Evennia resides here.</p></li>
|
||||
<li><p><a class="reference internal" href="../../../Setup/Settings.html#settings-file"><span class="std std-doc"><code class="docutils literal notranslate"><span class="pre">settings_default.py</span></code></span></a> - Root settings of Evennia. Copy settings
|
||||
from here to <code class="docutils literal notranslate"><span class="pre">mygame/server/settings.py</span></code> file.</p></li>
|
||||
<li><p><a class="reference internal" href="../../../Components/Commands.html"><span class="doc std std-doc"><code class="docutils literal notranslate"><span class="pre">commands/</span></code></span></a> - The command parser and handler.</p>
|
||||
<ul>
|
||||
<li><p><code class="docutils literal notranslate"><span class="pre">default/</span></code> - The <a class="reference internal" href="../../../Components/Default-Commands.html"><span class="doc std std-doc">default commands</span></a> and cmdsets.</p></li>
|
||||
</ul>
|
||||
</li>
|
||||
<li><p><a class="reference internal" href="../../../Components/Channels.html"><span class="doc std std-doc"><code class="docutils literal notranslate"><span class="pre">comms/</span></code></span></a> - Systems for communicating in-game.</p></li>
|
||||
<li><p><code class="docutils literal notranslate"><span class="pre">contrib/</span></code> - Optional plugins too game-specific for core Evennia.</p></li>
|
||||
<li><p><code class="docutils literal notranslate"><span class="pre">game_template/</span></code> - Copied to become the “game directory” when using <code class="docutils literal notranslate"><span class="pre">evennia</span> <span class="pre">--init</span></code>.</p></li>
|
||||
<li><p><a class="reference internal" href="../../../Components/Help-System.html"><span class="doc std std-doc"><code class="docutils literal notranslate"><span class="pre">help/</span></code></span></a> - Handles the storage and creation of help entries.</p></li>
|
||||
<li><p><code class="docutils literal notranslate"><span class="pre">locale/</span></code> - Language files (<a class="reference internal" href="../../../Concepts/Internationalization.html"><span class="doc std std-doc">i18n</span></a>).</p></li>
|
||||
<li><p><a class="reference internal" href="../../../Components/Locks.html"><span class="doc std std-doc"><code class="docutils literal notranslate"><span class="pre">locks/</span></code></span></a> - Lock system for restricting access to in-game entities.</p></li>
|
||||
<li><p><a class="reference internal" href="../../../Components/Objects.html"><span class="doc std std-doc"><code class="docutils literal notranslate"><span class="pre">objects/</span></code></span></a> - In-game entities (all types of items and Characters).</p></li>
|
||||
<li><p><a class="reference internal" href="../../../Components/Prototypes.html"><span class="doc std std-doc"><code class="docutils literal notranslate"><span class="pre">prototypes/</span></code></span></a> - Object Prototype/spawning system and OLC menu</p></li>
|
||||
<li><p><a class="reference internal" href="../../../Components/Accounts.html"><span class="doc std std-doc"><code class="docutils literal notranslate"><span class="pre">accounts/</span></code></span></a> - Out-of-game Session-controlled entities (accounts, bots etc)</p></li>
|
||||
<li><p><a class="reference internal" href="../../../Components/Scripts.html"><span class="doc std std-doc"><code class="docutils literal notranslate"><span class="pre">scripts/</span></code></span></a> - Out-of-game entities equivalence to Objects, also with timer support.</p></li>
|
||||
<li><p><a class="reference internal" href="../../../Components/Portal-And-Server.html"><span class="doc std std-doc"><code class="docutils literal notranslate"><span class="pre">server/</span></code></span></a> - Core server code and Session handling.</p>
|
||||
<ul>
|
||||
<li><p><code class="docutils literal notranslate"><span class="pre">portal/</span></code> - Portal proxy and connection protocols.</p></li>
|
||||
</ul>
|
||||
</li>
|
||||
<li><p><a class="reference internal" href="../../../Components/Typeclasses.html"><span class="doc std std-doc"><code class="docutils literal notranslate"><span class="pre">typeclasses/</span></code></span></a> - Abstract classes for the typeclass storage and database system.</p></li>
|
||||
<li><p><a class="reference internal" href="../../../Components/Coding-Utils.html"><span class="doc std std-doc"><code class="docutils literal notranslate"><span class="pre">utils/</span></code></span></a> - Various miscellaneous useful coding resources.</p></li>
|
||||
<li><p><a class="reference internal" href="../../../Concepts/Web-Features.html"><span class="doc std std-doc"><code class="docutils literal notranslate"><span class="pre">web/</span></code></span></a> - Web resources and webserver. Partly copied into game directory on initialization.</p></li>
|
||||
</ul>
|
||||
</li>
|
||||
</ul>
|
||||
<aside class="sidebar">
|
||||
<p class="sidebar-title"><strong>init</strong>.py</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>The `__init__.py` file is a special Python filename used to represent a Python 'package'.
|
||||
When you import `evennia` on its own, you import this file. When you do `evennia.foo` Python will
|
||||
first look for a property `.foo` in `__init__.py` and then for a module or folder of that name
|
||||
in the same location.
|
||||
</pre></div>
|
||||
</div>
|
||||
</aside>
|
||||
<p>While all the actual Evennia code is found in the various folders, the <code class="docutils literal notranslate"><span class="pre">__init__.py</span></code> represents the entire
|
||||
package <code class="docutils literal notranslate"><span class="pre">evennia</span></code>. It contains “shortcuts” to code that is actually located elsewhere. Most of these shortcuts
|
||||
are listed if you <a class="reference internal" href="../../../Evennia-API.html"><span class="doc std std-doc">scroll down a bit</span></a> on the Evennia-API page.</p>
|
||||
</section>
|
||||
<section id="an-example-of-exploring-the-library">
|
||||
<h2><span class="section-number">6.2. </span>An example of exploring the library<a class="headerlink" href="#an-example-of-exploring-the-library" title="Permalink to this headline">¶</a></h2>
|
||||
<p>In the previous lesson we took a brief look at <code class="docutils literal notranslate"><span class="pre">mygame/typeclasses/objects</span></code> as an example of a Python module. Let’s
|
||||
open it again. Inside is the <code class="docutils literal notranslate"><span class="pre">Object</span></code> class, which inherits from <code class="docutils literal notranslate"><span class="pre">DefaultObject</span></code>.
|
||||
Near the top of the module is this line:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>from evennia import DefaultObject
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>We want to figure out just what this DefaultObject offers. Since this is imported directly from <code class="docutils literal notranslate"><span class="pre">evennia</span></code>, we
|
||||
are actually importing from <code class="docutils literal notranslate"><span class="pre">evennia/__init__.py</span></code>.</p>
|
||||
<p><a class="reference external" href="https://github.com/evennia/evennia/blob/master/evennia/__init__.py#159">Look at Line 159</a> of <code class="docutils literal notranslate"><span class="pre">evennia/__init__.py</span></code> and you’ll find this line:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>from .objects.objects import DefaultObject
|
||||
</pre></div>
|
||||
</div>
|
||||
<aside class="sidebar">
|
||||
<p class="sidebar-title">Relative and absolute imports</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>The first full-stop in `from .objects.objects ...` means that
|
||||
we are importing from the current location. This is called a `relative import`.
|
||||
By comparison, `from evennia.objects.objects` is an `absolute import`. In this particular
|
||||
case, the two would give the same result.
|
||||
</pre></div>
|
||||
</div>
|
||||
</aside>
|
||||
<blockquote>
|
||||
<div><p>You can also look at <a class="reference internal" href="../../../Evennia-API.html#typeclasses"><span class="std std-doc">the right section of the API frontpage</span></a> and click through
|
||||
to the code that way.</p>
|
||||
</div></blockquote>
|
||||
<p>The fact that <code class="docutils literal notranslate"><span class="pre">DefaultObject</span></code> is imported into <code class="docutils literal notranslate"><span class="pre">__init__.py</span></code> here is what makes it possible to also import
|
||||
it as <code class="docutils literal notranslate"><span class="pre">from</span> <span class="pre">evennia</span> <span class="pre">import</span> <span class="pre">DefaultObject</span></code> even though the code for the class is not actually here.</p>
|
||||
<p>So to find the code for <code class="docutils literal notranslate"><span class="pre">DefaultObject</span></code> we need to look in <code class="docutils literal notranslate"><span class="pre">evennia/objects/objects.py</span></code>. Here’s how
|
||||
to look it up in the docs:</p>
|
||||
<ol class="simple">
|
||||
<li><p>Open the <a class="reference internal" href="../../../Evennia-API.html"><span class="doc std std-doc">API frontpage</span></a></p></li>
|
||||
<li><p>Locate the link to <a class="reference internal" href="../../../api/evennia.objects.objects.html#evennia-objects-objects"><span class="std std-ref">evennia.objects.objects</span></a> and click on it.
|
||||
3 You are now in the python module. Scroll down (or search in your web browser) to find the <code class="docutils literal notranslate"><span class="pre">DefaultObject</span></code> class.
|
||||
4 You can now read what this does and what methods are on it. If you want to see the full source, click the
|
||||
[source] link next to it.</p></li>
|
||||
</ol>
|
||||
</section>
|
||||
</section>
|
||||
|
||||
|
||||
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|
||||
<p><h3><a href="../../../index.html">Table of Contents</a></h3>
|
||||
<ul>
|
||||
<li><a class="reference internal" href="#">6. Overview of the Evennia library</a><ul>
|
||||
<li><a class="reference internal" href="#where-is-it">6.1. Where is it?</a></li>
|
||||
<li><a class="reference internal" href="#an-example-of-exploring-the-library">6.2. An example of exploring the library</a></li>
|
||||
</ul>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<h4>Previous topic</h4>
|
||||
<p class="topless"><a href="Python-classes-and-objects.html"
|
||||
title="previous chapter"><span class="section-number">5. </span>Introduction to Python classes and objects</a></p>
|
||||
<h4>Next topic</h4>
|
||||
<p class="topless"><a href="Learning-Typeclasses.html"
|
||||
title="next chapter"><span class="section-number">7. </span>Making objects persistent</a></p>
|
||||
<div role="note" aria-label="source link">
|
||||
<!--h3>This Page</h3-->
|
||||
<ul class="this-page-menu">
|
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<li><a href="../../../_sources/Howtos/Beginner-Tutorial/Part1/Evennia-Library-Overview.md.txt"
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rel="nofollow">Show Page Source</a></li>
|
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|
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</div><h3>Links</h3>
|
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<ul>
|
||||
<li><a href="https://www.evennia.com">Home page</a> </li>
|
||||
<li><a href="https://github.com/evennia/evennia">Evennia Github</a> </li>
|
||||
<li><a href="http://games.evennia.com">Game Index</a> </li>
|
||||
<li>
|
||||
<a href="https://discord.gg/AJJpcRUhtF">Discord</a> -
|
||||
<a href="https://github.com/evennia/evennia/discussions">Discussions</a> -
|
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|
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|
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|
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<ul>
|
||||
<li><a href="Evennia-Library-Overview.html">1.0-dev (develop branch)</a></li>
|
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<li><a href="../../../../0.9.5/index.html">0.9.5 (v0.9.5 branch)</a></li>
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</ul>
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<li class="nav-item nav-item-3"><a href="Beginner-Tutorial-Part1-Intro.html" accesskey="U">Part 1: What we have</a> »</li>
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<li class="nav-item nav-item-this"><a href=""><span class="section-number">4. </span>Overview of your new Game Dir</a></li>
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<div class="develop">develop branch</div>
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<section class="tex2jax_ignore mathjax_ignore" id="overview-of-your-new-game-dir">
|
||||
<h1><span class="section-number">4. </span>Overview of your new Game Dir<a class="headerlink" href="#overview-of-your-new-game-dir" title="Permalink to this headline">¶</a></h1>
|
||||
<p>Next we will take a little detour to look at the <em>Tutorial World</em>. This is a little solo adventure
|
||||
that comes with Evennia, a showcase for some of the things that are possible.</p>
|
||||
<p>Now we have ‘run the game’ a bit and started with our forays into Python from inside Evennia.
|
||||
It is time to start to look at how things look ‘outside of the game’. Let’s do a tour of your game-dir
|
||||
Like everywhere in the docs we’ll assume it’s called <code class="docutils literal notranslate"><span class="pre">mygame</span></code>.</p>
|
||||
<blockquote>
|
||||
<div><p>When looking through files, ignore files ending with <code class="docutils literal notranslate"><span class="pre">.pyc</span></code> and the
|
||||
<code class="docutils literal notranslate"><span class="pre">__pycache__</span></code> folder if it exists. This is internal Python compilation files that you should never
|
||||
need to touch. Files <code class="docutils literal notranslate"><span class="pre">__init__.py</span></code> is also often empty and can be ignored (they have to do with
|
||||
Python package management).</p>
|
||||
</div></blockquote>
|
||||
<p>You may have noticed when we were building things in-game that we would often refer to code through
|
||||
“python paths”, such as</p>
|
||||
<aside class="sidebar">
|
||||
<p class="sidebar-title">Python-paths</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>A 'python path' uses '.' instead of '/' or '`\\`' and
|
||||
skips the `.py` ending of files. It can also point to
|
||||
the code contents of python files. Since Evennia is already
|
||||
looking for code in your game dir, your python paths can start
|
||||
from there.
|
||||
|
||||
So a path `/home/foo/devel/mygame/commands/command.py`
|
||||
would translate to a Python-path `commands.command`.
|
||||
</pre></div>
|
||||
</div>
|
||||
</aside>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>create/drop button:tutorial_examples.red_button.RedButton
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>This is a fundamental aspect of coding Evennia - <em>you create code and then you tell Evennia where that
|
||||
code is and when it should be used</em>. Above we told it to create a red button by pulling from specific code
|
||||
in the <code class="docutils literal notranslate"><span class="pre">contribs/</span></code> folder but the same principle is true everywhere. So it’s important to know where code is
|
||||
and how you point to it correctly.</p>
|
||||
<ul class="simple">
|
||||
<li><p><code class="docutils literal notranslate"><span class="pre">mygame/</span></code></p>
|
||||
<ul>
|
||||
<li><p><code class="docutils literal notranslate"><span class="pre">commands/</span></code> - This holds all your custom commands (user-input handlers). You both add your own
|
||||
and override Evennia’s defaults from here.</p></li>
|
||||
<li><p><code class="docutils literal notranslate"><span class="pre">server</span></code>/ - The structure of this folder should not change since Evennia expects it.</p>
|
||||
<ul>
|
||||
<li><p><code class="docutils literal notranslate"><span class="pre">conf/</span></code> - All server configuration files sits here. The most important file is <code class="docutils literal notranslate"><span class="pre">settings.py</span></code>.</p></li>
|
||||
<li><p><code class="docutils literal notranslate"><span class="pre">logs/</span></code> - Server log files are stored here. When you use <code class="docutils literal notranslate"><span class="pre">evennia</span> <span class="pre">--log</span></code> you are actually
|
||||
tailing the files in this directory.</p></li>
|
||||
</ul>
|
||||
</li>
|
||||
<li><p><code class="docutils literal notranslate"><span class="pre">typeclasses/</span></code> - this holds empty templates describing all database-bound entities in the
|
||||
game, like Characters, Scripts, Accounts etc. Adding code here allows to customize and extend
|
||||
the defaults.</p></li>
|
||||
<li><p><code class="docutils literal notranslate"><span class="pre">web/</span></code> - This is where you override and extend the default templates, views and static files used
|
||||
for Evennia’s web-presence, like the website and the HTML5 webclient.</p></li>
|
||||
<li><p><code class="docutils literal notranslate"><span class="pre">world/</span></code> - this is a “miscellaneous” folder holding everything related to the world you are
|
||||
building, such as build scripts and rules modules that don’t fit with one of the other folders.</p></li>
|
||||
</ul>
|
||||
</li>
|
||||
</ul>
|
||||
<blockquote>
|
||||
<div><p>The <code class="docutils literal notranslate"><span class="pre">server/</span></code> subfolder should remain the way it is - Evennia expects this. But you could in
|
||||
principle change the structure of the rest of your game dir as best fits your preference.
|
||||
Maybe you don’t need a world/ folder but prefer many folders with different aspects of your world?
|
||||
Or a new folder ‘rules’ for your RPG rules? This is fine. If you move things around you just need
|
||||
to update Evennia’s default settings to point to the right places in the new structure.</p>
|
||||
</div></blockquote>
|
||||
<section id="commands">
|
||||
<h2><span class="section-number">4.1. </span>commands/<a class="headerlink" href="#commands" title="Permalink to this headline">¶</a></h2>
|
||||
<p>The <code class="docutils literal notranslate"><span class="pre">commands/</span></code> folder holds Python modules related to creating and extending the <a class="reference internal" href="../../../Components/Commands.html"><span class="doc std std-doc">Commands</span></a>
|
||||
of Evennia. These manifest in game like the server understanding input like <code class="docutils literal notranslate"><span class="pre">look</span></code> or <code class="docutils literal notranslate"><span class="pre">dig</span></code>.</p>
|
||||
<aside class="sidebar">
|
||||
<p class="sidebar-title">Classes</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>A `class` is template for creating object-instances of a particular type
|
||||
in Python. We will explain classes in more detail in the next
|
||||
`python overview <Python-basic-tutorial-part-two>`_.
|
||||
</pre></div>
|
||||
</div>
|
||||
</aside>
|
||||
<ul class="simple">
|
||||
<li><p><a class="reference external" href="https://github.com/evennia/evennia/blob/master/evennia/game_template/commands/command.py">command.py</a> (Python-path: <code class="docutils literal notranslate"><span class="pre">commands.command</span></code>) - this contain the
|
||||
base <em>classes</em> for designing new input commands, or override the defaults.</p></li>
|
||||
<li><p><a class="reference external" href="https://github.com/evennia/evennia/blob/master/evennia/game_template/commands/default_cmdsets.py">default_cmdsets.py</a> (Python path: <code class="docutils literal notranslate"><span class="pre">commands.default_commands</span></code>) -
|
||||
a cmdset (Command-Set) groups Commands together. Command-sets can be added and removed from objects on the fly,
|
||||
meaning a user could have a different set of commands (or versions of commands) available depending on their circumstance
|
||||
in the game. In order to add a new command to the game, it’s common to import the new command-class
|
||||
from <code class="docutils literal notranslate"><span class="pre">command.py</span></code> and add it to one of the default cmdsets in this module.</p></li>
|
||||
</ul>
|
||||
</section>
|
||||
<section id="server">
|
||||
<h2><span class="section-number">4.2. </span>server/<a class="headerlink" href="#server" title="Permalink to this headline">¶</a></h2>
|
||||
<p>This folder contains resource necessary for running Evennia. Contrary to the other folders, the structure
|
||||
of this should be kept the way it is.</p>
|
||||
<ul class="simple">
|
||||
<li><p><code class="docutils literal notranslate"><span class="pre">evennia.db3</span></code> - you will only have this file if you are using the default SQLite3 database. This file
|
||||
contains the entire database. Just copy it to make a backup. For development you could also just
|
||||
make a copy once you have set up everything you need and just copy that back to ‘reset’ the state.
|
||||
If you delete this file you can easily recreate it by running <code class="docutils literal notranslate"><span class="pre">evennia</span> <span class="pre">migrate</span></code>.</p></li>
|
||||
</ul>
|
||||
<section id="server-logs">
|
||||
<h3><span class="section-number">4.2.1. </span>server/logs/<a class="headerlink" href="#server-logs" title="Permalink to this headline">¶</a></h3>
|
||||
<p>This holds the server logs. When you do <code class="docutils literal notranslate"><span class="pre">evennia</span> <span class="pre">--log</span></code>, the evennia program is in fact tailing and concatenating
|
||||
the <code class="docutils literal notranslate"><span class="pre">server.log</span></code> and <code class="docutils literal notranslate"><span class="pre">portal.log</span></code> files in this directory. The logs are rotated every week. Depending on your settings,
|
||||
other logs, like the webserver HTTP request log can also be found here.</p>
|
||||
</section>
|
||||
<section id="server-conf">
|
||||
<h3><span class="section-number">4.2.2. </span>server/conf/<a class="headerlink" href="#server-conf" title="Permalink to this headline">¶</a></h3>
|
||||
<p>This contains all configuration files of the Evennia server. These are regular Python modules which
|
||||
means that they must be extended with valid Python. You can also add logic to them if you wanted to.</p>
|
||||
<p>Common for the settings is that you generally will never them directly via their python-path; instead Evennia
|
||||
knows where they are and will read them to configure itself at startup.</p>
|
||||
<ul>
|
||||
<li><p><code class="docutils literal notranslate"><span class="pre">settings.py</span></code> - this is by far the most important file. It’s nearly empty by default, rather you
|
||||
are expected to copy&paste the changes you need from <a class="reference external" href="https://github.com/evennia/evennia/blob/master/evennia/default_settings.py">evennia/default_settings.py</a>.
|
||||
The default settings file is extensively documented. Importing/accessing the values in the settings
|
||||
file is done in a special way, like this:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span> from django.conf import settings
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>To get to the setting <code class="docutils literal notranslate"><span class="pre">TELNET_PORT</span></code> in the settings file you’d then do</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span> telnet_port = settings.TELNET_PORT
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>You cannot assign to the settings file dynamically; you must change the <code class="docutils literal notranslate"><span class="pre">settings.py</span></code> file directly to
|
||||
change a setting.</p>
|
||||
</li>
|
||||
<li><p><code class="docutils literal notranslate"><span class="pre">secret_settings.py</span></code> - If you are making your code effort public, you may not want to share all settings online.
|
||||
There may be server-specific secrets or just fine-tuning for your game systems that you prefer be kept secret
|
||||
from the players. Put such settings in here, it will override values in <code class="docutils literal notranslate"><span class="pre">settings.py</span></code> and not be included in
|
||||
version control.</p></li>
|
||||
<li><p><code class="docutils literal notranslate"><span class="pre">at_initial_setup.py</span></code> - When Evennia starts up for the very first time, it does some basic tasks, like creating the
|
||||
superuser and Limbo room. Adding to this file allows to add more actions for it to for first-startup.</p></li>
|
||||
<li><p><code class="docutils literal notranslate"><span class="pre">at_search.py</span></code> - When searching for objects and either finding no match or more than one match, it will
|
||||
respond by giving a warning or offering the user to differentiate between the multiple matches. Modifying
|
||||
the code here will change this behavior to your liking.</p></li>
|
||||
<li><p><code class="docutils literal notranslate"><span class="pre">at_server_startstop.py</span></code> - This allows to inject code to execute every time the server starts, stops or reloads
|
||||
in different ways.</p></li>
|
||||
<li><p><code class="docutils literal notranslate"><span class="pre">connection_screens.py</span></code> - This allows for changing the connection screen you see when you first connect to your
|
||||
game.</p></li>
|
||||
<li><p><code class="docutils literal notranslate"><span class="pre">inlinefuncs.py</span></code> - <em>Inlinefuncs</em> are optional and limited ‘functions’ that can be embedded in any strings being
|
||||
sent to a player. They are written as <code class="docutils literal notranslate"><span class="pre">$funcname(args)</span></code> and are used to customize the output
|
||||
depending on the user receiving it. For example sending people the text <code class="docutils literal notranslate"><span class="pre">"Let's</span> <span class="pre">meet</span> <span class="pre">at</span> <span class="pre">$realtime(13:00,</span> <span class="pre">GMT)!</span></code>
|
||||
would show every player seeing that string the time given in their own time zone. The functions added to this
|
||||
module will become new inlinefuncs in the game.</p></li>
|
||||
<li><p><code class="docutils literal notranslate"><span class="pre">inputfucs.py</span></code> - When a command like <code class="docutils literal notranslate"><span class="pre">look</span></code> is received by the server, it is handled by an <em>inputfunc</em>
|
||||
that redirects it to the cmdhandler system. But there could be other inputs coming from the clients, like
|
||||
button-presses or the request to update a health-bar. While most common cases are already covered, this is
|
||||
where one adds new functions to process new types of input.</p></li>
|
||||
<li><p><code class="docutils literal notranslate"><span class="pre">lockfuncs.py</span></code> - <em>Locks</em> restrict access to things in-game. Lock funcs are used in a mini-language
|
||||
to defined more complex locks. For example you could have a lockfunc that checks if the user is carrying
|
||||
a given item, is bleeding or has a certain skill value. New functions added in this modules will
|
||||
become available for use in lock definitions.</p></li>
|
||||
<li><p><code class="docutils literal notranslate"><span class="pre">mssp.py</span></code> - Mud Server Status Protocol is a way for online MUD archives/listings (which you usually have
|
||||
to sign up for) to track which MUDs are currently online, how many players they have etc. While Evennia handles
|
||||
the dynamic information automatically, this is were you set up the meta-info about your game, such as its
|
||||
theme, if player-killing is allowed and so on. This is a more generic form of the Evennia Game directory.</p></li>
|
||||
<li><p><code class="docutils literal notranslate"><span class="pre">portal_services_plugins.py</span></code> - If you want to add new external connection protocols to Evennia, this is the place
|
||||
to add them.</p></li>
|
||||
<li><p><code class="docutils literal notranslate"><span class="pre">server_services_plugins.py</span></code> - This allows to override internal server connection protocols.</p></li>
|
||||
<li><p><code class="docutils literal notranslate"><span class="pre">web_plugins.py</span></code> - This allows to add plugins to the Evennia webserver as it starts.</p></li>
|
||||
</ul>
|
||||
</section>
|
||||
<section id="typeclasses">
|
||||
<h3><span class="section-number">4.2.3. </span>typeclasses/<a class="headerlink" href="#typeclasses" title="Permalink to this headline">¶</a></h3>
|
||||
<p>The <a class="reference internal" href="../../../Components/Typeclasses.html"><span class="doc std std-doc">Typeclasses</span></a> of Evennia are Evennia-specific Python classes whose instances save themselves
|
||||
to the database. This allows a Character to remain in the same place and your updated strength stat to still
|
||||
be the same after a server reboot.</p>
|
||||
<ul class="simple">
|
||||
<li><p><a class="reference external" href="https://github.com/evennia/evennia/blob/master/evennia/game_template/typeclasses/accounts.py">accounts.py</a> (Python-path: <code class="docutils literal notranslate"><span class="pre">typeclasses.accounts</span></code>) - An
|
||||
<a class="reference internal" href="../../../Components/Accounts.html"><span class="doc std std-doc">Account</span></a> represents the player connecting to the game. It holds information like email,
|
||||
password and other out-of-character details.</p></li>
|
||||
<li><p><a class="reference external" href="https://github.com/evennia/evennia/blob/master/evennia/game_template/typeclasses/channels.py">channels.py</a> (Python-path: <code class="docutils literal notranslate"><span class="pre">typeclasses.channels</span></code>) -
|
||||
<a class="reference internal" href="../../../Components/Channels.html"><span class="doc std std-doc">Channels</span></a> are used to manage in-game communication between players.</p></li>
|
||||
<li><p><a class="reference external" href="https://github.com/evennia/evennia/blob/master/evennia/game_template/typeclasses/objects.py">objects.py</a> (Python-path: <code class="docutils literal notranslate"><span class="pre">typeclasses.objects</span></code>) -
|
||||
<a class="reference internal" href="../../../Components/Objects.html"><span class="doc std std-doc">Objects</span></a> represent all things having a location within the game world.</p></li>
|
||||
<li><p><a class="reference external" href="https://github.com/evennia/evennia/blob/master/evennia/game_template/typeclasses/characters.py">characters.py</a> (Python-path: <code class="docutils literal notranslate"><span class="pre">typeclasses.characters</span></code>) -
|
||||
The <a class="reference internal" href="../../../Components/Objects.html#characters"><span class="std std-doc">Character</span></a> is a subclass of Objects, controlled by Accounts - they are the player’s
|
||||
avatars in the game world.</p></li>
|
||||
<li><p><a class="reference external" href="https://github.com/evennia/evennia/blob/master/evennia/game_template/typeclasses/rooms.py">rooms.py</a> (Python-path: <code class="docutils literal notranslate"><span class="pre">typeclasses.rooms</span></code>) - A
|
||||
<a class="reference internal" href="../../../Components/Objects.html#rooms"><span class="std std-doc">Room</span></a> is also a subclass of Object; describing discrete locations. While the traditional
|
||||
term is ‘room’, such a location can be anything and on any scale that fits your game, from a forest glade,
|
||||
an entire planet or an actual dungeon room.</p></li>
|
||||
<li><p><a class="reference external" href="https://github.com/evennia/evennia/blob/master/evennia/game_template/typeclasses/exits.py">exits.py</a> (Python-path: <code class="docutils literal notranslate"><span class="pre">typeclasses.exits</span></code>) -
|
||||
<a class="reference internal" href="../../../Components/Objects.html#exits"><span class="std std-doc">Exits</span></a> is another subclass of Object. Exits link one Room to another.</p></li>
|
||||
<li><p><a class="reference external" href="https://github.com/evennia/evennia/blob/master/evennia/game_template/typeclasses/scripts.py">scripts.py</a> (Python-path: <code class="docutils literal notranslate"><span class="pre">typeclasses.scripts</span></code>) -
|
||||
<a class="reference internal" href="../../../Components/Scripts.html"><span class="doc std std-doc">Scripts</span></a> are ‘out-of-character’ objects. They have no location in-game and can serve as basis for
|
||||
anything that needs database persistence, such as combat, weather, or economic systems. They also
|
||||
have the ability to execute code repeatedly, on a timer.</p></li>
|
||||
</ul>
|
||||
</section>
|
||||
<section id="web">
|
||||
<h3><span class="section-number">4.2.4. </span>web/<a class="headerlink" href="#web" title="Permalink to this headline">¶</a></h3>
|
||||
<p>This folder contains folders for overriding the default web-presence of Evennia with your own designs.
|
||||
Most of these folders are empty except for a README file or a subset of other empty folders.</p>
|
||||
<ul class="simple">
|
||||
<li><p><code class="docutils literal notranslate"><span class="pre">media/</span></code> - this empty folder is where you can place your own images or other media files you want the
|
||||
web server to serve. If you are releasing your game with a lot of media (especially if you want videos) you
|
||||
should consider re-pointing Evennia to use some external service to serve your media instead.</p></li>
|
||||
<li><p><code class="docutils literal notranslate"><span class="pre">static_overrides/</span></code> - ‘static’ files include fonts, CSS and JS. Within this folder you’ll find sub-folders for
|
||||
overriding the static files for the <code class="docutils literal notranslate"><span class="pre">admin</span></code> (this is the Django web-admin), the <code class="docutils literal notranslate"><span class="pre">webclient</span></code> (this is thet
|
||||
HTML5 webclient) and the <code class="docutils literal notranslate"><span class="pre">website</span></code>. Adding files to this folder will replace same-named files in the
|
||||
default web presence.</p></li>
|
||||
<li><p><code class="docutils literal notranslate"><span class="pre">template_overrides/</span></code> - these are HTML files, for the <code class="docutils literal notranslate"><span class="pre">webclient</span></code> and the <code class="docutils literal notranslate"><span class="pre">website</span></code>. HTML files are written
|
||||
using <a class="reference external" href="https://jinja.palletsprojects.com/en/2.11.x/">Jinja</a> templating, which means that one can override
|
||||
only particular parts of a default template without touching others.</p></li>
|
||||
<li><p><code class="docutils literal notranslate"><span class="pre">static/</span></code> - this is a work-directory for the web system and should <em>not</em> be manually modified. Basically,
|
||||
Evennia will copy static data from <code class="docutils literal notranslate"><span class="pre">static_overrides</span></code> here when the server starts.</p></li>
|
||||
<li><p><code class="docutils literal notranslate"><span class="pre">urls.py</span></code> - this module links up the Python code to the URLs you go to in the browser.</p></li>
|
||||
</ul>
|
||||
</section>
|
||||
<section id="world">
|
||||
<h3><span class="section-number">4.2.5. </span>world/<a class="headerlink" href="#world" title="Permalink to this headline">¶</a></h3>
|
||||
<p>This folder only contains some example files. It’s meant to hold ‘the rest’ of your game implementation. Many
|
||||
people change and re-structure this in various ways to better fit their ideas.</p>
|
||||
<ul class="simple">
|
||||
<li><p><a class="reference external" href="https://github.com/evennia/evennia/blob/master/evennia/game_template/world/batch_cmds.ev">batch_cmds.ev</a> - This is an <code class="docutils literal notranslate"><span class="pre">.ev</span></code> file, which is essentially
|
||||
just a list of Evennia commands to execute in sequence. This one is empty and ready to expand on. The
|
||||
<a class="reference internal" href="Tutorial-World.html"><span class="doc std std-doc">Tutorial World</span></a> was built with such a batch-file.</p></li>
|
||||
<li><p><a class="reference external" href="https://github.com/evennia/evennia/blob/master/evennia/game_template/world/prototypes.py">prototypes.py</a> - A <a class="reference internal" href="../../../Components/Prototypes.html"><span class="doc std std-doc">prototype</span></a> is a way
|
||||
to easily vary objects without changing their base typeclass. For example, one could use prototypes to
|
||||
tell that Two goblins, while both of the class ‘Goblin’ (so they follow the same code logic), should have different
|
||||
equipment, stats and looks.</p></li>
|
||||
</ul>
|
||||
</section>
|
||||
</section>
|
||||
</section>
|
||||
|
||||
|
||||
<div class="clearer"></div>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
<div class="sphinxsidebar" role="navigation" aria-label="main navigation">
|
||||
<div class="sphinxsidebarwrapper">
|
||||
<p class="logo"><a href="../../../index.html">
|
||||
<img class="logo" src="../../../_static/evennia_logo.png" alt="Logo"/>
|
||||
</a></p>
|
||||
<div id="searchbox" style="display: none" role="search">
|
||||
<h3 id="searchlabel">Quick search</h3>
|
||||
<div class="searchformwrapper">
|
||||
<form class="search" action="../../../search.html" method="get">
|
||||
<input type="text" name="q" aria-labelledby="searchlabel" />
|
||||
<input type="submit" value="Go" />
|
||||
</form>
|
||||
</div>
|
||||
</div>
|
||||
<script>$('#searchbox').show(0);</script>
|
||||
<p><h3><a href="../../../index.html">Table of Contents</a></h3>
|
||||
<ul>
|
||||
<li><a class="reference internal" href="#">4. Overview of your new Game Dir</a><ul>
|
||||
<li><a class="reference internal" href="#commands">4.1. commands/</a></li>
|
||||
<li><a class="reference internal" href="#server">4.2. server/</a><ul>
|
||||
<li><a class="reference internal" href="#server-logs">4.2.1. server/logs/</a></li>
|
||||
<li><a class="reference internal" href="#server-conf">4.2.2. server/conf/</a></li>
|
||||
<li><a class="reference internal" href="#typeclasses">4.2.3. typeclasses/</a></li>
|
||||
<li><a class="reference internal" href="#web">4.2.4. web/</a></li>
|
||||
<li><a class="reference internal" href="#world">4.2.5. world/</a></li>
|
||||
</ul>
|
||||
</li>
|
||||
</ul>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<h4>Previous topic</h4>
|
||||
<p class="topless"><a href="Python-basic-introduction.html"
|
||||
title="previous chapter"><span class="section-number">3. </span>Intro to using Python with Evennia</a></p>
|
||||
<h4>Next topic</h4>
|
||||
<p class="topless"><a href="Python-classes-and-objects.html"
|
||||
title="next chapter"><span class="section-number">5. </span>Introduction to Python classes and objects</a></p>
|
||||
<div role="note" aria-label="source link">
|
||||
<!--h3>This Page</h3-->
|
||||
<ul class="this-page-menu">
|
||||
<li><a href="../../../_sources/Howtos/Beginner-Tutorial/Part1/Gamedir-Overview.md.txt"
|
||||
rel="nofollow">Show Page Source</a></li>
|
||||
</ul>
|
||||
</div><h3>Links</h3>
|
||||
<ul>
|
||||
<li><a href="https://www.evennia.com">Home page</a> </li>
|
||||
<li><a href="https://github.com/evennia/evennia">Evennia Github</a> </li>
|
||||
<li><a href="http://games.evennia.com">Game Index</a> </li>
|
||||
<li>
|
||||
<a href="https://discord.gg/AJJpcRUhtF">Discord</a> -
|
||||
<a href="https://github.com/evennia/evennia/discussions">Discussions</a> -
|
||||
<a href="https://evennia.blogspot.com/">Blog</a>
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Versions</h3>
|
||||
<ul>
|
||||
<li><a href="Gamedir-Overview.html">1.0-dev (develop branch)</a></li>
|
||||
<li><a href="../../../../0.9.5/index.html">0.9.5 (v0.9.5 branch)</a></li>
|
||||
</ul>
|
||||
|
||||
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|
||||
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|
||||
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|
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|
||||
<a href="Evennia-Library-Overview.html" title="6. Overview of the Evennia library"
|
||||
accesskey="P">previous</a> |</li>
|
||||
<li class="nav-item nav-item-0"><a href="../../../index.html">Evennia 1.0-dev</a> »</li>
|
||||
<li class="nav-item nav-item-1"><a href="../../Howtos-Overview.html" >Tutorials and Howto’s</a> »</li>
|
||||
<li class="nav-item nav-item-2"><a href="../Beginner-Tutorial-Intro.html" >Beginner Tutorial</a> »</li>
|
||||
<li class="nav-item nav-item-3"><a href="Beginner-Tutorial-Part1-Intro.html" accesskey="U">Part 1: What we have</a> »</li>
|
||||
<li class="nav-item nav-item-this"><a href=""><span class="section-number">7. </span>Making objects persistent</a></li>
|
||||
</ul>
|
||||
<div class="develop">develop branch</div>
|
||||
</div>
|
||||
|
||||
<div class="document">
|
||||
<div class="documentwrapper">
|
||||
<div class="bodywrapper">
|
||||
<div class="body" role="main">
|
||||
|
||||
<section class="tex2jax_ignore mathjax_ignore" id="making-objects-persistent">
|
||||
<h1><span class="section-number">7. </span>Making objects persistent<a class="headerlink" href="#making-objects-persistent" title="Permalink to this headline">¶</a></h1>
|
||||
<p>Now that we have learned a little about how to find things in the Evennia library, let’s use it.</p>
|
||||
<p>In the <a class="reference internal" href="Python-classes-and-objects.html"><span class="doc std std-doc">Python classes and objects</span></a> lesson we created the dragons Fluffy, Cuddly
|
||||
and Smaug and made them fly and breathe fire. So far our dragons are short-lived - whenever we <code class="docutils literal notranslate"><span class="pre">restart</span></code>
|
||||
the server or <code class="docutils literal notranslate"><span class="pre">quit()</span></code> out of python mode they are gone.</p>
|
||||
<p>This is what you should have in <code class="docutils literal notranslate"><span class="pre">mygame/typeclasses/monsters.py</span></code> so far:</p>
|
||||
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span>
|
||||
<span class="k">class</span> <span class="nc">Monster</span><span class="p">:</span>
|
||||
<span class="sd">"""</span>
|
||||
<span class="sd"> This is a base class for Monsters.</span>
|
||||
<span class="sd"> """</span>
|
||||
|
||||
<span class="k">def</span> <span class="fm">__init__</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">key</span><span class="p">):</span>
|
||||
<span class="bp">self</span><span class="o">.</span><span class="n">key</span> <span class="o">=</span> <span class="n">key</span>
|
||||
|
||||
<span class="k">def</span> <span class="nf">move_around</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
|
||||
<span class="nb">print</span><span class="p">(</span><span class="sa">f</span><span class="s2">"</span><span class="si">{</span><span class="bp">self</span><span class="o">.</span><span class="n">key</span><span class="si">}</span><span class="s2"> is moving!"</span><span class="p">)</span>
|
||||
|
||||
|
||||
<span class="k">class</span> <span class="nc">Dragon</span><span class="p">(</span><span class="n">Monster</span><span class="p">):</span>
|
||||
<span class="sd">"""</span>
|
||||
<span class="sd"> This is a dragon-specific monster.</span>
|
||||
<span class="sd"> """</span>
|
||||
|
||||
<span class="k">def</span> <span class="nf">move_around</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
|
||||
<span class="nb">super</span><span class="p">()</span><span class="o">.</span><span class="n">move_around</span><span class="p">()</span>
|
||||
<span class="nb">print</span><span class="p">(</span><span class="s2">"The world trembles."</span><span class="p">)</span>
|
||||
|
||||
<span class="k">def</span> <span class="nf">firebreath</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
|
||||
<span class="sd">""" </span>
|
||||
<span class="sd"> Let our dragon breathe fire.</span>
|
||||
<span class="sd"> """</span>
|
||||
<span class="nb">print</span><span class="p">(</span><span class="sa">f</span><span class="s2">"</span><span class="si">{</span><span class="bp">self</span><span class="o">.</span><span class="n">key</span><span class="si">}</span><span class="s2"> breathes fire!"</span><span class="p">)</span>
|
||||
|
||||
</pre></div>
|
||||
</div>
|
||||
<section id="our-first-persistent-object">
|
||||
<h2><span class="section-number">7.1. </span>Our first persistent object<a class="headerlink" href="#our-first-persistent-object" title="Permalink to this headline">¶</a></h2>
|
||||
<p>At this point we should know enough to understand what is happening in <code class="docutils literal notranslate"><span class="pre">mygame/typeclasses/objects.py</span></code>. Let’s
|
||||
open it:</p>
|
||||
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="sd">"""</span>
|
||||
<span class="sd">module docstring</span>
|
||||
<span class="sd">"""</span>
|
||||
<span class="kn">from</span> <span class="nn">evennia</span> <span class="kn">import</span> <span class="n">DefaultObject</span>
|
||||
|
||||
<span class="k">class</span> <span class="nc">Object</span><span class="p">(</span><span class="n">DefaultObject</span><span class="p">):</span>
|
||||
<span class="sd">"""</span>
|
||||
<span class="sd"> class docstring</span>
|
||||
<span class="sd"> """</span>
|
||||
<span class="k">pass</span>
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>So we have a class <code class="docutils literal notranslate"><span class="pre">Object</span></code> that <em>inherits</em> from <code class="docutils literal notranslate"><span class="pre">DefaultObject</span></code>, which we have imported from Evennia.
|
||||
The class itself doesn’t do anything (it just <code class="docutils literal notranslate"><span class="pre">pass</span></code>es) but that doesn’t mean it’s useless. As we’ve seen,
|
||||
it inherits all the functionality of its parent. It’s in fact an <em>exact replica</em> of <code class="docutils literal notranslate"><span class="pre">DefaultObject</span></code> right now.
|
||||
If we knew what kind of methods and resources were available on <code class="docutils literal notranslate"><span class="pre">DefaultObject</span></code> we could add our own and
|
||||
change the way it works!</p>
|
||||
<blockquote>
|
||||
<div><p>Hint: We will get back to this, but to learn what resources an Evennia parent like <code class="docutils literal notranslate"><span class="pre">DefaultObject</span></code> offers,
|
||||
easiest is to peek at its <a class="reference internal" href="../../../api/evennia.objects.objects.html#evennia.objects.objects.DefaultObject" title="evennia.objects.objects.DefaultObject"><span class="xref myst py py-class">API documentation</span></a>. The docstring for
|
||||
the <code class="docutils literal notranslate"><span class="pre">Object</span></code> class can also help.</p>
|
||||
</div></blockquote>
|
||||
<p>One thing that Evennia classes offers and which you don’t get with vanilla Python classes is <em>persistence</em>. As
|
||||
you’ve found, Fluffy, Cuddly and Smaug are gone once we reload the server. Let’s see if we can fix this.</p>
|
||||
<p>Go back to <code class="docutils literal notranslate"><span class="pre">mygame/typeclasses/monsters.py</span></code>. Change it as follows:</p>
|
||||
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span>
|
||||
<span class="kn">from</span> <span class="nn">typeclasses.objects</span> <span class="kn">import</span> <span class="n">Object</span>
|
||||
|
||||
<span class="k">class</span> <span class="nc">Monster</span><span class="p">(</span><span class="n">Object</span><span class="p">):</span>
|
||||
<span class="sd">"""</span>
|
||||
<span class="sd"> This is a base class for Monsters.</span>
|
||||
<span class="sd"> """</span>
|
||||
<span class="k">def</span> <span class="nf">move_around</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
|
||||
<span class="nb">print</span><span class="p">(</span><span class="sa">f</span><span class="s2">"</span><span class="si">{</span><span class="bp">self</span><span class="o">.</span><span class="n">key</span><span class="si">}</span><span class="s2"> is moving!"</span><span class="p">)</span>
|
||||
|
||||
|
||||
<span class="k">class</span> <span class="nc">Dragon</span><span class="p">(</span><span class="n">Monster</span><span class="p">):</span>
|
||||
<span class="sd">"""</span>
|
||||
<span class="sd"> This is a dragon-specific Monster.</span>
|
||||
<span class="sd"> """</span>
|
||||
|
||||
<span class="k">def</span> <span class="nf">move_around</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
|
||||
<span class="nb">super</span><span class="p">()</span><span class="o">.</span><span class="n">move_around</span><span class="p">()</span>
|
||||
<span class="nb">print</span><span class="p">(</span><span class="s2">"The world trembles."</span><span class="p">)</span>
|
||||
|
||||
<span class="k">def</span> <span class="nf">firebreath</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
|
||||
<span class="sd">""" </span>
|
||||
<span class="sd"> Let our dragon breathe fire.</span>
|
||||
<span class="sd"> """</span>
|
||||
<span class="nb">print</span><span class="p">(</span><span class="sa">f</span><span class="s2">"</span><span class="si">{</span><span class="bp">self</span><span class="o">.</span><span class="n">key</span><span class="si">}</span><span class="s2"> breathes fire!"</span><span class="p">)</span>
|
||||
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>Don’t forget to save. We removed <code class="docutils literal notranslate"><span class="pre">Monster.__init__</span></code> and made <code class="docutils literal notranslate"><span class="pre">Monster</span></code> inherit from Evennia’s <code class="docutils literal notranslate"><span class="pre">Object</span></code> (which in turn
|
||||
inherits from Evennia’s <code class="docutils literal notranslate"><span class="pre">DefaultObject</span></code>, as we saw). By extension, this means that <code class="docutils literal notranslate"><span class="pre">Dragon</span></code> also inherits
|
||||
from <code class="docutils literal notranslate"><span class="pre">DefaultObject</span></code>, just from further away!</p>
|
||||
<section id="making-a-new-object-by-calling-the-class">
|
||||
<h3><span class="section-number">7.1.1. </span>Making a new object by calling the class<a class="headerlink" href="#making-a-new-object-by-calling-the-class" title="Permalink to this headline">¶</a></h3>
|
||||
<p>First reload the server as usual. We will need to create the dragon a little differently this time:</p>
|
||||
<aside class="sidebar">
|
||||
<p class="sidebar-title">Keyword arguments</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>Keyword arguments (like `db_key="Smaug"`) is a way to
|
||||
name the input arguments to a function or method. They make
|
||||
things easier to read but also allows for conveniently setting
|
||||
defaults for values not given explicitly.
|
||||
</pre></div>
|
||||
</div>
|
||||
</aside>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> py
|
||||
> from typeclasses.monsters import Dragon
|
||||
> smaug = Dragon(db_key="Smaug", db_location=here)
|
||||
> smaug.save()
|
||||
> smaug.move_around()
|
||||
Smaug is moving!
|
||||
The world trembles.
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>Smaug works the same as before, but we created him differently: first we used
|
||||
<code class="docutils literal notranslate"><span class="pre">Dragon(db_key="Smaug",</span> <span class="pre">db_location=here)</span></code> to create the object, and then we used <code class="docutils literal notranslate"><span class="pre">smaug.save()</span></code> afterwards.</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> quit()
|
||||
Python Console is closing.
|
||||
> look
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>You should now see that Smaug <em>is in the room with you</em>. Woah!</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> reload
|
||||
> look
|
||||
</pre></div>
|
||||
</div>
|
||||
<p><em>He’s still there</em>… What we just did was to create a new entry in the database for Smaug. We gave the object
|
||||
its name (key) and set its location to our current location (remember that <code class="docutils literal notranslate"><span class="pre">here</span></code> is just something available
|
||||
in the <code class="docutils literal notranslate"><span class="pre">py</span></code> command, you can’t use it elsewhere).</p>
|
||||
<p>To make use of Smaug in code we must first find him in the database. For an object in the current
|
||||
location we can easily do this in <code class="docutils literal notranslate"><span class="pre">py</span></code> by using <code class="docutils literal notranslate"><span class="pre">me.search()</span></code>:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> py smaug = me.search("Smaug") ; smaug.firebreath()
|
||||
Smaug breathes fire!
|
||||
</pre></div>
|
||||
</div>
|
||||
</section>
|
||||
<section id="creating-using-create-object">
|
||||
<h3><span class="section-number">7.1.2. </span>Creating using create_object<a class="headerlink" href="#creating-using-create-object" title="Permalink to this headline">¶</a></h3>
|
||||
<p>Creating Smaug like we did above is nice because it’s similar to how we created non-database
|
||||
bound Python instances before. But you need to use <code class="docutils literal notranslate"><span class="pre">db_key</span></code> instead of <code class="docutils literal notranslate"><span class="pre">key</span></code> and you also have to
|
||||
remember to call <code class="docutils literal notranslate"><span class="pre">.save()</span></code> afterwards. Evennia has a helper function that is more common to use,
|
||||
called <code class="docutils literal notranslate"><span class="pre">create_object</span></code>:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> py fluffy = evennia.create_object('typeclases.monster.Monster', key="Fluffy", location=here)
|
||||
> look
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>Boom, Fluffy should now be in the room with you, a little less scary than Smaug. You specify the
|
||||
python-path to the code you want and then set the key and location. Evennia sets things up and saves for you.</p>
|
||||
<p>If you want to find Fluffy from anywhere, you can use Evennia’s <code class="docutils literal notranslate"><span class="pre">search_object</span></code> helper:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> fluffy = evennia.search_object("Fluffy")[0] ; fluffy.move_around()
|
||||
Fluffy is moving!
|
||||
</pre></div>
|
||||
</div>
|
||||
<blockquote>
|
||||
<div><p>The <code class="docutils literal notranslate"><span class="pre">[0]</span></code> is because <code class="docutils literal notranslate"><span class="pre">search_object</span></code> always returns a <em>list</em> of zero, one or more found objects. The <code class="docutils literal notranslate"><span class="pre">[0]</span></code>
|
||||
means that we want the first element of this list (counting in Python always starts from 0). If there were
|
||||
multiple Fluffies we could get the second one with <code class="docutils literal notranslate"><span class="pre">[1]</span></code>.</p>
|
||||
</div></blockquote>
|
||||
</section>
|
||||
<section id="creating-using-create-command">
|
||||
<h3><span class="section-number">7.1.3. </span>Creating using create-command<a class="headerlink" href="#creating-using-create-command" title="Permalink to this headline">¶</a></h3>
|
||||
<p>Finally, you can also create a new Dragon using the familiar builder-commands we explored a few lessons ago:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> create/drop Cuddly:typeclasses.monsters.Monster
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>Cuddly is now in the room. After learning about how objects are created you’ll realize that all this command really
|
||||
does is to parse your input, figure out that <code class="docutils literal notranslate"><span class="pre">/drop</span></code> means to “give the object the same location as the caller”,
|
||||
and then do a call akin to</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>evennia.create_object("typeclasses.monsters.Monster", key="Cuddly", location=here)
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>That’s pretty much all there is to the mighty <code class="docutils literal notranslate"><span class="pre">create</span></code> command! The rest is just parsing for the command
|
||||
to understand just what the user wants to create.</p>
|
||||
</section>
|
||||
</section>
|
||||
<section id="typeclasses">
|
||||
<h2><span class="section-number">7.2. </span>Typeclasses<a class="headerlink" href="#typeclasses" title="Permalink to this headline">¶</a></h2>
|
||||
<p>The <code class="docutils literal notranslate"><span class="pre">Object</span></code> (and <code class="docutils literal notranslate"><span class="pre">DefafultObject</span></code> class we inherited from above is what we refer to as a <em>Typeclass</em>. This
|
||||
is an Evennia thing. The instance of a typeclass saves itself to the database when it is created, and after
|
||||
that you can just search for it to get it back. We use the term <em>typeclass</em> or <em>typeclassed</em> to differentiate
|
||||
these types of classes and objects from the normal Python classes, whose instances go away on a reload.</p>
|
||||
<p>The number of typeclasses in Evennia are so few they can be learned by heart:</p>
|
||||
<ul class="simple">
|
||||
<li><p><code class="docutils literal notranslate"><span class="pre">evennia.DefaultObject</span></code>: This is the parent of all in-game entities - everything with a location. Evennia makes
|
||||
a few very useful child classes of this class:</p>
|
||||
<ul>
|
||||
<li><p><code class="docutils literal notranslate"><span class="pre">evennia.DefaultCharacter</span></code>: The default entity represening a player avatar in-game.</p></li>
|
||||
<li><p><code class="docutils literal notranslate"><span class="pre">evennia.DefaultRoom</span></code>: A location in the game world.</p></li>
|
||||
<li><p><code class="docutils literal notranslate"><span class="pre">evennia.DefaultExit</span></code>: A link between locations.</p></li>
|
||||
</ul>
|
||||
</li>
|
||||
<li><p><code class="docutils literal notranslate"><span class="pre">evennia.DefaultAccount</span></code>: The OOC representation of a player, holds password and account info.</p></li>
|
||||
<li><p><code class="docutils literal notranslate"><span class="pre">evennia.DefaultChannel</span></code>: In-game channels. These could be used for all sorts of in-game communication.</p></li>
|
||||
<li><p><code class="docutils literal notranslate"><span class="pre">evennia.DefaultScript</span></code>: Out-of-game objects, with no presence in the game world. Anything you want to create that
|
||||
needs to be persistent can be stored with these entities, such as combat state, economic systems or what have you.</p></li>
|
||||
</ul>
|
||||
<p>If you take a look in <code class="docutils literal notranslate"><span class="pre">mygame/typeclasses/</span></code> you’ll find modules for each of these. Each contains an empty child
|
||||
class ready that already inherits from the right parent, ready for you to modify or build from:</p>
|
||||
<ul class="simple">
|
||||
<li><p><code class="docutils literal notranslate"><span class="pre">mygame/typeclasses/objects.py</span></code> has <code class="docutils literal notranslate"><span class="pre">class</span> <span class="pre">Object(DefaultObject)</span></code>, a class directly inheriting the basic in-game entity, this
|
||||
works as a base for any object.</p></li>
|
||||
<li><p><code class="docutils literal notranslate"><span class="pre">mygame/typeclasses/characters.py</span></code> has <code class="docutils literal notranslate"><span class="pre">class</span> <span class="pre">Character(DefaultCharacter)</span></code></p></li>
|
||||
<li><p><code class="docutils literal notranslate"><span class="pre">mygame/typeclasses/rooms.py</span></code> has <code class="docutils literal notranslate"><span class="pre">class</span> <span class="pre">Room(DefaultRoom)</span></code></p></li>
|
||||
<li><p><code class="docutils literal notranslate"><span class="pre">mygame/typeclasses/exits.py</span></code> has <code class="docutils literal notranslate"><span class="pre">class</span> <span class="pre">Exit(DefaultExit)</span></code></p></li>
|
||||
<li><p><code class="docutils literal notranslate"><span class="pre">mygame/typeclasses/accounts.py</span></code> has <code class="docutils literal notranslate"><span class="pre">class</span> <span class="pre">Account(DefaultAccount)</span></code></p></li>
|
||||
<li><p><code class="docutils literal notranslate"><span class="pre">mygame/typeclasses/channels.py</span></code> has <code class="docutils literal notranslate"><span class="pre">class</span> <span class="pre">Channel(DefaultChannel)</span></code></p></li>
|
||||
<li><p><code class="docutils literal notranslate"><span class="pre">mygame/typeclasses/scripts.py</span></code> has <code class="docutils literal notranslate"><span class="pre">class</span> <span class="pre">Script(DefaultScript)</span></code></p></li>
|
||||
</ul>
|
||||
<blockquote>
|
||||
<div><p>Notice that the classes in <code class="docutils literal notranslate"><span class="pre">mygame/typeclasses/</span></code> are <em>not inheriting from each other</em>. For example,
|
||||
<code class="docutils literal notranslate"><span class="pre">Character</span></code> is inheriting from <code class="docutils literal notranslate"><span class="pre">evennia.DefaultCharacter</span></code> and not from <code class="docutils literal notranslate"><span class="pre">typeclasses.objects.Object</span></code>.
|
||||
So if you change <code class="docutils literal notranslate"><span class="pre">Object</span></code> you will not cause any change in the <code class="docutils literal notranslate"><span class="pre">Character</span></code> class. If you want that you
|
||||
can easily just change the child classes to inherit in that way instead; Evennia doesn’t care.</p>
|
||||
</div></blockquote>
|
||||
<p>As seen with our <code class="docutils literal notranslate"><span class="pre">Dragon</span></code> example, you don’t <em>have</em> to modify these modules directly. You can just make your
|
||||
own modules and import the base class.</p>
|
||||
<section id="examining-and-defaults">
|
||||
<h3><span class="section-number">7.2.1. </span>Examining and defaults<a class="headerlink" href="#examining-and-defaults" title="Permalink to this headline">¶</a></h3>
|
||||
<p>When you do</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> create/drop giantess:typeclasses.monsters.Monster
|
||||
You create a new Monster: giantess.
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>or</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> py evennia.create_object("typeclasses.monsters.Monster", key="Giantess", location=here)
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>You are specifying exactly which typeclass you want to use to build the Giantess. Let’s examine the result:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> examine giantess
|
||||
-------------------------------------------------------------------------------
|
||||
Name/key: Giantess (#14)
|
||||
Typeclass: Monster (typeclasses.monsters.Monster)
|
||||
Location: Limbo (#2)
|
||||
Home: Limbo (#2)
|
||||
Permissions: <None>
|
||||
Locks: call:true(); control:id(1) or perm(Admin); delete:id(1) or perm(Admin);
|
||||
drop:holds(); edit:perm(Admin); examine:perm(Builder); get:all();
|
||||
puppet:pperm(Developer); tell:perm(Admin); view:all()
|
||||
Persistent attributes:
|
||||
desc = You see nothing special.
|
||||
-------------------------------------------------------------------------------
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>We used the <code class="docutils literal notranslate"><span class="pre">examine</span></code> command briefly in the <a class="reference internal" href="Building-Quickstart.html"><span class="doc std std-doc">lesson about building in-game</span></a>. Now these lines
|
||||
may be more useful to us:</p>
|
||||
<ul class="simple">
|
||||
<li><p><strong>Name/key</strong> - The name of this thing. The value <code class="docutils literal notranslate"><span class="pre">(#14)</span></code> is probably different for you. This is the
|
||||
unique ‘primary key’ or <em>dbref</em> for this entity in the database.</p></li>
|
||||
<li><p><strong>Typeclass</strong>: This show the typeclass we specified, and the path to it.</p></li>
|
||||
<li><p><strong>Location</strong>: We are in Limbo. If you moved elsewhere you’ll see that instead. Also the <code class="docutils literal notranslate"><span class="pre">#dbref</span></code> is shown.</p></li>
|
||||
<li><p><strong>Permissions</strong>: <em>Permissions</em> are like the inverse to <em>Locks</em> - they are like keys to unlock access to other things.
|
||||
The giantess have no such keys (maybe fortunately).</p></li>
|
||||
<li><p><strong>Locks</strong>: Locks are the inverse of <em>Permissions</em> - specify what criterion <em>other</em> objects must fulfill in order to
|
||||
access the <code class="docutils literal notranslate"><span class="pre">giantess</span></code> object. This uses a very flexible mini-language. For examine, the line <code class="docutils literal notranslate"><span class="pre">examine:perm(Builders)</span></code>
|
||||
is read as “Only those with permission <em>Builder</em> or higher can <em>examine</em> this object”. Since we are the superuser
|
||||
we pass (even bypass) such locks with ease.</p></li>
|
||||
<li><p><strong>Persistent attributes</strong>: This allows for storing arbitrary, persistent data on the typeclassed entity. We’ll get
|
||||
to those in the next section.</p></li>
|
||||
</ul>
|
||||
<p>Note how the <strong>Typeclass</strong> line describes exactly where to find the code of this object? This is very useful for
|
||||
understanding how any object in Evennia works.</p>
|
||||
<p>What happens if we <em>don’t</em> specify the typeclass though?</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> create/drop box
|
||||
You create a new Object: box.
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>or</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> py create.create_object(None, key="box", location=here)
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>Now check it out:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> examine box
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>You will find that the <strong>Typeclass</strong> line now reads</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>Typeclass: Object (typeclasses.objects.Object)
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>So when you didn’t specify a typeclass, Evennia used a default, more specifically the (so far) empty <code class="docutils literal notranslate"><span class="pre">Object</span></code> class in
|
||||
<code class="docutils literal notranslate"><span class="pre">mygame/typeclasses/objects.py</span></code>. This is usually what you want, especially since you can tweak that class as much
|
||||
as you like.</p>
|
||||
<p>But the reason Evennia knows to fall back to this class is not hard-coded - it’s a setting. The default is
|
||||
in <a class="reference external" href="https://github.com/evennia/evennia/blob/master/evennia/settings_default.py#L465">evennia/settings_default.py</a>,
|
||||
with the name <code class="docutils literal notranslate"><span class="pre">BASE_OBJECT_TYPECLASS</span></code>, which is set to <code class="docutils literal notranslate"><span class="pre">typeclasses.objects.Object</span></code>.</p>
|
||||
<aside class="sidebar">
|
||||
<p class="sidebar-title">Changing things</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>While it's tempting to change folders around to your liking, this can
|
||||
make it harder to follow tutorials and may confuse if
|
||||
you are asking others for help. So don't overdo it unless you really
|
||||
know what you are doing.
|
||||
</pre></div>
|
||||
</div>
|
||||
</aside>
|
||||
<p>So if you wanted the creation commands and methods to default to some other class you could
|
||||
add your own <code class="docutils literal notranslate"><span class="pre">BASE_OBJECT_TYPECLASS</span></code> line to <code class="docutils literal notranslate"><span class="pre">mygame/server/conf/settings.py</span></code>. The same is true for all the other
|
||||
typeclasseses, like characters, rooms and accounts. This way you can change the
|
||||
layout of your game dir considerably if you wanted. You just need to tell Evennia where everything is.</p>
|
||||
</section>
|
||||
</section>
|
||||
<section id="modifying-ourselves">
|
||||
<h2><span class="section-number">7.3. </span>Modifying ourselves<a class="headerlink" href="#modifying-ourselves" title="Permalink to this headline">¶</a></h2>
|
||||
<p>Let’s try to modify ourselves a little. Open up <code class="docutils literal notranslate"><span class="pre">mygame/typeclasses/characters.py</span></code>.</p>
|
||||
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="sd">"""</span>
|
||||
<span class="sd">(module docstring)</span>
|
||||
<span class="sd">"""</span>
|
||||
<span class="kn">from</span> <span class="nn">evennia</span> <span class="kn">import</span> <span class="n">DefaultCharacter</span>
|
||||
|
||||
<span class="k">class</span> <span class="nc">Character</span><span class="p">(</span><span class="n">DefaultCharacter</span><span class="p">):</span>
|
||||
<span class="sd">"""</span>
|
||||
<span class="sd"> (class docstring)</span>
|
||||
<span class="sd"> """</span>
|
||||
<span class="k">pass</span>
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>This looks quite familiar now - an empty class inheriting from the Evennia base typeclass. As you would expect,
|
||||
this is also the default typeclass used for creating Characters if you don’t specify it. You can verify it:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> examine me
|
||||
------------------------------------------------------------------------------
|
||||
Name/key: YourName (#1)
|
||||
Session id(s): #1
|
||||
Account: YourName
|
||||
Account Perms: <Superuser> (quelled)
|
||||
Typeclass: Character (typeclasses.characters.Character)
|
||||
Location: Limbo (#2)
|
||||
Home: Limbo (#2)
|
||||
Permissions: developer, player
|
||||
Locks: boot:false(); call:false(); control:perm(Developer); delete:false();
|
||||
drop:holds(); edit:false(); examine:perm(Developer); get:false();
|
||||
msg:all(); puppet:false(); tell:perm(Admin); view:all()
|
||||
Stored Cmdset(s):
|
||||
commands.default_cmdsets.CharacterCmdSet [DefaultCharacter] (Union, prio 0)
|
||||
Merged Cmdset(s):
|
||||
...
|
||||
Commands available to YourName (result of Merged CmdSets):
|
||||
...
|
||||
Persistent attributes:
|
||||
desc = This is User #1.
|
||||
prelogout_location = Limbo
|
||||
Non-Persistent attributes:
|
||||
last_cmd = None
|
||||
------------------------------------------------------------------------------
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>You got a lot longer output this time. You have a lot more going on than a simple Object. Here are some new fields of note:</p>
|
||||
<ul class="simple">
|
||||
<li><p><strong>Session id(s)</strong>: This identifies the <em>Session</em> (that is, the individual connection to a player’s game client).</p></li>
|
||||
<li><p><strong>Account</strong> shows, well the <code class="docutils literal notranslate"><span class="pre">Account</span></code> object associated with this Character and Session.</p></li>
|
||||
<li><p><strong>Stored/Merged Cmdsets</strong> and <strong>Commands available</strong> is related to which <em>Commands</em> are stored on you. We will
|
||||
get to them in the <a class="reference internal" href="Adding-Commands.html"><span class="doc std std-doc">next lesson</span></a>. For now it’s enough to know these consitute all the
|
||||
commands available to you at a given moment.</p></li>
|
||||
<li><p><strong>Non-Persistent attributes</strong> are Attributes that are only stored temporarily and will go away on next reload.</p></li>
|
||||
</ul>
|
||||
<p>Look at the <strong>Typeclass</strong> field and you’ll find that it points to <code class="docutils literal notranslate"><span class="pre">typeclasses.character.Character</span></code> as expected.
|
||||
So if we modify this class we’ll also modify ourselves.</p>
|
||||
<section id="a-method-on-ourselves">
|
||||
<h3><span class="section-number">7.3.1. </span>A method on ourselves<a class="headerlink" href="#a-method-on-ourselves" title="Permalink to this headline">¶</a></h3>
|
||||
<p>Let’s try something simple first. Back in <code class="docutils literal notranslate"><span class="pre">mygame/typeclasses/characters.py</span></code>:</p>
|
||||
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span>
|
||||
<span class="k">class</span> <span class="nc">Character</span><span class="p">(</span><span class="n">DefaultCharacter</span><span class="p">):</span>
|
||||
<span class="sd">"""</span>
|
||||
<span class="sd"> (class docstring)</span>
|
||||
<span class="sd"> """</span>
|
||||
|
||||
<span class="nb">str</span> <span class="o">=</span> <span class="mi">10</span>
|
||||
<span class="n">dex</span> <span class="o">=</span> <span class="mi">12</span>
|
||||
<span class="nb">int</span> <span class="o">=</span> <span class="mi">15</span>
|
||||
|
||||
<span class="k">def</span> <span class="nf">get_stats</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
|
||||
<span class="sd">"""</span>
|
||||
<span class="sd"> Get the main stats of this character</span>
|
||||
<span class="sd"> """</span>
|
||||
<span class="k">return</span> <span class="bp">self</span><span class="o">.</span><span class="n">str</span><span class="p">,</span> <span class="bp">self</span><span class="o">.</span><span class="n">dex</span><span class="p">,</span> <span class="bp">self</span><span class="o">.</span><span class="n">int</span>
|
||||
|
||||
</pre></div>
|
||||
</div>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> reload
|
||||
> py self.get_stats()
|
||||
(10, 12, 15)
|
||||
</pre></div>
|
||||
</div>
|
||||
<aside class="sidebar">
|
||||
<p class="sidebar-title">Tuples and lists</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>- A `list` is written `[a, b, c, d, ...]`. It can be modified after creation.
|
||||
- A `tuple` is written `(a, b, c, ...)`. It cannot be modified once created.
|
||||
</pre></div>
|
||||
</div>
|
||||
</aside>
|
||||
<p>We made a new method, gave it a docstring and had it <code class="docutils literal notranslate"><span class="pre">return</span></code> the RP-esque values we set. It comes back as a
|
||||
<em>tuple</em> <code class="docutils literal notranslate"><span class="pre">(10,</span> <span class="pre">12,</span> <span class="pre">15)</span></code>. To get a specific value you could specify the <em>index</em> of the value you want,
|
||||
starting from zero:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> py stats = self.get_stats() ; print(f"Strength is {stats[0]}.")
|
||||
Strength is 10.
|
||||
</pre></div>
|
||||
</div>
|
||||
</section>
|
||||
<section id="attributes">
|
||||
<h3><span class="section-number">7.3.2. </span>Attributes<a class="headerlink" href="#attributes" title="Permalink to this headline">¶</a></h3>
|
||||
<p>So what happens when we increase our strength? This would be one way:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> py self.str = self.str + 1
|
||||
> py self.str
|
||||
11
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>Here we set the strength equal to its previous value + 1. A shorter way to write this is to use Python’s <code class="docutils literal notranslate"><span class="pre">+=</span></code>
|
||||
operator:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> py self.str += 1
|
||||
> py self.str
|
||||
12
|
||||
> py self.get_stats()
|
||||
(12, 12, 15)
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>This looks correct! Try to change the values for dex and int too; it works fine. However:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> reload
|
||||
> py self.get_stats()
|
||||
(10, 12, 15)
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>After a reload all our changes were forgotten. When we change properties like this, it only changes in memory,
|
||||
not in the database (nor do we modify the python module’s code). So when we reloaded, the ‘fresh’ <code class="docutils literal notranslate"><span class="pre">Character</span></code>
|
||||
class was loaded, and it still has the original stats we wrote to it.</p>
|
||||
<p>In principle we could change the python code. But we don’t want to do that manually every time. And more importantly
|
||||
since we have the stats hardcoded in the class, <em>every</em> character instance in the game will have exactly the
|
||||
same <code class="docutils literal notranslate"><span class="pre">str</span></code>, <code class="docutils literal notranslate"><span class="pre">dex</span></code> and <code class="docutils literal notranslate"><span class="pre">int</span></code> now! This is clearly not what we want.</p>
|
||||
<p>Evennia offers a special, persistent type of property for this, called an <code class="docutils literal notranslate"><span class="pre">Attribute</span></code>. Rework your
|
||||
<code class="docutils literal notranslate"><span class="pre">mygame/typeclasses/characters.py</span></code> like this:</p>
|
||||
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span>
|
||||
<span class="k">class</span> <span class="nc">Character</span><span class="p">(</span><span class="n">DefaultCharacter</span><span class="p">):</span>
|
||||
<span class="sd">"""</span>
|
||||
<span class="sd"> (class docstring)</span>
|
||||
<span class="sd"> """</span>
|
||||
|
||||
<span class="k">def</span> <span class="nf">get_stats</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
|
||||
<span class="sd">"""</span>
|
||||
<span class="sd"> Get the main stats of this character</span>
|
||||
<span class="sd"> """</span>
|
||||
<span class="k">return</span> <span class="bp">self</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">str</span><span class="p">,</span> <span class="bp">self</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">dex</span><span class="p">,</span> <span class="bp">self</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">int</span>
|
||||
</pre></div>
|
||||
</div>
|
||||
<aside class="sidebar">
|
||||
<p class="sidebar-title">Spaces in Attribute name?</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>What if you want spaces in your Attribute name? Or you want to assign the
|
||||
name of the Attribute on-the fly? Then you can use `.attributes.add(name, value)` instead,
|
||||
for example `self.attributes.add("str", 10)`.
|
||||
</pre></div>
|
||||
</div>
|
||||
</aside>
|
||||
<p>We removed the hard-coded stats and added added <code class="docutils literal notranslate"><span class="pre">.db</span></code> for every stat. The <code class="docutils literal notranslate"><span class="pre">.db</span></code> handler makes the stat
|
||||
into an an Evennia <code class="docutils literal notranslate"><span class="pre">Attribute</span></code>.</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> reload
|
||||
> py self.get_stats()
|
||||
(None, None, None)
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>Since we removed the hard-coded values, Evennia don’t know what they should be (yet). So all we get back
|
||||
is <code class="docutils literal notranslate"><span class="pre">None</span></code>, which is a Python reserved word to represent nothing, a no-value. This is different from a normal python
|
||||
property:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> py self.str
|
||||
AttributeError: 'Character' object has no attribute 'str'
|
||||
> py self.db.str
|
||||
(nothing will be displayed, because it's None)
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>Trying to get an unknown normal Python property will give an error. Getting an unknown Evennia <code class="docutils literal notranslate"><span class="pre">Attribute</span></code> will
|
||||
never give an error, but only result in <code class="docutils literal notranslate"><span class="pre">None</span></code> being returned. This is often very practical.</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> py self.db.str, self.db.dex, self.db.int = 10, 12, 15
|
||||
> py self.get_stats()
|
||||
(10, 12, 15)
|
||||
> reload
|
||||
> py self.get_stats()
|
||||
(10, 12, 15)
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>Now we set the Attributes to the right values. We can see that things work the same as before, also after a
|
||||
server reload. Let’s modify the strength:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> py self.db.str += 2
|
||||
> py self.get_stats()
|
||||
(12, 12, 15)
|
||||
> reload
|
||||
> py self.get_stats()
|
||||
(12, 12, 15)
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>Our change now survives a reload since Evennia automatically saves the Attribute to the database for us.</p>
|
||||
</section>
|
||||
<section id="setting-things-on-new-characters">
|
||||
<h3><span class="section-number">7.3.3. </span>Setting things on new Characters<a class="headerlink" href="#setting-things-on-new-characters" title="Permalink to this headline">¶</a></h3>
|
||||
<p>Things a looking better, but one thing remains strange - the stats start out with a value <code class="docutils literal notranslate"><span class="pre">None</span></code> and we
|
||||
have to manually set them to something reasonable. In a later lesson we will investigate character-creation
|
||||
in more detail. For now, let’s give every new character some random stats to start with.</p>
|
||||
<p>We want those stats to be set only once, when the object is first created. For the Character, this method
|
||||
is called <code class="docutils literal notranslate"><span class="pre">at_object_creation</span></code>.</p>
|
||||
<aside class="sidebar">
|
||||
<p class="sidebar-title"><strong>init</strong> vs at_object_creation</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>For the `Monster` class we used `__init__` to set up the class. We can't use this
|
||||
for a typeclass because it will be called more than once, at the very least after
|
||||
every reload and maybe more depending on caching. Even if you are familiar with Python,
|
||||
avoid touching `__init__` for typeclasses, the results will not be what you expect.
|
||||
</pre></div>
|
||||
</div>
|
||||
</aside>
|
||||
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="c1"># up by the other imports</span>
|
||||
<span class="kn">import</span> <span class="nn">random</span>
|
||||
|
||||
<span class="k">class</span> <span class="nc">Character</span><span class="p">(</span><span class="n">DefaultCharacter</span><span class="p">):</span>
|
||||
<span class="sd">"""</span>
|
||||
<span class="sd"> (class docstring)</span>
|
||||
<span class="sd"> """</span>
|
||||
|
||||
<span class="k">def</span> <span class="nf">at_object_creation</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
|
||||
<span class="bp">self</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">str</span> <span class="o">=</span> <span class="n">random</span><span class="o">.</span><span class="n">randint</span><span class="p">(</span><span class="mi">3</span><span class="p">,</span> <span class="mi">18</span><span class="p">)</span>
|
||||
<span class="bp">self</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">dex</span> <span class="o">=</span> <span class="n">random</span><span class="o">.</span><span class="n">randint</span><span class="p">(</span><span class="mi">3</span><span class="p">,</span> <span class="mi">18</span><span class="p">)</span>
|
||||
<span class="bp">self</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">int</span> <span class="o">=</span> <span class="n">random</span><span class="o">.</span><span class="n">randint</span><span class="p">(</span><span class="mi">3</span><span class="p">,</span> <span class="mi">18</span><span class="p">)</span>
|
||||
|
||||
<span class="k">def</span> <span class="nf">get_stats</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
|
||||
<span class="sd">"""</span>
|
||||
<span class="sd"> Get the main stats of this character</span>
|
||||
<span class="sd"> """</span>
|
||||
<span class="k">return</span> <span class="bp">self</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">str</span><span class="p">,</span> <span class="bp">self</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">dex</span><span class="p">,</span> <span class="bp">self</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">int</span>
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>We imported a new module, <code class="docutils literal notranslate"><span class="pre">random</span></code>. This is part of Python’s standard library. We used <code class="docutils literal notranslate"><span class="pre">random.randint</span></code> to
|
||||
set a random value from 3 to 18 to each stat. Simple, but for some classical RPGs this is all you need!</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> reload
|
||||
> py self.get_stats()
|
||||
(12, 12, 15)
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>Hm, this is the same values we set before. They are not random. The reason for this is of course that, as said,
|
||||
<code class="docutils literal notranslate"><span class="pre">at_object_creation</span></code> only runs <em>once</em>, the very first time a character is created. Our character object was already
|
||||
created long before, so it will not be called again.</p>
|
||||
<p>It’s simple enough to run it manually though:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> self.at_object_creation()
|
||||
> py self.get_stats()
|
||||
(5, 4, 8)
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>Lady luck didn’t smile on us for this example; maybe you’ll fare better. Evennia has a helper command
|
||||
<code class="docutils literal notranslate"><span class="pre">update</span></code> that re-runs the creation hook and also cleans up any other Attributes not re-created by <code class="docutils literal notranslate"><span class="pre">at_object_creation</span></code>:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> update self
|
||||
> py self.get_stats()
|
||||
(8, 16, 14)
|
||||
</pre></div>
|
||||
</div>
|
||||
</section>
|
||||
<section id="updating-all-characters-in-a-loop">
|
||||
<h3><span class="section-number">7.3.4. </span>Updating all Characters in a loop<a class="headerlink" href="#updating-all-characters-in-a-loop" title="Permalink to this headline">¶</a></h3>
|
||||
<p>Needless to say, for your game you are wise to have a feel for what you want to go into the <code class="docutils literal notranslate"><span class="pre">at_object_creation</span></code> hook
|
||||
before you create a lot of objects (characters in this case). But should it come to that you don’t want to have to
|
||||
go around and re-run the method on everyone manually. For the Python beginner, doing this will also give a chance to
|
||||
try out Python <em>loops</em>. We try them out in multi-line Python mode:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> py
|
||||
> for a in [1, 2, "foo"]: > print(a)
|
||||
1
|
||||
2
|
||||
foo
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>A python <em>for-loop</em> allows us to loop over something. Above, we made a <em>list</em> of two numbers and a string. In
|
||||
every iteration of the loop, the variable <code class="docutils literal notranslate"><span class="pre">a</span></code> becomes one element in turn, and we print that.</p>
|
||||
<p>For our list, we want to loop over all Characters, and want to call <code class="docutils literal notranslate"><span class="pre">.at_object_creation</span></code> on each. This is how
|
||||
this is done (still in python multi-line mode):</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> from typeclasses.characters import Character
|
||||
> for char in Character.objects.all()
|
||||
> char.at_object_creation()
|
||||
</pre></div>
|
||||
</div>
|
||||
<aside class="sidebar">
|
||||
<p class="sidebar-title">Database queries</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>`Character.objects.all()` is an example of a database query expressed in Python. This will be converted
|
||||
into a database query under the hood. This syntax is part of
|
||||
`Django's query language <https://docs.djangoproject.com/en/3.0/topics/db/queries/>`_. You don't need to
|
||||
know Django to use Evennia, but if you ever need more specific database queries, this is always available
|
||||
when you need it.
|
||||
</pre></div>
|
||||
</div>
|
||||
</aside>
|
||||
<p>We import the <code class="docutils literal notranslate"><span class="pre">Character</span></code> class and then we use <code class="docutils literal notranslate"><span class="pre">.objects.all()</span></code> to get all <code class="docutils literal notranslate"><span class="pre">Character</span></code> instances. Simplified,
|
||||
<code class="docutils literal notranslate"><span class="pre">.objects</span></code> is a resource from which one can <em>query</em> for all <code class="docutils literal notranslate"><span class="pre">Characters</span></code>. Using <code class="docutils literal notranslate"><span class="pre">.all()</span></code> gets us a listing
|
||||
of all of them that we then immediately loop over. Boom, we just updated all Characters, including ourselves:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> quit()
|
||||
Closing the Python console.
|
||||
> self.get_stats()
|
||||
(3, 18, 10)
|
||||
</pre></div>
|
||||
</div>
|
||||
</section>
|
||||
</section>
|
||||
<section id="extra-credits">
|
||||
<h2><span class="section-number">7.4. </span>Extra Credits<a class="headerlink" href="#extra-credits" title="Permalink to this headline">¶</a></h2>
|
||||
<p>This principle is the same for other typeclasses. So using the tools explored in this lesson, try to expand
|
||||
the default room with an <code class="docutils literal notranslate"><span class="pre">is_dark</span></code> flag. It can be either <code class="docutils literal notranslate"><span class="pre">True</span></code> or <code class="docutils literal notranslate"><span class="pre">False</span></code>.
|
||||
Have all new rooms start with <code class="docutils literal notranslate"><span class="pre">is_dark</span> <span class="pre">=</span> <span class="pre">False</span></code> and make it so that once you change it, it survives a reload.
|
||||
Oh, and if you created any other rooms before, make sure they get the new flag too!</p>
|
||||
</section>
|
||||
<section id="conclusions">
|
||||
<h2><span class="section-number">7.5. </span>Conclusions<a class="headerlink" href="#conclusions" title="Permalink to this headline">¶</a></h2>
|
||||
<p>In this lesson we created database-persistent dragons by having their classes inherit from one <code class="docutils literal notranslate"><span class="pre">Object</span></code>, one
|
||||
of Evennia’s <em>typeclasses</em>. We explored where Evennia looks for typeclasses if we don’t specify the path
|
||||
explicitly. We then modified ourselves - via the <code class="docutils literal notranslate"><span class="pre">Character</span></code> class - to give us some simple RPG stats. This
|
||||
led to the need to use Evennia’s <em>Attributes</em>, settable via <code class="docutils literal notranslate"><span class="pre">.db</span></code> and to use a for-loop to update ourselves.</p>
|
||||
<p>Typeclasses are a fundamental part of Evennia and we will see a lot of more uses of them in the course of
|
||||
this tutorial. But that’s enough of them for now. It’s time to take some action. Let’s learn about <em>Commands</em>.</p>
|
||||
</section>
|
||||
</section>
|
||||
|
||||
|
||||
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|
||||
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||||
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|
||||
<p><h3><a href="../../../index.html">Table of Contents</a></h3>
|
||||
<ul>
|
||||
<li><a class="reference internal" href="#">7. Making objects persistent</a><ul>
|
||||
<li><a class="reference internal" href="#our-first-persistent-object">7.1. Our first persistent object</a><ul>
|
||||
<li><a class="reference internal" href="#making-a-new-object-by-calling-the-class">7.1.1. Making a new object by calling the class</a></li>
|
||||
<li><a class="reference internal" href="#creating-using-create-object">7.1.2. Creating using create_object</a></li>
|
||||
<li><a class="reference internal" href="#creating-using-create-command">7.1.3. Creating using create-command</a></li>
|
||||
</ul>
|
||||
</li>
|
||||
<li><a class="reference internal" href="#typeclasses">7.2. Typeclasses</a><ul>
|
||||
<li><a class="reference internal" href="#examining-and-defaults">7.2.1. Examining and defaults</a></li>
|
||||
</ul>
|
||||
</li>
|
||||
<li><a class="reference internal" href="#modifying-ourselves">7.3. Modifying ourselves</a><ul>
|
||||
<li><a class="reference internal" href="#a-method-on-ourselves">7.3.1. A method on ourselves</a></li>
|
||||
<li><a class="reference internal" href="#attributes">7.3.2. Attributes</a></li>
|
||||
<li><a class="reference internal" href="#setting-things-on-new-characters">7.3.3. Setting things on new Characters</a></li>
|
||||
<li><a class="reference internal" href="#updating-all-characters-in-a-loop">7.3.4. Updating all Characters in a loop</a></li>
|
||||
</ul>
|
||||
</li>
|
||||
<li><a class="reference internal" href="#extra-credits">7.4. Extra Credits</a></li>
|
||||
<li><a class="reference internal" href="#conclusions">7.5. Conclusions</a></li>
|
||||
</ul>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<h4>Previous topic</h4>
|
||||
<p class="topless"><a href="Evennia-Library-Overview.html"
|
||||
title="previous chapter"><span class="section-number">6. </span>Overview of the Evennia library</a></p>
|
||||
<h4>Next topic</h4>
|
||||
<p class="topless"><a href="Adding-Commands.html"
|
||||
title="next chapter"><span class="section-number">8. </span>Adding custom commands</a></p>
|
||||
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<li class="nav-item nav-item-this"><a href=""><span class="section-number">9. </span>Parsing Command input</a></li>
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<section class="tex2jax_ignore mathjax_ignore" id="parsing-command-input">
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||||
<h1><span class="section-number">9. </span>Parsing Command input<a class="headerlink" href="#parsing-command-input" title="Permalink to this headline">¶</a></h1>
|
||||
<p>In this lesson we learn some basics about parsing the input of Commands. We will
|
||||
also learn how to add, modify and extend Evennia’s default commands.</p>
|
||||
<section id="more-advanced-parsing">
|
||||
<h2><span class="section-number">9.1. </span>More advanced parsing<a class="headerlink" href="#more-advanced-parsing" title="Permalink to this headline">¶</a></h2>
|
||||
<p>In the last lesson we made a <code class="docutils literal notranslate"><span class="pre">hit</span></code> Command and hit a dragon with it. You should have the code
|
||||
from that still around.</p>
|
||||
<p>Let’s expand our simple <code class="docutils literal notranslate"><span class="pre">hit</span></code> command to accept a little more complex input:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>hit <target> [[with] <weapon>]
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>That is, we want to support all of these forms</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>hit target
|
||||
hit target weapon
|
||||
hit target with weapon
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>If you don’t specify a weapon you’ll use your fists. It’s also nice to be able to skip “with” if
|
||||
you are in a hurry. Time to modify <code class="docutils literal notranslate"><span class="pre">mygame/commands/mycommands.py</span></code> again. Let us break out the parsing
|
||||
a little, in a new method <code class="docutils literal notranslate"><span class="pre">parse</span></code>:</p>
|
||||
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="c1">#...</span>
|
||||
|
||||
<span class="k">class</span> <span class="nc">CmdHit</span><span class="p">(</span><span class="n">Command</span><span class="p">):</span>
|
||||
<span class="sd">"""</span>
|
||||
<span class="sd"> Hit a target.</span>
|
||||
|
||||
<span class="sd"> Usage:</span>
|
||||
<span class="sd"> hit <target></span>
|
||||
|
||||
<span class="sd"> """</span>
|
||||
<span class="n">key</span> <span class="o">=</span> <span class="s2">"hit"</span>
|
||||
|
||||
<span class="k">def</span> <span class="nf">parse</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
|
||||
<span class="bp">self</span><span class="o">.</span><span class="n">args</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">args</span><span class="o">.</span><span class="n">strip</span><span class="p">()</span>
|
||||
<span class="n">target</span><span class="p">,</span> <span class="o">*</span><span class="n">weapon</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">args</span><span class="o">.</span><span class="n">split</span><span class="p">(</span><span class="s2">" with "</span><span class="p">,</span> <span class="mi">1</span><span class="p">)</span>
|
||||
<span class="k">if</span> <span class="ow">not</span> <span class="n">weapon</span><span class="p">:</span>
|
||||
<span class="n">target</span><span class="p">,</span> <span class="o">*</span><span class="n">weapon</span> <span class="o">=</span> <span class="n">target</span><span class="o">.</span><span class="n">split</span><span class="p">(</span><span class="s2">" "</span><span class="p">,</span> <span class="mi">1</span><span class="p">)</span>
|
||||
<span class="bp">self</span><span class="o">.</span><span class="n">target</span> <span class="o">=</span> <span class="n">target</span><span class="o">.</span><span class="n">strip</span><span class="p">()</span>
|
||||
<span class="k">if</span> <span class="n">weapon</span><span class="p">:</span>
|
||||
<span class="bp">self</span><span class="o">.</span><span class="n">weapon</span> <span class="o">=</span> <span class="n">weapon</span><span class="o">.</span><span class="n">strip</span><span class="p">()</span>
|
||||
<span class="k">else</span><span class="p">:</span>
|
||||
<span class="bp">self</span><span class="o">.</span><span class="n">weapon</span> <span class="o">=</span> <span class="s2">""</span>
|
||||
|
||||
<span class="k">def</span> <span class="nf">func</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
|
||||
<span class="k">if</span> <span class="ow">not</span> <span class="bp">self</span><span class="o">.</span><span class="n">args</span><span class="p">:</span>
|
||||
<span class="bp">self</span><span class="o">.</span><span class="n">caller</span><span class="o">.</span><span class="n">msg</span><span class="p">(</span><span class="s2">"Who do you want to hit?"</span><span class="p">)</span>
|
||||
<span class="k">return</span>
|
||||
<span class="c1"># get the target for the hit</span>
|
||||
<span class="n">target</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">caller</span><span class="o">.</span><span class="n">search</span><span class="p">(</span><span class="bp">self</span><span class="o">.</span><span class="n">target</span><span class="p">)</span>
|
||||
<span class="k">if</span> <span class="ow">not</span> <span class="n">target</span><span class="p">:</span>
|
||||
<span class="k">return</span>
|
||||
<span class="c1"># get and handle the weapon</span>
|
||||
<span class="n">weapon</span> <span class="o">=</span> <span class="kc">None</span>
|
||||
<span class="k">if</span> <span class="bp">self</span><span class="o">.</span><span class="n">weapon</span><span class="p">:</span>
|
||||
<span class="n">weapon</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">caller</span><span class="o">.</span><span class="n">search</span><span class="p">(</span><span class="bp">self</span><span class="o">.</span><span class="n">weapon</span><span class="p">)</span>
|
||||
<span class="k">if</span> <span class="n">weapon</span><span class="p">:</span>
|
||||
<span class="n">weaponstr</span> <span class="o">=</span> <span class="sa">f</span><span class="s2">"</span><span class="si">{</span><span class="n">weapon</span><span class="o">.</span><span class="n">key</span><span class="si">}</span><span class="s2">"</span>
|
||||
<span class="k">else</span><span class="p">:</span>
|
||||
<span class="n">weaponstr</span> <span class="o">=</span> <span class="s2">"bare fists"</span>
|
||||
|
||||
<span class="bp">self</span><span class="o">.</span><span class="n">caller</span><span class="o">.</span><span class="n">msg</span><span class="p">(</span><span class="sa">f</span><span class="s2">"You hit </span><span class="si">{</span><span class="n">target</span><span class="o">.</span><span class="n">key</span><span class="si">}</span><span class="s2"> with </span><span class="si">{</span><span class="n">weaponstr</span><span class="si">}</span><span class="s2">!"</span><span class="p">)</span>
|
||||
<span class="n">target</span><span class="o">.</span><span class="n">msg</span><span class="p">(</span><span class="sa">f</span><span class="s2">"You got hit by </span><span class="si">{</span><span class="bp">self</span><span class="o">.</span><span class="n">caller</span><span class="o">.</span><span class="n">key</span><span class="si">}</span><span class="s2"> with </span><span class="si">{</span><span class="n">weaponstr</span><span class="si">}</span><span class="s2">!"</span><span class="p">)</span>
|
||||
<span class="c1"># ...</span>
|
||||
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>The <code class="docutils literal notranslate"><span class="pre">parse</span></code> method is called before <code class="docutils literal notranslate"><span class="pre">func</span></code> and has access to all the same on-command variables as in <code class="docutils literal notranslate"><span class="pre">func</span></code>. Using
|
||||
<code class="docutils literal notranslate"><span class="pre">parse</span></code> not only makes things a little easier to read, it also means you can easily let other Commands <em>inherit</em>
|
||||
your parsing - if you wanted some other Command to also understand input on the form <code class="docutils literal notranslate"><span class="pre"><arg></span> <span class="pre">with</span> <span class="pre"><arg></span></code> you’d inherit
|
||||
from this class and just implement the <code class="docutils literal notranslate"><span class="pre">func</span></code> needed for that command without implementing <code class="docutils literal notranslate"><span class="pre">parse</span></code> anew.</p>
|
||||
<aside class="sidebar">
|
||||
<p class="sidebar-title">Tuples and Lists</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>- A `list` is written as `[a, b, c, d, ...]`. You can add and grow/shrink a list after it was first created.
|
||||
- A `tuple` is written as `(a, b, c, d, ...)`. A tuple cannot be modified once it is created.
|
||||
</pre></div>
|
||||
</div>
|
||||
</aside>
|
||||
<ul>
|
||||
<li><p><strong>Line 14</strong> - We do the stripping of <code class="docutils literal notranslate"><span class="pre">self.args</span></code> once and for all here. We also store the stripped version back
|
||||
into <code class="docutils literal notranslate"><span class="pre">self.args</span></code>, overwriting it. So there is no way to get back the non-stripped version from here on, which is fine
|
||||
for this command.</p></li>
|
||||
<li><p><strong>Line 15</strong> - This makes use of the <code class="docutils literal notranslate"><span class="pre">.split</span></code> method of strings. <code class="docutils literal notranslate"><span class="pre">.split</span></code> will, well, split the string by some criterion.
|
||||
<code class="docutils literal notranslate"><span class="pre">.split("</span> <span class="pre">with</span> <span class="pre">",</span> <span class="pre">1)</span></code> means “split the string once, around the substring <code class="docutils literal notranslate"><span class="pre">"</span> <span class="pre">with</span> <span class="pre">"</span></code> if it exists”. The result
|
||||
of this split is a <em>list</em>. Just how that list looks depends on the string we are trying to split:</p>
|
||||
<ol class="simple">
|
||||
<li><p>If we entered just <code class="docutils literal notranslate"><span class="pre">hit</span> <span class="pre">smaug</span></code>, we’d be splitting just <code class="docutils literal notranslate"><span class="pre">"smaug"</span></code> which would give the result <code class="docutils literal notranslate"><span class="pre">["smaug"]</span></code>.</p></li>
|
||||
<li><p><code class="docutils literal notranslate"><span class="pre">hit</span> <span class="pre">smaug</span> <span class="pre">sword</span></code> gives <code class="docutils literal notranslate"><span class="pre">["smaug</span> <span class="pre">sword"]</span></code></p></li>
|
||||
<li><p><code class="docutils literal notranslate"><span class="pre">hit</span> <span class="pre">smaug</span> <span class="pre">with</span> <span class="pre">sword</span></code> gives <code class="docutils literal notranslate"><span class="pre">["smaug",</span> <span class="pre">"sword"]</span></code></p></li>
|
||||
</ol>
|
||||
<p>So we get a list of 1 or 2 elements. We assign it to two variables like this, <code class="docutils literal notranslate"><span class="pre">target,</span> <span class="pre">*weapon</span> <span class="pre">=</span> </code>. That
|
||||
asterisk in <code class="docutils literal notranslate"><span class="pre">*weapon</span></code> is a nifty trick - it will automatically become a list of <em>0 or more</em> values. It sorts of
|
||||
“soaks” up everything left over.</p>
|
||||
<ol class="simple">
|
||||
<li><p><code class="docutils literal notranslate"><span class="pre">target</span></code> becomes <code class="docutils literal notranslate"><span class="pre">"smaug"</span></code> and <code class="docutils literal notranslate"><span class="pre">weapon</span></code> becomes <code class="docutils literal notranslate"><span class="pre">[]</span></code></p></li>
|
||||
<li><p><code class="docutils literal notranslate"><span class="pre">target</span></code> becomes <code class="docutils literal notranslate"><span class="pre">"smaug</span> <span class="pre">sword"</span></code> and <code class="docutils literal notranslate"><span class="pre">weapon</span></code> becomes <code class="docutils literal notranslate"><span class="pre">[]</span></code></p></li>
|
||||
<li><p><code class="docutils literal notranslate"><span class="pre">target</span></code> becomes <code class="docutils literal notranslate"><span class="pre">"smaug"</span></code> and <code class="docutils literal notranslate"><span class="pre">weapon</span></code> becomes <code class="docutils literal notranslate"><span class="pre">sword</span></code></p></li>
|
||||
</ol>
|
||||
</li>
|
||||
<li><p><strong>Lines 16-17</strong> - In this <code class="docutils literal notranslate"><span class="pre">if</span></code> condition we check if <code class="docutils literal notranslate"><span class="pre">weapon</span></code> is falsy (that is, the empty list). This can happen
|
||||
under two conditions (from the example above):</p>
|
||||
<ol class="simple">
|
||||
<li><p><code class="docutils literal notranslate"><span class="pre">target</span></code> is simply <code class="docutils literal notranslate"><span class="pre">smaug</span></code></p></li>
|
||||
<li><p><code class="docutils literal notranslate"><span class="pre">target</span></code> is <code class="docutils literal notranslate"><span class="pre">smaug</span> <span class="pre">sword</span></code></p></li>
|
||||
</ol>
|
||||
<p>To separate these cases we split <code class="docutils literal notranslate"><span class="pre">target</span></code> once again, this time by empty space <code class="docutils literal notranslate"><span class="pre">"</span> <span class="pre">"</span></code>. Again we store the
|
||||
result back with <code class="docutils literal notranslate"><span class="pre">target,</span> <span class="pre">*weapon</span> <span class="pre">=</span></code>. The result will be one of the following:</p>
|
||||
<ol class="simple">
|
||||
<li><p><code class="docutils literal notranslate"><span class="pre">target</span></code> remains <code class="docutils literal notranslate"><span class="pre">smaug</span></code> and <code class="docutils literal notranslate"><span class="pre">weapon</span></code> remains <code class="docutils literal notranslate"><span class="pre">[]</span></code></p></li>
|
||||
<li><p><code class="docutils literal notranslate"><span class="pre">target</span></code> becomes <code class="docutils literal notranslate"><span class="pre">smaug</span></code> and <code class="docutils literal notranslate"><span class="pre">weapon</span></code> becomes <code class="docutils literal notranslate"><span class="pre">sword</span></code></p></li>
|
||||
</ol>
|
||||
</li>
|
||||
<li><p><strong>Lines 18-22</strong> - We now store <code class="docutils literal notranslate"><span class="pre">target</span></code> and <code class="docutils literal notranslate"><span class="pre">weapon</span></code> into <code class="docutils literal notranslate"><span class="pre">self.target</span></code> and <code class="docutils literal notranslate"><span class="pre">self.weapon</span></code>. We must do this in order
|
||||
for these local variables to made available in <code class="docutils literal notranslate"><span class="pre">func</span></code> later. Note how we need to check so <code class="docutils literal notranslate"><span class="pre">weapon</span></code> is not falsy
|
||||
before running <code class="docutils literal notranslate"><span class="pre">strip()</span></code> on it. This is because we know that if it’s falsy, it’s an empty list <code class="docutils literal notranslate"><span class="pre">[]</span></code> and lists
|
||||
don’t have the <code class="docutils literal notranslate"><span class="pre">.strip()</span></code> method on them (so if we tried to use it, we’d get an error).</p></li>
|
||||
</ul>
|
||||
<p>Now onto the <code class="docutils literal notranslate"><span class="pre">func</span></code> method. The main difference is we now have <code class="docutils literal notranslate"><span class="pre">self.target</span></code> and <code class="docutils literal notranslate"><span class="pre">self.weapon</span></code> available for
|
||||
convenient use.</p>
|
||||
<ul class="simple">
|
||||
<li><p><strong>Lines 29 and 35</strong> - We make use of the previously parsed search terms for the target and weapon to find the
|
||||
respective resource.</p></li>
|
||||
<li><p><strong>Lines 34-39</strong> - Since the weapon is optional, we need to supply a default (use our fists!) if it’s not set. We
|
||||
use this to create a <code class="docutils literal notranslate"><span class="pre">weaponstr</span></code> that is different depending on if we have a weapon or not.</p></li>
|
||||
<li><p><strong>Lines 41-42</strong> - We merge the <code class="docutils literal notranslate"><span class="pre">weaponstr</span></code> with our attack text.</p></li>
|
||||
</ul>
|
||||
<p>Let’s try it out!</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> reload
|
||||
> hit smaug with sword
|
||||
Could not find 'sword'.
|
||||
You hit smaug with bare fists!
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>Oops, our <code class="docutils literal notranslate"><span class="pre">self.caller.search(self.weapon)</span></code> is telling us that it found no sword. Since we are not <code class="docutils literal notranslate"><span class="pre">return</span></code>ing
|
||||
in this situation (like we do if failing to find <code class="docutils literal notranslate"><span class="pre">target</span></code>) we still continue fighting with our bare hands.
|
||||
This won’t do. Let’s make ourselves a sword.</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> create sword
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>Since we didn’t specify <code class="docutils literal notranslate"><span class="pre">/drop</span></code>, the sword will end up in our inventory and can seen with the <code class="docutils literal notranslate"><span class="pre">i</span></code> or
|
||||
<code class="docutils literal notranslate"><span class="pre">inventory</span></code> command. The <code class="docutils literal notranslate"><span class="pre">.search</span></code> helper will still find it there. There is no need to reload to see this
|
||||
change (no code changed, only stuff in the database).</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> hit smaug with sword
|
||||
You hit smaug with sword!
|
||||
</pre></div>
|
||||
</div>
|
||||
</section>
|
||||
<section id="adding-a-command-to-an-object">
|
||||
<h2><span class="section-number">9.2. </span>Adding a Command to an object<a class="headerlink" href="#adding-a-command-to-an-object" title="Permalink to this headline">¶</a></h2>
|
||||
<p>The commands of a cmdset attached to an object with <code class="docutils literal notranslate"><span class="pre">obj.cmdset.add()</span></code> will by default be made available to that object
|
||||
but <em>also to those in the same location as that object</em>. If you did the <a class="reference internal" href="Building-Quickstart.html"><span class="doc std std-doc">Building introduction</span></a>
|
||||
you’ve seen an example of this with the “Red Button” object. The <a class="reference internal" href="Tutorial-World.html"><span class="doc std std-doc">Tutorial world</span></a>
|
||||
also has many examples of objects with commands on them.</p>
|
||||
<p>To show how this could work, let’s put our ‘hit’ Command on our simple <code class="docutils literal notranslate"><span class="pre">sword</span></code> object from the previous section.</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> self.search("sword").cmdset.add("commands.mycommands.MyCmdSet", persistent=True)
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>We find the sword (it’s still in our inventory so <code class="docutils literal notranslate"><span class="pre">self.search</span></code> should be able to find it), then
|
||||
add <code class="docutils literal notranslate"><span class="pre">MyCmdSet</span></code> to it. This actually adds both <code class="docutils literal notranslate"><span class="pre">hit</span></code> and <code class="docutils literal notranslate"><span class="pre">echo</span></code> to the sword, which is fine.</p>
|
||||
<p>Let’s try to swing it!</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> hit
|
||||
More than one match for 'hit' (please narrow target):
|
||||
hit-1 (sword #11)
|
||||
hit-2
|
||||
</pre></div>
|
||||
</div>
|
||||
<aside class="sidebar">
|
||||
<p class="sidebar-title">Multi-matches</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>Some game engines will just pick the first hit when finding more than one.
|
||||
Evennia will always give you a choice. The reason for this is that Evennia
|
||||
cannot know if `hit` and `hit` are different or the same - maybe it behaves
|
||||
differently depending on the object it sits on? Besides, imagine if you had
|
||||
a red and a blue button both with the command `push` on it. Now you just write
|
||||
`push`. Wouldn't you prefer to be asked `which` button you really wanted to push?
|
||||
</pre></div>
|
||||
</div>
|
||||
</aside>
|
||||
<p>Woah, that didn’t go as planned. Evennia actually found <em>two</em> <code class="docutils literal notranslate"><span class="pre">hit</span></code> commands to didn’t know which one to use
|
||||
(<em>we</em> know they are the same, but Evennia can’t be sure of that). As we can see, <code class="docutils literal notranslate"><span class="pre">hit-1</span></code> is the one found on
|
||||
the sword. The other one is from adding <code class="docutils literal notranslate"><span class="pre">MyCmdSet</span></code> to ourself earlier. It’s easy enough to tell Evennia which
|
||||
one you meant:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> hit-1
|
||||
Who do you want to hit?
|
||||
> hit-2
|
||||
Who do you want to hit?
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>In this case we don’t need both command-sets, so let’s just keep the one on the sword:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> self.cmdset.remove("commands.mycommands.MyCmdSet")
|
||||
> hit
|
||||
Who do you want to hit?
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>Now try this:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> tunnel n = kitchen
|
||||
> n
|
||||
> drop sword
|
||||
> s
|
||||
> hit
|
||||
Command 'hit' is not available. Maybe you meant ...
|
||||
> n
|
||||
> hit
|
||||
Who do you want to hit?
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>The <code class="docutils literal notranslate"><span class="pre">hit</span></code> command is now only available if you hold or are in the same room as the sword.</p>
|
||||
<section id="you-need-to-hold-the-sword">
|
||||
<h3><span class="section-number">9.2.1. </span>You need to hold the sword!<a class="headerlink" href="#you-need-to-hold-the-sword" title="Permalink to this headline">¶</a></h3>
|
||||
<p>Let’s get a little ahead of ourselves and make it so you have to <em>hold</em> the sword for the <code class="docutils literal notranslate"><span class="pre">hit</span></code> command to
|
||||
be available. This involves a <em>Lock</em>. We’ve cover locks in more detail later, just know that they are useful
|
||||
for limiting the kind of things you can do with an object, including limiting just when you can call commands on
|
||||
it.</p>
|
||||
<aside class="sidebar">
|
||||
<p class="sidebar-title">Locks</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>Evennia Locks are defined as a mini-language defined in `lockstrings`. The lockstring
|
||||
is on a form `<situation>:<lockfuncs>`, where `situation` determines when this
|
||||
lock applies and the `lockfuncs` (there can be more than one) are run to determine
|
||||
if the lock-check passes or not depending on circumstance.
|
||||
</pre></div>
|
||||
</div>
|
||||
</aside>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> py self.search("sword").locks.add("call:holds()")
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>We added a new lock to the sword. The <em>lockstring</em> <code class="docutils literal notranslate"><span class="pre">"call:holds()"</span></code> means that you can only <em>call</em> commands on
|
||||
this object if you are <em>holding</em> the object (that is, it’s in your inventory).</p>
|
||||
<p>For locks to work, you cannot be <em>superuser</em>, since the superuser passes all locks. You need to <code class="docutils literal notranslate"><span class="pre">quell</span></code> yourself
|
||||
first:</p>
|
||||
<aside class="sidebar">
|
||||
<p class="sidebar-title">quell/unquell</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>Quelling allows you as a developer to take on the role of players with less
|
||||
priveleges. This is useful for testing and debugging, in particular since a
|
||||
superuser has a little `too` much power sometimes.
|
||||
Use `unquell` to get back to your normal self.
|
||||
</pre></div>
|
||||
</div>
|
||||
</aside>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> quell
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>If the sword lies on the ground, try</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> hit
|
||||
Command 'hit' is not available. ..
|
||||
> get sword
|
||||
> hit
|
||||
> Who do you want to hit?
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>Finally, we get rid of ours sword so we have a clean slate with no more <code class="docutils literal notranslate"><span class="pre">hit</span></code> commands floating around.
|
||||
We can do that in two ways:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>delete sword
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>or</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>py self.search("sword").delete()
|
||||
</pre></div>
|
||||
</div>
|
||||
</section>
|
||||
</section>
|
||||
<section id="adding-the-command-to-a-default-cmdset">
|
||||
<h2><span class="section-number">9.3. </span>Adding the Command to a default Cmdset<a class="headerlink" href="#adding-the-command-to-a-default-cmdset" title="Permalink to this headline">¶</a></h2>
|
||||
<p>As we have seen we can use <code class="docutils literal notranslate"><span class="pre">obj.cmdset.add()</span></code> to add a new cmdset to objects, whether that object
|
||||
is ourself (<code class="docutils literal notranslate"><span class="pre">self</span></code>) or other objects like the <code class="docutils literal notranslate"><span class="pre">sword</span></code>.</p>
|
||||
<p>This is how all commands in Evennia work, including default commands like <code class="docutils literal notranslate"><span class="pre">look</span></code>, <code class="docutils literal notranslate"><span class="pre">dig</span></code>, <code class="docutils literal notranslate"><span class="pre">inventory</span></code> and so on.
|
||||
All these commands are in just loaded on the default objects that Evennia provides out of the box.</p>
|
||||
<ul class="simple">
|
||||
<li><p>Characters (that is ‘you’ in the gameworld) has the <code class="docutils literal notranslate"><span class="pre">CharacterCmdSet</span></code>.</p></li>
|
||||
<li><p>Accounts (the thing that represents your out-of-character existence on the server) has the <code class="docutils literal notranslate"><span class="pre">AccountCmdSet</span></code></p></li>
|
||||
<li><p>Sessions (representing one single client connection) has the <code class="docutils literal notranslate"><span class="pre">SessionCmdSet</span></code></p></li>
|
||||
<li><p>Before you log in (at the connection screen) you’ll have access to the <code class="docutils literal notranslate"><span class="pre">UnloggedinCmdSet</span></code>.</p></li>
|
||||
</ul>
|
||||
<p>The thing must commonly modified is the <code class="docutils literal notranslate"><span class="pre">CharacterCmdSet</span></code>.</p>
|
||||
<p>The default cmdset are defined in <code class="docutils literal notranslate"><span class="pre">mygame/commands/default_cmdsets.py</span></code>. Open that file now:</p>
|
||||
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="sd">"""</span>
|
||||
<span class="sd">(module docstring)</span>
|
||||
<span class="sd">"""</span>
|
||||
|
||||
<span class="kn">from</span> <span class="nn">evennia</span> <span class="kn">import</span> <span class="n">default_cmds</span>
|
||||
|
||||
<span class="k">class</span> <span class="nc">CharacterCmdSet</span><span class="p">(</span><span class="n">default_cmds</span><span class="o">.</span><span class="n">CharacterCmdSet</span><span class="p">):</span>
|
||||
|
||||
<span class="n">key</span> <span class="o">=</span> <span class="s2">"DefaultCharacter"</span>
|
||||
|
||||
<span class="k">def</span> <span class="nf">at_cmdset_creation</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
|
||||
|
||||
<span class="nb">super</span><span class="p">()</span><span class="o">.</span><span class="n">at_cmdset_creation</span><span class="p">()</span>
|
||||
<span class="c1">#</span>
|
||||
<span class="c1"># any commands you add below will overload the default ones</span>
|
||||
<span class="c1">#</span>
|
||||
|
||||
<span class="k">class</span> <span class="nc">AccountCmdSet</span><span class="p">(</span><span class="n">default_cmds</span><span class="o">.</span><span class="n">AccountCmdSet</span><span class="p">):</span>
|
||||
|
||||
<span class="n">key</span> <span class="o">=</span> <span class="s2">"DefaultAccount"</span>
|
||||
|
||||
<span class="k">def</span> <span class="nf">at_cmdset_creation</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
|
||||
|
||||
<span class="nb">super</span><span class="p">()</span><span class="o">.</span><span class="n">at_cmdset_creation</span><span class="p">()</span>
|
||||
<span class="c1">#</span>
|
||||
<span class="c1"># any commands you add below will overload the default ones</span>
|
||||
<span class="c1">#</span>
|
||||
|
||||
<span class="k">class</span> <span class="nc">UnloggedinCmdSet</span><span class="p">(</span><span class="n">default_cmds</span><span class="o">.</span><span class="n">UnloggedinCmdSet</span><span class="p">):</span>
|
||||
|
||||
<span class="n">key</span> <span class="o">=</span> <span class="s2">"DefaultUnloggedin"</span>
|
||||
|
||||
<span class="k">def</span> <span class="nf">at_cmdset_creation</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
|
||||
|
||||
<span class="nb">super</span><span class="p">()</span><span class="o">.</span><span class="n">at_cmdset_creation</span><span class="p">()</span>
|
||||
<span class="c1">#</span>
|
||||
<span class="c1"># any commands you add below will overload the default ones</span>
|
||||
<span class="c1">#</span>
|
||||
|
||||
<span class="k">class</span> <span class="nc">SessionCmdSet</span><span class="p">(</span><span class="n">default_cmds</span><span class="o">.</span><span class="n">SessionCmdSet</span><span class="p">):</span>
|
||||
|
||||
<span class="n">key</span> <span class="o">=</span> <span class="s2">"DefaultSession"</span>
|
||||
|
||||
<span class="k">def</span> <span class="nf">at_cmdset_creation</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
|
||||
|
||||
<span class="nb">super</span><span class="p">()</span><span class="o">.</span><span class="n">at_cmdset_creation</span><span class="p">()</span>
|
||||
<span class="c1">#</span>
|
||||
<span class="c1"># any commands you add below will overload the default ones</span>
|
||||
<span class="c1">#</span>
|
||||
</pre></div>
|
||||
</div>
|
||||
<aside class="sidebar">
|
||||
<p class="sidebar-title">super()</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>The `super()` function refers to the parent of the current class and is commonly
|
||||
used to call same-named methods on the parent.
|
||||
</pre></div>
|
||||
</div>
|
||||
</aside>
|
||||
<p><code class="docutils literal notranslate"><span class="pre">evennia.default_cmds</span></code> is a container that holds all of Evennia’s default commands and cmdsets. In this module
|
||||
we can see that this was imported and then a new child class was made for each cmdset. Each class looks familiar
|
||||
(except the <code class="docutils literal notranslate"><span class="pre">key</span></code>, that’s mainly used to easily identify the cmdset in listings). In each <code class="docutils literal notranslate"><span class="pre">at_cmdset_creation</span></code> all
|
||||
we do is call <code class="docutils literal notranslate"><span class="pre">super().at_cmdset_creation</span></code> which means that we call `at_cmdset_creation() on the <em>parent</em> CmdSet.
|
||||
This is what adds all the default commands to each CmdSet.</p>
|
||||
<p>To add even more Commands to a default cmdset, we can just add them below the <code class="docutils literal notranslate"><span class="pre">super()</span></code> line. Usefully, if we were to
|
||||
add a Command with the same <code class="docutils literal notranslate"><span class="pre">.key</span></code> as a default command, it would completely replace that original. So if you were
|
||||
to add a command with a key <code class="docutils literal notranslate"><span class="pre">look</span></code>, the original <code class="docutils literal notranslate"><span class="pre">look</span></code> command would be replaced by your own version.</p>
|
||||
<p>For now, let’s add our own <code class="docutils literal notranslate"><span class="pre">hit</span></code> and <code class="docutils literal notranslate"><span class="pre">echo</span></code> commands to the <code class="docutils literal notranslate"><span class="pre">CharacterCmdSet</span></code>:</p>
|
||||
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="c1"># ...</span>
|
||||
|
||||
<span class="kn">from</span> <span class="nn">commands</span> <span class="kn">import</span> <span class="n">mycommands</span>
|
||||
|
||||
<span class="k">class</span> <span class="nc">CharacterCmdSet</span><span class="p">(</span><span class="n">default_cmds</span><span class="o">.</span><span class="n">CharacterCmdSet</span><span class="p">):</span>
|
||||
|
||||
<span class="n">key</span> <span class="o">=</span> <span class="s2">"DefaultCharacter"</span>
|
||||
|
||||
<span class="k">def</span> <span class="nf">at_cmdset_creation</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
|
||||
|
||||
<span class="nb">super</span><span class="p">()</span><span class="o">.</span><span class="n">at_cmdset_creation</span><span class="p">()</span>
|
||||
<span class="c1">#</span>
|
||||
<span class="c1"># any commands you add below will overload the default ones</span>
|
||||
<span class="c1">#</span>
|
||||
<span class="bp">self</span><span class="o">.</span><span class="n">add</span><span class="p">(</span><span class="n">mycommands</span><span class="o">.</span><span class="n">CmdEcho</span><span class="p">)</span>
|
||||
<span class="bp">self</span><span class="o">.</span><span class="n">add</span><span class="p">(</span><span class="n">mycommands</span><span class="o">.</span><span class="n">CmdHit</span><span class="p">)</span>
|
||||
|
||||
</pre></div>
|
||||
</div>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> reload
|
||||
> hit
|
||||
Who do you want to hit?
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>Your new commands are now available for all player characters in the game. There is another way to add a bunch
|
||||
of commands at once, and that is to add a <em>CmdSet</em> to the other cmdset. All commands in that cmdset will then be added:</p>
|
||||
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="kn">from</span> <span class="nn">commands</span> <span class="kn">import</span> <span class="n">mycommands</span>
|
||||
|
||||
<span class="k">class</span> <span class="nc">CharacterCmdSet</span><span class="p">(</span><span class="n">default_cmds</span><span class="o">.</span><span class="n">CharacterCmdSet</span><span class="p">):</span>
|
||||
|
||||
<span class="n">key</span> <span class="o">=</span> <span class="s2">"DefaultCharacter"</span>
|
||||
|
||||
<span class="k">def</span> <span class="nf">at_cmdset_creation</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
|
||||
|
||||
<span class="nb">super</span><span class="p">()</span><span class="o">.</span><span class="n">at_cmdset_creation</span><span class="p">()</span>
|
||||
<span class="c1">#</span>
|
||||
<span class="c1"># any commands you add below will overload the default ones</span>
|
||||
<span class="c1">#</span>
|
||||
<span class="bp">self</span><span class="o">.</span><span class="n">add</span><span class="p">(</span><span class="n">mycommands</span><span class="o">.</span><span class="n">MyCmdSet</span><span class="p">)</span>
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>Which way you use depends on how much control you want, but if you already have a CmdSet,
|
||||
this is practical. A Command can be a part of any number of different CmdSets.</p>
|
||||
<section id="removing-commands">
|
||||
<h3><span class="section-number">9.3.1. </span>Removing Commands<a class="headerlink" href="#removing-commands" title="Permalink to this headline">¶</a></h3>
|
||||
<p>To remove your custom commands again, you of course just delete the change you did to
|
||||
<code class="docutils literal notranslate"><span class="pre">mygame/commands/default_cmdsets.py</span></code>. But what if you want to remove a default command?</p>
|
||||
<p>We already know that we use <code class="docutils literal notranslate"><span class="pre">cmdset.remove()</span></code> to remove a cmdset. It turns out you can
|
||||
do the same in <code class="docutils literal notranslate"><span class="pre">at_cmdset_creation</span></code>. For example, let’s remove the default <code class="docutils literal notranslate"><span class="pre">get</span></code> Command
|
||||
from Evennia. We happen to know this can be found as <code class="docutils literal notranslate"><span class="pre">default_cmds.CmdGet</span></code>.</p>
|
||||
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="c1"># ...</span>
|
||||
<span class="kn">from</span> <span class="nn">commands</span> <span class="kn">import</span> <span class="n">mycommands</span>
|
||||
|
||||
<span class="k">class</span> <span class="nc">CharacterCmdSet</span><span class="p">(</span><span class="n">default_cmds</span><span class="o">.</span><span class="n">CharacterCmdSet</span><span class="p">):</span>
|
||||
|
||||
<span class="n">key</span> <span class="o">=</span> <span class="s2">"DefaultCharacter"</span>
|
||||
|
||||
<span class="k">def</span> <span class="nf">at_cmdset_creation</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
|
||||
|
||||
<span class="nb">super</span><span class="p">()</span><span class="o">.</span><span class="n">at_cmdset_creation</span><span class="p">()</span>
|
||||
<span class="c1">#</span>
|
||||
<span class="c1"># any commands you add below will overload the default ones</span>
|
||||
<span class="c1">#</span>
|
||||
<span class="bp">self</span><span class="o">.</span><span class="n">add</span><span class="p">(</span><span class="n">mycommands</span><span class="o">.</span><span class="n">MyCmdSet</span><span class="p">)</span>
|
||||
<span class="bp">self</span><span class="o">.</span><span class="n">remove</span><span class="p">(</span><span class="n">default_cmds</span><span class="o">.</span><span class="n">CmdGet</span><span class="p">)</span>
|
||||
<span class="c1"># ...</span>
|
||||
</pre></div>
|
||||
</div>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> reload
|
||||
> get
|
||||
Command 'get' is not available ...
|
||||
</pre></div>
|
||||
</div>
|
||||
</section>
|
||||
</section>
|
||||
<section id="replace-a-default-command">
|
||||
<h2><span class="section-number">9.4. </span>Replace a default command<a class="headerlink" href="#replace-a-default-command" title="Permalink to this headline">¶</a></h2>
|
||||
<p>At this point you already have all the pieces for how to do this! We just need to add a new
|
||||
command with the same <code class="docutils literal notranslate"><span class="pre">key</span></code> in the <code class="docutils literal notranslate"><span class="pre">CharacterCmdSet</span></code> to replace the default one.</p>
|
||||
<p>Let’s combine this with what we know about classes and
|
||||
how to <em>override</em> a parent class. Open <code class="docutils literal notranslate"><span class="pre">mygame/commands/mycommands.py</span></code> and lets override
|
||||
that <code class="docutils literal notranslate"><span class="pre">CmdGet</span></code> command.</p>
|
||||
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="c1"># up top, by the other imports</span>
|
||||
<span class="kn">from</span> <span class="nn">evennia</span> <span class="kn">import</span> <span class="n">default_cmds</span>
|
||||
|
||||
<span class="c1"># somewhere below</span>
|
||||
<span class="k">class</span> <span class="nc">MyCmdGet</span><span class="p">(</span><span class="n">default_cmds</span><span class="o">.</span><span class="n">CmdGet</span><span class="p">):</span>
|
||||
|
||||
<span class="k">def</span> <span class="nf">func</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
|
||||
<span class="nb">super</span><span class="p">()</span><span class="o">.</span><span class="n">func</span><span class="p">()</span>
|
||||
<span class="bp">self</span><span class="o">.</span><span class="n">caller</span><span class="o">.</span><span class="n">msg</span><span class="p">(</span><span class="nb">str</span><span class="p">(</span><span class="bp">self</span><span class="o">.</span><span class="n">caller</span><span class="o">.</span><span class="n">location</span><span class="o">.</span><span class="n">contents</span><span class="p">))</span>
|
||||
|
||||
</pre></div>
|
||||
</div>
|
||||
<ul class="simple">
|
||||
<li><p><strong>Line2</strong>: We import <code class="docutils literal notranslate"><span class="pre">default_cmds</span></code> so we can get the parent class.
|
||||
We made a new class and we make it <em>inherit</em> <code class="docutils literal notranslate"><span class="pre">default_cmds.CmdGet</span></code>. We don’t
|
||||
need to set <code class="docutils literal notranslate"><span class="pre">.key</span></code> or <code class="docutils literal notranslate"><span class="pre">.parse</span></code>, that’s already handled by the parent.
|
||||
In <code class="docutils literal notranslate"><span class="pre">func</span></code> we call <code class="docutils literal notranslate"><span class="pre">super().func()</span></code> to let the parent do its normal thing,</p></li>
|
||||
<li><p><strong>Line 7</strong>: By adding our own <code class="docutils literal notranslate"><span class="pre">func</span></code> we replace the one in the parent.</p></li>
|
||||
<li><p><strong>Line 8</strong>: For this simple change we still want the command to work the
|
||||
same as before, so we use <code class="docutils literal notranslate"><span class="pre">super()</span></code> to call <code class="docutils literal notranslate"><span class="pre">func</span></code> on the parent.</p></li>
|
||||
<li><p><strong>Line 9</strong>: <code class="docutils literal notranslate"><span class="pre">.location</span></code> is the place an object is at. <code class="docutils literal notranslate"><span class="pre">.contents</span></code> contains, well, the
|
||||
contents of an object. If you tried <code class="docutils literal notranslate"><span class="pre">py</span> <span class="pre">self.contents</span></code> you’d get a list that equals
|
||||
your inventory. For a room, the contents is everything in it.
|
||||
So <code class="docutils literal notranslate"><span class="pre">self.caller.location.contents</span></code> gets the contents of our current location. This is
|
||||
a <em>list</em>. In order send this to us with <code class="docutils literal notranslate"><span class="pre">.msg</span></code> we turn the list into a string. Python
|
||||
has a special function <code class="docutils literal notranslate"><span class="pre">str()</span></code> to do this.</p></li>
|
||||
</ul>
|
||||
<p>We now just have to add this so it replaces the default <code class="docutils literal notranslate"><span class="pre">get</span></code> command. Open
|
||||
<code class="docutils literal notranslate"><span class="pre">mygame/commands/default_cmdsets.py</span></code> again:</p>
|
||||
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="c1"># ...</span>
|
||||
<span class="kn">from</span> <span class="nn">commands</span> <span class="kn">import</span> <span class="n">mycommands</span>
|
||||
|
||||
<span class="k">class</span> <span class="nc">CharacterCmdSet</span><span class="p">(</span><span class="n">default_cmds</span><span class="o">.</span><span class="n">CharacterCmdSet</span><span class="p">):</span>
|
||||
|
||||
<span class="n">key</span> <span class="o">=</span> <span class="s2">"DefaultCharacter"</span>
|
||||
|
||||
<span class="k">def</span> <span class="nf">at_cmdset_creation</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
|
||||
|
||||
<span class="nb">super</span><span class="p">()</span><span class="o">.</span><span class="n">at_cmdset_creation</span><span class="p">()</span>
|
||||
<span class="c1">#</span>
|
||||
<span class="c1"># any commands you add below will overload the default ones</span>
|
||||
<span class="c1">#</span>
|
||||
<span class="bp">self</span><span class="o">.</span><span class="n">add</span><span class="p">(</span><span class="n">mycommands</span><span class="o">.</span><span class="n">MyCmdSet</span><span class="p">)</span>
|
||||
<span class="bp">self</span><span class="o">.</span><span class="n">add</span><span class="p">(</span><span class="n">mycommands</span><span class="o">.</span><span class="n">MyCmdGet</span><span class="p">)</span>
|
||||
<span class="c1"># ...</span>
|
||||
</pre></div>
|
||||
</div>
|
||||
<aside class="sidebar">
|
||||
<p class="sidebar-title">Another way</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>Instead of adding `MyCmdGet` explicitly in default_cmdset.py,
|
||||
you could also add it to `mycommands.MyCmdSet` and let it be
|
||||
added automatically for you.
|
||||
</pre></div>
|
||||
</div>
|
||||
</aside>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> reload
|
||||
> get
|
||||
Get What?
|
||||
[smaug, fluffy, YourName, ...]
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>We just made a new <code class="docutils literal notranslate"><span class="pre">get</span></code>-command that tells us everything we could pick up (well, we can’t pick up ourselves, so
|
||||
there’s some room for improvement there).</p>
|
||||
</section>
|
||||
<section id="summary">
|
||||
<h2><span class="section-number">9.5. </span>Summary<a class="headerlink" href="#summary" title="Permalink to this headline">¶</a></h2>
|
||||
<p>In this lesson we got into some more advanced string formatting - many of those tricks will help you a lot in
|
||||
the future! We also made a functional sword. Finally we got into how to add to, extend and replace a default
|
||||
command on ourselves.</p>
|
||||
</section>
|
||||
</section>
|
||||
|
||||
|
||||
<div class="clearer"></div>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
<div class="sphinxsidebar" role="navigation" aria-label="main navigation">
|
||||
<div class="sphinxsidebarwrapper">
|
||||
<p class="logo"><a href="../../../index.html">
|
||||
<img class="logo" src="../../../_static/evennia_logo.png" alt="Logo"/>
|
||||
</a></p>
|
||||
<div id="searchbox" style="display: none" role="search">
|
||||
<h3 id="searchlabel">Quick search</h3>
|
||||
<div class="searchformwrapper">
|
||||
<form class="search" action="../../../search.html" method="get">
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||||
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|
||||
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|
||||
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|
||||
<script>$('#searchbox').show(0);</script>
|
||||
<p><h3><a href="../../../index.html">Table of Contents</a></h3>
|
||||
<ul>
|
||||
<li><a class="reference internal" href="#">9. Parsing Command input</a><ul>
|
||||
<li><a class="reference internal" href="#more-advanced-parsing">9.1. More advanced parsing</a></li>
|
||||
<li><a class="reference internal" href="#adding-a-command-to-an-object">9.2. Adding a Command to an object</a><ul>
|
||||
<li><a class="reference internal" href="#you-need-to-hold-the-sword">9.2.1. You need to hold the sword!</a></li>
|
||||
</ul>
|
||||
</li>
|
||||
<li><a class="reference internal" href="#adding-the-command-to-a-default-cmdset">9.3. Adding the Command to a default Cmdset</a><ul>
|
||||
<li><a class="reference internal" href="#removing-commands">9.3.1. Removing Commands</a></li>
|
||||
</ul>
|
||||
</li>
|
||||
<li><a class="reference internal" href="#replace-a-default-command">9.4. Replace a default command</a></li>
|
||||
<li><a class="reference internal" href="#summary">9.5. Summary</a></li>
|
||||
</ul>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<h4>Previous topic</h4>
|
||||
<p class="topless"><a href="Adding-Commands.html"
|
||||
title="previous chapter"><span class="section-number">8. </span>Adding custom commands</a></p>
|
||||
<h4>Next topic</h4>
|
||||
<p class="topless"><a href="Creating-Things.html"
|
||||
title="next chapter"><span class="section-number">10. </span>Creating things</a></p>
|
||||
<div role="note" aria-label="source link">
|
||||
<!--h3>This Page</h3-->
|
||||
<ul class="this-page-menu">
|
||||
<li><a href="../../../_sources/Howtos/Beginner-Tutorial/Part1/More-on-Commands.md.txt"
|
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rel="nofollow">Show Page Source</a></li>
|
||||
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|
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</div><h3>Links</h3>
|
||||
<ul>
|
||||
<li><a href="https://www.evennia.com">Home page</a> </li>
|
||||
<li><a href="https://github.com/evennia/evennia">Evennia Github</a> </li>
|
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<li><a href="http://games.evennia.com">Game Index</a> </li>
|
||||
<li>
|
||||
<a href="https://discord.gg/AJJpcRUhtF">Discord</a> -
|
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<a href="https://github.com/evennia/evennia/discussions">Discussions</a> -
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<a href="https://evennia.blogspot.com/">Blog</a>
|
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|
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|
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<h3>Versions</h3>
|
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<ul>
|
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<li><a href="More-on-Commands.html">1.0-dev (develop branch)</a></li>
|
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<li><a href="../../../../0.9.5/index.html">0.9.5 (v0.9.5 branch)</a></li>
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</ul>
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<li class="right" >
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<li class="right" >
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accesskey="P">previous</a> |</li>
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<li class="nav-item nav-item-2"><a href="../Beginner-Tutorial-Intro.html" >Beginner Tutorial</a> »</li>
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<li class="nav-item nav-item-3"><a href="Beginner-Tutorial-Part1-Intro.html" accesskey="U">Part 1: What we have</a> »</li>
|
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<li class="nav-item nav-item-this"><a href=""><span class="section-number">3. </span>Intro to using Python with Evennia</a></li>
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</ul>
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<div class="develop">develop branch</div>
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</div>
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<div class="document">
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<div class="documentwrapper">
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<div class="bodywrapper">
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<div class="body" role="main">
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<section class="tex2jax_ignore mathjax_ignore" id="intro-to-using-python-with-evennia">
|
||||
<h1><span class="section-number">3. </span>Intro to using Python with Evennia<a class="headerlink" href="#intro-to-using-python-with-evennia" title="Permalink to this headline">¶</a></h1>
|
||||
<p>Time to dip our toe into some coding! Evennia is written and extended in <a class="reference external" href="https://python.org">Python</a>,
|
||||
which is a mature and professional programming language that is very fast to work with.</p>
|
||||
<p>That said, even though Python is widely considered easy to learn, we can only cover the most immediately
|
||||
important aspects of Python in this series of starting tutorials. Hopefully we can get you started
|
||||
but then you’ll need to continue learning from there. See our <a class="reference internal" href="../../../Links.html"><span class="doc std std-doc">link section</span></a> for finding
|
||||
more reference material and dedicated Python tutorials.</p>
|
||||
<blockquote>
|
||||
<div><p>While this will be quite basic if you are an experienced developer, you may want to at least
|
||||
stay around for the first few sections where we cover how to run Python from inside Evennia.</p>
|
||||
</div></blockquote>
|
||||
<p>First, if you were quelling yourself to play the tutorial world, make sure to get your
|
||||
superuser powers back:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span> unquell
|
||||
</pre></div>
|
||||
</div>
|
||||
<section id="evennia-hello-world">
|
||||
<h2><span class="section-number">3.1. </span>Evennia Hello world<a class="headerlink" href="#evennia-hello-world" title="Permalink to this headline">¶</a></h2>
|
||||
<p>The <code class="docutils literal notranslate"><span class="pre">py</span></code> Command (or <code class="docutils literal notranslate"><span class="pre">!</span></code>, which is an alias) allows you as a superuser to execute raw Python from in-
|
||||
game. This is useful for quick testing. From the game’s input line, enter the following:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> py print("Hello World!")
|
||||
</pre></div>
|
||||
</div>
|
||||
<aside class="sidebar">
|
||||
<p class="sidebar-title">Command input</p>
|
||||
<p>The line with <code class="docutils literal notranslate"><span class="pre">></span></code> indicates input to enter in-game, while the lines below are the
|
||||
expected return from that input.</p>
|
||||
</aside>
|
||||
<p>You will see</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> print("Hello world!")
|
||||
Hello World!
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>To understand what is going on: some extra info: The <code class="docutils literal notranslate"><span class="pre">print(...)</span></code> <em>function</em> is the basic, in-built
|
||||
way to output text in Python. We are sending “Hello World” as an <em>argument</em> to this function. The quotes <code class="docutils literal notranslate"><span class="pre">"..."</span></code>
|
||||
mean that you are inputting a <em>string</em> (i.e. text). You could also have used single-quotes <code class="docutils literal notranslate"><span class="pre">'...'</span></code>,
|
||||
Python accepts both. A third variant is triple-quotes (<code class="docutils literal notranslate"><span class="pre">"""..."""</span></code> or <code class="docutils literal notranslate"><span class="pre">'''...'''</span></code>, which work across multiple
|
||||
lines and are common for larger text-blocks. The way we use the <code class="docutils literal notranslate"><span class="pre">py</span></code> command right now only supports
|
||||
single-line input however.</p>
|
||||
</section>
|
||||
<section id="making-some-text-graphics">
|
||||
<h2><span class="section-number">3.2. </span>Making some text ‘graphics’<a class="headerlink" href="#making-some-text-graphics" title="Permalink to this headline">¶</a></h2>
|
||||
<p>When making a text-game you will, unsurprisingly, be working a lot with text. Even if you have the occational
|
||||
button or even graphical element, the normal process is for the user to input commands as
|
||||
text and get text back. As we saw above, a piece of text is called a <em>string</em> in Python and is enclosed in
|
||||
either single- or double-quotes.</p>
|
||||
<p>Strings can be added together:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> py print("This is a " + "breaking change.")
|
||||
This is a breaking change.
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>A string multiplied with a number will repeat that string as many times:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> py print("|" + "-" * 40 + "|")
|
||||
|----------------------------------------|
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>or</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> py print("A" + "a" * 5 + "rgh!")
|
||||
Aaaaaargh!
|
||||
</pre></div>
|
||||
</div>
|
||||
<section id="format">
|
||||
<h3><span class="section-number">3.2.1. </span>.format()<a class="headerlink" href="#format" title="Permalink to this headline">¶</a></h3>
|
||||
<p>While combining different strings is useful, even more powerful is the ability to modify the contents
|
||||
of the string in-place. There are several ways to do this in Python and we’ll show two of them here. The first
|
||||
is to use the <code class="docutils literal notranslate"><span class="pre">.format</span></code> <em>method</em> of the string:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> py print("This is a {} idea!".format("good"))
|
||||
This is a good idea!
|
||||
</pre></div>
|
||||
</div>
|
||||
<aside class="sidebar">
|
||||
<p class="sidebar-title">Functions and Methods</p>
|
||||
<dl class="simple">
|
||||
<dt>Function:</dt><dd><p>Something that performs and action when you <cite>call</cite> it with zero or more <cite>arguments</cite>. A function
|
||||
is stand-alone in a python module, like <cite>print()</cite></p>
|
||||
</dd>
|
||||
<dt>Method:</dt><dd><p>A function that sits “on” an object, like <cite><string>.format()</cite>.</p>
|
||||
</dd>
|
||||
</dl>
|
||||
</aside>
|
||||
<p>A method can be thought of as a resource “on” another object. The method knows on which object it
|
||||
sits and can thus affect it in various ways. You access it with the period <code class="docutils literal notranslate"><span class="pre">.</span></code>. In this case, the
|
||||
string has a resource <code class="docutils literal notranslate"><span class="pre">format(...)</span></code> that modifies it. More specifically, it replaced the <code class="docutils literal notranslate"><span class="pre">{}</span></code> marker
|
||||
inside the string with the value passed to the format. You can do so many times:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> py print("This is a {} idea!".format("bad"))
|
||||
This is a bad idea!
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>or</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> py print("This is the {} and {} {} idea!".format("first", "second", "great"))
|
||||
This is the first and second great idea!
|
||||
</pre></div>
|
||||
</div>
|
||||
<blockquote>
|
||||
<div><p>Note the double-parenthesis at the end - the first closes the <code class="docutils literal notranslate"><span class="pre">format(...</span></code> method and the outermost
|
||||
closes the <code class="docutils literal notranslate"><span class="pre">print(...</span></code>. Not closing them will give you a scary <code class="docutils literal notranslate"><span class="pre">SyntaxError</span></code>. We will talk a
|
||||
little more about errors in the next section, for now just fix until it prints as expected.</p>
|
||||
</div></blockquote>
|
||||
<p>Here we passed three comma-separated strings as <em>arguments</em> to the string’s <code class="docutils literal notranslate"><span class="pre">format</span></code> method. These
|
||||
replaced the <code class="docutils literal notranslate"><span class="pre">{}</span></code> markers in the same order as they were given.</p>
|
||||
<p>The input does not have to be strings either:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> py print("STR: {}, DEX: {}, INT: {}".format(12, 14, 8))
|
||||
STR: 12, DEX: 14, INT: 8
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>To separate two Python instructions on the same line, you use the semi-colon, <code class="docutils literal notranslate"><span class="pre">;</span></code>. Try this:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> py a = "awesome sauce" ; print("This is {}!".format(a))
|
||||
This is awesome sauce!
|
||||
</pre></div>
|
||||
</div>
|
||||
<div class="admonition warning">
|
||||
<p class="admonition-title">Warning</p>
|
||||
<p>MUD clients and semi-colon</p>
|
||||
<p>Some MUD clients use the semi-colon <code class="docutils literal notranslate"><span class="pre">;</span></code> to split client-inputs
|
||||
into separate sends. If so, the above will give an error. Most clients allow you to
|
||||
run in ‘verbatim’ mode or to remap to use some other separator than <code class="docutils literal notranslate"><span class="pre">;</span></code>. If you still have
|
||||
trouble, use the Evennia web client.</p>
|
||||
</div>
|
||||
<p>What happened here was that we <em>assigned</em> the string <code class="docutils literal notranslate"><span class="pre">"awesome</span> <span class="pre">sauce"</span></code> to a <em>variable</em> we chose
|
||||
to name <code class="docutils literal notranslate"><span class="pre">a</span></code>. In the next statement, Python remembered what <code class="docutils literal notranslate"><span class="pre">a</span></code> was and we passed that into <code class="docutils literal notranslate"><span class="pre">format()</span></code>
|
||||
to get the output. If you replaced the value of <code class="docutils literal notranslate"><span class="pre">a</span></code> with something else in between, <em>that</em> would be printed
|
||||
instead.</p>
|
||||
<p>Here’s the stat-example again, moving the stats to variables (here we just set them, but in a real
|
||||
game they may be changed over time, or modified by circumstance):</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> py stren, dext, intel = 13, 14, 8 ; print("STR: {}, DEX: {}, INT: {}".format(stren, dext, intel))
|
||||
STR: 13, DEX: 14, INT: 8
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>The point is that even if the values of the stats change, the print() statement would not change - it just keeps
|
||||
pretty-printing whatever is given to it.</p>
|
||||
</section>
|
||||
<section id="f-strings">
|
||||
<h3><span class="section-number">3.2.2. </span>f-strings<a class="headerlink" href="#f-strings" title="Permalink to this headline">¶</a></h3>
|
||||
<p>Using <code class="docutils literal notranslate"><span class="pre">.format()</span></code> is convenient (and there is a <a class="reference external" href="https://www.w3schools.com/python/ref_string_format.asp">lot more</a>
|
||||
you can do with it). But the <em>f-string</em> can be even more convenient. An
|
||||
f-string looks like a normal string … except there is an <code class="docutils literal notranslate"><span class="pre">f</span></code> front of it, like this:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>f"this is now an f-string."
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>An f-string on its own is just like any other string. But let’s redo the example we did before, using an f-string:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> py a = "awesome sauce" ; print(f"This is {a}!")
|
||||
This is awesome sauce!
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>We could just insert that <code class="docutils literal notranslate"><span class="pre">a</span></code> variable directly into the f-string using <code class="docutils literal notranslate"><span class="pre">{a}</span></code>. Fewer parentheses to
|
||||
remember and arguable easier to read as well.</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> py stren, dext, intel = 13, 14, 8 ; print(f"STR: {stren}, DEX: {dext}, INT: {intel}")
|
||||
STR: 13, DEX: 14, INT: 8
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>We will be exploring more complex string concepts when we get to creating Commands and need to
|
||||
parse and understand player input.</p>
|
||||
</section>
|
||||
<section id="colored-text">
|
||||
<h3><span class="section-number">3.2.3. </span>Colored text<a class="headerlink" href="#colored-text" title="Permalink to this headline">¶</a></h3>
|
||||
<p>Python itself knows nothing about colored text, this is an Evennia thing. Evennia supports the
|
||||
standard color schemes of traditional MUDs.</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> py print("|rThis is red text!|n This is normal color.")
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>Adding that <code class="docutils literal notranslate"><span class="pre">|r</span></code> at the start will turn our output bright red. <code class="docutils literal notranslate"><span class="pre">|R</span></code> will make it dark red. <code class="docutils literal notranslate"><span class="pre">|n</span></code>
|
||||
gives the normal text color. You can also use RGB (Red-Green-Blue) values from 0-5 (Xterm256 colors):</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> py print("|043This is a blue-green color.|[530|003 Now dark blue text on orange background.")
|
||||
</pre></div>
|
||||
</div>
|
||||
<blockquote>
|
||||
<div><p>If you don’t see the expected color, your client or terminal may not support Xterm256 (or
|
||||
color at all). Use the Evennia webclient.</p>
|
||||
</div></blockquote>
|
||||
<p>Use the commands <code class="docutils literal notranslate"><span class="pre">color</span> <span class="pre">ansi</span></code> or <code class="docutils literal notranslate"><span class="pre">color</span> <span class="pre">xterm</span></code> to see which colors are available. Experiment!</p>
|
||||
</section>
|
||||
</section>
|
||||
<section id="importing-code-from-other-modules">
|
||||
<h2><span class="section-number">3.3. </span>Importing code from other modules<a class="headerlink" href="#importing-code-from-other-modules" title="Permalink to this headline">¶</a></h2>
|
||||
<p>As we saw in the previous sections, we used <code class="docutils literal notranslate"><span class="pre">.format</span></code> to format strings and <code class="docutils literal notranslate"><span class="pre">me.msg</span></code> to access
|
||||
the <code class="docutils literal notranslate"><span class="pre">msg</span></code> method on <code class="docutils literal notranslate"><span class="pre">me</span></code>. This use of the full-stop character is used to access all sorts of resources,
|
||||
including that in other Python modules.</p>
|
||||
<p>Keep your game running, then open a text editor of your choice. If your game folder is called
|
||||
<code class="docutils literal notranslate"><span class="pre">mygame</span></code>, create a new text file <code class="docutils literal notranslate"><span class="pre">test.py</span></code> in the subfolder <code class="docutils literal notranslate"><span class="pre">mygame/world</span></code>. This is how the file
|
||||
structure should look:</p>
|
||||
<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="n">mygame</span><span class="o">/</span>
|
||||
<span class="n">world</span><span class="o">/</span>
|
||||
<span class="n">test</span><span class="o">.</span><span class="n">py</span>
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>For now, only add one line to <code class="docutils literal notranslate"><span class="pre">test.py</span></code>:</p>
|
||||
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="nb">print</span><span class="p">(</span><span class="s2">"Hello World!"</span><span class="p">)</span>
|
||||
</pre></div>
|
||||
</div>
|
||||
<aside class="sidebar">
|
||||
<p class="sidebar-title">Python module</p>
|
||||
<p>This is a text file with the <code class="docutils literal notranslate"><span class="pre">.py</span></code> file ending. A module
|
||||
contains Python source code and from within Python one can
|
||||
access its contents by importing it via its python-path.</p>
|
||||
</aside>
|
||||
<p>Don’t forget to <em>save</em> the file. We just created our first Python <em>module</em>!
|
||||
To use this in-game we have to <em>import</em> it. Try this:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> py import world.test
|
||||
Hello World
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>If you make some error (we’ll cover how to handle errors below), fix the error in the module and
|
||||
run the <code class="docutils literal notranslate"><span class="pre">reload</span></code> command in-game for your changes to take effect.</p>
|
||||
<p>So importing <code class="docutils literal notranslate"><span class="pre">world.test</span></code> actually means importing <code class="docutils literal notranslate"><span class="pre">world/test.py</span></code>. Think of the period <code class="docutils literal notranslate"><span class="pre">.</span></code> as
|
||||
replacing <code class="docutils literal notranslate"><span class="pre">/</span></code> (or <code class="docutils literal notranslate"><span class="pre">\</span></code> for Windows) in your path. The <code class="docutils literal notranslate"><span class="pre">.py</span></code> ending of <code class="docutils literal notranslate"><span class="pre">test.py</span></code> is also never
|
||||
included in this “Python-path”, but <em>only</em> files with that ending can be imported this way.
|
||||
Where is <code class="docutils literal notranslate"><span class="pre">mygame</span></code> in that Python-path? The answer is that Evennia has already told Python that
|
||||
your <code class="docutils literal notranslate"><span class="pre">mygame</span></code> folder is a good place to look for imports. So we don’t include <code class="docutils literal notranslate"><span class="pre">mygame</span></code> in the
|
||||
path - Evennia handles this for us.</p>
|
||||
<p>When you import the module, the top “level” of it will execute. In this case, it will immediately
|
||||
print “Hello World”.</p>
|
||||
<p>Now try to run this a second time:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> py import world.test
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>You will <em>not</em> see any output this second time or any subsequent times! This is not a bug. Rather
|
||||
it is because of how Python importing works - it stores all imported modules and will
|
||||
avoid importing them more than once. So your <code class="docutils literal notranslate"><span class="pre">print</span></code> will only run the first time, when the module
|
||||
is first imported.</p>
|
||||
<p>Try this:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> reload
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>And then</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> py import world.test
|
||||
Hello World!
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>Now we see it again. The <code class="docutils literal notranslate"><span class="pre">reload</span></code> wiped the server’s memory of what was imported, so it had to
|
||||
import it anew. You’d have to do this every time you wanted the print to show though, which is
|
||||
not very useful.</p>
|
||||
<blockquote>
|
||||
<div><p>We’ll get back to more advanced ways to import code in later tutorial sections - this is an
|
||||
important topic. But for now, let’s press on and resolve this particular problem.</p>
|
||||
</div></blockquote>
|
||||
<section id="our-first-own-function">
|
||||
<h3><span class="section-number">3.3.1. </span>Our first own function<a class="headerlink" href="#our-first-own-function" title="Permalink to this headline">¶</a></h3>
|
||||
<p>We want to be able to print our hello-world message at any time, not just once after a server
|
||||
reload. Change your <code class="docutils literal notranslate"><span class="pre">mygame/world/test.py</span></code> file to look like this:</p>
|
||||
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="k">def</span> <span class="nf">hello_world</span><span class="p">():</span>
|
||||
<span class="nb">print</span><span class="p">(</span><span class="s2">"Hello World!"</span><span class="p">)</span>
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>As we are moving to multi-line Python code, there are some important things to remember:</p>
|
||||
<ul class="simple">
|
||||
<li><p>Capitalization matters in Python. It must be <code class="docutils literal notranslate"><span class="pre">def</span></code> and not <code class="docutils literal notranslate"><span class="pre">DEF</span></code>, <code class="docutils literal notranslate"><span class="pre">who</span></code> is not the same as <code class="docutils literal notranslate"><span class="pre">Who</span></code>.</p></li>
|
||||
<li><p>Indentation matters in Python. The second line must be indented or it’s not valid code. You should
|
||||
also use a consistent indentation length. We <em>strongly</em> recommend that you, for your own sanity’s sake,
|
||||
set up your editor to always indent <em>4 spaces</em> (<strong>not</strong> a single tab-character) when you press the TAB key.</p></li>
|
||||
</ul>
|
||||
<p>So about that function. Line 1:</p>
|
||||
<ul class="simple">
|
||||
<li><p><code class="docutils literal notranslate"><span class="pre">def</span></code> is short for “define” and defines a <em>function</em> (or a <em>method</em>, if sitting on an object).
|
||||
This is a <a class="reference external" href="https://docs.python.org/2.5/ref/keywords.html">reserved Python keyword</a>; try not to use
|
||||
these words anywhere else.</p></li>
|
||||
<li><p>A function name can not have spaces but otherwise we could have called it almost anything. We call
|
||||
it <code class="docutils literal notranslate"><span class="pre">hello_world</span></code>. Evennia follows <a class="reference external" href="https://github.com/evennia/evennia/blob/master/CODING_STYLE.md#a-quick-list-of-code-style-points">Python’s standard naming style</a>
|
||||
with lowercase letters and underscores. We recommend you do the same.</p></li>
|
||||
<li><p>The colon (<code class="docutils literal notranslate"><span class="pre">:</span></code>) at the end of line 1 indicates that the header of the function is complete.</p></li>
|
||||
</ul>
|
||||
<p>Line 2:</p>
|
||||
<ul class="simple">
|
||||
<li><p>The indentation marks the beginning of the actual operating code of the function (the function’s
|
||||
<em>body</em>). If we wanted more lines to belong to this function those lines would all have to
|
||||
start at least at this indentation level.</p></li>
|
||||
</ul>
|
||||
<p>Now let’s try this out. First <code class="docutils literal notranslate"><span class="pre">reload</span></code> your game to have it pick up
|
||||
our updated Python module, then import it.</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> reload
|
||||
> py import world.test
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>Nothing happened! That is because the function in our module won’t do anything just by importing it (this
|
||||
is what we wanted). It will only act when we <em>call</em> it. So we need to first import the module and then access the
|
||||
function within:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> py import world.test ; world.test.hello_world()
|
||||
Hello world!
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>There is our “Hello World”! As mentioned earlier, use use semi-colon to put multiple
|
||||
Python-statements on one line. Note also the previous warning about mud-clients using the <code class="docutils literal notranslate"><span class="pre">;</span></code> to their
|
||||
own ends.</p>
|
||||
<p>So what happened there? First we imported <code class="docutils literal notranslate"><span class="pre">world.test</span></code> as usual. But this time we continued and
|
||||
accessed the <code class="docutils literal notranslate"><span class="pre">hello_world</span></code> function <em>inside</em> the newly imported module.</p>
|
||||
<p>By adding <code class="docutils literal notranslate"><span class="pre">()</span></code> to the <code class="docutils literal notranslate"><span class="pre">hello_world</span></code> function we <em>call</em> it, that is we run the body of the function and
|
||||
print our text. We can now redo this as many times as we want without having to <code class="docutils literal notranslate"><span class="pre">reload</span></code> in between:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> py import world.test ; world.test.hello_world()
|
||||
Hello world!
|
||||
> py import world.test ; world.test.hello_world()
|
||||
Hello world!
|
||||
</pre></div>
|
||||
</div>
|
||||
</section>
|
||||
</section>
|
||||
<section id="sending-text-to-others">
|
||||
<h2><span class="section-number">3.4. </span>Sending text to others<a class="headerlink" href="#sending-text-to-others" title="Permalink to this headline">¶</a></h2>
|
||||
<p>The <code class="docutils literal notranslate"><span class="pre">print</span></code> command is a standard Python structure. We can use that here in the <code class="docutils literal notranslate"><span class="pre">py</span></code> command since
|
||||
we can se the output. It’s great for debugging and quick testing. But if you need to send a text
|
||||
to an actual player, <code class="docutils literal notranslate"><span class="pre">print</span></code> won’t do, because it doesn’t know <em>who</em> to send to. Try this:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> py me.msg("Hello world!")
|
||||
Hello world!
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>This looks the same as the <code class="docutils literal notranslate"><span class="pre">print</span></code> result, but we are now actually messaging a specific <em>object</em>,
|
||||
<code class="docutils literal notranslate"><span class="pre">me</span></code>. The <code class="docutils literal notranslate"><span class="pre">me</span></code> is a shortcut to ‘us’, the one running the <code class="docutils literal notranslate"><span class="pre">py</span></code> command. It is not some special
|
||||
Python thing, but something Evennia just makes available in the <code class="docutils literal notranslate"><span class="pre">py</span></code> command for convenience
|
||||
(<code class="docutils literal notranslate"><span class="pre">self</span></code> is an alias).</p>
|
||||
<p>The <code class="docutils literal notranslate"><span class="pre">me</span></code> is an example of an <em>Object instance</em>. Objects are fundamental in Python and Evennia.
|
||||
The <code class="docutils literal notranslate"><span class="pre">me</span></code> object also contains a lot of useful resources for doing
|
||||
things with that object. We access those resources with ‘<code class="docutils literal notranslate"><span class="pre">.</span></code>’.</p>
|
||||
<p>One such resource is <code class="docutils literal notranslate"><span class="pre">msg</span></code>, which works like <code class="docutils literal notranslate"><span class="pre">print</span></code> except it sends the text to the object it
|
||||
is attached to. So if we, for example, had an object <code class="docutils literal notranslate"><span class="pre">you</span></code>, doing <code class="docutils literal notranslate"><span class="pre">you.msg(...)</span></code> would send a message
|
||||
to the object <code class="docutils literal notranslate"><span class="pre">you</span></code>.</p>
|
||||
<p>For now, <code class="docutils literal notranslate"><span class="pre">print</span></code> and <code class="docutils literal notranslate"><span class="pre">me.msg</span></code> behaves the same, just remember that <code class="docutils literal notranslate"><span class="pre">print</span></code> is mainly used for
|
||||
debugging and <code class="docutils literal notranslate"><span class="pre">.msg()</span></code> will be more useful for you in the future.</p>
|
||||
</section>
|
||||
<section id="parsing-python-errors">
|
||||
<h2><span class="section-number">3.5. </span>Parsing Python errors<a class="headerlink" href="#parsing-python-errors" title="Permalink to this headline">¶</a></h2>
|
||||
<p>Let’s try this new text-sending in the function we just created. Go back to
|
||||
your <code class="docutils literal notranslate"><span class="pre">test.py</span></code> file and Replace the function with this instead:</p>
|
||||
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="k">def</span> <span class="nf">hello_world</span><span class="p">():</span>
|
||||
<span class="n">me</span><span class="o">.</span><span class="n">msg</span><span class="p">(</span><span class="s2">"Hello World!"</span><span class="p">)</span>
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>Save your file and <code class="docutils literal notranslate"><span class="pre">reload</span></code> your server to tell Evennia to re-import new code,
|
||||
then run it like before:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span> > py import world.test ; world.test.hello_world()
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>No go - this time you get an error!</p>
|
||||
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="n">File</span> <span class="s2">"./world/test.py"</span><span class="p">,</span> <span class="n">line</span> <span class="mi">2</span><span class="p">,</span> <span class="ow">in</span> <span class="n">hello_world</span>
|
||||
<span class="n">me</span><span class="o">.</span><span class="n">msg</span><span class="p">(</span><span class="s2">"Hello World!"</span><span class="p">)</span>
|
||||
<span class="ne">NameError</span><span class="p">:</span> <span class="n">name</span> <span class="s1">'me'</span> <span class="ow">is</span> <span class="ow">not</span> <span class="n">defined</span>
|
||||
</pre></div>
|
||||
</div>
|
||||
<aside class="sidebar">
|
||||
<p class="sidebar-title">Errors in the logs</p>
|
||||
<p>In regular use, tracebacks will often appear in the log rather than
|
||||
in the game. Use <code class="docutils literal notranslate"><span class="pre">evennia</span> <span class="pre">--log</span></code> to view the log in the terminal. Make
|
||||
sure to scroll back if you expect an error and don’t see it. Use
|
||||
<code class="docutils literal notranslate"><span class="pre">Ctrl-C</span></code> (or <code class="docutils literal notranslate"><span class="pre">Cmd-C</span></code> on Mac) to exit the log-view.</p>
|
||||
</aside>
|
||||
<p>This is called a <em>traceback</em>. Python’s errors are very friendly and will most of the time tell you
|
||||
exactly what and where things go wrong. It’s important that you learn to parse tracebacks so you
|
||||
know how to fix your code.</p>
|
||||
<p>A traceback is to be read from the <em>bottom up</em>:</p>
|
||||
<ul class="simple">
|
||||
<li><p>(line 3) An error of type <code class="docutils literal notranslate"><span class="pre">NameError</span></code> is the problem …</p></li>
|
||||
<li><p>(line 3) … more specifically it is due to the variable <code class="docutils literal notranslate"><span class="pre">me</span></code> not being defined.</p></li>
|
||||
<li><p>(line 2) This happened on the line <code class="docutils literal notranslate"><span class="pre">me.msg("Hello</span> <span class="pre">world!")</span></code> …</p></li>
|
||||
<li><p>(line 1) … which is on line <code class="docutils literal notranslate"><span class="pre">2</span></code> of the file <code class="docutils literal notranslate"><span class="pre">./world/test.py</span></code>.</p></li>
|
||||
</ul>
|
||||
<p>In our case the traceback is short. There may be many more lines above it, tracking just how
|
||||
different modules called each other until the program got to the faulty line. That can
|
||||
sometimes be useful information, but reading from the bottom is always a good start.</p>
|
||||
<p>The <code class="docutils literal notranslate"><span class="pre">NameError</span></code> we see here is due to a module being its own isolated thing. It knows nothing about
|
||||
the environment into which it is imported. It knew what <code class="docutils literal notranslate"><span class="pre">print</span></code> is because that is a special
|
||||
<a class="reference external" href="https://docs.python.org/2.5/ref/keywords.html">reserved Python keyword</a>. But <code class="docutils literal notranslate"><span class="pre">me</span></code> is <em>not</em> such a
|
||||
reserved word (as mentioned, it’s just something Evennia came up with for convenience in the <code class="docutils literal notranslate"><span class="pre">py</span></code>
|
||||
command). As far as the module is concerned <code class="docutils literal notranslate"><span class="pre">me</span></code> is an unfamiliar name, appearing out of nowhere.
|
||||
Hence the <code class="docutils literal notranslate"><span class="pre">NameError</span></code>.</p>
|
||||
</section>
|
||||
<section id="passing-arguments-to-functions">
|
||||
<h2><span class="section-number">3.6. </span>Passing arguments to functions<a class="headerlink" href="#passing-arguments-to-functions" title="Permalink to this headline">¶</a></h2>
|
||||
<p>We know that <code class="docutils literal notranslate"><span class="pre">me</span></code> exists at the point when we run the <code class="docutils literal notranslate"><span class="pre">py</span></code> command, because we can do <code class="docutils literal notranslate"><span class="pre">py</span> <span class="pre">me.msg("Hello</span> <span class="pre">World!")</span></code>
|
||||
with no problem. So let’s <em>pass</em> that me along to the function so it knows what it should be.
|
||||
Go back to your <code class="docutils literal notranslate"><span class="pre">test.py</span></code> and change it to this:</p>
|
||||
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="k">def</span> <span class="nf">hello_world</span><span class="p">(</span><span class="n">who</span><span class="p">):</span>
|
||||
<span class="n">who</span><span class="o">.</span><span class="n">msg</span><span class="p">(</span><span class="s2">"Hello World!"</span><span class="p">)</span>
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>We now added an <em>argument</em> to the function. We could have named it anything. Whatever <code class="docutils literal notranslate"><span class="pre">who</span></code> is,
|
||||
we will call a method <code class="docutils literal notranslate"><span class="pre">.msg()</span></code> on it.</p>
|
||||
<p>As usual, <code class="docutils literal notranslate"><span class="pre">reload</span></code> the server to make sure the new code is available.</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> py import world.test ; world.test.hello_world(me)
|
||||
Hello World!
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>Now it worked. We <em>passed</em> <code class="docutils literal notranslate"><span class="pre">me</span></code> to our function. It will appear inside the function renamed as <code class="docutils literal notranslate"><span class="pre">who</span></code> and
|
||||
now the function works and prints as expected. Note how the <code class="docutils literal notranslate"><span class="pre">hello_world</span></code> function doesn’t care <em>what</em> you
|
||||
pass into it as long as it has a <code class="docutils literal notranslate"><span class="pre">.msg()</span></code> method on it. So you could reuse this function over and over for other
|
||||
suitable targets.</p>
|
||||
<blockquote>
|
||||
<div><p><strong>Extra Credit:</strong> As an exercise, try to pass something else into <code class="docutils literal notranslate"><span class="pre">hello_world</span></code>. Try for example
|
||||
to pass the number <code class="docutils literal notranslate"><span class="pre">5</span></code> or the string <code class="docutils literal notranslate"><span class="pre">"foo"</span></code>. You’ll get errors telling you that they don’t have
|
||||
the attribute <code class="docutils literal notranslate"><span class="pre">msg</span></code>. They don’t care about <code class="docutils literal notranslate"><span class="pre">me</span></code> itself not being a string or a number. If you are
|
||||
familiar with other programming languages (especially C/Java) you may be tempted to start <em>validating</em>
|
||||
<code class="docutils literal notranslate"><span class="pre">who</span></code> to make sure it’s of the right type before you send it. This is usually not recommended in Python.
|
||||
Python philosophy is to <a class="reference external" href="https://docs.python.org/2/tutorial/errors.html">handle</a> the error if it happens
|
||||
rather than to add a lot of code to prevent it from happening. See <a class="reference external" href="https://en.wikipedia.org/wiki/Duck_typing">duck typing</a>
|
||||
and the concept of <em>Leap before you Look</em>.</p>
|
||||
</div></blockquote>
|
||||
</section>
|
||||
<section id="finding-others-to-send-to">
|
||||
<h2><span class="section-number">3.7. </span>Finding others to send to<a class="headerlink" href="#finding-others-to-send-to" title="Permalink to this headline">¶</a></h2>
|
||||
<p>Let’s wrap up this first Python <code class="docutils literal notranslate"><span class="pre">py</span></code> crash-course by finding someone else to send to.</p>
|
||||
<p>In Evennia’s <code class="docutils literal notranslate"><span class="pre">contrib/</span></code> folder (<code class="docutils literal notranslate"><span class="pre">evennia/contrib/tutorial_examples/mirror.py</span></code>) is a handy little
|
||||
object called the <code class="docutils literal notranslate"><span class="pre">TutorialMirror</span></code>. The mirror will echo whatever is being sent to it to
|
||||
the room it is in.</p>
|
||||
<p>On the game command-line, let’s create a mirror:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> create/drop mirror:contrib.tutorial_examples.mirror.TutorialMirror
|
||||
</pre></div>
|
||||
</div>
|
||||
<aside class="sidebar">
|
||||
<p class="sidebar-title">Creating objects</p>
|
||||
<p>The <code class="docutils literal notranslate"><span class="pre">create</span></code> command was first used to create boxes in the
|
||||
<code class="docutils literal notranslate"><span class="pre">Building</span> <span class="pre">Stuff</span> <span class="pre"><Building-Quickstart></span></code>_ tutorial. Note how it
|
||||
uses a “python-path” to describe where to load the mirror’s code from.</p>
|
||||
</aside>
|
||||
<p>A mirror should appear in your location.</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> look mirror
|
||||
mirror shows your reflection:
|
||||
This is User #1
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>What you are seeing is actually your own avatar in the game, the same thing that is available as <code class="docutils literal notranslate"><span class="pre">me</span></code> in the <code class="docutils literal notranslate"><span class="pre">py</span></code>
|
||||
command.</p>
|
||||
<p>What we are aiming for now is the equivalent of <code class="docutils literal notranslate"><span class="pre">mirror.msg("Mirror</span> <span class="pre">Mirror</span> <span class="pre">on</span> <span class="pre">the</span> <span class="pre">wall")</span></code>. But the first thing that
|
||||
comes to mind will not work:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> py mirror.msg("Mirror, Mirror on the wall ...")
|
||||
NameError: name 'mirror' is not defined.
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>This is not surprising: Python knows nothing about “mirrors” or locations or anything. The <code class="docutils literal notranslate"><span class="pre">me</span></code> we’ve been using
|
||||
is, as mentioned, just a convenient thing the Evennia devs makes available to the <code class="docutils literal notranslate"><span class="pre">py</span></code> command. They couldn’t possibly
|
||||
predict that you wanted to talk to mirrors.</p>
|
||||
<p>Instead we will need to <em>search</em> for that <code class="docutils literal notranslate"><span class="pre">mirror</span></code> object before we can send to it.
|
||||
Make sure you are in the same location as the mirror and try:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> py me.search("mirror")
|
||||
mirror
|
||||
</pre></div>
|
||||
</div>
|
||||
<p><code class="docutils literal notranslate"><span class="pre">me.search("name")</span></code> will, by default, search and <em>return</em> an object with the given name found in <em>the same location</em>
|
||||
as the <code class="docutils literal notranslate"><span class="pre">me</span></code> object is. If it can’t find anything you’ll see an error.</p>
|
||||
<aside class="sidebar">
|
||||
<p class="sidebar-title">Function returns</p>
|
||||
<p>Whereas a function like <code class="docutils literal notranslate"><span class="pre">print</span></code> only prints its arguments, it’s very common
|
||||
for functions/methods to <code class="docutils literal notranslate"><span class="pre">return</span></code> a result of some kind. Think of the function
|
||||
as a machine - you put something in and out comes a result you can use. In the case
|
||||
of <code class="docutils literal notranslate"><span class="pre">me.search</span></code>, it will perform a database search and spit out the object it finds.</p>
|
||||
</aside>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> py me.search("dummy")
|
||||
Could not find 'dummy'.
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>Wanting to find things in the same location is very common, but as we continue we’ll
|
||||
find that Evennia provides ample tools for tagging, searching and finding things from all over your game.</p>
|
||||
<p>Now that we know how to find the ‘mirror’ object, we just need to use that instead of <code class="docutils literal notranslate"><span class="pre">me</span></code>!</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> py mirror = self.search("mirror") ; mirror.msg("Mirror, Mirror on the wall ...")
|
||||
mirror echoes back to you:
|
||||
"Mirror, Mirror on the wall ..."
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>The mirror is useful for testing because its <code class="docutils literal notranslate"><span class="pre">.msg</span></code> method just echoes whatever is sent to it back to the room. More common
|
||||
would be to talk to a player character, in which case the text you sent would have appeared in their game client.</p>
|
||||
</section>
|
||||
<section id="multi-line-py">
|
||||
<h2><span class="section-number">3.8. </span>Multi-line py<a class="headerlink" href="#multi-line-py" title="Permalink to this headline">¶</a></h2>
|
||||
<p>So far we have use <code class="docutils literal notranslate"><span class="pre">py</span></code> in single-line mode, using <code class="docutils literal notranslate"><span class="pre">;</span></code> to separate multiple inputs. This is very convenient
|
||||
when you want to do some quick testing. But you can also start a full multi-line Python interactive interpreter
|
||||
inside Evennia.</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> py
|
||||
Evennia Interactive Python mode
|
||||
Python 3.7.1 (default, Oct 22 2018, 11:21:55)
|
||||
[GCC 8.2.0] on Linux
|
||||
[py mode - quit() to exit]
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>(the details of the output will vary with your Python version and OS). You are now in python interpreter mode. It means
|
||||
that <em>everything</em> you insert from now on will become a line of Python (you can no longer look around or do other
|
||||
commands).</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> print("Hello World")
|
||||
|
||||
>>> print("Hello World")
|
||||
Hello World
|
||||
[py mode - quit() to exit]
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>Note that we didn’t need to put <code class="docutils literal notranslate"><span class="pre">py</span></code> in front now. The system will also echo your input (that’s the bit after
|
||||
the <code class="docutils literal notranslate"><span class="pre">>>></span></code>). For brevity in this tutorual we’ll turn the echo off. First exit <code class="docutils literal notranslate"><span class="pre">py</span></code> and then start again with the
|
||||
<code class="docutils literal notranslate"><span class="pre">/noecho</span></code> flag.</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> quit()
|
||||
Closing the Python console.
|
||||
> py/noecho
|
||||
Evennia Interactive Python mode (no echoing of prompts)
|
||||
Python 3.7.1 (default, Oct 22 2018, 11:21:55)
|
||||
[GCC 8.2.0] on Linux
|
||||
[py mode - quit() to exit]
|
||||
</pre></div>
|
||||
</div>
|
||||
<aside class="sidebar">
|
||||
<p class="sidebar-title">interactive py</p>
|
||||
<ul class="simple">
|
||||
<li><p>Start with <code class="docutils literal notranslate"><span class="pre">py</span></code>.</p></li>
|
||||
<li><p>Use <code class="docutils literal notranslate"><span class="pre">py/noecho</span></code> if you don’t want your input to be echoed for every line.</p></li>
|
||||
<li><p>All your inputs will now be interpreted as Python code.</p></li>
|
||||
<li><p>Exit with <code class="docutils literal notranslate"><span class="pre">quit()</span></code>.</p></li>
|
||||
</ul>
|
||||
</aside>
|
||||
<p>We can now enter multi-line Python code:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> a = "Test"
|
||||
> print(f"This is a {a}."}
|
||||
This is a Test.
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>Let’s try to define a function:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> def hello_world(who, txt):
|
||||
...
|
||||
> who.msg(txt)
|
||||
...
|
||||
>
|
||||
[py mode - quit() to exit]
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>Some important things above:</p>
|
||||
<ul class="simple">
|
||||
<li><p>Definining a function with <code class="docutils literal notranslate"><span class="pre">def</span></code> means we are starting a new code block. Python works so that you mark the content
|
||||
of the block with indention. So the next line must be manually indented (4 spaces is a good standard) in order
|
||||
for Python to know it’s part of the function body.</p></li>
|
||||
<li><p>We expand the <code class="docutils literal notranslate"><span class="pre">hello_world</span></code> function with another argument <code class="docutils literal notranslate"><span class="pre">txt</span></code>. This allows us to send any text, not just
|
||||
“Hello World” over and over.</p></li>
|
||||
<li><p>To tell <code class="docutils literal notranslate"><span class="pre">py</span></code> that no more lines will be added to the function body, we end with an empty input. When
|
||||
the normal prompt on how to exit returns, we know we are done.</p></li>
|
||||
</ul>
|
||||
<p>Now we have defined a new function. Let’s try it out:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> hello_world(me, "Hello world to me!")
|
||||
Hello world to me!
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>The <code class="docutils literal notranslate"><span class="pre">me</span></code> is still available to us, so we pass that as the <code class="docutils literal notranslate"><span class="pre">who</span></code> argument, along with a little longer
|
||||
string. Let’s combine this with searching for the mirror.</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> mirror = me.search("mirror")
|
||||
> hello_world(mirror, "Mirror, Mirror on the wall ...")
|
||||
mirror echoes back to you:
|
||||
"Mirror, Mirror on the wall ..."
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>Exit the <code class="docutils literal notranslate"><span class="pre">py</span></code> mode with</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> quit()
|
||||
Closing the Python console.
|
||||
</pre></div>
|
||||
</div>
|
||||
</section>
|
||||
<section id="other-ways-to-test-python-code">
|
||||
<h2><span class="section-number">3.9. </span>Other ways to test Python code<a class="headerlink" href="#other-ways-to-test-python-code" title="Permalink to this headline">¶</a></h2>
|
||||
<p>The <code class="docutils literal notranslate"><span class="pre">py</span></code> command is very powerful for experimenting with Python in-game. It’s great for quick testing.
|
||||
But you are still limited to working over telnet or the webclient, interfaces that doesn’t know anything
|
||||
about Python per-se.</p>
|
||||
<p>Outside the game, go to the terminal where you ran Evennia (or any terminal where the <code class="docutils literal notranslate"><span class="pre">evennia</span></code> command
|
||||
is available).</p>
|
||||
<ul class="simple">
|
||||
<li><p><code class="docutils literal notranslate"><span class="pre">cd</span></code> to your game dir.</p></li>
|
||||
<li><p><code class="docutils literal notranslate"><span class="pre">evennia</span> <span class="pre">shell</span></code></p></li>
|
||||
</ul>
|
||||
<p>A Python shell opens. This works like <code class="docutils literal notranslate"><span class="pre">py</span></code> did inside the game, with the exception that you don’t have
|
||||
<code class="docutils literal notranslate"><span class="pre">me</span></code> available out of the box. If you want <code class="docutils literal notranslate"><span class="pre">me</span></code>, you need to first find yourself:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> import evennia
|
||||
> me = evennia.search_object("YourChar")[0]
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>Here we make use of one of evennia’s search functions, available by importing <code class="docutils literal notranslate"><span class="pre">evennia</span></code> directly.
|
||||
We will cover more advanced searching later, but suffice to say, you put your own character name instead of
|
||||
“YourChar” above.</p>
|
||||
<blockquote>
|
||||
<div><p>The <code class="docutils literal notranslate"><span class="pre">[0]</span></code> at the end is because <code class="docutils literal notranslate"><span class="pre">.search_object</span></code> returns a list of objects and we want to
|
||||
get at the first of them (counting starts from 0).</p>
|
||||
</div></blockquote>
|
||||
<p>Use <code class="docutils literal notranslate"><span class="pre">Ctrl-D</span></code> (<code class="docutils literal notranslate"><span class="pre">Cmd-D</span></code> on Mac) or <code class="docutils literal notranslate"><span class="pre">quit()</span></code> to exit the Python console.</p>
|
||||
</section>
|
||||
<section id="ipython">
|
||||
<h2><span class="section-number">3.10. </span>ipython<a class="headerlink" href="#ipython" title="Permalink to this headline">¶</a></h2>
|
||||
<p>The default Python shell is quite limited and ugly. It’s <em>highly</em> recommended to install <code class="docutils literal notranslate"><span class="pre">ipython</span></code> instead. This
|
||||
is a much nicer, third-party Python interpreter with colors and many usability improvements.</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>pip install ipython
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>If <code class="docutils literal notranslate"><span class="pre">ipython</span></code> is installed, <code class="docutils literal notranslate"><span class="pre">evennia</span> <span class="pre">shell</span></code> will use it automatically.</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>evennia shell
|
||||
...
|
||||
IPython 7.4.0 -- An enhanced Interactive Python. Type '?' for help
|
||||
In [1]: You now have Tab-completion:
|
||||
|
||||
> import evennia
|
||||
> evennia.<TAB>
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>That is, enter <code class="docutils literal notranslate"><span class="pre">evennia.</span></code> and then press the TAB key - you will be given a list of all the resources
|
||||
available on the <code class="docutils literal notranslate"><span class="pre">evennia</span></code> object. This is great for exploring what Evennia has to offer. For example,
|
||||
use your arrow keys to scroll to <code class="docutils literal notranslate"><span class="pre">search_object()</span></code> to fill it in.</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> evennia.search_object?
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>Adding a <code class="docutils literal notranslate"><span class="pre">?</span></code> and pressing return will give you the full documentation for <code class="docutils literal notranslate"><span class="pre">.search_object</span></code>. Use <code class="docutils literal notranslate"><span class="pre">??</span></code> if you
|
||||
want to see the entire source code.</p>
|
||||
<p>As for the normal python interpreter, use <code class="docutils literal notranslate"><span class="pre">Ctrl-D</span></code>/<code class="docutils literal notranslate"><span class="pre">Cmd-D</span></code> or <code class="docutils literal notranslate"><span class="pre">quit()</span></code> to exit ipython.</p>
|
||||
<div class="admonition important">
|
||||
<p class="admonition-title">Important</p>
|
||||
<p>Persistent code</p>
|
||||
<p>Common for both <code class="docutils literal notranslate"><span class="pre">py</span></code> and <code class="docutils literal notranslate"><span class="pre">python</span></code>/<code class="docutils literal notranslate"><span class="pre">ipython</span></code> is that the code you write is not persistent - it will
|
||||
be gone after you shut down the interpreter (but ipython will remember your input history). For making long-lasting
|
||||
Python code, we need to save it in a Python module, like we did for <code class="docutils literal notranslate"><span class="pre">world/test.py</span></code>.</p>
|
||||
</div>
|
||||
</section>
|
||||
<section id="conclusions">
|
||||
<h2><span class="section-number">3.11. </span>Conclusions<a class="headerlink" href="#conclusions" title="Permalink to this headline">¶</a></h2>
|
||||
<p>This covers quite a lot of basic Python usage. We printed and formatted strings, defined our own
|
||||
first function, fixed an error and even searched and talked to a mirror! Being able to access
|
||||
python inside and outside of the game is an important skill for testing and debugging, but in
|
||||
practice you will be writing most your code in Python modules.</p>
|
||||
<p>To that end we also created a first new Python module in the <code class="docutils literal notranslate"><span class="pre">mygame/</span></code> game dir, then imported and used it.
|
||||
Now let’s look at the rest of the stuff you’ve got going on inside that <code class="docutils literal notranslate"><span class="pre">mygame/</span></code> folder …</p>
|
||||
</section>
|
||||
</section>
|
||||
|
||||
|
||||
<div class="clearer"></div>
|
||||
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|
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<script>$('#searchbox').show(0);</script>
|
||||
<p><h3><a href="../../../index.html">Table of Contents</a></h3>
|
||||
<ul>
|
||||
<li><a class="reference internal" href="#">3. Intro to using Python with Evennia</a><ul>
|
||||
<li><a class="reference internal" href="#evennia-hello-world">3.1. Evennia Hello world</a></li>
|
||||
<li><a class="reference internal" href="#making-some-text-graphics">3.2. Making some text ‘graphics’</a><ul>
|
||||
<li><a class="reference internal" href="#format">3.2.1. .format()</a></li>
|
||||
<li><a class="reference internal" href="#f-strings">3.2.2. f-strings</a></li>
|
||||
<li><a class="reference internal" href="#colored-text">3.2.3. Colored text</a></li>
|
||||
</ul>
|
||||
</li>
|
||||
<li><a class="reference internal" href="#importing-code-from-other-modules">3.3. Importing code from other modules</a><ul>
|
||||
<li><a class="reference internal" href="#our-first-own-function">3.3.1. Our first own function</a></li>
|
||||
</ul>
|
||||
</li>
|
||||
<li><a class="reference internal" href="#sending-text-to-others">3.4. Sending text to others</a></li>
|
||||
<li><a class="reference internal" href="#parsing-python-errors">3.5. Parsing Python errors</a></li>
|
||||
<li><a class="reference internal" href="#passing-arguments-to-functions">3.6. Passing arguments to functions</a></li>
|
||||
<li><a class="reference internal" href="#finding-others-to-send-to">3.7. Finding others to send to</a></li>
|
||||
<li><a class="reference internal" href="#multi-line-py">3.8. Multi-line py</a></li>
|
||||
<li><a class="reference internal" href="#other-ways-to-test-python-code">3.9. Other ways to test Python code</a></li>
|
||||
<li><a class="reference internal" href="#ipython">3.10. ipython</a></li>
|
||||
<li><a class="reference internal" href="#conclusions">3.11. Conclusions</a></li>
|
||||
</ul>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<h4>Previous topic</h4>
|
||||
<p class="topless"><a href="Tutorial-World.html"
|
||||
title="previous chapter"><span class="section-number">2. </span>The Tutorial World</a></p>
|
||||
<h4>Next topic</h4>
|
||||
<p class="topless"><a href="Gamedir-Overview.html"
|
||||
title="next chapter"><span class="section-number">4. </span>Overview of your new Game Dir</a></p>
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<li><a href="https://github.com/evennia/evennia">Evennia Github</a> </li>
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<li><a href="http://games.evennia.com">Game Index</a> </li>
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<li>
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<a href="https://discord.gg/AJJpcRUhtF">Discord</a> -
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<a href="https://github.com/evennia/evennia/discussions">Discussions</a> -
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<a href="https://evennia.blogspot.com/">Blog</a>
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<li><a href="Python-basic-introduction.html">1.0-dev (develop branch)</a></li>
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<li><a href="../../../../0.9.5/index.html">0.9.5 (v0.9.5 branch)</a></li>
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<li class="nav-item nav-item-3"><a href="Beginner-Tutorial-Part1-Intro.html" accesskey="U">Part 1: What we have</a> »</li>
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<li class="nav-item nav-item-this"><a href=""><span class="section-number">5. </span>Introduction to Python classes and objects</a></li>
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<section class="tex2jax_ignore mathjax_ignore" id="introduction-to-python-classes-and-objects">
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<h1><span class="section-number">5. </span>Introduction to Python classes and objects<a class="headerlink" href="#introduction-to-python-classes-and-objects" title="Permalink to this headline">¶</a></h1>
|
||||
<p>We have now learned how to run some simple Python code from inside (and outside) your game server.
|
||||
We have also taken a look at what our game dir looks and what is where. Now we’ll start to use it.</p>
|
||||
<section id="importing-things">
|
||||
<h2><span class="section-number">5.1. </span>Importing things<a class="headerlink" href="#importing-things" title="Permalink to this headline">¶</a></h2>
|
||||
<p>No one writes something as big as an online game in one single huge file. Instead one breaks up the
|
||||
code into separate files (modules). Each module is dedicated to different purposes. Not only does
|
||||
it make things cleaner, organized and easier to understand. It also makes it easier to re-use code -
|
||||
you just import the resources you need and know you only get just what you requested. This makes
|
||||
it much easier to find errors and to know what code is good and which has issues.</p>
|
||||
<blockquote>
|
||||
<div><p>Evennia itself uses your code in the same way - you just tell it where a particular type of code is,
|
||||
and it will import and use it (often instead of its defaults).</p>
|
||||
</div></blockquote>
|
||||
<p>We have already successfully imported things, for example:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> py import world.test ; world.test.hello_world(me)
|
||||
Hello World!
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>In this example, on your hard drive, the files looks like this:</p>
|
||||
<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="n">mygame</span><span class="o">/</span>
|
||||
<span class="n">world</span><span class="o">/</span>
|
||||
<span class="n">test</span><span class="o">.</span><span class="n">py</span> <span class="o"><-</span> <span class="n">inside</span> <span class="n">this</span> <span class="n">file</span> <span class="ow">is</span> <span class="n">a</span> <span class="n">function</span> <span class="n">hello_world</span>
|
||||
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>If you followed earlier tutorial lessons, the <code class="docutils literal notranslate"><span class="pre">mygame/world/test.py</span></code> file should look like this (if
|
||||
not, make it so):</p>
|
||||
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="k">def</span> <span class="nf">hello_world</span><span class="p">(</span><span class="n">who</span><span class="p">):</span>
|
||||
<span class="n">who</span><span class="o">.</span><span class="n">msg</span><span class="p">(</span><span class="s2">"Hello World!"</span><span class="p">)</span>
|
||||
</pre></div>
|
||||
</div>
|
||||
<aside class="sidebar">
|
||||
<p class="sidebar-title">Remember:</p>
|
||||
<ul class="simple">
|
||||
<li><p>Indentation matters in Python</p></li>
|
||||
<li><p>So does capitalization</p></li>
|
||||
<li><p>Use 4 <cite>spaces</cite> to indent, not tabs</p></li>
|
||||
<li><p>Empty lines are fine</p></li>
|
||||
<li><p>Anything on a line after a <cite>#</cite> is a <cite>comment</cite>, ignored by Python</p></li>
|
||||
</ul>
|
||||
</aside>
|
||||
<p>The <em>python_path</em> describes the relation between Python resources, both between and inside
|
||||
Python <em>modules</em> (that is, files ending with .py). A python-path separates each part of the
|
||||
path <code class="docutils literal notranslate"><span class="pre">.</span></code> and always skips the <code class="docutils literal notranslate"><span class="pre">.py</span></code> file endings. Also, Evennia already knows to start looking
|
||||
for python resources inside <code class="docutils literal notranslate"><span class="pre">mygame/</span></code> so this should never be specified. Hence</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>import world.test
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>The <code class="docutils literal notranslate"><span class="pre">import</span></code> Python instruction loads <code class="docutils literal notranslate"><span class="pre">world.test</span></code> so you have it available. You can now go “into”
|
||||
this module to get to the function you want:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>world.test.hello_world(me)
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>Using <code class="docutils literal notranslate"><span class="pre">import</span></code> like this means that you have to specify the full <code class="docutils literal notranslate"><span class="pre">world.test</span></code> every time you want
|
||||
to get to your function. Here’s a more powerful form of import:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>from world.test import hello_world
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>The <code class="docutils literal notranslate"><span class="pre">from</span> <span class="pre">...</span> <span class="pre">import</span> <span class="pre">...</span></code> is very, very common as long as you want to get something with a longer
|
||||
python path. It imports <code class="docutils literal notranslate"><span class="pre">hello_world</span></code> directly, so you can use it right away!</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span> > py from world.test import hello_world ; hello_world(me)
|
||||
Hello World!
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>Let’s say your <code class="docutils literal notranslate"><span class="pre">test.py</span></code> module had a bunch of interesting functions. You could then import them
|
||||
all one by one:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>from world.test import hello_world, my_func, awesome_func
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>If there were <em>a lot</em> of functions, you could instead just import <code class="docutils literal notranslate"><span class="pre">test</span></code> and get the function
|
||||
from there when you need (without having to give the full <code class="docutils literal notranslate"><span class="pre">world.test</span></code> every time):</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> from world import test ; test.hello_world(me
|
||||
Hello World!
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>You can also <em>rename</em> stuff you import. Say for example that the module you import to already
|
||||
has a function <code class="docutils literal notranslate"><span class="pre">hello_world</span></code> but we also want to use the one from <code class="docutils literal notranslate"><span class="pre">world/test.py</span></code>:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>from world.test import hello_world as test_hello_world
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>The form <code class="docutils literal notranslate"><span class="pre">from</span> <span class="pre">...</span> <span class="pre">import</span> <span class="pre">...</span> <span class="pre">as</span> <span class="pre">...</span></code> renames the import.</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> from world.test import hello_world as hw ; hw(me)
|
||||
Hello World!
|
||||
</pre></div>
|
||||
</div>
|
||||
<blockquote>
|
||||
<div><p>Avoid renaming unless it’s to avoid a name-collistion like above - you want to make things as
|
||||
easy to read as possible, and renaming adds another layer of potential confusion.</p>
|
||||
</div></blockquote>
|
||||
<p>In <a class="reference internal" href="Python-basic-introduction.html"><span class="doc std std-doc">the basic intro to Python</span></a> we learned how to open the in-game
|
||||
multi-line interpreter.</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> py
|
||||
Evennia Interactive Python mode
|
||||
Python 3.7.1 (default, Oct 22 2018, 11:21:55)
|
||||
[GCC 8.2.0] on Linux
|
||||
[py mode - quit() to exit]
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>You now only need to import once to use the imported function over and over.</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> from world.test import hello_world
|
||||
> hello_world()
|
||||
Hello World!
|
||||
> hello_world()
|
||||
Hello World!
|
||||
> hello_world()
|
||||
Hello World!
|
||||
> quit()
|
||||
Closing the Python console.
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>The same goes when writing code in a module - in most Python modules you will see a bunch of
|
||||
imports at the top, resources that are then used by all code in that module.</p>
|
||||
</section>
|
||||
<section id="on-classes-and-objects">
|
||||
<h2><span class="section-number">5.2. </span>On classes and objects<a class="headerlink" href="#on-classes-and-objects" title="Permalink to this headline">¶</a></h2>
|
||||
<p>Now that we know about imports, let look at a real Evennia module and try to understand it.</p>
|
||||
<p>Open <code class="docutils literal notranslate"><span class="pre">mygame/typeclasses/objects.py</span></code> in your text editor of choice.</p>
|
||||
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="sd">"""</span>
|
||||
<span class="sd">module docstring</span>
|
||||
<span class="sd">"""</span>
|
||||
<span class="kn">from</span> <span class="nn">evennia</span> <span class="kn">import</span> <span class="n">DefaultObject</span>
|
||||
|
||||
<span class="k">class</span> <span class="nc">Object</span><span class="p">(</span><span class="n">DefaultObject</span><span class="p">):</span>
|
||||
<span class="sd">"""</span>
|
||||
<span class="sd"> class docstring</span>
|
||||
<span class="sd"> """</span>
|
||||
<span class="k">pass</span>
|
||||
</pre></div>
|
||||
</div>
|
||||
<aside class="sidebar">
|
||||
<p class="sidebar-title">Docstrings vs Comments</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>A docstring is not the same as a comment (created by `#`). A
|
||||
docstring is not ignored by Python but is an integral part of the thing
|
||||
it is documenting (the module and the class in this case).
|
||||
</pre></div>
|
||||
</div>
|
||||
</aside>
|
||||
<p>The real file is much longer but we can ignore the multi-line strings (<code class="docutils literal notranslate"><span class="pre">"""</span> <span class="pre">...</span> <span class="pre">"""</span></code>). These serve
|
||||
as documentation-strings, or <em>docstrings</em> for the module (at the top) and the <code class="docutils literal notranslate"><span class="pre">class</span></code> below.</p>
|
||||
<p>Below the module doc string we have the import. In this case we are importing a resource
|
||||
from the core <code class="docutils literal notranslate"><span class="pre">evennia</span></code> library itself. We will dive into this later, for now we just treat this
|
||||
as a black box.</p>
|
||||
<p>Next we have a <code class="docutils literal notranslate"><span class="pre">class</span></code> named <code class="docutils literal notranslate"><span class="pre">Object</span></code>, which <em>inherits</em> from <code class="docutils literal notranslate"><span class="pre">DefaultObject</span></code>. This class doesn’t
|
||||
actually do anything on its own, its only code (except the docstring) is <code class="docutils literal notranslate"><span class="pre">pass</span></code> which means,
|
||||
well, to pass and don’t do anything.</p>
|
||||
<p>We will get back to this module in the <a class="reference internal" href="Learning-Typeclasses.html"><span class="doc std std-doc">next lesson</span></a>. First we need to do a
|
||||
little detour to understand what a ‘class’, an ‘object’ or ‘instance’ is. These are fundamental
|
||||
things to understand before you can use Evennia efficiently.</p>
|
||||
<aside class="sidebar">
|
||||
<p class="sidebar-title">OOP</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>Classes, objects, instances and inheritance are fundamental to Python. This and some
|
||||
other concepts are often clumped together under the term Object-Oriented-Programming (OOP).
|
||||
</pre></div>
|
||||
</div>
|
||||
</aside>
|
||||
<section id="classes-and-instances">
|
||||
<h3><span class="section-number">5.2.1. </span>Classes and instances<a class="headerlink" href="#classes-and-instances" title="Permalink to this headline">¶</a></h3>
|
||||
<p>A ‘class’ can be seen as a ‘template’ for a ‘type’ of object. The class describes the basic functionality
|
||||
of everyone of that class. For example, we could have a class <code class="docutils literal notranslate"><span class="pre">Monster</span></code> which has resources for moving itself
|
||||
from room to room.</p>
|
||||
<p>Open a new file <code class="docutils literal notranslate"><span class="pre">mygame/typeclasses/monsters.py</span></code>. Add the following simple class:</p>
|
||||
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span>
|
||||
<span class="k">class</span> <span class="nc">Monster</span><span class="p">:</span>
|
||||
|
||||
<span class="n">key</span> <span class="o">=</span> <span class="s2">"Monster"</span>
|
||||
|
||||
<span class="k">def</span> <span class="nf">move_around</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
|
||||
<span class="nb">print</span><span class="p">(</span><span class="sa">f</span><span class="s2">"</span><span class="si">{</span><span class="bp">self</span><span class="o">.</span><span class="n">key</span><span class="si">}</span><span class="s2"> is moving!"</span><span class="p">)</span>
|
||||
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>Above we have defined a <code class="docutils literal notranslate"><span class="pre">Monster</span></code> class with one variable <code class="docutils literal notranslate"><span class="pre">key</span></code> (that is, the name) and one
|
||||
<em>method</em> on it. A method is like a function except it sits “on” the class. It also always has
|
||||
at least one argument (almost always written as <code class="docutils literal notranslate"><span class="pre">self</span></code> although you could in principle use
|
||||
another name), which is a reference back to itself. So when we print <code class="docutils literal notranslate"><span class="pre">self.key</span></code> we are referring
|
||||
back to the <code class="docutils literal notranslate"><span class="pre">key</span></code> on the class.</p>
|
||||
<aside class="sidebar">
|
||||
<p class="sidebar-title">Terms</p>
|
||||
<ul class="simple">
|
||||
<li><p>A <cite>class</cite> is a code template describing a ‘type’ of something</p></li>
|
||||
<li><p>An <cite>object</cite> is an <cite>instance</cite> of a <cite>class</cite>. Like using a mold to cast tin soldiers, one class can be <cite>instantiated</cite> into any number of object-instances.</p></li>
|
||||
</ul>
|
||||
</aside>
|
||||
<p>A class is just a template. Before it can be used, we must create an <em>instance</em> of the class. If
|
||||
<code class="docutils literal notranslate"><span class="pre">Monster</span></code> is a class, then an instance is Fluffy, the individual red dragon. You instantiate
|
||||
by <em>calling</em> the class, much like you would a function:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>fluffy = Monster()
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>Let’s try it in-game (we use multi-line mode, it’s easier)</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> py
|
||||
> from typeclasses.monsters import Monster
|
||||
> fluffy = Monster()
|
||||
> fluffy.move_around()
|
||||
Monster is moving!
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>We created an <em>instance</em> of <code class="docutils literal notranslate"><span class="pre">Monster</span></code>, which we stored in the variable <code class="docutils literal notranslate"><span class="pre">fluffy</span></code>. We then
|
||||
called the <code class="docutils literal notranslate"><span class="pre">move_around</span></code> method on fluffy to get the printout.</p>
|
||||
<blockquote>
|
||||
<div><p>Note how we <em>didn’t</em> call the method as <code class="docutils literal notranslate"><span class="pre">fluffy.move_around(self)</span></code>. While the <code class="docutils literal notranslate"><span class="pre">self</span></code> has to be
|
||||
there when defining the method, we <em>never</em> add it explicitly when we call the method (Python
|
||||
will add the correct <code class="docutils literal notranslate"><span class="pre">self</span></code> for us automatically behind the scenes).</p>
|
||||
</div></blockquote>
|
||||
<p>Let’s create the sibling of Fluffy, Cuddly:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> cuddly = Monster()
|
||||
> cuddly.move_around()
|
||||
Monster is moving!
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>We now have two dragons and they’ll hang around until with call <code class="docutils literal notranslate"><span class="pre">quit()</span></code> to exit this Python
|
||||
instance. We can have them move as many times as we want. But no matter how many dragons we
|
||||
create, they will all show the same printout since <code class="docutils literal notranslate"><span class="pre">key</span></code> is always fixed as “Monster”.</p>
|
||||
<p>Let’s make the class a little more flexible:</p>
|
||||
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span>
|
||||
<span class="k">class</span> <span class="nc">Monster</span><span class="p">:</span>
|
||||
|
||||
<span class="k">def</span> <span class="fm">__init__</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">key</span><span class="p">):</span>
|
||||
<span class="bp">self</span><span class="o">.</span><span class="n">key</span> <span class="o">=</span> <span class="n">key</span>
|
||||
|
||||
<span class="k">def</span> <span class="nf">move_around</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
|
||||
<span class="nb">print</span><span class="p">(</span><span class="sa">f</span><span class="s2">"</span><span class="si">{</span><span class="bp">self</span><span class="o">.</span><span class="n">key</span><span class="si">}</span><span class="s2"> is moving!"</span><span class="p">)</span>
|
||||
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>The <code class="docutils literal notranslate"><span class="pre">__init__</span></code> is a special method that Python recognizes. If given, this handles extra arguments
|
||||
when you instantiate a new Monster. We have it add an argument <code class="docutils literal notranslate"><span class="pre">key</span></code> that we store on <code class="docutils literal notranslate"><span class="pre">self</span></code>.</p>
|
||||
<p>Now, for Evennia to see this code change, we need to reload the server. You can either do it this
|
||||
way:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> quit()
|
||||
Python Console is closing.
|
||||
> reload
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>Or you can use a separate terminal and restart from outside the game:</p>
|
||||
<aside class="sidebar">
|
||||
<p class="sidebar-title">On reloading</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>Reloading with the python mode gets a little annoying since you need to redo everything
|
||||
after every reload. Just keep in mind that during regular development you will not be
|
||||
working this way. The in-game python mode is practical for quick fixes and experiments like
|
||||
this, but actual code is normally written externally, in python modules.
|
||||
</pre></div>
|
||||
</div>
|
||||
</aside>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>$ evennia reload (or restart)
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>Either way you’ll need to go into <code class="docutils literal notranslate"><span class="pre">py</span></code> again:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> py
|
||||
> from typeclasses.monsters import Monster
|
||||
fluffy = Monster("Fluffy")
|
||||
fluffy.move_around()
|
||||
Fluffy is moving!
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>Now we passed <code class="docutils literal notranslate"><span class="pre">"Fluffy"</span></code> as an argument to the class. This went into <code class="docutils literal notranslate"><span class="pre">__init__</span></code> and set <code class="docutils literal notranslate"><span class="pre">self.key</span></code>, which we
|
||||
later used to print with the right name! Again, note that we didn’t include <code class="docutils literal notranslate"><span class="pre">self</span></code> when calling.</p>
|
||||
</section>
|
||||
<section id="whats-so-good-about-objects">
|
||||
<h3><span class="section-number">5.2.2. </span>What’s so good about objects?<a class="headerlink" href="#whats-so-good-about-objects" title="Permalink to this headline">¶</a></h3>
|
||||
<p>So far all we’ve seen a class do is to behave our first <code class="docutils literal notranslate"><span class="pre">hello_world</span></code> function but more complex. We
|
||||
could just have made a function:</p>
|
||||
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span> <span class="k">def</span> <span class="nf">monster_move_around</span><span class="p">(</span><span class="n">key</span><span class="p">):</span>
|
||||
<span class="nb">print</span><span class="p">(</span><span class="sa">f</span><span class="s2">"</span><span class="si">{</span><span class="n">key</span><span class="si">}</span><span class="s2"> is moving!"</span><span class="p">)</span>
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>The difference between the function and an instance of a class (the object), is that the
|
||||
object retains <em>state</em>. Once you called the function it forgets everything about what you called
|
||||
it with last time. The object, on the other hand, remembers changes:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> fluffy.key = "Cuddly"
|
||||
> fluffy.move_around()
|
||||
Cuddly is moving!
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>The <code class="docutils literal notranslate"><span class="pre">fluffy</span></code> object’s <code class="docutils literal notranslate"><span class="pre">key</span></code> was changed to “Cuddly” for as long as it’s around. This makes objects
|
||||
extremely useful for representing and remembering collections of data - some of which can be other
|
||||
objects in turn:</p>
|
||||
<ul class="simple">
|
||||
<li><p>A player character with all its stats</p></li>
|
||||
<li><p>A monster with HP</p></li>
|
||||
<li><p>A chest with a number of gold coins in it</p></li>
|
||||
<li><p>A room with other objects inside it</p></li>
|
||||
<li><p>The current policy positions of a political party</p></li>
|
||||
<li><p>A rule with methods for resolving challenges or roll dice</p></li>
|
||||
<li><p>A multi-dimenstional data-point for a complex economic simulation</p></li>
|
||||
<li><p>And so much more!</p></li>
|
||||
</ul>
|
||||
</section>
|
||||
<section id="classes-can-have-children">
|
||||
<h3><span class="section-number">5.2.3. </span>Classes can have children<a class="headerlink" href="#classes-can-have-children" title="Permalink to this headline">¶</a></h3>
|
||||
<p>Classes can <em>inherit</em> from each other. A “child” class will inherit everything from its “parent” class. But if
|
||||
the child adds something with the same name as its parent, it will <em>override</em> whatever it got from its parent.</p>
|
||||
<p>Let’s expand <code class="docutils literal notranslate"><span class="pre">mygame/typeclasses/monsters.py</span></code> with another class:</p>
|
||||
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span>
|
||||
<span class="k">class</span> <span class="nc">Monster</span><span class="p">:</span>
|
||||
<span class="sd">"""</span>
|
||||
<span class="sd"> This is a base class for Monster.</span>
|
||||
<span class="sd"> """</span>
|
||||
|
||||
<span class="k">def</span> <span class="fm">__init__</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">key</span><span class="p">):</span>
|
||||
<span class="bp">self</span><span class="o">.</span><span class="n">key</span> <span class="o">=</span> <span class="n">key</span>
|
||||
|
||||
<span class="k">def</span> <span class="nf">move_around</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
|
||||
<span class="nb">print</span><span class="p">(</span><span class="sa">f</span><span class="s2">"</span><span class="si">{</span><span class="bp">self</span><span class="o">.</span><span class="n">key</span><span class="si">}</span><span class="s2"> is moving!"</span><span class="p">)</span>
|
||||
|
||||
|
||||
<span class="k">class</span> <span class="nc">Dragon</span><span class="p">(</span><span class="n">Monster</span><span class="p">):</span>
|
||||
<span class="sd">"""</span>
|
||||
<span class="sd"> This is a dragon-specific monster.</span>
|
||||
<span class="sd"> """</span>
|
||||
|
||||
<span class="k">def</span> <span class="nf">move_around</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
|
||||
<span class="nb">print</span><span class="p">(</span><span class="sa">f</span><span class="s2">"</span><span class="si">{</span><span class="bp">self</span><span class="o">.</span><span class="n">key</span><span class="si">}</span><span class="s2"> flies through the air high above!"</span><span class="p">)</span>
|
||||
|
||||
<span class="k">def</span> <span class="nf">firebreath</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
|
||||
<span class="sd">"""</span>
|
||||
<span class="sd"> Let our dragon breathe fire.</span>
|
||||
<span class="sd"> """</span>
|
||||
<span class="nb">print</span><span class="p">(</span><span class="sa">f</span><span class="s2">"</span><span class="si">{</span><span class="bp">self</span><span class="o">.</span><span class="n">key</span><span class="si">}</span><span class="s2"> breathes fire!"</span><span class="p">)</span>
|
||||
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>We added some docstrings for clarity. It’s always a good idea to add doc strings; you can do so also for methods,
|
||||
as exemplified for the new <code class="docutils literal notranslate"><span class="pre">firebreath</span></code> method.</p>
|
||||
<p>We created the new class <code class="docutils literal notranslate"><span class="pre">Dragon</span></code> but we also specified that <code class="docutils literal notranslate"><span class="pre">Monster</span></code> is the <em>parent</em> of <code class="docutils literal notranslate"><span class="pre">Dragon</span></code> but adding
|
||||
the parent in parenthesis. <code class="docutils literal notranslate"><span class="pre">class</span> <span class="pre">Classname(Parent)</span></code> is the way to do this.</p>
|
||||
<aside class="sidebar">
|
||||
<p class="sidebar-title">Multi-inheritance</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>It's possible to add more comma-separated parents to a class. You should usually avoid
|
||||
this until you `really` know what you are doing. A single parent will be enough for almost
|
||||
every case you'll need.
|
||||
</pre></div>
|
||||
</div>
|
||||
</aside>
|
||||
<p>Let’s try out our new class. First <code class="docutils literal notranslate"><span class="pre">reload</span></code> the server and the do</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> py
|
||||
> from typeclasses.monsters import Dragon
|
||||
> smaug = Dragon("Smaug")
|
||||
> smaug.move_around()
|
||||
Smaug flies through the air high above!
|
||||
> smaug.firebreath()
|
||||
Smaug breathes fire!
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>Because we didn’t implement <code class="docutils literal notranslate"><span class="pre">__init__</span></code> in <code class="docutils literal notranslate"><span class="pre">Dragon</span></code>, we got the one from <code class="docutils literal notranslate"><span class="pre">Monster</span></code> instead. But since we
|
||||
implemented our own <code class="docutils literal notranslate"><span class="pre">move_around</span></code> in <code class="docutils literal notranslate"><span class="pre">Dragon</span></code>, it <em>overrides</em> the one in <code class="docutils literal notranslate"><span class="pre">Monster</span></code>. And <code class="docutils literal notranslate"><span class="pre">firebreath</span></code> is only
|
||||
available for <code class="docutils literal notranslate"><span class="pre">Dragon</span></code>s of course. Having that on <code class="docutils literal notranslate"><span class="pre">Monster</span></code> would not have made much sense, since not every monster
|
||||
can breathe fire.</p>
|
||||
<p>One can also force a class to use resources from the parent even if you are overriding some of it. This is done
|
||||
with the <code class="docutils literal notranslate"><span class="pre">super()</span></code> method. Modify your <code class="docutils literal notranslate"><span class="pre">Dragon</span></code> class as follows:</p>
|
||||
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="c1"># ...</span>
|
||||
|
||||
<span class="k">class</span> <span class="nc">Dragon</span><span class="p">(</span><span class="n">Monster</span><span class="p">):</span>
|
||||
|
||||
<span class="k">def</span> <span class="nf">move_around</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
|
||||
<span class="nb">super</span><span class="p">()</span><span class="o">.</span><span class="n">move_around</span><span class="p">()</span>
|
||||
<span class="nb">print</span><span class="p">(</span><span class="s2">"The world trembles."</span><span class="p">)</span>
|
||||
|
||||
<span class="c1"># ...</span>
|
||||
</pre></div>
|
||||
</div>
|
||||
<blockquote>
|
||||
<div><p>Keep <code class="docutils literal notranslate"><span class="pre">Monster</span></code> and the <code class="docutils literal notranslate"><span class="pre">firebreath</span></code> method, <code class="docutils literal notranslate"><span class="pre">#</span> <span class="pre">...</span></code> indicates the rest of the code is untouched.</p>
|
||||
</div></blockquote>
|
||||
<p>The <code class="docutils literal notranslate"><span class="pre">super().move_around()</span></code> line means that we are calling <code class="docutils literal notranslate"><span class="pre">move_around()</span></code> on the parent of the class. So in this
|
||||
case, we will call <code class="docutils literal notranslate"><span class="pre">Monster.move_around</span></code> first, before doing our own thing.</p>
|
||||
<p>Now <code class="docutils literal notranslate"><span class="pre">reload</span></code> the server and then:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> py
|
||||
> from typeclasses.monsters import Dragon
|
||||
> smaug = Dragon("Smaug")
|
||||
> smaug.move_around()
|
||||
Smaug is moving!
|
||||
The world trembles.
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>We can see that <code class="docutils literal notranslate"><span class="pre">Monster.move_around()</span></code> is calls first and prints “Smaug is moving!”, followed by the extra bit
|
||||
about the trembling world we added in the <code class="docutils literal notranslate"><span class="pre">Dragon</span></code> class.</p>
|
||||
<p>Inheritance is very powerful because it allows you to organize and re-use code while only adding the special things
|
||||
you want to change. Evennia uses this concept a lot.</p>
|
||||
</section>
|
||||
</section>
|
||||
<section id="summary">
|
||||
<h2><span class="section-number">5.3. </span>Summary<a class="headerlink" href="#summary" title="Permalink to this headline">¶</a></h2>
|
||||
<p>We have created our first dragons from classes. We have learned a little about how you <em>instantiate</em> a class
|
||||
into an <em>object</em>. We have seen some examples of <em>inheritance</em> and we tested to <em>override</em> a method in the parent
|
||||
with one in the child class. We also used <code class="docutils literal notranslate"><span class="pre">super()</span></code> to good effect.</p>
|
||||
<p>We have used pretty much raw Python so far. In the coming lessons we’ll start to look at the extra bits that Evennia
|
||||
provides. But first we need to learn just where to find everything.</p>
|
||||
</section>
|
||||
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|
||||
|
||||
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||||
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<p><h3><a href="../../../index.html">Table of Contents</a></h3>
|
||||
<ul>
|
||||
<li><a class="reference internal" href="#">5. Introduction to Python classes and objects</a><ul>
|
||||
<li><a class="reference internal" href="#importing-things">5.1. Importing things</a></li>
|
||||
<li><a class="reference internal" href="#on-classes-and-objects">5.2. On classes and objects</a><ul>
|
||||
<li><a class="reference internal" href="#classes-and-instances">5.2.1. Classes and instances</a></li>
|
||||
<li><a class="reference internal" href="#whats-so-good-about-objects">5.2.2. What’s so good about objects?</a></li>
|
||||
<li><a class="reference internal" href="#classes-can-have-children">5.2.3. Classes can have children</a></li>
|
||||
</ul>
|
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|
||||
<li><a class="reference internal" href="#summary">5.3. Summary</a></li>
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||||
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<li class="nav-item nav-item-this"><a href=""><span class="section-number">11. </span>Searching for things</a></li>
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<section class="tex2jax_ignore mathjax_ignore" id="searching-for-things">
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<h1><span class="section-number">11. </span>Searching for things<a class="headerlink" href="#searching-for-things" title="Permalink to this headline">¶</a></h1>
|
||||
<p>We have gone through how to create the various entities in Evennia. But creating something is of little use
|
||||
if we cannot find and use it afterwards.</p>
|
||||
<section id="main-search-functions">
|
||||
<h2><span class="section-number">11.1. </span>Main search functions<a class="headerlink" href="#main-search-functions" title="Permalink to this headline">¶</a></h2>
|
||||
<p>The base tools are the <code class="docutils literal notranslate"><span class="pre">evennia.search_*</span></code> functions, such as <code class="docutils literal notranslate"><span class="pre">evennia.search_object</span></code>.</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span> rose = evennia.search_object(key="rose")
|
||||
acct = evennia.search_account(key="MyAccountName", email="foo@bar.com")
|
||||
</pre></div>
|
||||
</div>
|
||||
<aside class="sidebar">
|
||||
<p class="sidebar-title">Querysets</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>What is returned from the main search functions is actually a `queryset`. They can be
|
||||
treated like lists except that they can't modified in-place. We'll discuss querysets in
|
||||
the `next lesson` <Django-queries>`_.
|
||||
</pre></div>
|
||||
</div>
|
||||
</aside>
|
||||
<p>Strings are always case-insensitive, so searching for <code class="docutils literal notranslate"><span class="pre">"rose"</span></code>, <code class="docutils literal notranslate"><span class="pre">"Rose"</span></code> or <code class="docutils literal notranslate"><span class="pre">"rOsE"</span></code> give the same results.
|
||||
It’s important to remember that what is returned from these search methods is a <em>listing</em> of 0, one or more
|
||||
elements - all the matches to your search. To get the first match:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>rose = rose[0]
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>Often you really want all matches to the search parameters you specify. In other situations, having zero or
|
||||
more than one match is a sign of a problem and you need to handle this case yourself.</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>the_one_ring = evennia.search_object(key="The one Ring")
|
||||
if not the_one_ring:
|
||||
# handle not finding the ring at all
|
||||
elif len(the_one_ring) > 1:
|
||||
# handle finding more than one ring
|
||||
else:
|
||||
# ok - exactly one ring found
|
||||
the_one_ring = the_one_ring[0]
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>There are equivalent search functions for all the main resources. You can find a listing of them
|
||||
<a class="reference internal" href="../../../Evennia-API.html"><span class="doc std std-doc">in the Search functions section</span></a> of the API frontpage.</p>
|
||||
</section>
|
||||
<section id="searching-using-object-search">
|
||||
<h2><span class="section-number">11.2. </span>Searching using Object.search<a class="headerlink" href="#searching-using-object-search" title="Permalink to this headline">¶</a></h2>
|
||||
<p>On the <code class="docutils literal notranslate"><span class="pre">DefaultObject</span></code> is a <code class="docutils literal notranslate"><span class="pre">.search</span></code> method which we have already tried out when we made Commands. For
|
||||
this to be used you must already have an object available:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>rose = obj.search("rose")
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>The <code class="docutils literal notranslate"><span class="pre">.search</span></code> method wraps <code class="docutils literal notranslate"><span class="pre">evennia.search_object</span></code> and handles its output in various ways.</p>
|
||||
<ul class="simple">
|
||||
<li><p>By default it will always search for objects among those in <code class="docutils literal notranslate"><span class="pre">obj.location.contents</span></code> and <code class="docutils literal notranslate"><span class="pre">obj.contents</span></code> (that is,
|
||||
things in obj’s inventory or in the same room).</p></li>
|
||||
<li><p>It will always return exactly one match. If it found zero or more than one match, the return is <code class="docutils literal notranslate"><span class="pre">None</span></code>.</p></li>
|
||||
<li><p>On a no-match or multimatch, <code class="docutils literal notranslate"><span class="pre">.search</span></code> will automatically send an error message to <code class="docutils literal notranslate"><span class="pre">obj</span></code>.</p></li>
|
||||
</ul>
|
||||
<p>So this method handles error messaging for you. A very common way to use it is in commands:</p>
|
||||
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="kn">from</span> <span class="nn">evennia</span> <span class="kn">import</span> <span class="n">Command</span>
|
||||
|
||||
<span class="k">class</span> <span class="nc">MyCommand</span><span class="p">(</span><span class="n">Command</span><span class="p">):</span>
|
||||
|
||||
<span class="n">key</span> <span class="o">=</span> <span class="s2">"findfoo"</span>
|
||||
|
||||
<span class="k">def</span> <span class="nf">func</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
|
||||
|
||||
<span class="n">foo</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">caller</span><span class="o">.</span><span class="n">search</span><span class="p">(</span><span class="s2">"foo"</span><span class="p">)</span>
|
||||
<span class="k">if</span> <span class="ow">not</span> <span class="n">foo</span><span class="p">:</span>
|
||||
<span class="k">return</span>
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>Remember, <code class="docutils literal notranslate"><span class="pre">self.caller</span></code> is the one calling the command. This is usually a Character, which
|
||||
inherits from <code class="docutils literal notranslate"><span class="pre">DefaultObject</span></code>! This (rather stupid) Command searches for an object named “foo” in
|
||||
the same location. If it can’t find it, <code class="docutils literal notranslate"><span class="pre">foo</span></code> will be <code class="docutils literal notranslate"><span class="pre">None</span></code>. The error has already been reported
|
||||
to <code class="docutils literal notranslate"><span class="pre">self.caller</span></code> so we just abort with <code class="docutils literal notranslate"><span class="pre">return</span></code>.</p>
|
||||
<p>You can use <code class="docutils literal notranslate"><span class="pre">.search</span></code> to find anything, not just stuff in the same room:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>volcano = self.caller.search("Volcano", global=True)
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>If you only want to search for a specific list of things, you can do so too:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>stone = self.caller.search("MyStone", candidates=[obj1, obj2, obj3, obj4])
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>This will only return a match if MyStone is one of the four provided candidate objects. This is quite powerful,
|
||||
here’s how you’d find something only in your inventory:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>potion = self.caller.search("Healing potion", candidates=self.caller.contents)
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>You can also turn off the automatic error handling:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>swords = self.caller.search("Sword", quiet=True)
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>With <code class="docutils literal notranslate"><span class="pre">quiet=True</span></code> the user will not be notified on zero or multi-match errors. Instead you are expected to handle this
|
||||
yourself and what you get back is now a list of zero, one or more matches!</p>
|
||||
</section>
|
||||
<section id="what-can-be-searched-for">
|
||||
<h2><span class="section-number">11.3. </span>What can be searched for<a class="headerlink" href="#what-can-be-searched-for" title="Permalink to this headline">¶</a></h2>
|
||||
<p>These are the main database entities one can search for:</p>
|
||||
<ul class="simple">
|
||||
<li><p><a class="reference internal" href="../../../Components/Objects.html"><span class="doc std std-doc">Objects</span></a></p></li>
|
||||
<li><p><a class="reference internal" href="../../../Components/Accounts.html"><span class="doc std std-doc">Accounts</span></a></p></li>
|
||||
<li><p><a class="reference internal" href="../../../Components/Scripts.html"><span class="doc std std-doc">Scripts</span></a>,</p></li>
|
||||
<li><p><a class="reference internal" href="../../../Components/Channels.html"><span class="doc std std-doc">Channels</span></a>,</p></li>
|
||||
<li><p><a class="reference internal" href="../../../Components/Msg.html"><span class="doc std std-doc">Messages</span></a></p></li>
|
||||
<li><p><a class="reference internal" href="../../../Components/Help-System.html"><span class="doc std std-doc">Help Entries</span></a>.</p></li>
|
||||
</ul>
|
||||
<p>Most of the time you’ll likely spend your time searching for Objects and the occasional Accounts.</p>
|
||||
<p>So to find an entity, what can be searched for?</p>
|
||||
<section id="search-by-key">
|
||||
<h3><span class="section-number">11.3.1. </span>Search by key<a class="headerlink" href="#search-by-key" title="Permalink to this headline">¶</a></h3>
|
||||
<p>The <code class="docutils literal notranslate"><span class="pre">key</span></code> is the name of the entity. Searching for this is always case-insensitive.</p>
|
||||
</section>
|
||||
<section id="search-by-aliases">
|
||||
<h3><span class="section-number">11.3.2. </span>Search by aliases<a class="headerlink" href="#search-by-aliases" title="Permalink to this headline">¶</a></h3>
|
||||
<p>Objects and Accounts can have any number of aliases. When searching for <code class="docutils literal notranslate"><span class="pre">key</span></code> these will searched too,
|
||||
you can’t easily search only for aliases.</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>rose.aliases.add("flower")
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>If the above <code class="docutils literal notranslate"><span class="pre">rose</span></code> has a <code class="docutils literal notranslate"><span class="pre">key</span></code> <code class="docutils literal notranslate"><span class="pre">"Rose"</span></code>, it can now also be found by searching for <code class="docutils literal notranslate"><span class="pre">flower</span></code>. In-game
|
||||
you can assign new aliases to things with the <code class="docutils literal notranslate"><span class="pre">alias</span></code> command.</p>
|
||||
</section>
|
||||
<section id="search-by-location">
|
||||
<h3><span class="section-number">11.3.3. </span>Search by location<a class="headerlink" href="#search-by-location" title="Permalink to this headline">¶</a></h3>
|
||||
<p>Only Objects (things inheriting from <code class="docutils literal notranslate"><span class="pre">evennia.DefaultObject</span></code>) has a location. This is usually a room.
|
||||
The <code class="docutils literal notranslate"><span class="pre">Object.search</span></code> method will automatically limit it search by location, but it also works for the
|
||||
general search function. If we assume <code class="docutils literal notranslate"><span class="pre">room</span></code> is a particular Room instance,</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>chest = evennia.search_object("Treasure chest", location=room)
|
||||
</pre></div>
|
||||
</div>
|
||||
</section>
|
||||
<section id="search-by-tags">
|
||||
<h3><span class="section-number">11.3.4. </span>Search by Tags<a class="headerlink" href="#search-by-tags" title="Permalink to this headline">¶</a></h3>
|
||||
<p>Think of a <a class="reference internal" href="../../../Components/Tags.html"><span class="doc std std-doc">Tag</span></a> as the label the airport puts on your luggage when flying.
|
||||
Everyone going on the same plane gets a tag grouping them together so the airport can know what should
|
||||
go to which plane. Entities in Evennia can be grouped in the same way. Any number of tags can be attached
|
||||
to each object.</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>rose.tags.add("flowers")
|
||||
daffodil.tags.add("flowers")
|
||||
tulip.tags.add("flowers")
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>You can now find all flowers using the <code class="docutils literal notranslate"><span class="pre">search_tag</span></code> function:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>all_flowers = evennia.search_tag("flowers")
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>Tags can also have categories. By default this category is <code class="docutils literal notranslate"><span class="pre">None</span></code> which is also considered a category.</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>silmarillion.tags.add("fantasy", category="books")
|
||||
ice_and_fire.tags.add("fantasy", category="books")
|
||||
mona_lisa_overdrive.tags.add("cyberpunk", category="books")
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>Note that if you specify the tag you <em>must</em> also include its category, otherwise that category
|
||||
will be <code class="docutils literal notranslate"><span class="pre">None</span></code> and find no matches.</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>all_fantasy_books = evennia.search_tag("fantasy") # no matches!
|
||||
all_fantasy_books = evennia.search_tag("fantasy", category="books")
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>Only the second line above returns the two fantasy books. If we specify a category however,
|
||||
we can get all tagged entities within that category:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>all_books = evennia.search_tag(category="books")
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>This gets all three books.</p>
|
||||
</section>
|
||||
<section id="search-by-attribute">
|
||||
<h3><span class="section-number">11.3.5. </span>Search by Attribute<a class="headerlink" href="#search-by-attribute" title="Permalink to this headline">¶</a></h3>
|
||||
<p>We can also search by the <a class="reference internal" href="../../../Components/Attributes.html"><span class="doc std std-doc">Attributes</span></a> associated with entities.</p>
|
||||
<p>For example, let’s give our rose thorns:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>rose.db.has_thorns = True
|
||||
wines.db.has_thorns = True
|
||||
daffodil.db.has_thorns = False
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>Now we can find things attribute and the value we want it to have:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>is_ouch = evennia.search_object_attribute("has_thorns", True)
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>This returns the rose and the wines.</p>
|
||||
<blockquote>
|
||||
<div><p>Searching by Attribute can be very practical. But if you plan to do a search very often, searching
|
||||
by-tag is generally faster.</p>
|
||||
</div></blockquote>
|
||||
</section>
|
||||
<section id="search-by-typeclass">
|
||||
<h3><span class="section-number">11.3.6. </span>Search by Typeclass<a class="headerlink" href="#search-by-typeclass" title="Permalink to this headline">¶</a></h3>
|
||||
<p>Sometimes it’s useful to find all objects of a specific Typeclass. All of Evennia’s search tools support this.</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>all_roses = evennia.search_object(typeclass="typeclasses.flowers.Rose")
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>If you have the <code class="docutils literal notranslate"><span class="pre">Rose</span></code> class already imported you can also pass it directly:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>all_roses = evennia.search_object(typeclass=Rose)
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>You can also search using the typeclass itself:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>all_roses = Rose.objects.all()
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>This last way of searching is a simple form of a Django <em>query</em>. This is a way to express SQL queries using
|
||||
Python.</p>
|
||||
</section>
|
||||
<section id="search-by-dbref">
|
||||
<h3><span class="section-number">11.3.7. </span>Search by dbref<a class="headerlink" href="#search-by-dbref" title="Permalink to this headline">¶</a></h3>
|
||||
<p>The database id or <code class="docutils literal notranslate"><span class="pre">#dbref</span></code> is unique and never-reused within each database table. In search methods you can
|
||||
replace the search for <code class="docutils literal notranslate"><span class="pre">key</span></code> with the dbref to search for. This must be written as a string <code class="docutils literal notranslate"><span class="pre">#dbref</span></code>:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>the_answer = self.caller.search("#42")
|
||||
eightball = evennia.search_object("#8")
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>Since <code class="docutils literal notranslate"><span class="pre">#dbref</span></code> is always unique, this search is always global.</p>
|
||||
<div class="admonition warning">
|
||||
<p class="admonition-title">Warning</p>
|
||||
<p>Relying on #dbrefs</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>You may be used to using #dbrefs a lot from other codebases. It is however considered
|
||||
`bad practice` in Evennia to rely on hard-coded #dbrefs. It makes your code hard to maintain
|
||||
and tied to the exact layout of the database. In 99% of cases you should pass the actual objects
|
||||
around and search by key/tags/attribute instead.
|
||||
</pre></div>
|
||||
</div>
|
||||
</div>
|
||||
</section>
|
||||
</section>
|
||||
<section id="finding-objects-relative-each-other">
|
||||
<h2><span class="section-number">11.4. </span>Finding objects relative each other<a class="headerlink" href="#finding-objects-relative-each-other" title="Permalink to this headline">¶</a></h2>
|
||||
<p>Let’s consider a <code class="docutils literal notranslate"><span class="pre">chest</span></code> with a <code class="docutils literal notranslate"><span class="pre">coin</span></code> inside it. The chests stand in a room <code class="docutils literal notranslate"><span class="pre">dungeon</span></code>. In the dungeon is also
|
||||
a <code class="docutils literal notranslate"><span class="pre">door</span></code>. This is an exit leading outside.</p>
|
||||
<ul class="simple">
|
||||
<li><p><code class="docutils literal notranslate"><span class="pre">coin.location</span></code> is <code class="docutils literal notranslate"><span class="pre">chest</span></code>.</p></li>
|
||||
<li><p><code class="docutils literal notranslate"><span class="pre">chest.location</span></code> is <code class="docutils literal notranslate"><span class="pre">dungeon</span></code>.</p></li>
|
||||
<li><p><code class="docutils literal notranslate"><span class="pre">door.location</span></code> is <code class="docutils literal notranslate"><span class="pre">dungeon</span></code>.</p></li>
|
||||
<li><p><code class="docutils literal notranslate"><span class="pre">room.location</span></code> is <code class="docutils literal notranslate"><span class="pre">None</span></code> since it’s not inside something else.</p></li>
|
||||
</ul>
|
||||
<p>One can use this to find what is inside what. For example, <code class="docutils literal notranslate"><span class="pre">coin.location.location</span></code> is the <code class="docutils literal notranslate"><span class="pre">room</span></code>.
|
||||
We can also find what is inside each object. This is a list of things.</p>
|
||||
<ul class="simple">
|
||||
<li><p><code class="docutils literal notranslate"><span class="pre">room.contents</span></code> is <code class="docutils literal notranslate"><span class="pre">[chest,</span> <span class="pre">door]</span></code></p></li>
|
||||
<li><p><code class="docutils literal notranslate"><span class="pre">chest.contents</span></code> is <code class="docutils literal notranslate"><span class="pre">[coin]</span></code></p></li>
|
||||
<li><p><code class="docutils literal notranslate"><span class="pre">coin.contents</span></code> is <code class="docutils literal notranslate"><span class="pre">[]</span></code>, the empty list since there’s nothing ‘inside’ the coin.</p></li>
|
||||
<li><p><code class="docutils literal notranslate"><span class="pre">door.contents</span></code> is <code class="docutils literal notranslate"><span class="pre">[]</span></code> too.</p></li>
|
||||
</ul>
|
||||
<p>A convenient helper is <code class="docutils literal notranslate"><span class="pre">.contents_get</span></code> - this allows to restrict what is returned:</p>
|
||||
<ul class="simple">
|
||||
<li><p><code class="docutils literal notranslate"><span class="pre">room.contents_get(exclude=chest)</span></code> - this returns everything in the room except the chest (maybe it’s hidden?)</p></li>
|
||||
</ul>
|
||||
<p>There is a special property for finding exits:</p>
|
||||
<ul class="simple">
|
||||
<li><p><code class="docutils literal notranslate"><span class="pre">room.exits</span></code> is <code class="docutils literal notranslate"><span class="pre">[door]</span></code></p></li>
|
||||
<li><p><code class="docutils literal notranslate"><span class="pre">coin.exits</span></code> is <code class="docutils literal notranslate"><span class="pre">[]</span></code> (same for all the other objects)</p></li>
|
||||
</ul>
|
||||
<p>There is a property <code class="docutils literal notranslate"><span class="pre">.destination</span></code> which is only used by exits:</p>
|
||||
<ul class="simple">
|
||||
<li><p><code class="docutils literal notranslate"><span class="pre">door.destination</span></code> is <code class="docutils literal notranslate"><span class="pre">outside</span></code> (or wherever the door leads)</p></li>
|
||||
<li><p><code class="docutils literal notranslate"><span class="pre">room.destination</span></code> is <code class="docutils literal notranslate"><span class="pre">None</span></code> (same for all the other non-exit objects)</p></li>
|
||||
</ul>
|
||||
</section>
|
||||
<section id="summary">
|
||||
<h2><span class="section-number">11.5. </span>Summary<a class="headerlink" href="#summary" title="Permalink to this headline">¶</a></h2>
|
||||
<p>Knowing how to find things is important and the tools from this section will serve you well. For most of your needs
|
||||
these tools will be all you need …</p>
|
||||
<p>… but not always. In the next lesson we will dive further into more complex searching when we look at
|
||||
Django queries and querysets in earnest.</p>
|
||||
</section>
|
||||
</section>
|
||||
|
||||
|
||||
<div class="clearer"></div>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
<div class="sphinxsidebar" role="navigation" aria-label="main navigation">
|
||||
<div class="sphinxsidebarwrapper">
|
||||
<p class="logo"><a href="../../../index.html">
|
||||
<img class="logo" src="../../../_static/evennia_logo.png" alt="Logo"/>
|
||||
</a></p>
|
||||
<div id="searchbox" style="display: none" role="search">
|
||||
<h3 id="searchlabel">Quick search</h3>
|
||||
<div class="searchformwrapper">
|
||||
<form class="search" action="../../../search.html" method="get">
|
||||
<input type="text" name="q" aria-labelledby="searchlabel" />
|
||||
<input type="submit" value="Go" />
|
||||
</form>
|
||||
</div>
|
||||
</div>
|
||||
<script>$('#searchbox').show(0);</script>
|
||||
<p><h3><a href="../../../index.html">Table of Contents</a></h3>
|
||||
<ul>
|
||||
<li><a class="reference internal" href="#">11. Searching for things</a><ul>
|
||||
<li><a class="reference internal" href="#main-search-functions">11.1. Main search functions</a></li>
|
||||
<li><a class="reference internal" href="#searching-using-object-search">11.2. Searching using Object.search</a></li>
|
||||
<li><a class="reference internal" href="#what-can-be-searched-for">11.3. What can be searched for</a><ul>
|
||||
<li><a class="reference internal" href="#search-by-key">11.3.1. Search by key</a></li>
|
||||
<li><a class="reference internal" href="#search-by-aliases">11.3.2. Search by aliases</a></li>
|
||||
<li><a class="reference internal" href="#search-by-location">11.3.3. Search by location</a></li>
|
||||
<li><a class="reference internal" href="#search-by-tags">11.3.4. Search by Tags</a></li>
|
||||
<li><a class="reference internal" href="#search-by-attribute">11.3.5. Search by Attribute</a></li>
|
||||
<li><a class="reference internal" href="#search-by-typeclass">11.3.6. Search by Typeclass</a></li>
|
||||
<li><a class="reference internal" href="#search-by-dbref">11.3.7. Search by dbref</a></li>
|
||||
</ul>
|
||||
</li>
|
||||
<li><a class="reference internal" href="#finding-objects-relative-each-other">11.4. Finding objects relative each other</a></li>
|
||||
<li><a class="reference internal" href="#summary">11.5. Summary</a></li>
|
||||
</ul>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<h4>Previous topic</h4>
|
||||
<p class="topless"><a href="Creating-Things.html"
|
||||
title="previous chapter"><span class="section-number">10. </span>Creating things</a></p>
|
||||
<h4>Next topic</h4>
|
||||
<p class="topless"><a href="Django-queries.html"
|
||||
title="next chapter"><span class="section-number">12. </span>Advanced searching - Django Database queries</a></p>
|
||||
<div role="note" aria-label="source link">
|
||||
<!--h3>This Page</h3-->
|
||||
<ul class="this-page-menu">
|
||||
<li><a href="../../../_sources/Howtos/Beginner-Tutorial/Part1/Searching-Things.md.txt"
|
||||
rel="nofollow">Show Page Source</a></li>
|
||||
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|
||||
</div><h3>Links</h3>
|
||||
<ul>
|
||||
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|
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<li><a href="http://games.evennia.com">Game Index</a> </li>
|
||||
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|
||||
<a href="https://discord.gg/AJJpcRUhtF">Discord</a> -
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|
||||
<a href="https://evennia.blogspot.com/">Blog</a>
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|
||||
</ul>
|
||||
<h3>Versions</h3>
|
||||
<ul>
|
||||
<li><a href="Searching-Things.html">1.0-dev (develop branch)</a></li>
|
||||
<li><a href="../../../../0.9.5/index.html">0.9.5 (v0.9.5 branch)</a></li>
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|
||||
<li class="nav-item nav-item-3"><a href="Beginner-Tutorial-Part1-Intro.html" accesskey="U">Part 1: What we have</a> »</li>
|
||||
<li class="nav-item nav-item-this"><a href=""><span class="section-number">2. </span>The Tutorial World</a></li>
|
||||
</ul>
|
||||
<div class="develop">develop branch</div>
|
||||
</div>
|
||||
|
||||
<div class="document">
|
||||
<div class="documentwrapper">
|
||||
<div class="bodywrapper">
|
||||
<div class="body" role="main">
|
||||
|
||||
<section class="tex2jax_ignore mathjax_ignore" id="the-tutorial-world">
|
||||
<h1><span class="section-number">2. </span>The Tutorial World<a class="headerlink" href="#the-tutorial-world" title="Permalink to this headline">¶</a></h1>
|
||||
<p>The <em>Tutorial World</em> is a small and functioning MUD-style game world shipped with Evennia.
|
||||
It’s a small showcase of what is possible. It can also be useful for those who have an easier
|
||||
time learning by deconstructing existing code.</p>
|
||||
<p>Stand in the Limbo room and install it with</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>batchcommand tutorial_world.build
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>What this does is to run the build script
|
||||
<a class="reference external" href="https://github.com/evennia/evennia/blob/master/evennia/contrib/tutorial_world/build.ev">evennia/contrib/tutorial_world/build.ev</a>.
|
||||
This is pretty much just a list of build-commands executed in sequence by the <code class="docutils literal notranslate"><span class="pre">batchcommand</span></code> command.
|
||||
Wait for the building to complete and don’t run it twice.</p>
|
||||
<blockquote>
|
||||
<div><p>After having run the batchcommand, the <code class="docutils literal notranslate"><span class="pre">intro</span></code> command also becomes available in Limbo. Try it out to
|
||||
for in-game help and to get an example of <a class="reference internal" href="../../../Components/EvMenu.html"><span class="doc std std-doc">EvMenu</span></a>, Evennia’s in-built
|
||||
menu generation system!</p>
|
||||
</div></blockquote>
|
||||
<p>The game consists of a single-player quest and has some 20 rooms that you can explore as you seek
|
||||
to discover the whereabouts of a mythical weapon.</p>
|
||||
<p>A new exit should have appeared named <em>Tutorial</em>. Enter by writing <code class="docutils literal notranslate"><span class="pre">tutorial</span></code>.</p>
|
||||
<p>You will automatically <code class="docutils literal notranslate"><span class="pre">quell</span></code> when you enter (and <code class="docutils literal notranslate"><span class="pre">unquell</span></code> when you leave), so you can play the way it was intended.
|
||||
Both if you are triumphant or if you use the <code class="docutils literal notranslate"><span class="pre">give</span> <span class="pre">up</span></code> command you will eventually end up back in Limbo.</p>
|
||||
<div class="admonition important">
|
||||
<p class="admonition-title">Important</p>
|
||||
<p>Only LOSERS and QUITTERS use the <code class="docutils literal notranslate"><span class="pre">give</span> <span class="pre">up</span></code> command.</p>
|
||||
</div>
|
||||
<section id="gameplay">
|
||||
<h2><span class="section-number">2.1. </span>Gameplay<a class="headerlink" href="#gameplay" title="Permalink to this headline">¶</a></h2>
|
||||
<p><img alt="the castle off the moor" src="https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/22916c25-6299-453d-a221-446ec839f567/da2pmzu-46d63c6d-9cdc-41dd-87d6-1106db5a5e1a.jpg/v1/fill/w_600,h_849,q_75,strp/the_castle_off_the_moor_by_griatch_art_da2pmzu-fullview.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3siaGVpZ2h0IjoiPD04NDkiLCJwYXRoIjoiXC9mXC8yMjkxNmMyNS02Mjk5LTQ1M2QtYTIyMS00NDZlYzgzOWY1NjdcL2RhMnBtenUtNDZkNjNjNmQtOWNkYy00MWRkLTg3ZDYtMTEwNmRiNWE1ZTFhLmpwZyIsIndpZHRoIjoiPD02MDAifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6aW1hZ2Uub3BlcmF0aW9ucyJdfQ.omuS3D1RmFiZCy9OSXiIita-HxVGrBok3_7asq0rflw" /></p>
|
||||
<p><em>To get into the mood of this miniature quest, imagine you are an adventurer out to find fame and
|
||||
fortune. You have heard rumours of an old castle ruin by the coast. In its depth a warrior princess
|
||||
was buried together with her powerful magical weapon - a valuable prize, if it’s true. Of course
|
||||
this is a chance to adventure that you cannot turn down!</em></p>
|
||||
<p><em>You reach the ocean in the midst of a raging thunderstorm. With wind and rain screaming in your
|
||||
face you stand where the moor meets the sea along a high, rocky coast …</em></p>
|
||||
<hr class="docutils" />
|
||||
<section id="gameplay-hints">
|
||||
<h3><span class="section-number">2.1.1. </span>Gameplay hints<a class="headerlink" href="#gameplay-hints" title="Permalink to this headline">¶</a></h3>
|
||||
<ul class="simple">
|
||||
<li><p>Use the command <code class="docutils literal notranslate"><span class="pre">tutorial</span></code> to get code insight behind the scenes of every room.</p></li>
|
||||
<li><p>Look at everything. While a demo, the Tutorial World is not necessarily trivial to solve - it depends
|
||||
on your experience with text-based adventure games. Just remember that everything can be solved or bypassed.</p></li>
|
||||
<li><p>Some objects are interactive in more than one way. Use the normal <code class="docutils literal notranslate"><span class="pre">help</span></code> command to get a feel for
|
||||
which commands are available at any given time.</p></li>
|
||||
<li><p>In order to fight, you need to first find some type of weapon.</p>
|
||||
<ul>
|
||||
<li><p><em>slash</em> is a normal attack</p></li>
|
||||
<li><p><em>stab</em> launches an attack that makes more damage but has a lower chance to hit.</p></li>
|
||||
<li><p><em>defend</em> will lower the chance to taking damage on your enemy’s next attack.</p></li>
|
||||
</ul>
|
||||
</li>
|
||||
<li><p>Some things <em>cannot</em> be hurt by mundane weapons. In that case it’s OK to run away. Expect
|
||||
to be chased though.</p></li>
|
||||
<li><p>Being defeated is a part of the experience. You can’t actually die, but getting knocked out
|
||||
means being left in the dark …</p></li>
|
||||
</ul>
|
||||
</section>
|
||||
</section>
|
||||
<section id="once-you-are-done-or-had-enough">
|
||||
<h2><span class="section-number">2.2. </span>Once you are done (or had enough)<a class="headerlink" href="#once-you-are-done-or-had-enough" title="Permalink to this headline">¶</a></h2>
|
||||
<p>Afterwards you’ll either have conquered the old ruin and returned in glory and triumph … or
|
||||
you returned limping and whimpering from the challenge by using the <code class="docutils literal notranslate"><span class="pre">give</span> <span class="pre">up</span></code> command.
|
||||
Either way you should now be back in Limbo, able to reflect on the experience.</p>
|
||||
<p>Some features exemplified by the tutorial world:</p>
|
||||
<ul class="simple">
|
||||
<li><p>Rooms with custom ability to show details (like looking at the wall in the dark room)</p></li>
|
||||
<li><p>Hidden or impassable exits until you fulfilled some criterion</p></li>
|
||||
<li><p>Objects with multiple custom interactions (like swords, the well, the obelisk …)</p></li>
|
||||
<li><p>Large-area rooms (that bridge is actually only one room!)</p></li>
|
||||
<li><p>Outdoor weather rooms with weather (the rain pummeling you)</p></li>
|
||||
<li><p>Dark room, needing light source to reveal itself (the burning splinter even burns out after a while)</p></li>
|
||||
<li><p>Puzzle object (the wines in the dark cell; hope you didn’t get stuck!)</p></li>
|
||||
<li><p>Multi-room puzzle (the obelisk and the crypt)</p></li>
|
||||
<li><p>Aggressive mobile with roam, pursue and battle state-engine AI (quite deadly until you find the right weapon)</p></li>
|
||||
<li><p>Weapons, also used by mobs (most are admittedly not that useful against the big baddie)</p></li>
|
||||
<li><p>Simple combat system with attack/defend commands (teleporting on-defeat)</p></li>
|
||||
<li><p>Object spawning (the weapons in the barrel and the final weapoon is actually randomized)</p></li>
|
||||
<li><p>Teleporter trap rooms (if you fail the obelisk puzzle)</p></li>
|
||||
</ul>
|
||||
<aside class="sidebar">
|
||||
<p class="sidebar-title">Extra Credit</p>
|
||||
<p>If you have previous programming experience (or after you have gone
|
||||
through this Starter tutorial) it may be instructive to dig a little deeper into the Tutorial-world
|
||||
code to learn how it achieves what it does. The code is heavily documented.
|
||||
You can find all the code in <a class="reference internal" href="../../../api/evennia.contrib.tutorials.tutorial_world.html#evennia-contrib-tutorials-tutorial-world"><span class="std std-ref">evennia/contrib/tutorials/tutorial_world</span></a>.
|
||||
The build-script is <a class="reference external" href="https://github.com/evennia/evennia/blob/master/evennia/contrib/tutorials/tutorial_world/build.ev">here</a>.</p>
|
||||
<p>When reading the code, remember that the Tutorial World was designed to install easily and to not permanently modify
|
||||
the rest of the game. It therefore makes sure to only use temporary solutions and to clean up after itself. This is
|
||||
not something you will often need to worry about when making your own game.</p>
|
||||
</aside>
|
||||
<p>Quite a lot of stuff crammed in such a small area!</p>
|
||||
</section>
|
||||
<section id="uninstall-the-tutorial-world">
|
||||
<h2><span class="section-number">2.3. </span>Uninstall the tutorial world<a class="headerlink" href="#uninstall-the-tutorial-world" title="Permalink to this headline">¶</a></h2>
|
||||
<p>Once are done playing with the tutorial world, let’s uninstall it.
|
||||
Uninstalling the tutorial world basically means deleting all the rooms and objects it consists of.
|
||||
Make sure you are back in Limbo, then</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span> find tut#01
|
||||
find tut#16
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>This should locate the first and last rooms created by <code class="docutils literal notranslate"><span class="pre">build.ev</span></code> - <em>Intro</em> and <em>Outro</em>. If you
|
||||
installed normally, everything created between these two numbers should be part of the tutorial.
|
||||
Note their #dbref numbers, for example 5 and 80. Next we just delete all objects in that range:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span> del 5-80
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>You will see some errors since some objects are auto-deleted and so cannot be found when the delete
|
||||
mechanism gets to them. That’s fine. You should have removed the tutorial completely once the
|
||||
command finishes.</p>
|
||||
<p>Even if the game-style of the Tutorial-world was not similar to the one you are interested in, it
|
||||
should hopefully have given you a little taste of some of the possibilities of Evennia. Now we’ll
|
||||
move on with how to access this power through code.</p>
|
||||
</section>
|
||||
</section>
|
||||
|
||||
|
||||
<div class="clearer"></div>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
<div class="sphinxsidebar" role="navigation" aria-label="main navigation">
|
||||
<div class="sphinxsidebarwrapper">
|
||||
<p class="logo"><a href="../../../index.html">
|
||||
<img class="logo" src="../../../_static/evennia_logo.png" alt="Logo"/>
|
||||
</a></p>
|
||||
<div id="searchbox" style="display: none" role="search">
|
||||
<h3 id="searchlabel">Quick search</h3>
|
||||
<div class="searchformwrapper">
|
||||
<form class="search" action="../../../search.html" method="get">
|
||||
<input type="text" name="q" aria-labelledby="searchlabel" />
|
||||
<input type="submit" value="Go" />
|
||||
</form>
|
||||
</div>
|
||||
</div>
|
||||
<script>$('#searchbox').show(0);</script>
|
||||
<p><h3><a href="../../../index.html">Table of Contents</a></h3>
|
||||
<ul>
|
||||
<li><a class="reference internal" href="#">2. The Tutorial World</a><ul>
|
||||
<li><a class="reference internal" href="#gameplay">2.1. Gameplay</a><ul>
|
||||
<li><a class="reference internal" href="#gameplay-hints">2.1.1. Gameplay hints</a></li>
|
||||
</ul>
|
||||
</li>
|
||||
<li><a class="reference internal" href="#once-you-are-done-or-had-enough">2.2. Once you are done (or had enough)</a></li>
|
||||
<li><a class="reference internal" href="#uninstall-the-tutorial-world">2.3. Uninstall the tutorial world</a></li>
|
||||
</ul>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<h4>Previous topic</h4>
|
||||
<p class="topless"><a href="Building-Quickstart.html"
|
||||
title="previous chapter"><span class="section-number">1. </span>Using commands and building stuff</a></p>
|
||||
<h4>Next topic</h4>
|
||||
<p class="topless"><a href="Python-basic-introduction.html"
|
||||
title="next chapter"><span class="section-number">3. </span>Intro to using Python with Evennia</a></p>
|
||||
<div role="note" aria-label="source link">
|
||||
<!--h3>This Page</h3-->
|
||||
<ul class="this-page-menu">
|
||||
<li><a href="../../../_sources/Howtos/Beginner-Tutorial/Part1/Tutorial-World.md.txt"
|
||||
rel="nofollow">Show Page Source</a></li>
|
||||
</ul>
|
||||
</div><h3>Links</h3>
|
||||
<ul>
|
||||
<li><a href="https://www.evennia.com">Home page</a> </li>
|
||||
<li><a href="https://github.com/evennia/evennia">Evennia Github</a> </li>
|
||||
<li><a href="http://games.evennia.com">Game Index</a> </li>
|
||||
<li>
|
||||
<a href="https://discord.gg/AJJpcRUhtF">Discord</a> -
|
||||
<a href="https://github.com/evennia/evennia/discussions">Discussions</a> -
|
||||
<a href="https://evennia.blogspot.com/">Blog</a>
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Versions</h3>
|
||||
<ul>
|
||||
<li><a href="Tutorial-World.html">1.0-dev (develop branch)</a></li>
|
||||
<li><a href="../../../../0.9.5/index.html">0.9.5 (v0.9.5 branch)</a></li>
|
||||
</ul>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<div class="clearer"></div>
|
||||
</div>
|
||||
<div class="related" role="navigation" aria-label="related navigation">
|
||||
<h3>Navigation</h3>
|
||||
<ul>
|
||||
<li class="right" style="margin-right: 10px">
|
||||
<a href="../../../genindex.html" title="General Index"
|
||||
>index</a></li>
|
||||
<li class="right" >
|
||||
<a href="../../../py-modindex.html" title="Python Module Index"
|
||||
>modules</a> |</li>
|
||||
<li class="right" >
|
||||
<a href="Python-basic-introduction.html" title="3. Intro to using Python with Evennia"
|
||||
>next</a> |</li>
|
||||
<li class="right" >
|
||||
<a href="Building-Quickstart.html" title="1. Using commands and building stuff"
|
||||
>previous</a> |</li>
|
||||
<li class="nav-item nav-item-0"><a href="../../../index.html">Evennia 1.0-dev</a> »</li>
|
||||
<li class="nav-item nav-item-1"><a href="../../Howtos-Overview.html" >Tutorials and Howto’s</a> »</li>
|
||||
<li class="nav-item nav-item-2"><a href="../Beginner-Tutorial-Intro.html" >Beginner Tutorial</a> »</li>
|
||||
<li class="nav-item nav-item-3"><a href="Beginner-Tutorial-Part1-Intro.html" >Part 1: What we have</a> »</li>
|
||||
<li class="nav-item nav-item-this"><a href=""><span class="section-number">2. </span>The Tutorial World</a></li>
|
||||
</ul>
|
||||
<div class="develop">develop branch</div>
|
||||
</div>
|
||||
<div class="footer" role="contentinfo">
|
||||
© Copyright 2020, The Evennia developer community.
|
||||
Created using <a href="https://www.sphinx-doc.org/">Sphinx</a> 3.2.1.
|
||||
</div>
|
||||
</body>
|
||||
</html>
|
||||
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