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<section class="tex2jax_ignore mathjax_ignore" id="making-a-sittable-object">
<h1>Making a sittable object<a class="headerlink" href="#making-a-sittable-object" title="Permalink to this headline"></a></h1>
<p>In this lesson we will go through how to make a chair you can sit on. Sounds easy, right?
Well it is. But in the process of making the chair we will need to consider the various ways
to do it depending on how we want our game to work.</p>
<p>The goals of this lesson are as follows:</p>
<ul class="simple">
<li><p>We want a new sittable object, a Chair in particular”.</p></li>
<li><p>We want to be able to use a command to sit in the chair.</p></li>
<li><p>Once we are sitting in the chair it should affect us somehow. To demonstrate this well
set a flag “Resting” on the Character sitting in the Chair.</p></li>
<li><p>When you sit down you should not be able to walk to another room without first standing up.</p></li>
<li><p>A character should be able to stand up and move away from the chair.</p></li>
</ul>
<p>There are two main ways to design the commands for sitting and standing up.</p>
<ul class="simple">
<li><p>You can store the commands on the chair so they are only available when a chair is in the room</p></li>
<li><p>You can store the commands on the Character so they are always available and you must always specify
which chair to sit on.</p></li>
</ul>
<p>Both of these are very useful to know about, so in this lesson well try both. But first
we need to handle some basics.</p>
<section id="dont-move-us-when-resting">
<h2>Dont move us when resting<a class="headerlink" href="#dont-move-us-when-resting" title="Permalink to this headline"></a></h2>
<p>When you are sitting in a chair you cant just walk off without first standing up.
This requires a change to our Character typeclass. Open <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="c1"># ...</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="c1"># ...</span>
<span class="k">def</span> <span class="nf">at_pre_move</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">destination</span><span class="p">):</span>
<span class="sd">&quot;&quot;&quot;</span>
<span class="sd"> Called by self.move_to when trying to move somewhere. If this returns</span>
<span class="sd"> False, the move is immediately cancelled.</span>
<span class="sd"> &quot;&quot;&quot;</span>
<span class="k">if</span> <span class="bp">self</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">is_resting</span><span class="p">:</span>
<span class="bp">self</span><span class="o">.</span><span class="n">msg</span><span class="p">(</span><span class="s2">&quot;You can&#39;t go anywhere while resting.&quot;</span><span class="p">)</span>
<span class="k">return</span> <span class="kc">False</span>
<span class="k">return</span> <span class="kc">True</span>
</pre></div>
</div>
<p>When moving somewhere, <a class="reference internal" href="../../../api/evennia.objects.objects.html#evennia.objects.objects.DefaultObject.move_to" title="evennia.objects.objects.DefaultObject.move_to"><span class="xref myst py py-meth">character.move_to</span></a> is called. This in turn
will call <code class="docutils literal notranslate"><span class="pre">character.at_pre_move</span></code>. Here we look for an Attribute <code class="docutils literal notranslate"><span class="pre">is_resting</span></code> (which we will assign below)
to determine if we are stuck on the chair or not.</p>
</section>
<section id="making-the-chair-itself">
<h2>Making the Chair itself<a class="headerlink" href="#making-the-chair-itself" title="Permalink to this headline"></a></h2>
<p>Next we need the Chair itself, or rather a whole family of “things you can sit on” that we will call
<em>sittables</em>. We cant just use a default Object since we want a sittable to contain some custom code. We need
a new, custom Typeclass. Create a new module <code class="docutils literal notranslate"><span class="pre">mygame/typeclasses/sittables.py</span></code> with the following content:</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">DefaultObject</span>
<span class="k">class</span> <span class="nc">Sittable</span><span class="p">(</span><span class="n">DefaultObject</span><span class="p">):</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">sitter</span> <span class="o">=</span> <span class="kc">None</span>
<span class="k">def</span> <span class="nf">do_sit</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">sitter</span><span class="p">):</span>
<span class="sd">&quot;&quot;&quot;</span>
<span class="sd"> Called when trying to sit on/in this object.</span>
<span class="sd"> Args:</span>
<span class="sd"> sitter (Object): The one trying to sit down.</span>
<span class="sd"> &quot;&quot;&quot;</span>
<span class="n">current</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">sitter</span>
<span class="k">if</span> <span class="n">current</span><span class="p">:</span>
<span class="k">if</span> <span class="n">current</span> <span class="o">==</span> <span class="n">sitter</span><span class="p">:</span>
<span class="n">sitter</span><span class="o">.</span><span class="n">msg</span><span class="p">(</span><span class="s2">&quot;You are already sitting on </span><span class="si">{self.key}</span><span class="s2">.&quot;</span><span class="p">)</span>
<span class="k">else</span><span class="p">:</span>
<span class="n">sitter</span><span class="o">.</span><span class="n">msg</span><span class="p">(</span><span class="sa">f</span><span class="s2">&quot;You can&#39;t sit on </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"> &quot;</span>
<span class="sa">f</span><span class="s2">&quot;- </span><span class="si">{</span><span class="n">current</span><span class="o">.</span><span class="n">key</span><span class="si">}</span><span class="s2"> is already sitting there!&quot;</span><span class="p">)</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">sitting</span> <span class="o">=</span> <span class="n">sitter</span>
<span class="n">sitter</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">is_resting</span> <span class="o">=</span> <span class="kc">True</span>
<span class="n">sitter</span><span class="o">.</span><span class="n">msg</span><span class="p">(</span><span class="sa">f</span><span class="s2">&quot;You sit on </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">&quot;</span><span class="p">)</span>
<span class="k">def</span> <span class="nf">do_stand</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">stander</span><span class="p">):</span>
<span class="sd">&quot;&quot;&quot;</span>
<span class="sd"> Called when trying to stand from this object.</span>
<span class="sd"> Args:</span>
<span class="sd"> stander (Object): The one trying to stand up.</span>
<span class="sd"> &quot;&quot;&quot;</span>
<span class="n">current</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">sitter</span>
<span class="k">if</span> <span class="ow">not</span> <span class="n">stander</span> <span class="o">==</span> <span class="n">current</span><span class="p">:</span>
<span class="n">stander</span><span class="o">.</span><span class="n">msg</span><span class="p">(</span><span class="sa">f</span><span class="s2">&quot;You are not sitting on </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">.&quot;</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">db</span><span class="o">.</span><span class="n">sitting</span> <span class="o">=</span> <span class="kc">None</span>
<span class="n">stander</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">is_resting</span> <span class="o">=</span> <span class="kc">False</span>
<span class="n">stander</span><span class="o">.</span><span class="n">msg</span><span class="p">(</span><span class="sa">f</span><span class="s2">&quot;You stand up from </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">&quot;</span><span class="p">)</span>
</pre></div>
</div>
<p>Here we have a small Typeclass that handles someone trying to sit on it. It has two methods that we can simply
call from a Command later. We set the <code class="docutils literal notranslate"><span class="pre">is_resting</span></code> Attribute on the one sitting down.</p>
<p>One could imagine that one could have the future <code class="docutils literal notranslate"><span class="pre">sit</span></code> command check if someone is already sitting in the
chair instead. This would work too, but letting the <code class="docutils literal notranslate"><span class="pre">Sittable</span></code> class handle the logic around who can sit on it makes
logical sense.</p>
<p>We let the typeclass handle the logic, and also let it do all the return messaging. This makes it easy to churn out
a bunch of chairs for people to sit on. But its not perfect. The <code class="docutils literal notranslate"><span class="pre">Sittable</span></code> class is general. What if you want to
make an armchair. You sit “in” an armchair rather than “on” it. We <em>could</em> make a child class of <code class="docutils literal notranslate"><span class="pre">Sittable</span></code> named
<code class="docutils literal notranslate"><span class="pre">SittableIn</span></code> that makes this change, but that feels excessive. Instead we will make it so that Sittables can
modify this per-instance:</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">DefaultObject</span>
<span class="k">class</span> <span class="nc">Sittable</span><span class="p">(</span><span class="n">DefaultObject</span><span class="p">):</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">sitter</span> <span class="o">=</span> <span class="kc">None</span>
<span class="c1"># do you sit &quot;on&quot; or &quot;in&quot; this object?</span>
<span class="bp">self</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">adjective</span> <span class="o">=</span> <span class="s2">&quot;on&quot;</span>
<span class="k">def</span> <span class="nf">do_sit</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">sitter</span><span class="p">):</span>
<span class="sd">&quot;&quot;&quot;</span>
<span class="sd"> Called when trying to sit on/in this object.</span>
<span class="sd"> Args:</span>
<span class="sd"> sitter (Object): The one trying to sit down.</span>
<span class="sd"> &quot;&quot;&quot;</span>
<span class="n">adjective</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">adjective</span>
<span class="n">current</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">sitter</span>
<span class="k">if</span> <span class="n">current</span><span class="p">:</span>
<span class="k">if</span> <span class="n">current</span> <span class="o">==</span> <span class="n">sitter</span><span class="p">:</span>
<span class="n">sitter</span><span class="o">.</span><span class="n">msg</span><span class="p">(</span><span class="sa">f</span><span class="s2">&quot;You are already sitting </span><span class="si">{</span><span class="n">adjective</span><span class="si">}</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">.&quot;</span><span class="p">)</span>
<span class="k">else</span><span class="p">:</span>
<span class="n">sitter</span><span class="o">.</span><span class="n">msg</span><span class="p">(</span>
<span class="sa">f</span><span class="s2">&quot;You can&#39;t sit </span><span class="si">{</span><span class="n">adjective</span><span class="si">}</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"> &quot;</span>
<span class="sa">f</span><span class="s2">&quot;- </span><span class="si">{</span><span class="n">current</span><span class="o">.</span><span class="n">key</span><span class="si">}</span><span class="s2"> is already sitting there!&quot;</span><span class="p">)</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">sitting</span> <span class="o">=</span> <span class="n">sitter</span>
<span class="n">sitter</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">is_resting</span> <span class="o">=</span> <span class="kc">True</span>
<span class="n">sitter</span><span class="o">.</span><span class="n">msg</span><span class="p">(</span><span class="sa">f</span><span class="s2">&quot;You sit </span><span class="si">{</span><span class="n">adjective</span><span class="si">}</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">&quot;</span><span class="p">)</span>
<span class="k">def</span> <span class="nf">do_stand</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">stander</span><span class="p">):</span>
<span class="sd">&quot;&quot;&quot;</span>
<span class="sd"> Called when trying to stand from this object.</span>
<span class="sd"> Args:</span>
<span class="sd"> stander (Object): The one trying to stand up.</span>
<span class="sd"> &quot;&quot;&quot;</span>
<span class="n">current</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">sitter</span>
<span class="k">if</span> <span class="ow">not</span> <span class="n">stander</span> <span class="o">==</span> <span class="n">current</span><span class="p">:</span>
<span class="n">stander</span><span class="o">.</span><span class="n">msg</span><span class="p">(</span><span class="sa">f</span><span class="s2">&quot;You are not sitting </span><span class="si">{</span><span class="bp">self</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">adjective</span><span class="si">}</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">.&quot;</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">db</span><span class="o">.</span><span class="n">sitting</span> <span class="o">=</span> <span class="kc">None</span>
<span class="n">stander</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">is_resting</span> <span class="o">=</span> <span class="kc">False</span>
<span class="n">stander</span><span class="o">.</span><span class="n">msg</span><span class="p">(</span><span class="sa">f</span><span class="s2">&quot;You stand up from </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">&quot;</span><span class="p">)</span>
</pre></div>
</div>
<p>We added a new Attribute <code class="docutils literal notranslate"><span class="pre">adjective</span></code> which will probably usually be <code class="docutils literal notranslate"><span class="pre">in</span></code> or <code class="docutils literal notranslate"><span class="pre">on</span></code> but could also be <code class="docutils literal notranslate"><span class="pre">at</span></code> if you
want to be able to sit <em>at a desk</em> for example. A regular builder would use it like this:</p>
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>&gt; create/drop armchair : sittables.Sittable
&gt; set armchair/adjective = in
</pre></div>
</div>
<p>This is probably enough. But all those strings are hard-coded. What if we want some more dramatic flair when you
sit down?</p>
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>You sit down and a whoopie cushion makes a loud fart noise!
</pre></div>
</div>
<p>For this we need to allow some further customization. Lets let the current strings be defaults that
we can replace.</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">DefaultObject</span>
<span class="k">class</span> <span class="nc">Sittable</span><span class="p">(</span><span class="n">DefaultObject</span><span class="p">):</span>
<span class="sd">&quot;&quot;&quot;</span>
<span class="sd"> An object one can sit on</span>
<span class="sd"> Customizable Attributes:</span>
<span class="sd"> adjective: How to sit (on, in, at etc)</span>
<span class="sd"> Return messages (set as Attributes):</span>
<span class="sd"> msg_already_sitting: Already sitting here</span>
<span class="sd"> format tokens {adjective} and {key}</span>
<span class="sd"> msg_other_sitting: Someone else is sitting here.</span>
<span class="sd"> format tokens {adjective}, {key} and {other}</span>
<span class="sd"> msg_sitting_down: Successfully sit down</span>
<span class="sd"> format tokens {adjective}, {key}</span>
<span class="sd"> msg_standing_fail: Fail to stand because not sitting.</span>
<span class="sd"> format tokens {adjective}, {key}</span>
<span class="sd"> msg_standing_up: Successfully stand up</span>
<span class="sd"> format tokens {adjective}, {key}</span>
<span class="sd"> &quot;&quot;&quot;</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">sitter</span> <span class="o">=</span> <span class="kc">None</span>
<span class="c1"># do you sit &quot;on&quot; or &quot;in&quot; this object?</span>
<span class="bp">self</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">adjective</span> <span class="o">=</span> <span class="s2">&quot;on&quot;</span>
<span class="k">def</span> <span class="nf">do_sit</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">sitter</span><span class="p">):</span>
<span class="sd">&quot;&quot;&quot;</span>
<span class="sd"> Called when trying to sit on/in this object.</span>
<span class="sd"> Args:</span>
<span class="sd"> sitter (Object): The one trying to sit down.</span>
<span class="sd"> &quot;&quot;&quot;</span>
<span class="n">adjective</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">adjective</span>
<span class="n">current</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">sitter</span>
<span class="k">if</span> <span class="n">current</span><span class="p">:</span>
<span class="k">if</span> <span class="n">current</span> <span class="o">==</span> <span class="n">sitter</span><span class="p">:</span>
<span class="k">if</span> <span class="bp">self</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">msg_already_sitting</span><span class="p">:</span>
<span class="n">sitter</span><span class="o">.</span><span class="n">msg</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">msg_already_sitting</span><span class="o">.</span><span class="n">format</span><span class="p">(</span>
<span class="n">adjective</span><span class="o">=</span><span class="bp">self</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">adjective</span><span class="p">,</span> <span class="n">key</span><span class="o">=</span><span class="bp">self</span><span class="o">.</span><span class="n">key</span><span class="p">))</span>
<span class="k">else</span><span class="p">:</span>
<span class="n">sitter</span><span class="o">.</span><span class="n">msg</span><span class="p">(</span><span class="sa">f</span><span class="s2">&quot;You are already sitting </span><span class="si">{</span><span class="n">adjective</span><span class="si">}</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">.&quot;</span><span class="p">)</span>
<span class="k">else</span><span class="p">:</span>
<span class="k">if</span> <span class="bp">self</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">msg_other_sitting</span><span class="p">:</span>
<span class="n">sitter</span><span class="o">.</span><span class="n">msg</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">msg_already_sitting</span><span class="o">.</span><span class="n">format</span><span class="p">(</span>
<span class="n">other</span><span class="o">=</span><span class="n">current</span><span class="o">.</span><span class="n">key</span><span class="p">,</span> <span class="n">adjective</span><span class="o">=</span><span class="bp">self</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">adjective</span><span class="p">,</span> <span class="n">key</span><span class="o">=</span><span class="bp">self</span><span class="o">.</span><span class="n">key</span><span class="p">))</span>
<span class="k">else</span><span class="p">:</span>
<span class="n">sitter</span><span class="o">.</span><span class="n">msg</span><span class="p">(</span><span class="sa">f</span><span class="s2">&quot;You can&#39;t sit </span><span class="si">{</span><span class="n">adjective</span><span class="si">}</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"> &quot;</span>
<span class="sa">f</span><span class="s2">&quot;- </span><span class="si">{</span><span class="n">current</span><span class="o">.</span><span class="n">key</span><span class="si">}</span><span class="s2"> is already sitting there!&quot;</span><span class="p">)</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">sitting</span> <span class="o">=</span> <span class="n">sitter</span>
<span class="n">sitter</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">is_resting</span> <span class="o">=</span> <span class="kc">True</span>
<span class="k">if</span> <span class="bp">self</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">msg_sitting_down</span><span class="p">:</span>
<span class="n">sitter</span><span class="o">.</span><span class="n">msg</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">msg_sitting_down</span><span class="o">.</span><span class="n">format</span><span class="p">(</span><span class="n">adjective</span><span class="o">=</span><span class="n">adjective</span><span class="p">,</span> <span class="n">key</span><span class="o">=</span><span class="bp">self</span><span class="o">.</span><span class="n">key</span><span class="p">))</span>
<span class="k">else</span><span class="p">:</span>
<span class="n">sitter</span><span class="o">.</span><span class="n">msg</span><span class="p">(</span><span class="sa">f</span><span class="s2">&quot;You sit </span><span class="si">{</span><span class="n">adjective</span><span class="si">}</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">&quot;</span><span class="p">)</span>
<span class="k">def</span> <span class="nf">do_stand</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">stander</span><span class="p">):</span>
<span class="sd">&quot;&quot;&quot;</span>
<span class="sd"> Called when trying to stand from this object.</span>
<span class="sd"> Args:</span>
<span class="sd"> stander (Object): The one trying to stand up.</span>
<span class="sd"> &quot;&quot;&quot;</span>
<span class="n">current</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">sitter</span>
<span class="k">if</span> <span class="ow">not</span> <span class="n">stander</span> <span class="o">==</span> <span class="n">current</span><span class="p">:</span>
<span class="k">if</span> <span class="bp">self</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">msg_standing_fail</span><span class="p">:</span>
<span class="n">stander</span><span class="o">.</span><span class="n">msg</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">msg_standing_fail</span><span class="o">.</span><span class="n">format</span><span class="p">(</span>
<span class="n">adjective</span><span class="o">=</span><span class="bp">self</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">adjective</span><span class="p">,</span> <span class="n">key</span><span class="o">=</span><span class="bp">self</span><span class="o">.</span><span class="n">key</span><span class="p">))</span>
<span class="k">else</span><span class="p">:</span>
<span class="n">stander</span><span class="o">.</span><span class="n">msg</span><span class="p">(</span><span class="sa">f</span><span class="s2">&quot;You are not sitting </span><span class="si">{</span><span class="bp">self</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">adjective</span><span class="si">}</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">&quot;</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">db</span><span class="o">.</span><span class="n">sitting</span> <span class="o">=</span> <span class="kc">None</span>
<span class="n">stander</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">is_resting</span> <span class="o">=</span> <span class="kc">False</span>
<span class="k">if</span> <span class="bp">self</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">msg_standing_up</span><span class="p">:</span>
<span class="n">stander</span><span class="o">.</span><span class="n">msg</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">msg_standing_up</span><span class="o">.</span><span class="n">format</span><span class="p">(</span>
<span class="n">adjective</span><span class="o">=</span><span class="bp">self</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">adjective</span><span class="p">,</span> <span class="n">key</span><span class="o">=</span><span class="bp">self</span><span class="o">.</span><span class="n">key</span><span class="p">))</span>
<span class="k">else</span><span class="p">:</span>
<span class="n">stander</span><span class="o">.</span><span class="n">msg</span><span class="p">(</span><span class="sa">f</span><span class="s2">&quot;You stand up from </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">&quot;</span><span class="p">)</span>
</pre></div>
</div>
<p>Here we really went all out with flexibility. If you need this much is up to you.
We added a bunch of optional Attributes to hold alternative versions of all the messages.
There are some things to note:</p>
<ul>
<li><p>We dont actually initiate those Attributes in <code class="docutils literal notranslate"><span class="pre">at_object_creation</span></code>. This is a simple
optimization. The assumption is that <em>most</em> chairs will probably not be this customized.
So initiating a bunch of Attributes to, say, empty strings would be a lot of useless database calls.
The drawback is that the available Attributes become less visible when reading the code. So we add a long
describing docstring to the end to explain all you can use.</p></li>
<li><p>We use <code class="docutils literal notranslate"><span class="pre">.format</span></code> to inject formatting-tokens in the text. The good thing about such formatting
markers is that they are <em>optional</em>. They are there if you want them, but Python will not complain
if you dont include some or any of them. Lets see an example:</p>
<blockquote>
<div><p>reload # if you have new code
create/drop armchair : sittables.Sittable
set armchair/adjective = in
set armchair/msg_sitting_down = As you sit down {adjective} {key}, life feels easier.
set armchair/msg_standing_up = You stand up from {key}. Life resumes.</p>
</div></blockquote>
</li>
</ul>
<p>The <code class="docutils literal notranslate"><span class="pre">{key}</span></code> and <code class="docutils literal notranslate"><span class="pre">{adjective}</span></code> are examples of optional formatting markers. Whenever the message is
returned, the format-tokens within will be replaced with <code class="docutils literal notranslate"><span class="pre">armchair</span></code> and <code class="docutils literal notranslate"><span class="pre">in</span></code> respectively. Should we
rename the chair later, this will show in the messages automatically (since <code class="docutils literal notranslate"><span class="pre">{key}</span></code> will change).</p>
<p>We have no Command to use this chair yet. But we can try it out with <code class="docutils literal notranslate"><span class="pre">py</span></code>:</p>
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>&gt; py self.search(&quot;armchair&quot;).do_sit(self)
As you sit down in armchair, life feels easier.
&gt; self.db.resting
True
&gt; py self.search(&quot;armchair&quot;).do_stand(self)
You stand up from armchair. Life resumes
&gt; self.db.resting
False
</pre></div>
</div>
<p>If you follow along and get a result like this, all seems to be working well!</p>
</section>
<section id="command-variant-1-commands-on-the-chair">
<h2>Command variant 1: Commands on the chair<a class="headerlink" href="#command-variant-1-commands-on-the-chair" title="Permalink to this headline"></a></h2>
<p>This way to implement <code class="docutils literal notranslate"><span class="pre">sit</span></code> and <code class="docutils literal notranslate"><span class="pre">stand</span></code> puts new cmdsets on the Sittable itself.
As weve learned before, commands on objects are made available to others in the room.
This makes the command easy but instead adds some complexity in the management of the CmdSet.</p>
<p>This is how it will look if <code class="docutils literal notranslate"><span class="pre">armchair</span></code> is in the room:</p>
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>&gt; sit
As you sit down in armchair, life feels easier.
</pre></div>
</div>
<p>What happens if there are sittables <code class="docutils literal notranslate"><span class="pre">sofa</span></code> and <code class="docutils literal notranslate"><span class="pre">barstool</span></code> also in the room? Evennia will automatically
handle this for us and allow us to specify which one we want:</p>
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>&gt; sit
More than one match for &#39;sit&#39; (please narrow target):
sit-1 (armchair)
sit-2 (sofa)
sit-3 (barstool)
&gt; sit-1
As you sit down in armchair, life feels easier.
</pre></div>
</div>
<p>To keep things separate well make a new module <code class="docutils literal notranslate"><span class="pre">mygame/commands/sittables.py</span></code>:</p>
<aside class="sidebar">
<p class="sidebar-title">Separate Commands and Typeclasses?</p>
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>You can organize these things as you like. If you wanted you could put the sit-command + cmdset
together with the `Sittable` typeclass in `mygame/typeclasses/sittables.py`. That has the advantage of
keeping everything related to sitting in one place. But there is also some organizational merit to
keeping all Commands in one place as we do here.
</pre></div>
</div>
</aside>
<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="p">,</span> <span class="n">CmdSet</span>
<span class="k">class</span> <span class="nc">CmdSit</span><span class="p">(</span><span class="n">Command</span><span class="p">):</span>
<span class="sd">&quot;&quot;&quot;</span>
<span class="sd"> Sit down.</span>
<span class="sd"> &quot;&quot;&quot;</span>
<span class="n">key</span> <span class="o">=</span> <span class="s2">&quot;sit&quot;</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">obj</span><span class="o">.</span><span class="n">do_sit</span><span class="p">(</span><span class="bp">self</span><span class="o">.</span><span class="n">caller</span><span class="p">)</span>
<span class="k">class</span> <span class="nc">CmdStand</span><span class="p">(</span><span class="n">Command</span><span class="p">):</span>
<span class="sd">&quot;&quot;&quot;</span>
<span class="sd"> Stand up.</span>
<span class="sd"> &quot;&quot;&quot;</span>
<span class="n">key</span> <span class="o">=</span> <span class="s2">&quot;stand&quot;</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">obj</span><span class="o">.</span><span class="n">do_stand</span><span class="p">(</span><span class="bp">self</span><span class="o">.</span><span class="n">caller</span><span class="p">)</span>
<span class="k">class</span> <span class="nc">CmdSetSit</span><span class="p">(</span><span class="n">CmdSet</span><span class="p">):</span>
<span class="n">priority</span> <span class="o">=</span> <span class="mi">1</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">CmdSit</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">CmdStand</span><span class="p">)</span>
</pre></div>
</div>
<p>As seen, the commands are nearly trivial. <code class="docutils literal notranslate"><span class="pre">self.obj</span></code> is the object to which we added the cmdset with this
Command (so for example a chair). We just call the <code class="docutils literal notranslate"><span class="pre">do_sit/stand</span></code> on that object and the <code class="docutils literal notranslate"><span class="pre">Sittable</span></code> will
do the rest.</p>
<p>Why that <code class="docutils literal notranslate"><span class="pre">priority</span> <span class="pre">=</span> <span class="pre">1</span></code> on <code class="docutils literal notranslate"><span class="pre">CmdSetSit</span></code>? This makes same-named Commands from this cmdset merge with a bit higher
priority than Commands from the Character-cmdset. Why this is a good idea will become clear shortly.</p>
<p>We also need to make a change to our <code class="docutils literal notranslate"><span class="pre">Sittable</span></code> typeclass. Open <code class="docutils literal notranslate"><span class="pre">mygame/typeclasses/sittables.py</span></code>:</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">DefaultObject</span>
<span class="kn">from</span> <span class="nn">commands.sittables</span> <span class="kn">import</span> <span class="n">CmdSetSit</span> <span class="c1"># &lt;- new</span>
<span class="k">class</span> <span class="nc">Sittable</span><span class="p">(</span><span class="n">DefaultObject</span><span class="p">):</span>
<span class="sd">&quot;&quot;&quot;</span>
<span class="sd"> (docstring)</span>
<span class="sd"> &quot;&quot;&quot;</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">sitter</span> <span class="o">=</span> <span class="kc">None</span>
<span class="c1"># do you sit &quot;on&quot; or &quot;in&quot; this object?</span>
<span class="bp">self</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">adjective</span> <span class="o">=</span> <span class="s2">&quot;on&quot;</span>
<span class="bp">self</span><span class="o">.</span><span class="n">cmdset</span><span class="o">.</span><span class="n">add_default</span><span class="p">(</span><span class="n">CmdSetSit</span><span class="p">)</span> <span class="c1"># &lt;- new</span>
</pre></div>
</div>
<p>Any <em>new</em> Sittables will now have your <code class="docutils literal notranslate"><span class="pre">sit</span></code> Command. Your existing <code class="docutils literal notranslate"><span class="pre">armchair</span></code> will not,
since <code class="docutils literal notranslate"><span class="pre">at_object_creation</span></code> will not re-run for already existing objects. We can update it manually:</p>
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>&gt; reload
&gt; update armchair
</pre></div>
</div>
<p>We could also update all existing sittables (all on one line):</p>
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>&gt; py from typeclasses.sittables import Sittable ;
[sittable.at_object_creation() for sittable in Sittable.objects.all()]
</pre></div>
</div>
<blockquote>
<div><p>The above shows an example of a <em>list comprehension</em>. Think of it as an efficient way to construct a new list
all in one line. You can read more about list comprehensions
<a class="reference external" href="https://docs.python.org/3/tutorial/datastructures.html#list-comprehensions">here in the Python docs</a>.</p>
</div></blockquote>
<p>We should now be able to use <code class="docutils literal notranslate"><span class="pre">sit</span></code> while in the room with the armchair.</p>
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>&gt; sit
As you sit down in armchair, life feels easier.
&gt; stand
You stand up from armchair.
</pre></div>
</div>
<p>One issue with placing the <code class="docutils literal notranslate"><span class="pre">sit</span></code> (or <code class="docutils literal notranslate"><span class="pre">stand</span></code>) Command “on” the chair is that it will not be available when in a
room without a Sittable object:</p>
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>&gt; sit
Command &#39;sit&#39; is not available. ...
</pre></div>
</div>
<p>This is practical but not so good-looking; it makes it harder for the user to know a <code class="docutils literal notranslate"><span class="pre">sit</span></code> action is at all
possible. Here is a trick for fixing this. Lets add <em>another</em> Command to the bottom
of <code class="docutils literal notranslate"><span class="pre">mygame/commands/sittables.py</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">CmdNoSitStand</span><span class="p">(</span><span class="n">Command</span><span class="p">):</span>
<span class="sd">&quot;&quot;&quot;</span>
<span class="sd"> Sit down or Stand up</span>
<span class="sd"> &quot;&quot;&quot;</span>
<span class="n">key</span> <span class="o">=</span> <span class="s2">&quot;sit&quot;</span>
<span class="n">aliases</span> <span class="o">=</span> <span class="p">[</span><span class="s2">&quot;stand&quot;</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="k">if</span> <span class="bp">self</span><span class="o">.</span><span class="n">cmdname</span> <span class="o">==</span> <span class="s2">&quot;sit&quot;</span><span class="p">:</span>
<span class="bp">self</span><span class="o">.</span><span class="n">msg</span><span class="p">(</span><span class="s2">&quot;You have nothing to sit on.&quot;</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">msg</span><span class="p">(</span><span class="s2">&quot;You are not sitting down.&quot;</span><span class="p">)</span>
</pre></div>
</div>
<p>Here we have a Command that is actually two - it will answer to both <code class="docutils literal notranslate"><span class="pre">sit</span></code> and <code class="docutils literal notranslate"><span class="pre">stand</span></code> since we
added <code class="docutils literal notranslate"><span class="pre">stand</span></code> to its <code class="docutils literal notranslate"><span class="pre">aliases</span></code>. In the command we look at <code class="docutils literal notranslate"><span class="pre">self.cmdname</span></code>, which is the string
<em>actually used</em> to call this command. We use this to return different messages.</p>
<p>We dont need a separate CmdSet for this, instead we will add this
to the default Character cmdset. Open <code class="docutils literal notranslate"><span class="pre">mygame/commands/default_cmdsets.py</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">sittables</span>
<span class="k">class</span> <span class="nc">CharacterCmdSet</span><span class="p">(</span><span class="n">CmdSet</span><span class="p">):</span>
<span class="sd">&quot;&quot;&quot;</span>
<span class="sd"> (docstring)</span>
<span class="sd"> &quot;&quot;&quot;</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="c1"># ...</span>
<span class="bp">self</span><span class="o">.</span><span class="n">add</span><span class="p">(</span><span class="n">sittables</span><span class="o">.</span><span class="n">CmdNoSitStand</span><span class="p">)</span>
</pre></div>
</div>
<p>To test well build a new location without any comfy armchairs and go there:</p>
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>&gt; reload
&gt; tunnel n = kitchen
north
&gt; sit
You have nothing to sit on.
&gt; south
sit
As you sit down in armchair, life feels easier.
</pre></div>
</div>
<p>We now have a fully functioning <code class="docutils literal notranslate"><span class="pre">sit</span></code> action that is contained with the chair itself. When no chair is around, a
default error message is shown.</p>
<p>How does this work? There are two cmdsets at play, both of which have a <code class="docutils literal notranslate"><span class="pre">sit</span></code> Command. As you may remember we
set the chairs cmdset to <code class="docutils literal notranslate"><span class="pre">priority</span> <span class="pre">=</span> <span class="pre">1</span></code>. This is where that matters. The default Character cmdset has a
priority of 0. This means that whenever we enter a room with a Sittable thing, the <code class="docutils literal notranslate"><span class="pre">sit</span></code> command
from <em>its</em> cmdset will take <em>precedence</em> over the Character cmdsets version. So we are actually picking
<em>different</em> <code class="docutils literal notranslate"><span class="pre">sit</span></code> commands depending on circumstance! The user will never be the wiser.</p>
<p>So this handles <code class="docutils literal notranslate"><span class="pre">sit</span></code>. What about <code class="docutils literal notranslate"><span class="pre">stand</span></code>? That will work just fine:</p>
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>&gt; stand
You stand up from armchair.
&gt; north
&gt; stand
You are not sitting down.
</pre></div>
</div>
<p>We have one remaining problem with <code class="docutils literal notranslate"><span class="pre">stand</span></code> though - what happens when you are sitting down and try to
<code class="docutils literal notranslate"><span class="pre">stand</span></code> in a room with more than one chair:</p>
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>&gt; stand
More than one match for &#39;stand&#39; (please narrow target):
stand-1 (armchair)
stand-2 (sofa)
stand-3 (barstool)
</pre></div>
</div>
<p>Since all the sittables have the <code class="docutils literal notranslate"><span class="pre">stand</span></code> Command on them, youll get a multi-match error. This <em>works</em> … but
you could pick <em>any</em> of those sittables to “stand up from”. Thats really weird and non-intuitive. With <code class="docutils literal notranslate"><span class="pre">sit</span></code> it
was okay to get a choice - Evennia cant know which chair we intended to sit on. But we know which chair we
sit on so we should only get <em>its</em> <code class="docutils literal notranslate"><span class="pre">stand</span></code> command.</p>
<p>We will fix this with a <code class="docutils literal notranslate"><span class="pre">lock</span></code> and a custom <code class="docutils literal notranslate"><span class="pre">lock</span> <span class="pre">function</span></code>. We want a lock on the <code class="docutils literal notranslate"><span class="pre">stand</span></code> Command that only
makes it available when the caller is actually sitting on the chair the <code class="docutils literal notranslate"><span class="pre">stand</span></code> command is on.</p>
<p>First lets add the lock so we see what we want. Open <code class="docutils literal notranslate"><span class="pre">mygame/commands/sittables.py</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">CmdStand</span><span class="p">(</span><span class="n">Command</span><span class="p">):</span>
<span class="sd">&quot;&quot;&quot;</span>
<span class="sd"> Stand up.</span>
<span class="sd"> &quot;&quot;&quot;</span>
<span class="n">key</span> <span class="o">=</span> <span class="s2">&quot;stand&quot;</span>
<span class="n">lock</span> <span class="o">=</span> <span class="s2">&quot;cmd:sitsonthis()&quot;</span> <span class="c1"># &lt; this is new</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">obj</span><span class="o">.</span><span class="n">do_stand</span><span class="p">(</span><span class="bp">self</span><span class="o">.</span><span class="n">caller</span><span class="p">)</span>
<span class="c1"># ...</span>
</pre></div>
</div>
<p>We define a <a class="reference internal" href="../../../Components/Locks.html"><span class="doc std std-doc">Lock</span></a> on the command. The <code class="docutils literal notranslate"><span class="pre">cmd:</span></code> is in what situation Evennia will check
the lock. The <code class="docutils literal notranslate"><span class="pre">cmd</span></code> means that it will check the lock when determining if a user has access to this command or not.
What will be checked is the <code class="docutils literal notranslate"><span class="pre">sitsonthis</span></code> <em>lock function</em> which doesnt exist yet.</p>
<p>Open <code class="docutils literal notranslate"><span class="pre">mygame/server/conf/lockfuncs.py</span></code> to add it!</p>
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="sd">&quot;&quot;&quot;</span>
<span class="sd">(module lockstring)</span>
<span class="sd">&quot;&quot;&quot;</span>
<span class="c1"># ...</span>
<span class="k">def</span> <span class="nf">sitsonthis</span><span class="p">(</span><span class="n">accessing_obj</span><span class="p">,</span> <span class="n">accessed_obj</span><span class="p">,</span> <span class="o">*</span><span class="n">args</span><span class="p">,</span> <span class="o">**</span><span class="n">kwargs</span><span class="p">):</span>
<span class="sd">&quot;&quot;&quot;</span>
<span class="sd"> True if accessing_obj is sitting on/in the accessed_obj.</span>
<span class="sd"> &quot;&quot;&quot;</span>
<span class="k">return</span> <span class="n">accessed_obj</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">sitting</span> <span class="o">==</span> <span class="n">accessing_obj</span>
<span class="c1"># ...</span>
</pre></div>
</div>
<p>Evennia knows that all functions in <code class="docutils literal notranslate"><span class="pre">mygame/server/conf/lockfuncs</span></code> should be possible to use in a lock definition.
The arguments are required and Evennia will pass all relevant objects to them:</p>
<aside class="sidebar">
<p class="sidebar-title">Lockfuncs</p>
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>Evennia provides a large number of default lockfuncs, such as checking permission-levels,
if you are carrying or are inside the accessed object etc. There is no concept of &#39;sitting&#39;
in default Evennia however, so this we need to specify ourselves.
</pre></div>
</div>
</aside>
<ul class="simple">
<li><p><code class="docutils literal notranslate"><span class="pre">accessing_obj</span></code> is the one trying to access the lock. So us, in this case.</p></li>
<li><p><code class="docutils literal notranslate"><span class="pre">accessed_obj</span></code> is the entity we are trying to gain a particular type of access to. So the chair.</p></li>
<li><p><code class="docutils literal notranslate"><span class="pre">args</span></code> is a tuple holding any arguments passed to the lockfunc. Since we use <code class="docutils literal notranslate"><span class="pre">sitsondthis()</span></code> this will
be empty (and if we add anything, it will be ignored).</p></li>
<li><p><code class="docutils literal notranslate"><span class="pre">kwargs</span></code> is a tuple of keyword arguments passed to the lockfuncs. This will be empty as well in our example.</p></li>
</ul>
<p>If you are superuser, its important that you <code class="docutils literal notranslate"><span class="pre">quell</span></code> yourself before trying this out. This is because the superuser
bypasses all locks - it can never get locked out, but it means it will also not see the effects of a lock like this.</p>
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>&gt; reload
&gt; quell
&gt; stand
You stand up from armchair
</pre></div>
</div>
<p>None of the other sittables <code class="docutils literal notranslate"><span class="pre">stand</span></code> commands passed the lock and only the one we are actually sitting on did.</p>
<p>Adding a Command to the chair object like this is powerful and a good technique to know. It does come with some
caveats though that one needs to keep in mind.</p>
<p>Well now try another way to add the <code class="docutils literal notranslate"><span class="pre">sit/stand</span></code> commands.</p>
</section>
<section id="command-variant-2-command-on-character">
<h2>Command variant 2: Command on Character<a class="headerlink" href="#command-variant-2-command-on-character" title="Permalink to this headline"></a></h2>
<p>Before we start with this, delete the chairs youve created (<code class="docutils literal notranslate"><span class="pre">del</span> <span class="pre">armchair</span></code> etc) and then do the following
changes:</p>
<ul class="simple">
<li><p>In <code class="docutils literal notranslate"><span class="pre">mygame/typeclasses/sittables.py</span></code>, comment out the line <code class="docutils literal notranslate"><span class="pre">self.cmdset.add_default(CmdSetSit)</span></code>.</p></li>
<li><p>In <code class="docutils literal notranslate"><span class="pre">mygame/commands/default_cmdsets.py</span></code>, comment out the line <code class="docutils literal notranslate"><span class="pre">self.add(sittables.CmdNoSitStand)</span></code>.</p></li>
</ul>
<p>This disables the on-object command solution so we can try an alternative. Make sure to <code class="docutils literal notranslate"><span class="pre">reload</span></code> so the
changes are known to Evennia.</p>
<p>In this variation we will put the <code class="docutils literal notranslate"><span class="pre">sit</span></code> and <code class="docutils literal notranslate"><span class="pre">stand</span></code> commands on the <code class="docutils literal notranslate"><span class="pre">Character</span></code> instead of on the chair. This
makes some things easier, but makes the Commands themselves more complex because they will not know which
chair to sit on. We cant just do <code class="docutils literal notranslate"><span class="pre">sit</span></code> anymore. This is how it will work.</p>
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>&gt; sit &lt;chair&gt;
You sit on chair.
&gt; stand
You stand up from chair.
</pre></div>
</div>
<p>Open <code class="docutils literal notranslate"><span class="pre">mygame/commands.sittables.py</span></code> again. Well add a new sit-command. We name the class <code class="docutils literal notranslate"><span class="pre">CmdSit2</span></code> since
we already have <code class="docutils literal notranslate"><span class="pre">CmdSit</span></code> from the previous example. We put everything at the end of the module to
keep it separate.</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="p">,</span> <span class="n">CmdSet</span>
<span class="kn">from</span> <span class="nn">evennia</span> <span class="kn">import</span> <span class="n">InterruptCommand</span> <span class="c1"># &lt;- this is new</span>
<span class="k">class</span> <span class="nc">CmdSit</span><span class="p">(</span><span class="n">Command</span><span class="p">):</span>
<span class="c1"># ...</span>
<span class="c1"># ...</span>
<span class="c1"># new from here</span>
<span class="k">class</span> <span class="nc">CmdSit2</span><span class="p">(</span><span class="n">Command</span><span class="p">):</span>
<span class="sd">&quot;&quot;&quot;</span>
<span class="sd"> Sit down.</span>
<span class="sd"> Usage:</span>
<span class="sd"> sit &lt;sittable&gt;</span>
<span class="sd"> &quot;&quot;&quot;</span>
<span class="n">key</span> <span class="o">=</span> <span class="s2">&quot;sit&quot;</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="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">&quot;Sit on what?&quot;</span><span class="p">)</span>
<span class="k">raise</span> <span class="n">InterruptCommand</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="c1"># self.search handles all error messages etc.</span>
<span class="n">sittable</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">args</span><span class="p">)</span>
<span class="k">if</span> <span class="ow">not</span> <span class="n">sittable</span><span class="p">:</span>
<span class="k">return</span>
<span class="k">try</span><span class="p">:</span>
<span class="n">sittable</span><span class="o">.</span><span class="n">do_sit</span><span class="p">(</span><span class="bp">self</span><span class="o">.</span><span class="n">caller</span><span class="p">)</span>
<span class="k">except</span> <span class="ne">AttributeError</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">&quot;You can&#39;t sit on that!&quot;</span><span class="p">)</span>
</pre></div>
</div>
<p>With this Command-variation we need to search for the sittable. A series of methods on the Command
are run in sequence:</p>
<ol class="simple">
<li><p><code class="docutils literal notranslate"><span class="pre">Command.at_pre_command</span></code> - this is not used by default</p></li>
<li><p><code class="docutils literal notranslate"><span class="pre">Command.parse</span></code> - this should parse the input</p></li>
<li><p><code class="docutils literal notranslate"><span class="pre">Command.func</span></code> - this should implement the actual Command functionality</p></li>
<li><p><code class="docutils literal notranslate"><span class="pre">Command.at_post_func</span></code> - this is not used by default</p></li>
</ol>
<p>So if we just <code class="docutils literal notranslate"><span class="pre">return</span></code> in <code class="docutils literal notranslate"><span class="pre">.parse</span></code>, <code class="docutils literal notranslate"><span class="pre">.func</span></code> will still run, which is not what we want. To immediately
abort this sequence we need to <code class="docutils literal notranslate"><span class="pre">raise</span> <span class="pre">InterruptCommand</span></code>.</p>
<aside class="sidebar">
<p class="sidebar-title">Raising exceptions</p>
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>Raising an exception allows for immediately interrupting the current program flow. Python
automatically raises error-exceptions when detecting problems with the code. It will be
raised up through the sequence of called code (the &#39;stack&#39;) until it&#39;s either `caught` with
a `try ... except` or reaches the outermost scope where it&#39;ll be logged or displayed.
</pre></div>
</div>
</aside>
<p><code class="docutils literal notranslate"><span class="pre">InterruptCommand</span></code> is an <em>exception</em> that the Command-system catches with the understanding that we want
to do a clean abort. In the <code class="docutils literal notranslate"><span class="pre">.parse</span></code> method we strip any whitespaces from the argument and
sure there actuall <em>is</em> an argument. We abort immediately if there isnt.</p>
<p>We we get to <code class="docutils literal notranslate"><span class="pre">.func</span></code> at all, we know that we have an argument. We search for this and abort if we there was
a problem finding the target.</p>
<blockquote>
<div><p>We could have done <code class="docutils literal notranslate"><span class="pre">raise</span> <span class="pre">InterruptCommand</span></code> in <code class="docutils literal notranslate"><span class="pre">.func</span></code> as well, but <code class="docutils literal notranslate"><span class="pre">return</span></code> is a little shorter to write
and there is no harm done if <code class="docutils literal notranslate"><span class="pre">at_post_func</span></code> runs since its empty.</p>
</div></blockquote>
<p>Next we call the found sittables <code class="docutils literal notranslate"><span class="pre">do_sit</span></code> method. Note that we wrap this call like this:</p>
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span>
<span class="k">try</span><span class="p">:</span>
<span class="c1"># code</span>
<span class="k">except</span> <span class="ne">AttributeError</span><span class="p">:</span>
<span class="c1"># stuff to do if AttributeError exception was raised</span>
</pre></div>
</div>
<p>The reason is that <code class="docutils literal notranslate"><span class="pre">caller.search</span></code> has no idea we are looking for a Sittable. The user could have tried
<code class="docutils literal notranslate"><span class="pre">sit</span> <span class="pre">wall</span></code> or <code class="docutils literal notranslate"><span class="pre">sit</span> <span class="pre">sword</span></code>. These dont have a <code class="docutils literal notranslate"><span class="pre">do_sit</span></code> method <em>but we call it anyway and handle the error</em>.
This is a very “Pythonic” thing to do. The concept is often called “leap before you look” or “its easier to
ask for forgiveness than for permission”. If <code class="docutils literal notranslate"><span class="pre">sittable.do_sit</span></code> does not exist, Python will raise an <code class="docutils literal notranslate"><span class="pre">AttributeError</span></code>.
We catch this with <code class="docutils literal notranslate"><span class="pre">try</span> <span class="pre">...</span> <span class="pre">except</span> <span class="pre">AttributeError</span></code> and convert it to a proper error message.</p>
<p>While its useful to learn about <code class="docutils literal notranslate"><span class="pre">try</span> <span class="pre">...</span> <span class="pre">except</span></code>, there is also a way to leverage Evennia to do this without
<code class="docutils literal notranslate"><span class="pre">try</span> <span class="pre">...</span> <span class="pre">except</span></code>:</p>
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span>
<span class="c1"># ...</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="c1"># self.search handles all error messages etc.</span>
<span class="n">sittable</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">args</span><span class="p">,</span>
<span class="n">typeclass</span><span class="o">=</span><span class="s2">&quot;typeclasses.sittables.Sittable&quot;</span><span class="p">)</span>
<span class="k">if</span> <span class="ow">not</span> <span class="n">sittable</span><span class="p">:</span>
<span class="k">return</span>
<span class="n">sittable</span><span class="o">.</span><span class="n">do_sit</span><span class="p">(</span><span class="bp">self</span><span class="o">.</span><span class="n">caller</span><span class="p">)</span>
</pre></div>
</div>
<aside class="sidebar">
<p class="sidebar-title">Continuing across multiple lines</p>
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>Note how the `.search()` method&#39;s arguments are spread out over multiple
lines. This works for all lists, tuples and other listings and is
a good way to avoid very long and hard-to-read lines.
</pre></div>
</div>
</aside>
<p>The <code class="docutils literal notranslate"><span class="pre">caller.search</span></code> method has an keyword argument <code class="docutils literal notranslate"><span class="pre">typeclass</span></code> that can take either a python-path to a
typeclass, the typeclass itself, or a list of either to widen the allowed options. In this case we know
for sure that the <code class="docutils literal notranslate"><span class="pre">sittable</span></code> we get is actually a <code class="docutils literal notranslate"><span class="pre">Sittable</span></code> class and we can call <code class="docutils literal notranslate"><span class="pre">sittable.do_sit</span></code> without
needing to worry about catching errors.</p>
<p>Lets do the <code class="docutils literal notranslate"><span class="pre">stand</span></code> command while we are at it. Again, since the Command is external to the chair we dont
know which object we are sitting in and have to search for it.</p>
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span>
<span class="k">class</span> <span class="nc">CmdStand2</span><span class="p">(</span><span class="n">Command</span><span class="p">):</span>
<span class="sd">&quot;&quot;&quot;</span>
<span class="sd"> Stand up.</span>
<span class="sd"> Usage:</span>
<span class="sd"> stand</span>
<span class="sd"> &quot;&quot;&quot;</span>
<span class="n">key</span> <span class="o">=</span> <span class="s2">&quot;stand&quot;</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">caller</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">caller</span>
<span class="c1"># find the thing we are sitting on/in, by finding the object</span>
<span class="c1"># in the current location that as an Attribute &quot;sitter&quot; set</span>
<span class="c1"># to the caller</span>
<span class="n">sittable</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">caller</span><span class="p">,</span>
<span class="n">candidates</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>
<span class="n">attribute_name</span><span class="o">=</span><span class="s2">&quot;sitter&quot;</span><span class="p">,</span>
<span class="n">typeclass</span><span class="o">=</span><span class="s2">&quot;typeclasses.sittables.Sittable&quot;</span><span class="p">)</span>
<span class="c1"># if this is None, the error was already reported to user</span>
<span class="k">if</span> <span class="ow">not</span> <span class="n">sittable</span><span class="p">:</span>
<span class="k">return</span>
<span class="n">sittable</span><span class="o">.</span><span class="n">do_stand</span><span class="p">(</span><span class="n">caller</span><span class="p">)</span>
</pre></div>
</div>
<p>This forced us to to use the full power of the <code class="docutils literal notranslate"><span class="pre">caller.search</span></code> method. If we wanted to search for something
more complex we would likely need to break out a <a class="reference internal" href="../Part1/Django-queries.html"><span class="doc std std-doc">Django query</span></a> to do it. The key here is that
we know that the object we are looking for is a <code class="docutils literal notranslate"><span class="pre">Sittable</span></code> and that it must have an Attribute named <code class="docutils literal notranslate"><span class="pre">sitter</span></code>
which should be set to us, the one sitting on/in the thing. Once we have that we just call <code class="docutils literal notranslate"><span class="pre">.do_stand</span></code> on it
and let the Typeclass handle the rest.</p>
<p>All that is left now is to make this available to us. This type of Command should be available to us all the time
so we can put it in the default Cmdset<code class="docutils literal notranslate"><span class="pre">on</span> <span class="pre">the</span> <span class="pre">Character.</span> <span class="pre">Open</span></code>mygame/default_cmdsets.py`</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">sittables</span>
<span class="k">class</span> <span class="nc">CharacterCmdSet</span><span class="p">(</span><span class="n">CmdSet</span><span class="p">):</span>
<span class="sd">&quot;&quot;&quot;</span>
<span class="sd"> (docstring)</span>
<span class="sd"> &quot;&quot;&quot;</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="c1"># ...</span>
<span class="bp">self</span><span class="o">.</span><span class="n">add</span><span class="p">(</span><span class="n">sittables</span><span class="o">.</span><span class="n">CmdSit2</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">sittables</span><span class="o">.</span><span class="n">CmdStand2</span><span class="p">)</span>
</pre></div>
</div>
<p>Now lets try it out:</p>
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>&gt; reload
&gt; create/drop sofa : sittables.Sittable
&gt; sit sofa
You sit down on sofa.
&gt; stand
You stand up from sofa.
</pre></div>
</div>
</section>
<section id="conclusions">
<h2>Conclusions<a class="headerlink" href="#conclusions" title="Permalink to this headline"></a></h2>
<p>In this lesson we accomplished quite a bit:</p>
<ul class="simple">
<li><p>We modified our <code class="docutils literal notranslate"><span class="pre">Character</span></code> class to avoid moving when sitting down.</p></li>
<li><p>We made a new <code class="docutils literal notranslate"><span class="pre">Sittable</span></code> typeclass</p></li>
<li><p>We tried two ways to allow a user to interact with sittables using <code class="docutils literal notranslate"><span class="pre">sit</span></code> and <code class="docutils literal notranslate"><span class="pre">stand</span></code> commands.</p></li>
</ul>
<p>Eagle-eyed readers will notice that the <code class="docutils literal notranslate"><span class="pre">stand</span></code> command sitting “on” the chair (variant 1) would work just fine
together with the <code class="docutils literal notranslate"><span class="pre">sit</span></code> command sitting “on” the Character (variant 2). There is nothing stopping you from
mixing them, or even try a third solution that better fits what you have in mind.</p>
<p><a class="reference internal" href="../../../Unimplemented.html"><span class="doc std std-doc">prev lesson</span></a> | <a class="reference internal" href="../../../Unimplemented.html"><span class="doc std std-doc">next lesson</span></a></p>
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<p><h3><a href="../../../index.html">Table of Contents</a></h3>
<ul>
<li><a class="reference internal" href="#">Making a sittable object</a><ul>
<li><a class="reference internal" href="#dont-move-us-when-resting">Dont move us when resting</a></li>
<li><a class="reference internal" href="#making-the-chair-itself">Making the Chair itself</a></li>
<li><a class="reference internal" href="#command-variant-1-commands-on-the-chair">Command variant 1: Commands on the chair</a></li>
<li><a class="reference internal" href="#command-variant-2-command-on-character">Command variant 2: Command on Character</a></li>
<li><a class="reference internal" href="#conclusions">Conclusions</a></li>
</ul>
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<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>
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with using Evennia. This be of much use when doing your own thing later.</p>
<section id="lessons">
<h2>Lessons<a class="headerlink" href="#lessons" title="Permalink to this headline"></a></h2>
<p><em>TODO</em></p>
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<li class="toctree-l1"><a class="reference internal" href="Implementing-a-game-rule-system.html">Implementing a game rule system</a></li>
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<li class="toctree-l1"><a class="reference internal" href="A-Sittable-Object.html">Making a sittable object</a></li>
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<ol class="simple">
<li><p><a class="reference internal" href="../../../Unimplemented.html"><span class="doc std std-doc">Changing settings</span></a></p></li>
<li><p><a class="reference internal" href="../../../Unimplemented.html"><span class="doc std std-doc">Applying contribs</span></a></p></li>
<li><p><a class="reference internal" href="../../../Unimplemented.html"><span class="doc std std-doc">Creating a rule module</span></a></p></li>
<li><p><a class="reference internal" href="../../../Unimplemented.html"><span class="doc std std-doc">Tweaking the base Typeclasses</span></a></p></li>
<li><p><a class="reference internal" href="../../../Unimplemented.html"><span class="doc std std-doc">Character creation menu</span></a></p></li>
<li><p><a class="reference internal" href="../../../Unimplemented.html"><span class="doc std std-doc">Wearing armor and wielding weapons</span></a></p></li>
<li><p><a class="reference internal" href="../../../Unimplemented.html"><span class="doc std std-doc">Two types of combat</span></a></p></li>
<li><p><a class="reference internal" href="../../../Unimplemented.html"><span class="doc std std-doc">Monsters and AI</span></a></p></li>
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<section id="table-of-contents">
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<p><em>TODO</em></p>
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<section class="tex2jax_ignore mathjax_ignore" id="implementing-a-game-rule-system">
<h1>Implementing a game rule system<a class="headerlink" href="#implementing-a-game-rule-system" title="Permalink to this headline"></a></h1>
<p>The simplest way to create an online roleplaying game (at least from a code perspective) is to
simply grab a paperback RPG rule book, get a staff of game masters together and start to run scenes
with whomever logs in. Game masters can roll their dice in front of their computers and tell the
players the results. This is only one step away from a traditional tabletop game and puts heavy
demands on the staff - it is unlikely staff will be able to keep up around the clock even if they
are very dedicated.</p>
<p>Many games, even the most roleplay-dedicated, thus tend to allow for players to mediate themselves
to some extent. A common way to do this is to introduce <em>coded systems</em> - that is, to let the
computer do some of the heavy lifting. A basic thing is to add an online dice-roller so everyone can
make rolls and make sure noone is cheating. Somewhere at this level you find the most bare-bones
roleplaying MUSHes.</p>
<p>The advantage of a coded system is that as long as the rules are fair the computer is too - it makes
no judgement calls and holds no personal grudges (and cannot be accused of holding any). Also, the
computer doesnt need to sleep and can always be online regardless of when a player logs on. The
drawback is that a coded system is not flexible and wont adapt to the unprogrammed actions human
players may come up with in role play. For this reason many roleplay-heavy MUDs do a hybrid
variation - they use coded systems for things like combat and skill progression but leave role play
to be mostly freeform, overseen by staff game masters.</p>
<p>Finally, on the other end of the scale are less- or no-roleplay games, where game mechanics (and
thus player fairness) is the most important aspect. In such games the only events with in-game value
are those resulting from code. Such games are very common and include everything from hack-and-slash
MUDs to various tactical simulations.</p>
<p>So your first decision needs to be just what type of system you are aiming for. This page will try
to give some ideas for how to organize the “coded” part of your system, however big that may be.</p>
<section id="overall-system-infrastructure">
<h2>Overall system infrastructure<a class="headerlink" href="#overall-system-infrastructure" title="Permalink to this headline"></a></h2>
<p>We strongly recommend that you code your rule system as stand-alone as possible. That is, dont
spread your skill check code, race bonus calculation, die modifiers or what have you all over your
game.</p>
<ul>
<li><p>Put everything you would need to look up in a rule book into a module in <code class="docutils literal notranslate"><span class="pre">mygame/world</span></code>. Hide away
as much as you can. Think of it as a black box (or maybe the code representation of an all-knowing
game master). The rest of your game will ask this black box questions and get answers back. Exactly
how it arrives at those results should not need to be known outside the box. Doing it this way
makes it easier to change and update things in one place later.</p></li>
<li><p>Store only the minimum stuff you need with each game object. That is, if your Characters need
values for Health, a list of skills etc, store those things on the Character - dont store how to
roll or change them.</p></li>
<li><p>Next is to determine just how you want to store things on your Objects and Characters. You can
choose to either store things as individual <a class="reference internal" href="../../../Components/Attributes.html"><span class="doc std std-doc">Attributes</span></a>, like <code class="docutils literal notranslate"><span class="pre">character.db.STR=34</span></code> and
<code class="docutils literal notranslate"><span class="pre">character.db.Hunting_skill=20</span></code>. But you could also use some custom storage method, like a
dictionary <code class="docutils literal notranslate"><span class="pre">character.db.skills</span> <span class="pre">=</span> <span class="pre">{&quot;Hunting&quot;:34,</span> <span class="pre">&quot;Fishing&quot;:20,</span> <span class="pre">...}</span></code>. A much more fancy solution is
to look at the Ainneve <a class="reference external" href="https://github.com/evennia/ainneve/blob/master/world/traits.py">Trait
handler</a>. Finally you could even go
with a <a class="reference internal" href="../../../Concepts/New-Models.html"><span class="doc std std-doc">custom django model</span></a>. Which is the better depends on your game and the
complexity of your system.</p></li>
<li><p>Make a clear <a class="reference external" href="https://en.wikipedia.org/wiki/Application_programming_interface">API</a> into your
rules. That is, make methods/functions that you feed with, say, your Character and which skill you
want to check. That is, you want something similar to this:</p>
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span> <span class="kn">from</span> <span class="nn">world</span> <span class="kn">import</span> <span class="n">rules</span>
<span class="n">result</span> <span class="o">=</span> <span class="n">rules</span><span class="o">.</span><span class="n">roll_skill</span><span class="p">(</span><span class="n">character</span><span class="p">,</span> <span class="s2">&quot;hunting&quot;</span><span class="p">)</span>
<span class="n">result</span> <span class="o">=</span> <span class="n">rules</span><span class="o">.</span><span class="n">roll_challenge</span><span class="p">(</span><span class="n">character1</span><span class="p">,</span> <span class="n">character2</span><span class="p">,</span> <span class="s2">&quot;swords&quot;</span><span class="p">)</span>
</pre></div>
</div>
</li>
</ul>
<p>You might need to make these functions more or less complex depending on your game. For example the
properties of the room might matter to the outcome of a roll (if the room is dark, burning etc).
Establishing just what you need to send into your game mechanic module is a great way to also get a
feel for what you need to add to your engine.</p>
</section>
<section id="coded-systems">
<h2>Coded systems<a class="headerlink" href="#coded-systems" title="Permalink to this headline"></a></h2>
<p>Inspired by tabletop role playing games, most game systems mimic some sort of die mechanic. To this
end Evennia offers a full <a class="reference external" href="https://github.com/evennia/evennia/blob/master/evennia/contrib/dice.py">dice
roller</a> in its <code class="docutils literal notranslate"><span class="pre">contrib</span></code>
folder. For custom implementations, Python offers many ways to randomize a result using its in-built
<code class="docutils literal notranslate"><span class="pre">random</span></code> module. No matter how its implemented, we will in this text refer to the action of
determining an outcome as a “roll”.</p>
<p>In a freeform system, the result of the roll is just compared with values and people (or the game
master) just agree on what it means. In a coded system the result now needs to be processed somehow.
There are many things that may happen as a result of rule enforcement:</p>
<ul class="simple">
<li><p>Health may be added or deducted. This can effect the character in various ways.</p></li>
<li><p>Experience may need to be added, and if a level-based system is used, the player might need to be
informed they have increased a level.</p></li>
<li><p>Room-wide effects need to be reported to the room, possibly affecting everyone in the room.</p></li>
</ul>
<p>There are also a slew of other things that fall under “Coded systems”, including things like
weather, NPC artificial intelligence and game economy. Basically everything about the world that a
Game master would control in a tabletop role playing game can be mimicked to some level by coded
systems.</p>
</section>
<section id="example-of-rule-module">
<h2>Example of Rule module<a class="headerlink" href="#example-of-rule-module" title="Permalink to this headline"></a></h2>
<p>Here is a simple example of a rule module. This is what we assume about our simple example game:</p>
<ul class="simple">
<li><p>Characters have only four numerical values:</p>
<ul>
<li><p>Their <code class="docutils literal notranslate"><span class="pre">level</span></code>, which starts at 1.</p></li>
<li><p>A skill <code class="docutils literal notranslate"><span class="pre">combat</span></code>, which determines how good they are at hitting things. Starts between 5 and</p></li>
</ul>
</li>
</ul>
<ol class="simple">
<li><ul class="simple">
<li><p>Their Strength, <code class="docutils literal notranslate"><span class="pre">STR</span></code>, which determine how much damage they do. Starts between 1 and 10.</p></li>
<li><p>Their Health points, <code class="docutils literal notranslate"><span class="pre">HP</span></code>, which starts at 100.</p></li>
</ul>
</li>
</ol>
<ul class="simple">
<li><p>When a Character reaches <code class="docutils literal notranslate"><span class="pre">HP</span> <span class="pre">=</span> <span class="pre">0</span></code>, they are presumed “defeated”. Their HP is reset and they get a
failure message (as a stand-in for death code).</p></li>
<li><p>Abilities are stored as simple Attributes on the Character.</p></li>
<li><p>“Rolls” are done by rolling a 100-sided die. If the result is below the <code class="docutils literal notranslate"><span class="pre">combat</span></code> value, its a
success and damage is rolled. Damage is rolled as a six-sided die + the value of <code class="docutils literal notranslate"><span class="pre">STR</span></code> (for this
example we ignore weapons and assume <code class="docutils literal notranslate"><span class="pre">STR</span></code> is all that matters).</p></li>
<li><p>Every successful <code class="docutils literal notranslate"><span class="pre">attack</span></code> roll gives 1-3 experience points (<code class="docutils literal notranslate"><span class="pre">XP</span></code>). Every time the number of <code class="docutils literal notranslate"><span class="pre">XP</span></code>
reaches <code class="docutils literal notranslate"><span class="pre">(level</span> <span class="pre">+</span> <span class="pre">1)</span> <span class="pre">**</span> <span class="pre">2</span></code>, the Character levels up. When leveling up, the Characters <code class="docutils literal notranslate"><span class="pre">combat</span></code>
value goes up by 2 points and <code class="docutils literal notranslate"><span class="pre">STR</span></code> by one (this is a stand-in for a real progression system).</p></li>
</ul>
<section id="character">
<h3>Character<a class="headerlink" href="#character" title="Permalink to this headline"></a></h3>
<p>The Character typeclass is simple. It goes in <code class="docutils literal notranslate"><span class="pre">mygame/typeclasses/characters.py</span></code>. There is already
an empty <code class="docutils literal notranslate"><span class="pre">Character</span></code> class there that Evennia will look to and use.</p>
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="kn">from</span> <span class="nn">random</span> <span class="kn">import</span> <span class="n">randint</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">&quot;&quot;&quot;</span>
<span class="sd"> Custom rule-restricted character. We randomize</span>
<span class="sd"> the initial skill and ability values bettween 1-10.</span>
<span class="sd"> &quot;&quot;&quot;</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="s2">&quot;Called only when first created&quot;</span>
<span class="bp">self</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">level</span> <span class="o">=</span> <span class="mi">1</span>
<span class="bp">self</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">HP</span> <span class="o">=</span> <span class="mi">100</span>
<span class="bp">self</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">XP</span> <span class="o">=</span> <span class="mi">0</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">randint</span><span class="p">(</span><span class="mi">1</span><span class="p">,</span> <span class="mi">10</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">combat</span> <span class="o">=</span> <span class="n">randint</span><span class="p">(</span><span class="mi">5</span><span class="p">,</span> <span class="mi">10</span><span class="p">)</span>
</pre></div>
</div>
<p><code class="docutils literal notranslate"><span class="pre">&#64;reload</span></code> the server to load up the new code. Doing <code class="docutils literal notranslate"><span class="pre">examine</span> <span class="pre">self</span></code> will however <em>not</em> show the new
Attributes on yourself. This is because the <code class="docutils literal notranslate"><span class="pre">at_object_creation</span></code> hook is only called on <em>new</em>
Characters. Your Character was already created and will thus not have them. To force a reload, use
the following command:</p>
<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="nd">@typeclass</span><span class="o">/</span><span class="n">force</span><span class="o">/</span><span class="n">reset</span> <span class="bp">self</span>
</pre></div>
</div>
<p>The <code class="docutils literal notranslate"><span class="pre">examine</span> <span class="pre">self</span></code> command will now show the new Attributes.</p>
</section>
<section id="rule-module">
<h3>Rule module<a class="headerlink" href="#rule-module" title="Permalink to this headline"></a></h3>
<p>This is a module <code class="docutils literal notranslate"><span class="pre">mygame/world/rules.py</span></code>.</p>
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="kn">from</span> <span class="nn">random</span> <span class="kn">import</span> <span class="n">randint</span>
<span class="k">def</span> <span class="nf">roll_hit</span><span class="p">():</span>
<span class="s2">&quot;Roll 1d100&quot;</span>
<span class="k">return</span> <span class="n">randint</span><span class="p">(</span><span class="mi">1</span><span class="p">,</span> <span class="mi">100</span><span class="p">)</span>
<span class="k">def</span> <span class="nf">roll_dmg</span><span class="p">():</span>
<span class="s2">&quot;Roll 1d6&quot;</span>
<span class="k">return</span> <span class="n">randint</span><span class="p">(</span><span class="mi">1</span><span class="p">,</span> <span class="mi">6</span><span class="p">)</span>
<span class="k">def</span> <span class="nf">check_defeat</span><span class="p">(</span><span class="n">character</span><span class="p">):</span>
<span class="s2">&quot;Checks if a character is &#39;defeated&#39;.&quot;</span>
<span class="k">if</span> <span class="n">character</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">HP</span> <span class="o">&lt;=</span> <span class="mi">0</span><span class="p">:</span>
<span class="n">character</span><span class="o">.</span><span class="n">msg</span><span class="p">(</span><span class="s2">&quot;You fall down, defeated!&quot;</span><span class="p">)</span>
<span class="n">character</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">HP</span> <span class="o">=</span> <span class="mi">100</span> <span class="c1"># reset</span>
<span class="k">def</span> <span class="nf">add_XP</span><span class="p">(</span><span class="n">character</span><span class="p">,</span> <span class="n">amount</span><span class="p">):</span>
<span class="s2">&quot;Add XP to character, tracking level increases.&quot;</span>
<span class="n">character</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">XP</span> <span class="o">+=</span> <span class="n">amount</span>
<span class="k">if</span> <span class="n">character</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">XP</span> <span class="o">&gt;=</span> <span class="p">(</span><span class="n">character</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">level</span> <span class="o">+</span> <span class="mi">1</span><span class="p">)</span> <span class="o">**</span> <span class="mi">2</span><span class="p">:</span>
<span class="n">character</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">level</span> <span class="o">+=</span> <span class="mi">1</span>
<span class="n">character</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="mi">1</span>
<span class="n">character</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">combat</span> <span class="o">+=</span> <span class="mi">2</span>
<span class="n">character</span><span class="o">.</span><span class="n">msg</span><span class="p">(</span><span class="sa">f</span><span class="s2">&quot;You are now level </span><span class="si">{</span><span class="n">character</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">level</span><span class="si">}</span><span class="s2">!&quot;</span><span class="p">)</span>
<span class="k">def</span> <span class="nf">skill_combat</span><span class="p">(</span><span class="o">*</span><span class="n">args</span><span class="p">):</span>
<span class="sd">&quot;&quot;&quot;</span>
<span class="sd"> This determines outcome of combat. The one who</span>
<span class="sd"> rolls under their combat skill AND higher than</span>
<span class="sd"> their opponent&#39;s roll hits.</span>
<span class="sd"> &quot;&quot;&quot;</span>
<span class="n">char1</span><span class="p">,</span> <span class="n">char2</span> <span class="o">=</span> <span class="n">args</span>
<span class="n">roll1</span><span class="p">,</span> <span class="n">roll2</span> <span class="o">=</span> <span class="n">roll_hit</span><span class="p">(),</span> <span class="n">roll_hit</span><span class="p">()</span>
<span class="n">failtext_template</span> <span class="o">=</span> <span class="s2">&quot;You are hit by </span><span class="si">{attacker}</span><span class="s2"> for </span><span class="si">{dmg}</span><span class="s2"> damage!&quot;</span>
<span class="n">wintext_template</span> <span class="o">=</span> <span class="s2">&quot;You hit </span><span class="si">{target}</span><span class="s2"> for </span><span class="si">{dmg}</span><span class="s2"> damage!&quot;</span>
<span class="n">xp_gain</span> <span class="o">=</span> <span class="n">randint</span><span class="p">(</span><span class="mi">1</span><span class="p">,</span> <span class="mi">3</span><span class="p">)</span>
<span class="k">if</span> <span class="n">char1</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">combat</span> <span class="o">&gt;=</span> <span class="n">roll1</span> <span class="o">&gt;</span> <span class="n">roll2</span><span class="p">:</span>
<span class="c1"># char 1 hits</span>
<span class="n">dmg</span> <span class="o">=</span> <span class="n">roll_dmg</span><span class="p">()</span> <span class="o">+</span> <span class="n">char1</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">STR</span>
<span class="n">char1</span><span class="o">.</span><span class="n">msg</span><span class="p">(</span><span class="n">wintext_template</span><span class="o">.</span><span class="n">format</span><span class="p">(</span><span class="n">target</span><span class="o">=</span><span class="n">char2</span><span class="p">,</span> <span class="n">dmg</span><span class="o">=</span><span class="n">dmg</span><span class="p">))</span>
<span class="n">add_XP</span><span class="p">(</span><span class="n">char1</span><span class="p">,</span> <span class="n">xp_gain</span><span class="p">)</span>
<span class="n">char2</span><span class="o">.</span><span class="n">msg</span><span class="p">(</span><span class="n">failtext_template</span><span class="o">.</span><span class="n">format</span><span class="p">(</span><span class="n">attacker</span><span class="o">=</span><span class="n">char1</span><span class="p">,</span> <span class="n">dmg</span><span class="o">=</span><span class="n">dmg</span><span class="p">))</span>
<span class="n">char2</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">HP</span> <span class="o">-=</span> <span class="n">dmg</span>
<span class="n">check_defeat</span><span class="p">(</span><span class="n">char2</span><span class="p">)</span>
<span class="k">elif</span> <span class="n">char2</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">combat</span> <span class="o">&gt;=</span> <span class="n">roll2</span> <span class="o">&gt;</span> <span class="n">roll1</span><span class="p">:</span>
<span class="c1"># char 2 hits</span>
<span class="n">dmg</span> <span class="o">=</span> <span class="n">roll_dmg</span><span class="p">()</span> <span class="o">+</span> <span class="n">char2</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">STR</span>
<span class="n">char1</span><span class="o">.</span><span class="n">msg</span><span class="p">(</span><span class="n">failtext_template</span><span class="o">.</span><span class="n">format</span><span class="p">(</span><span class="n">attacker</span><span class="o">=</span><span class="n">char2</span><span class="p">,</span> <span class="n">dmg</span><span class="o">=</span><span class="n">dmg</span><span class="p">))</span>
<span class="n">char1</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">HP</span> <span class="o">-=</span> <span class="n">dmg</span>
<span class="n">check_defeat</span><span class="p">(</span><span class="n">char1</span><span class="p">)</span>
<span class="n">char2</span><span class="o">.</span><span class="n">msg</span><span class="p">(</span><span class="n">wintext_template</span><span class="o">.</span><span class="n">format</span><span class="p">(</span><span class="n">target</span><span class="o">=</span><span class="n">char1</span><span class="p">,</span> <span class="n">dmg</span><span class="o">=</span><span class="n">dmg</span><span class="p">))</span>
<span class="n">add_XP</span><span class="p">(</span><span class="n">char2</span><span class="p">,</span> <span class="n">xp_gain</span><span class="p">)</span>
<span class="k">else</span><span class="p">:</span>
<span class="c1"># a draw</span>
<span class="n">drawtext</span> <span class="o">=</span> <span class="s2">&quot;Neither of you can find an opening.&quot;</span>
<span class="n">char1</span><span class="o">.</span><span class="n">msg</span><span class="p">(</span><span class="n">drawtext</span><span class="p">)</span>
<span class="n">char2</span><span class="o">.</span><span class="n">msg</span><span class="p">(</span><span class="n">drawtext</span><span class="p">)</span>
<span class="n">SKILLS</span> <span class="o">=</span> <span class="p">{</span><span class="s2">&quot;combat&quot;</span><span class="p">:</span> <span class="n">skill_combat</span><span class="p">}</span>
<span class="k">def</span> <span class="nf">roll_challenge</span><span class="p">(</span><span class="n">character1</span><span class="p">,</span> <span class="n">character2</span><span class="p">,</span> <span class="n">skillname</span><span class="p">):</span>
<span class="sd">&quot;&quot;&quot;</span>
<span class="sd"> Determine the outcome of a skill challenge between</span>
<span class="sd"> two characters based on the skillname given.</span>
<span class="sd"> &quot;&quot;&quot;</span>
<span class="k">if</span> <span class="n">skillname</span> <span class="ow">in</span> <span class="n">SKILLS</span><span class="p">:</span>
<span class="n">SKILLS</span><span class="p">[</span><span class="n">skillname</span><span class="p">](</span><span class="n">character1</span><span class="p">,</span> <span class="n">character2</span><span class="p">)</span>
<span class="k">else</span><span class="p">:</span>
<span class="k">raise</span> <span class="n">RunTimeError</span><span class="p">(</span><span class="sa">f</span><span class="s2">&quot;Skillname </span><span class="si">{</span><span class="n">skillname</span><span class="si">}</span><span class="s2"> not found.&quot;</span><span class="p">)</span>
</pre></div>
</div>
<p>These few functions implement the entirety of our simple rule system. We have a function to check
the “defeat” condition and reset the <code class="docutils literal notranslate"><span class="pre">HP</span></code> back to 100 again. We define a generic “skill” function.
Multiple skills could all be added with the same signature; our <code class="docutils literal notranslate"><span class="pre">SKILLS</span></code> dictionary makes it easy to
look up the skills regardless of what their actual functions are called. Finally, the access
function <code class="docutils literal notranslate"><span class="pre">roll_challenge</span></code> just picks the skill and gets the result.</p>
<p>In this example, the skill function actually does a lot - it not only rolls results, it also informs
everyone of their results via <code class="docutils literal notranslate"><span class="pre">character.msg()</span></code> calls.</p>
<p>Here is an example of usage in a game command:</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="kn">from</span> <span class="nn">world</span> <span class="kn">import</span> <span class="n">rules</span>
<span class="k">class</span> <span class="nc">CmdAttack</span><span class="p">(</span><span class="n">Command</span><span class="p">):</span>
<span class="sd">&quot;&quot;&quot;</span>
<span class="sd"> attack an opponent</span>
<span class="sd"> Usage:</span>
<span class="sd"> attack &lt;target&gt;</span>
<span class="sd"> This will attack a target in the same room, dealing</span>
<span class="sd"> damage with your bare hands.</span>
<span class="sd"> &quot;&quot;&quot;</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="s2">&quot;Implementing combat&quot;</span>
<span class="n">caller</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">caller</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="n">caller</span><span class="o">.</span><span class="n">msg</span><span class="p">(</span><span class="s2">&quot;You need to pick a target to attack.&quot;</span><span class="p">)</span>
<span class="k">return</span>
<span class="n">target</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">args</span><span class="p">)</span>
<span class="k">if</span> <span class="n">target</span><span class="p">:</span>
<span class="n">rules</span><span class="o">.</span><span class="n">roll_challenge</span><span class="p">(</span><span class="n">caller</span><span class="p">,</span> <span class="n">target</span><span class="p">,</span> <span class="s2">&quot;combat&quot;</span><span class="p">)</span>
</pre></div>
</div>
<p>Note how simple the command becomes and how generic you can make it. It becomes simple to offer any
number of Combat commands by just extending this functionality - you can easily roll challenges and
pick different skills to check. And if you ever decided to, say, change how to determine hit chance,
you dont have to change every command, but need only change the single <code class="docutils literal notranslate"><span class="pre">roll_hit</span></code> function inside
your <code class="docutils literal notranslate"><span class="pre">rules</span></code> module.</p>
</section>
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<p><h3><a href="../../../index.html">Table of Contents</a></h3>
<ul>
<li><a class="reference internal" href="#">Implementing a game rule system</a><ul>
<li><a class="reference internal" href="#overall-system-infrastructure">Overall system infrastructure</a></li>
<li><a class="reference internal" href="#coded-systems">Coded systems</a></li>
<li><a class="reference internal" href="#example-of-rule-module">Example of Rule module</a><ul>
<li><a class="reference internal" href="#character">Character</a></li>
<li><a class="reference internal" href="#rule-module">Rule module</a></li>
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<section class="tex2jax_ignore mathjax_ignore" id="turn-based-combat-system">
<h1>Turn based Combat System<a class="headerlink" href="#turn-based-combat-system" title="Permalink to this headline"></a></h1>
<p>This tutorial gives an example of a full, if simplified, combat system for Evennia. It was inspired
by the discussions held on the <a class="reference external" href="https://groups.google.com/forum/#%21msg/evennia/wnJNM2sXSfs/-dbLRrgWnYMJ">mailing
list</a>.</p>
<section id="overview-of-combat-system-concepts">
<h2>Overview of combat system concepts<a class="headerlink" href="#overview-of-combat-system-concepts" title="Permalink to this headline"></a></h2>
<p>Most MUDs will use some sort of combat system. There are several main variations:</p>
<ul class="simple">
<li><p><em>Freeform</em> - the simplest form of combat to implement, common to MUSH-style roleplaying games.
This means the system only supplies dice rollers or maybe commands to compare skills and spit out
the result. Dice rolls are done to resolve combat according to the rules of the game and to direct
the scene. A game master may be required to resolve rule disputes.</p></li>
<li><p><em>Twitch</em> - This is the traditional MUD hack&amp;slash style combat. In a twitch system there is often
no difference between your normal “move-around-and-explore mode” and the “combat mode”. You enter an
attack command and the system will calculate if the attack hits and how much damage was caused.
Normally attack commands have some sort of timeout or notion of recovery/balance to reduce the
advantage of spamming or client scripting. Whereas the simplest systems just means entering <code class="docutils literal notranslate"><span class="pre">kill</span> <span class="pre">&lt;target&gt;</span></code> over and over, more sophisticated twitch systems include anything from defensive stances
to tactical positioning.</p></li>
<li><p><em>Turn-based</em> - a turn based system means that the system pauses to make sure all combatants can
choose their actions before continuing. In some systems, such entered actions happen immediately
(like twitch-based) whereas in others the resolution happens simultaneously at the end of the turn.
The disadvantage of a turn-based system is that the game must switch to a “combat mode” and one also
needs to take special care of how to handle new combatants and the passage of time. The advantage is
that success is not dependent on typing speed or of setting up quick client macros. This potentially
allows for emoting as part of combat which is an advantage for roleplay-heavy games.</p></li>
</ul>
<p>To implement a freeform combat system all you need is a dice roller and a roleplaying rulebook. See
<a class="reference external" href="https://github.com/evennia/evennia/blob/master/evennia/contrib/dice.py">contrib/dice.py</a> for an
example dice roller. To implement at twitch-based system you basically need a few combat
<a class="reference internal" href="../../../Components/Commands.html"><span class="doc std std-doc">commands</span></a>, possibly ones with a <a class="reference internal" href="../../Command-Cooldown.html"><span class="doc std std-doc">cooldown</span></a>. You also need a <a class="reference internal" href="Implementing-a-game-rule-system.html"><span class="doc std std-doc">game rule
module</span></a> that makes use of it. We will focus on the turn-based
variety here.</p>
</section>
<section id="tutorial-overview">
<h2>Tutorial overview<a class="headerlink" href="#tutorial-overview" title="Permalink to this headline"></a></h2>
<p>This tutorial will implement the slightly more complex turn-based combat system. Our example has the
following properties:</p>
<ul class="simple">
<li><p>Combat is initiated with <code class="docutils literal notranslate"><span class="pre">attack</span> <span class="pre">&lt;target&gt;</span></code>, this initiates the combat mode.</p></li>
<li><p>Characters may join an ongoing battle using <code class="docutils literal notranslate"><span class="pre">attack</span> <span class="pre">&lt;target&gt;</span></code> against a character already in
combat.</p></li>
<li><p>Each turn every combating character will get to enter two commands, their internal order matters
and they are compared one-to-one in the order given by each combatant. Use of <code class="docutils literal notranslate"><span class="pre">say</span></code> and <code class="docutils literal notranslate"><span class="pre">pose</span></code> is
free.</p></li>
<li><p>The commands are (in our example) simple; they can either <code class="docutils literal notranslate"><span class="pre">hit</span> <span class="pre">&lt;target&gt;</span></code>, <code class="docutils literal notranslate"><span class="pre">feint</span> <span class="pre">&lt;target&gt;</span></code> or
<code class="docutils literal notranslate"><span class="pre">parry</span> <span class="pre">&lt;target&gt;</span></code>. They can also <code class="docutils literal notranslate"><span class="pre">defend</span></code>, a generic passive defense. Finally they may choose to
<code class="docutils literal notranslate"><span class="pre">disengage/flee</span></code>.</p></li>
<li><p>When attacking we use a classic [rock-paper-scissors](<a class="reference external" href="https://en.wikipedia.org/wiki/Rock-paper-">https://en.wikipedia.org/wiki/Rock-paper-</a>
scissors) mechanic to determine success: <code class="docutils literal notranslate"><span class="pre">hit</span></code> defeats <code class="docutils literal notranslate"><span class="pre">feint</span></code>, which defeats <code class="docutils literal notranslate"><span class="pre">parry</span></code> which defeats
<code class="docutils literal notranslate"><span class="pre">hit</span></code>. <code class="docutils literal notranslate"><span class="pre">defend</span></code> is a general passive action that has a percentage chance to win against <code class="docutils literal notranslate"><span class="pre">hit</span></code>
(only).</p></li>
<li><p><code class="docutils literal notranslate"><span class="pre">disengage/flee</span></code> must be entered two times in a row and will only succeed if there is no <code class="docutils literal notranslate"><span class="pre">hit</span></code>
against them in that time. If so they will leave combat mode.</p></li>
<li><p>Once every player has entered two commands, all commands are resolved in order and the result is
reported. A new turn then begins.</p></li>
<li><p>If players are too slow the turn will time out and any unset commands will be set to <code class="docutils literal notranslate"><span class="pre">defend</span></code>.</p></li>
</ul>
<p>For creating the combat system we will need the following components:</p>
<ul class="simple">
<li><p>A combat handler. This is the main mechanic of the system. This is a <a class="reference internal" href="../../../Components/Scripts.html"><span class="doc std std-doc">Script</span></a> object
created for each combat. It is not assigned to a specific object but is shared by the combating
characters and handles all the combat information. Since Scripts are database entities it also means
that the combat will not be affected by a server reload.</p></li>
<li><p>A combat <a class="reference internal" href="../../../Components/Command-Sets.html"><span class="doc std std-doc">command set</span></a> with the relevant commands needed for combat, such as the
various attack/defend options and the <code class="docutils literal notranslate"><span class="pre">flee/disengage</span></code> command to leave the combat mode.</p></li>
<li><p>A rule resolution system. The basics of making such a module is described in the <a class="reference internal" href="Implementing-a-game-rule-system.html"><span class="doc std std-doc">rule system
tutorial</span></a>. We will only sketch such a module here for our end-turn
combat resolution.</p></li>
<li><p>An <code class="docutils literal notranslate"><span class="pre">attack</span></code> <a class="reference internal" href="../../../Components/Commands.html"><span class="doc std std-doc">command</span></a> for initiating the combat mode. This is added to the default
command set. It will create the combat handler and add the character(s) to it. It will also assign
the combat command set to the characters.</p></li>
</ul>
</section>
<section id="the-combat-handler">
<h2>The combat handler<a class="headerlink" href="#the-combat-handler" title="Permalink to this headline"></a></h2>
<p>The <em>combat handler</em> is implemented as a stand-alone <a class="reference internal" href="../../../Components/Scripts.html"><span class="doc std std-doc">Script</span></a>. This Script is created when
the first Character decides to attack another and is deleted when no one is fighting any more. Each
handler represents one instance of combat and one combat only. Each instance of combat can hold any
number of characters but each character can only be part of one combat at a time (a player would
need to disengage from the first combat before they could join another).</p>
<p>The reason we dont store this Script “on” any specific character is because any character may leave
the combat at any time. Instead the script holds references to all characters involved in the
combat. Vice-versa, all characters holds a back-reference to the current combat handler. While we
dont use this very much here this might allow the combat commands on the characters to access and
update the combat handler state directly.</p>
<p><em>Note: Another way to implement a combat handler would be to use a normal Python object and handle
time-keeping with the <a class="reference internal" href="../../../Components/TickerHandler.html"><span class="doc std std-doc">TickerHandler</span></a>. This would require either adding custom hook
methods on the character or to implement a custom child of the TickerHandler class to track turns.
Whereas the TickerHandler is easy to use, a Script offers more power in this case.</em></p>
<p>Here is a basic combat handler. Assuming our game folder is named <code class="docutils literal notranslate"><span class="pre">mygame</span></code>, we store it in
<code class="docutils literal notranslate"><span class="pre">mygame/typeclasses/combat_handler.py</span></code>:</p>
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="c1"># mygame/typeclasses/combat_handler.py</span>
<span class="kn">import</span> <span class="nn">random</span>
<span class="kn">from</span> <span class="nn">evennia</span> <span class="kn">import</span> <span class="n">DefaultScript</span>
<span class="kn">from</span> <span class="nn">world.rules</span> <span class="kn">import</span> <span class="n">resolve_combat</span>
<span class="k">class</span> <span class="nc">CombatHandler</span><span class="p">(</span><span class="n">DefaultScript</span><span class="p">):</span>
<span class="sd">&quot;&quot;&quot;</span>
<span class="sd"> This implements the combat handler.</span>
<span class="sd"> &quot;&quot;&quot;</span>
<span class="c1"># standard Script hooks </span>
<span class="k">def</span> <span class="nf">at_script_creation</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
<span class="s2">&quot;Called when script is first created&quot;</span>
<span class="bp">self</span><span class="o">.</span><span class="n">key</span> <span class="o">=</span> <span class="sa">f</span><span class="s2">&quot;combat_handler_</span><span class="si">{</span><span class="n">random</span><span class="o">.</span><span class="n">randint</span><span class="p">(</span><span class="mi">1</span><span class="p">,</span> <span class="mi">1000</span><span class="p">)</span><span class="si">}</span><span class="s2">&quot;</span>
<span class="bp">self</span><span class="o">.</span><span class="n">desc</span> <span class="o">=</span> <span class="s2">&quot;handles combat&quot;</span>
<span class="bp">self</span><span class="o">.</span><span class="n">interval</span> <span class="o">=</span> <span class="mi">60</span> <span class="o">*</span> <span class="mi">2</span> <span class="c1"># two minute timeout</span>
<span class="bp">self</span><span class="o">.</span><span class="n">start_delay</span> <span class="o">=</span> <span class="kc">True</span>
<span class="bp">self</span><span class="o">.</span><span class="n">persistent</span> <span class="o">=</span> <span class="kc">True</span>
<span class="c1"># store all combatants</span>
<span class="bp">self</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">characters</span> <span class="o">=</span> <span class="p">{}</span>
<span class="c1"># store all actions for each turn</span>
<span class="bp">self</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">turn_actions</span> <span class="o">=</span> <span class="p">{}</span>
<span class="c1"># number of actions entered per combatant</span>
<span class="bp">self</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">action_count</span> <span class="o">=</span> <span class="p">{}</span>
<span class="k">def</span> <span class="nf">_init_character</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">character</span><span class="p">):</span>
<span class="sd">&quot;&quot;&quot;</span>
<span class="sd"> This initializes handler back-reference </span>
<span class="sd"> and combat cmdset on a character</span>
<span class="sd"> &quot;&quot;&quot;</span>
<span class="n">character</span><span class="o">.</span><span class="n">ndb</span><span class="o">.</span><span class="n">combat_handler</span> <span class="o">=</span> <span class="bp">self</span>
<span class="n">character</span><span class="o">.</span><span class="n">cmdset</span><span class="o">.</span><span class="n">add</span><span class="p">(</span><span class="s2">&quot;commands.combat.CombatCmdSet&quot;</span><span class="p">)</span>
<span class="k">def</span> <span class="nf">_cleanup_character</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">character</span><span class="p">):</span>
<span class="sd">&quot;&quot;&quot;</span>
<span class="sd"> Remove character from handler and clean </span>
<span class="sd"> it of the back-reference and cmdset</span>
<span class="sd"> &quot;&quot;&quot;</span>
<span class="n">dbref</span> <span class="o">=</span> <span class="n">character</span><span class="o">.</span><span class="n">id</span>
<span class="k">del</span> <span class="bp">self</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">characters</span><span class="p">[</span><span class="n">dbref</span><span class="p">]</span>
<span class="k">del</span> <span class="bp">self</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">turn_actions</span><span class="p">[</span><span class="n">dbref</span><span class="p">]</span>
<span class="k">del</span> <span class="bp">self</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">action_count</span><span class="p">[</span><span class="n">dbref</span><span class="p">]</span>
<span class="k">del</span> <span class="n">character</span><span class="o">.</span><span class="n">ndb</span><span class="o">.</span><span class="n">combat_handler</span>
<span class="n">character</span><span class="o">.</span><span class="n">cmdset</span><span class="o">.</span><span class="n">delete</span><span class="p">(</span><span class="s2">&quot;commands.combat.CombatCmdSet&quot;</span><span class="p">)</span>
<span class="k">def</span> <span class="nf">at_start</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
<span class="sd">&quot;&quot;&quot;</span>
<span class="sd"> This is called on first start but also when the script is restarted</span>
<span class="sd"> after a server reboot. We need to re-assign this combat handler to </span>
<span class="sd"> all characters as well as re-assign the cmdset.</span>
<span class="sd"> &quot;&quot;&quot;</span>
<span class="k">for</span> <span class="n">character</span> <span class="ow">in</span> <span class="bp">self</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">characters</span><span class="o">.</span><span class="n">values</span><span class="p">():</span>
<span class="bp">self</span><span class="o">.</span><span class="n">_init_character</span><span class="p">(</span><span class="n">character</span><span class="p">)</span>
<span class="k">def</span> <span class="nf">at_stop</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
<span class="s2">&quot;Called just before the script is stopped/destroyed.&quot;</span>
<span class="k">for</span> <span class="n">character</span> <span class="ow">in</span> <span class="nb">list</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">characters</span><span class="o">.</span><span class="n">values</span><span class="p">()):</span>
<span class="c1"># note: the list() call above disconnects list from database</span>
<span class="bp">self</span><span class="o">.</span><span class="n">_cleanup_character</span><span class="p">(</span><span class="n">character</span><span class="p">)</span>
<span class="k">def</span> <span class="nf">at_repeat</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
<span class="sd">&quot;&quot;&quot;</span>
<span class="sd"> This is called every self.interval seconds (turn timeout) or </span>
<span class="sd"> when force_repeat is called (because everyone has entered their </span>
<span class="sd"> commands). We know this by checking the existence of the</span>
<span class="sd"> `normal_turn_end` NAttribute, set just before calling </span>
<span class="sd"> force_repeat.</span>
<span class="sd"> </span>
<span class="sd"> &quot;&quot;&quot;</span>
<span class="k">if</span> <span class="bp">self</span><span class="o">.</span><span class="n">ndb</span><span class="o">.</span><span class="n">normal_turn_end</span><span class="p">:</span>
<span class="c1"># we get here because the turn ended normally</span>
<span class="c1"># (force_repeat was called) - no msg output</span>
<span class="k">del</span> <span class="bp">self</span><span class="o">.</span><span class="n">ndb</span><span class="o">.</span><span class="n">normal_turn_end</span>
<span class="k">else</span><span class="p">:</span>
<span class="c1"># turn timeout</span>
<span class="bp">self</span><span class="o">.</span><span class="n">msg_all</span><span class="p">(</span><span class="s2">&quot;Turn timer timed out. Continuing.&quot;</span><span class="p">)</span>
<span class="bp">self</span><span class="o">.</span><span class="n">end_turn</span><span class="p">()</span>
<span class="c1"># Combat-handler methods</span>
<span class="k">def</span> <span class="nf">add_character</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">character</span><span class="p">):</span>
<span class="s2">&quot;Add combatant to handler&quot;</span>
<span class="n">dbref</span> <span class="o">=</span> <span class="n">character</span><span class="o">.</span><span class="n">id</span>
<span class="bp">self</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">characters</span><span class="p">[</span><span class="n">dbref</span><span class="p">]</span> <span class="o">=</span> <span class="n">character</span>
<span class="bp">self</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">action_count</span><span class="p">[</span><span class="n">dbref</span><span class="p">]</span> <span class="o">=</span> <span class="mi">0</span>
<span class="bp">self</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">turn_actions</span><span class="p">[</span><span class="n">dbref</span><span class="p">]</span> <span class="o">=</span> <span class="p">[(</span><span class="s2">&quot;defend&quot;</span><span class="p">,</span> <span class="n">character</span><span class="p">,</span> <span class="kc">None</span><span class="p">),</span>
<span class="p">(</span><span class="s2">&quot;defend&quot;</span><span class="p">,</span> <span class="n">character</span><span class="p">,</span> <span class="kc">None</span><span class="p">)]</span>
<span class="c1"># set up back-reference</span>
<span class="bp">self</span><span class="o">.</span><span class="n">_init_character</span><span class="p">(</span><span class="n">character</span><span class="p">)</span>
<span class="k">def</span> <span class="nf">remove_character</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">character</span><span class="p">):</span>
<span class="s2">&quot;Remove combatant from handler&quot;</span>
<span class="k">if</span> <span class="n">character</span><span class="o">.</span><span class="n">id</span> <span class="ow">in</span> <span class="bp">self</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">characters</span><span class="p">:</span>
<span class="bp">self</span><span class="o">.</span><span class="n">_cleanup_character</span><span class="p">(</span><span class="n">character</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">db</span><span class="o">.</span><span class="n">characters</span><span class="p">:</span>
<span class="c1"># if no more characters in battle, kill this handler</span>
<span class="bp">self</span><span class="o">.</span><span class="n">stop</span><span class="p">()</span>
<span class="k">def</span> <span class="nf">msg_all</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">message</span><span class="p">):</span>
<span class="s2">&quot;Send message to all combatants&quot;</span>
<span class="k">for</span> <span class="n">character</span> <span class="ow">in</span> <span class="bp">self</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">characters</span><span class="o">.</span><span class="n">values</span><span class="p">():</span>
<span class="n">character</span><span class="o">.</span><span class="n">msg</span><span class="p">(</span><span class="n">message</span><span class="p">)</span>
<span class="k">def</span> <span class="nf">add_action</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">action</span><span class="p">,</span> <span class="n">character</span><span class="p">,</span> <span class="n">target</span><span class="p">):</span>
<span class="sd">&quot;&quot;&quot;</span>
<span class="sd"> Called by combat commands to register an action with the handler.</span>
<span class="sd"> action - string identifying the action, like &quot;hit&quot; or &quot;parry&quot;</span>
<span class="sd"> character - the character performing the action</span>
<span class="sd"> target - the target character or None</span>
<span class="sd"> actions are stored in a dictionary keyed to each character, each</span>
<span class="sd"> of which holds a list of max 2 actions. An action is stored as</span>
<span class="sd"> a tuple (character, action, target). </span>
<span class="sd"> &quot;&quot;&quot;</span>
<span class="n">dbref</span> <span class="o">=</span> <span class="n">character</span><span class="o">.</span><span class="n">id</span>
<span class="n">count</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">action_count</span><span class="p">[</span><span class="n">dbref</span><span class="p">]</span>
<span class="k">if</span> <span class="mi">0</span> <span class="o">&lt;=</span> <span class="n">count</span> <span class="o">&lt;=</span> <span class="mi">1</span><span class="p">:</span> <span class="c1"># only allow 2 actions </span>
<span class="bp">self</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">turn_actions</span><span class="p">[</span><span class="n">dbref</span><span class="p">][</span><span class="n">count</span><span class="p">]</span> <span class="o">=</span> <span class="p">(</span><span class="n">action</span><span class="p">,</span> <span class="n">character</span><span class="p">,</span> <span class="n">target</span><span class="p">)</span>
<span class="k">else</span><span class="p">:</span>
<span class="c1"># report if we already used too many actions</span>
<span class="k">return</span> <span class="kc">False</span>
<span class="bp">self</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">action_count</span><span class="p">[</span><span class="n">dbref</span><span class="p">]</span> <span class="o">+=</span> <span class="mi">1</span>
<span class="k">return</span> <span class="kc">True</span>
<span class="k">def</span> <span class="nf">check_end_turn</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
<span class="sd">&quot;&quot;&quot;</span>
<span class="sd"> Called by the command to eventually trigger </span>
<span class="sd"> the resolution of the turn. We check if everyone</span>
<span class="sd"> has added all their actions; if so we call force the</span>
<span class="sd"> script to repeat immediately (which will call</span>
<span class="sd"> `self.at_repeat()` while resetting all timers). </span>
<span class="sd"> &quot;&quot;&quot;</span>
<span class="k">if</span> <span class="nb">all</span><span class="p">(</span><span class="n">count</span> <span class="o">&gt;</span> <span class="mi">1</span> <span class="k">for</span> <span class="n">count</span> <span class="ow">in</span> <span class="bp">self</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">action_count</span><span class="o">.</span><span class="n">values</span><span class="p">()):</span>
<span class="bp">self</span><span class="o">.</span><span class="n">ndb</span><span class="o">.</span><span class="n">normal_turn_end</span> <span class="o">=</span> <span class="kc">True</span>
<span class="bp">self</span><span class="o">.</span><span class="n">force_repeat</span><span class="p">()</span>
<span class="k">def</span> <span class="nf">end_turn</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
<span class="sd">&quot;&quot;&quot;</span>
<span class="sd"> This resolves all actions by calling the rules module. </span>
<span class="sd"> It then resets everything and starts the next turn. It</span>
<span class="sd"> is called by at_repeat().</span>
<span class="sd"> &quot;&quot;&quot;</span>
<span class="n">resolve_combat</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">turn_actions</span><span class="p">)</span>
<span class="k">if</span> <span class="nb">len</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">characters</span><span class="p">)</span> <span class="o">&lt;</span> <span class="mi">2</span><span class="p">:</span>
<span class="c1"># less than 2 characters in battle, kill this handler</span>
<span class="bp">self</span><span class="o">.</span><span class="n">msg_all</span><span class="p">(</span><span class="s2">&quot;Combat has ended&quot;</span><span class="p">)</span>
<span class="bp">self</span><span class="o">.</span><span class="n">stop</span><span class="p">()</span>
<span class="k">else</span><span class="p">:</span>
<span class="c1"># reset counters before next turn</span>
<span class="k">for</span> <span class="n">character</span> <span class="ow">in</span> <span class="bp">self</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">characters</span><span class="o">.</span><span class="n">values</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">characters</span><span class="p">[</span><span class="n">character</span><span class="o">.</span><span class="n">id</span><span class="p">]</span> <span class="o">=</span> <span class="n">character</span>
<span class="bp">self</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">action_count</span><span class="p">[</span><span class="n">character</span><span class="o">.</span><span class="n">id</span><span class="p">]</span> <span class="o">=</span> <span class="mi">0</span>
<span class="bp">self</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">turn_actions</span><span class="p">[</span><span class="n">character</span><span class="o">.</span><span class="n">id</span><span class="p">]</span> <span class="o">=</span> <span class="p">[(</span><span class="s2">&quot;defend&quot;</span><span class="p">,</span> <span class="n">character</span><span class="p">,</span> <span class="kc">None</span><span class="p">),</span>
<span class="p">(</span><span class="s2">&quot;defend&quot;</span><span class="p">,</span> <span class="n">character</span><span class="p">,</span> <span class="kc">None</span><span class="p">)]</span>
<span class="bp">self</span><span class="o">.</span><span class="n">msg_all</span><span class="p">(</span><span class="s2">&quot;Next turn begins ...&quot;</span><span class="p">)</span>
</pre></div>
</div>
<p>This implements all the useful properties of our combat handler. This Script will survive a reboot
and will automatically re-assert itself when it comes back online. Even the current state of the
combat should be unaffected since it is saved in Attributes at every turn. An important part to note
is the use of the Scripts standard <code class="docutils literal notranslate"><span class="pre">at_repeat</span></code> hook and the <code class="docutils literal notranslate"><span class="pre">force_repeat</span></code> method to end each turn.
This allows for everything to go through the same mechanisms with minimal repetition of code.</p>
<p>What is not present in this handler is a way for players to view the actions they set or to change
their actions once they have been added (but before the last one has added theirs). We leave this as
an exercise.</p>
</section>
<section id="combat-commands">
<h2>Combat commands<a class="headerlink" href="#combat-commands" title="Permalink to this headline"></a></h2>
<p>Our combat commands - the commands that are to be available to us during the combat - are (in our
example) very simple. In a full implementation the commands available might be determined by the
weapon(s) held by the player or by which skills they know.</p>
<p>We create them in <code class="docutils literal notranslate"><span class="pre">mygame/commands/combat.py</span></code>.</p>
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="c1"># mygame/commands/combat.py</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">CmdHit</span><span class="p">(</span><span class="n">Command</span><span class="p">):</span>
<span class="sd">&quot;&quot;&quot;</span>
<span class="sd"> hit an enemy</span>
<span class="sd"> Usage:</span>
<span class="sd"> hit &lt;target&gt;</span>
<span class="sd"> Strikes the given enemy with your current weapon.</span>
<span class="sd"> &quot;&quot;&quot;</span>
<span class="n">key</span> <span class="o">=</span> <span class="s2">&quot;hit&quot;</span>
<span class="n">aliases</span> <span class="o">=</span> <span class="p">[</span><span class="s2">&quot;strike&quot;</span><span class="p">,</span> <span class="s2">&quot;slash&quot;</span><span class="p">]</span>
<span class="n">help_category</span> <span class="o">=</span> <span class="s2">&quot;combat&quot;</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="s2">&quot;Implements the command&quot;</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">&quot;Usage: hit &lt;target&gt;&quot;</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="bp">self</span><span class="o">.</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="n">ok</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">ndb</span><span class="o">.</span><span class="n">combat_handler</span><span class="o">.</span><span class="n">add_action</span><span class="p">(</span><span class="s2">&quot;hit&quot;</span><span class="p">,</span>
<span class="bp">self</span><span class="o">.</span><span class="n">caller</span><span class="p">,</span>
<span class="n">target</span><span class="p">)</span>
<span class="k">if</span> <span class="n">ok</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">&quot;You add &#39;hit&#39; to the combat queue&quot;</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">caller</span><span class="o">.</span><span class="n">msg</span><span class="p">(</span><span class="s2">&quot;You can only queue two actions per turn!&quot;</span><span class="p">)</span>
<span class="c1"># tell the handler to check if turn is over</span>
<span class="bp">self</span><span class="o">.</span><span class="n">caller</span><span class="o">.</span><span class="n">ndb</span><span class="o">.</span><span class="n">combat_handler</span><span class="o">.</span><span class="n">check_end_turn</span><span class="p">()</span>
</pre></div>
</div>
<p>The other commands <code class="docutils literal notranslate"><span class="pre">CmdParry</span></code>, <code class="docutils literal notranslate"><span class="pre">CmdFeint</span></code>, <code class="docutils literal notranslate"><span class="pre">CmdDefend</span></code> and <code class="docutils literal notranslate"><span class="pre">CmdDisengage</span></code> look basically the same.
We should also add a custom <code class="docutils literal notranslate"><span class="pre">help</span></code> command to list all the available combat commands and what they
do.</p>
<p>We just need to put them all in a cmdset. We do this at the end of the same module:</p>
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="c1"># mygame/commands/combat.py</span>
<span class="kn">from</span> <span class="nn">evennia</span> <span class="kn">import</span> <span class="n">CmdSet</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">CombatCmdSet</span><span class="p">(</span><span class="n">CmdSet</span><span class="p">):</span>
<span class="n">key</span> <span class="o">=</span> <span class="s2">&quot;combat_cmdset&quot;</span>
<span class="n">mergetype</span> <span class="o">=</span> <span class="s2">&quot;Replace&quot;</span>
<span class="n">priority</span> <span class="o">=</span> <span class="mi">10</span>
<span class="n">no_exits</span> <span class="o">=</span> <span class="kc">True</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">CmdHit</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">CmdParry</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">CmdFeint</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">CmdDefend</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">CmdDisengage</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">CmdHelp</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">default_cmds</span><span class="o">.</span><span class="n">CmdPose</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">default_cmds</span><span class="o">.</span><span class="n">CmdSay</span><span class="p">())</span>
</pre></div>
</div>
</section>
<section id="rules-module">
<h2>Rules module<a class="headerlink" href="#rules-module" title="Permalink to this headline"></a></h2>
<p>A general way to implement a rule module is found in the [rule system tutorial](Implementing-a-game-
rule-system). Proper resolution would likely require us to change our Characters to store things
like strength, weapon skills and so on. So for this example we will settle for a very simplistic
rock-paper-scissors kind of setup with some randomness thrown in. We will not deal with damage here
but just announce the results of each turn. In a real system the Character objects would hold stats
to affect their skills, their chosen weapon affect the choices, they would be able to lose health
etc.</p>
<p>Within each turn, there are “sub-turns”, each consisting of one action per character. The actions
within each sub-turn happens simultaneously and only once they have all been resolved we move on to
the next sub-turn (or end the full turn).</p>
<p><em>Note: In our simple example the sub-turns dont affect each other (except for <code class="docutils literal notranslate"><span class="pre">disengage/flee</span></code>),
nor do any effects carry over between turns. The real power of a turn-based system would be to add
real tactical possibilities here though; For example if your hit got parried you could be out of
balance and your next action would be at a disadvantage. A successful feint would open up for a
subsequent attack and so on …</em></p>
<p>Our rock-paper-scissor setup works like this:</p>
<ul class="simple">
<li><p><code class="docutils literal notranslate"><span class="pre">hit</span></code> beats <code class="docutils literal notranslate"><span class="pre">feint</span></code> and <code class="docutils literal notranslate"><span class="pre">flee/disengage</span></code>. It has a random chance to fail against <code class="docutils literal notranslate"><span class="pre">defend</span></code>.</p></li>
<li><p><code class="docutils literal notranslate"><span class="pre">parry</span></code> beats <code class="docutils literal notranslate"><span class="pre">hit</span></code>.</p></li>
<li><p><code class="docutils literal notranslate"><span class="pre">feint</span></code> beats <code class="docutils literal notranslate"><span class="pre">parry</span></code> and is then counted as a <code class="docutils literal notranslate"><span class="pre">hit</span></code>.</p></li>
<li><p><code class="docutils literal notranslate"><span class="pre">defend</span></code> does nothing but has a chance to beat <code class="docutils literal notranslate"><span class="pre">hit</span></code>.</p></li>
<li><p><code class="docutils literal notranslate"><span class="pre">flee/disengage</span></code> must succeed two times in a row (i.e. not beaten by a <code class="docutils literal notranslate"><span class="pre">hit</span></code> once during the
turn). If so the character leaves combat.</p></li>
</ul>
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="c1"># mygame/world/rules.py</span>
<span class="kn">import</span> <span class="nn">random</span>
<span class="c1"># messages </span>
<span class="k">def</span> <span class="nf">resolve_combat</span><span class="p">(</span><span class="n">combat_handler</span><span class="p">,</span> <span class="n">actiondict</span><span class="p">):</span>
<span class="sd">&quot;&quot;&quot;</span>
<span class="sd"> This is called by the combat handler</span>
<span class="sd"> actiondict is a dictionary with a list of two actions</span>
<span class="sd"> for each character:</span>
<span class="sd"> {char.id:[(action1, char, target), (action2, char, target)], ...}</span>
<span class="sd"> &quot;&quot;&quot;</span>
<span class="n">flee</span> <span class="o">=</span> <span class="p">{}</span> <span class="c1"># track number of flee commands per character</span>
<span class="k">for</span> <span class="n">isub</span> <span class="ow">in</span> <span class="nb">range</span><span class="p">(</span><span class="mi">2</span><span class="p">):</span>
<span class="c1"># loop over sub-turns</span>
<span class="n">messages</span> <span class="o">=</span> <span class="p">[]</span>
<span class="k">for</span> <span class="n">subturn</span> <span class="ow">in</span> <span class="p">(</span><span class="n">sub</span><span class="p">[</span><span class="n">isub</span><span class="p">]</span> <span class="k">for</span> <span class="n">sub</span> <span class="ow">in</span> <span class="n">actiondict</span><span class="o">.</span><span class="n">values</span><span class="p">()):</span>
<span class="c1"># for each character, resolve the sub-turn</span>
<span class="n">action</span><span class="p">,</span> <span class="n">char</span><span class="p">,</span> <span class="n">target</span> <span class="o">=</span> <span class="n">subturn</span>
<span class="k">if</span> <span class="n">target</span><span class="p">:</span>
<span class="n">taction</span><span class="p">,</span> <span class="n">tchar</span><span class="p">,</span> <span class="n">ttarget</span> <span class="o">=</span> <span class="n">actiondict</span><span class="p">[</span><span class="n">target</span><span class="o">.</span><span class="n">id</span><span class="p">][</span><span class="n">isub</span><span class="p">]</span>
<span class="k">if</span> <span class="n">action</span> <span class="o">==</span> <span class="s2">&quot;hit&quot;</span><span class="p">:</span>
<span class="k">if</span> <span class="n">taction</span> <span class="o">==</span> <span class="s2">&quot;parry&quot;</span> <span class="ow">and</span> <span class="n">ttarget</span> <span class="o">==</span> <span class="n">char</span><span class="p">:</span>
<span class="n">messages</span><span class="o">.</span><span class="n">append</span><span class="p">(</span>
<span class="sa">f</span><span class="s2">&quot;</span><span class="si">{</span><span class="n">char</span><span class="si">}</span><span class="s2"> tries to hit </span><span class="si">{</span><span class="n">tchar</span><span class="si">}</span><span class="s2">, but </span><span class="si">{</span><span class="n">tchar</span><span class="si">}</span><span class="s2"> parries the attack!&quot;</span>
<span class="p">)</span>
<span class="k">elif</span> <span class="n">taction</span> <span class="o">==</span> <span class="s2">&quot;defend&quot;</span> <span class="ow">and</span> <span class="n">random</span><span class="o">.</span><span class="n">random</span><span class="p">()</span> <span class="o">&lt;</span> <span class="mf">0.5</span><span class="p">:</span>
<span class="n">messages</span><span class="o">.</span><span class="n">append</span><span class="p">(</span>
<span class="sa">f</span><span class="s2">&quot;</span><span class="si">{</span><span class="n">tchar</span><span class="si">}</span><span class="s2"> defends against the attack by </span><span class="si">{</span><span class="n">char</span><span class="si">}</span><span class="s2">.&quot;</span>
<span class="p">)</span>
<span class="k">elif</span> <span class="n">taction</span> <span class="o">==</span> <span class="s2">&quot;flee&quot;</span><span class="p">:</span>
<span class="n">flee</span><span class="p">[</span><span class="n">tchar</span><span class="p">]</span> <span class="o">=</span> <span class="o">-</span><span class="mi">2</span>
<span class="n">messages</span><span class="o">.</span><span class="n">append</span><span class="p">(</span>
<span class="sa">f</span><span class="s2">&quot;</span><span class="si">{</span><span class="n">char</span><span class="si">}</span><span class="s2"> stops </span><span class="si">{</span><span class="n">tchar</span><span class="si">}</span><span class="s2"> from disengaging, with a hit!&quot;</span>
<span class="p">)</span>
<span class="k">else</span><span class="p">:</span>
<span class="n">messages</span><span class="o">.</span><span class="n">append</span><span class="p">(</span>
<span class="sa">f</span><span class="s2">&quot;</span><span class="si">{</span><span class="n">char</span><span class="si">}</span><span class="s2"> hits </span><span class="si">{</span><span class="n">tchar</span><span class="si">}</span><span class="s2">, bypassing their </span><span class="si">{</span><span class="n">taction</span><span class="si">}</span><span class="s2">!&quot;</span>
<span class="p">)</span>
<span class="k">elif</span> <span class="n">action</span> <span class="o">==</span> <span class="s2">&quot;parry&quot;</span><span class="p">:</span>
<span class="k">if</span> <span class="n">taction</span> <span class="o">==</span> <span class="s2">&quot;hit&quot;</span><span class="p">:</span>
<span class="n">messages</span><span class="o">.</span><span class="n">append</span><span class="p">(</span><span class="sa">f</span><span class="s2">&quot;</span><span class="si">{</span><span class="n">char</span><span class="si">}</span><span class="s2"> parries the attack by </span><span class="si">{</span><span class="n">tchar</span><span class="si">}</span><span class="s2">.&quot;</span><span class="p">)</span>
<span class="k">elif</span> <span class="n">taction</span> <span class="o">==</span> <span class="s2">&quot;feint&quot;</span><span class="p">:</span>
<span class="n">messages</span><span class="o">.</span><span class="n">append</span><span class="p">(</span>
<span class="sa">f</span><span class="s2">&quot;</span><span class="si">{</span><span class="n">char</span><span class="si">}</span><span class="s2"> tries to parry, but </span><span class="si">{</span><span class="n">tchar</span><span class="si">}</span><span class="s2"> feints and hits!&quot;</span>
<span class="p">)</span>
<span class="k">else</span><span class="p">:</span>
<span class="n">messages</span><span class="o">.</span><span class="n">append</span><span class="p">(</span><span class="sa">f</span><span class="s2">&quot;</span><span class="si">{</span><span class="n">char</span><span class="si">}</span><span class="s2"> parries to no avail.&quot;</span><span class="p">)</span>
<span class="k">elif</span> <span class="n">action</span> <span class="o">==</span> <span class="s2">&quot;feint&quot;</span><span class="p">:</span>
<span class="k">if</span> <span class="n">taction</span> <span class="o">==</span> <span class="s2">&quot;parry&quot;</span><span class="p">:</span>
<span class="n">messages</span><span class="o">.</span><span class="n">append</span><span class="p">(</span>
<span class="sa">f</span><span class="s2">&quot;</span><span class="si">{</span><span class="n">char</span><span class="si">}</span><span class="s2"> feints past </span><span class="si">{</span><span class="n">tchar</span><span class="si">}</span><span class="s2">&#39;s parry, landing a hit!&quot;</span>
<span class="p">)</span>
<span class="k">elif</span> <span class="n">taction</span> <span class="o">==</span> <span class="s2">&quot;hit&quot;</span><span class="p">:</span>
<span class="n">messages</span><span class="o">.</span><span class="n">append</span><span class="p">(</span><span class="sa">f</span><span class="s2">&quot;</span><span class="si">{</span><span class="n">char</span><span class="si">}</span><span class="s2"> feints but is defeated by </span><span class="si">{</span><span class="n">tchar</span><span class="si">}</span><span class="s2">&#39;s hit!&quot;</span><span class="p">)</span>
<span class="k">else</span><span class="p">:</span>
<span class="n">messages</span><span class="o">.</span><span class="n">append</span><span class="p">(</span><span class="sa">f</span><span class="s2">&quot;</span><span class="si">{</span><span class="n">char</span><span class="si">}</span><span class="s2"> feints to no avail.&quot;</span><span class="p">)</span>
<span class="k">elif</span> <span class="n">action</span> <span class="o">==</span> <span class="s2">&quot;defend&quot;</span><span class="p">:</span>
<span class="n">messages</span><span class="o">.</span><span class="n">append</span><span class="p">(</span><span class="sa">f</span><span class="s2">&quot;</span><span class="si">{</span><span class="n">char</span><span class="si">}</span><span class="s2"> defends.&quot;</span><span class="p">)</span>
<span class="k">elif</span> <span class="n">action</span> <span class="o">==</span> <span class="s2">&quot;flee&quot;</span><span class="p">:</span>
<span class="k">if</span> <span class="n">char</span> <span class="ow">in</span> <span class="n">flee</span><span class="p">:</span>
<span class="n">flee</span><span class="p">[</span><span class="n">char</span><span class="p">]</span> <span class="o">+=</span> <span class="mi">1</span>
<span class="k">else</span><span class="p">:</span>
<span class="n">flee</span><span class="p">[</span><span class="n">char</span><span class="p">]</span> <span class="o">=</span> <span class="mi">1</span>
<span class="n">messages</span><span class="o">.</span><span class="n">append</span><span class="p">(</span>
<span class="sa">f</span><span class="s2">&quot;</span><span class="si">{</span><span class="n">char</span><span class="si">}</span><span class="s2"> tries to disengage (two subsequent turns needed)&quot;</span>
<span class="p">)</span>
<span class="c1"># echo results of each subturn</span>
<span class="n">combat_handler</span><span class="o">.</span><span class="n">msg_all</span><span class="p">(</span><span class="s2">&quot;</span><span class="se">\n</span><span class="s2">&quot;</span><span class="o">.</span><span class="n">join</span><span class="p">(</span><span class="n">messages</span><span class="p">))</span>
<span class="c1"># at the end of both sub-turns, test if anyone fled</span>
<span class="k">for</span> <span class="p">(</span><span class="n">char</span><span class="p">,</span> <span class="n">fleevalue</span><span class="p">)</span> <span class="ow">in</span> <span class="n">flee</span><span class="o">.</span><span class="n">items</span><span class="p">():</span>
<span class="k">if</span> <span class="n">fleevalue</span> <span class="o">==</span> <span class="mi">2</span><span class="p">:</span>
<span class="n">combat_handler</span><span class="o">.</span><span class="n">msg_all</span><span class="p">(</span><span class="sa">f</span><span class="s2">&quot;</span><span class="si">{</span><span class="n">char</span><span class="si">}</span><span class="s2"> withdraws from combat.&quot;</span><span class="p">)</span>
<span class="n">combat_handler</span><span class="o">.</span><span class="n">remove_character</span><span class="p">(</span><span class="n">char</span><span class="p">)</span>
</pre></div>
</div>
<p>To make it simple (and to save space), this example rule module actually resolves each interchange
twice - first when it gets to each character and then again when handling the target. Also, since we
use the combat handlers <code class="docutils literal notranslate"><span class="pre">msg_all</span></code> method here, the system will get pretty spammy. To clean it up,
one could imagine tracking all the possible interactions to make sure each pair is only handled and
reported once.</p>
</section>
<section id="combat-initiator-command">
<h2>Combat initiator command<a class="headerlink" href="#combat-initiator-command" title="Permalink to this headline"></a></h2>
<p>This is the last component we need, a command to initiate combat. This will tie everything together.
We store this with the other combat commands.</p>
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="c1"># mygame/commands/combat.py</span>
<span class="kn">from</span> <span class="nn">evennia</span> <span class="kn">import</span> <span class="n">create_script</span>
<span class="k">class</span> <span class="nc">CmdAttack</span><span class="p">(</span><span class="n">Command</span><span class="p">):</span>
<span class="sd">&quot;&quot;&quot;</span>
<span class="sd"> initiates combat</span>
<span class="sd"> Usage:</span>
<span class="sd"> attack &lt;target&gt;</span>
<span class="sd"> This will initiate combat with &lt;target&gt;. If &lt;target is</span>
<span class="sd"> already in combat, you will join the combat. </span>
<span class="sd"> &quot;&quot;&quot;</span>
<span class="n">key</span> <span class="o">=</span> <span class="s2">&quot;attack&quot;</span>
<span class="n">help_category</span> <span class="o">=</span> <span class="s2">&quot;General&quot;</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="s2">&quot;Handle command&quot;</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">&quot;Usage: attack &lt;target&gt;&quot;</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="bp">self</span><span class="o">.</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="c1"># set up combat</span>
<span class="k">if</span> <span class="n">target</span><span class="o">.</span><span class="n">ndb</span><span class="o">.</span><span class="n">combat_handler</span><span class="p">:</span>
<span class="c1"># target is already in combat - join it </span>
<span class="n">target</span><span class="o">.</span><span class="n">ndb</span><span class="o">.</span><span class="n">combat_handler</span><span class="o">.</span><span class="n">add_character</span><span class="p">(</span><span class="bp">self</span><span class="o">.</span><span class="n">caller</span><span class="p">)</span>
<span class="n">target</span><span class="o">.</span><span class="n">ndb</span><span class="o">.</span><span class="n">combat_handler</span><span class="o">.</span><span class="n">msg_all</span><span class="p">(</span><span class="sa">f</span><span class="s2">&quot;</span><span class="si">{</span><span class="bp">self</span><span class="o">.</span><span class="n">caller</span><span class="si">}</span><span class="s2"> joins combat!&quot;</span><span class="p">)</span>
<span class="k">else</span><span class="p">:</span>
<span class="c1"># create a new combat handler</span>
<span class="n">chandler</span> <span class="o">=</span> <span class="n">create_script</span><span class="p">(</span><span class="s2">&quot;combat_handler.CombatHandler&quot;</span><span class="p">)</span>
<span class="n">chandler</span><span class="o">.</span><span class="n">add_character</span><span class="p">(</span><span class="bp">self</span><span class="o">.</span><span class="n">caller</span><span class="p">)</span>
<span class="n">chandler</span><span class="o">.</span><span class="n">add_character</span><span class="p">(</span><span class="n">target</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">&quot;You attack </span><span class="si">{</span><span class="n">target</span><span class="si">}</span><span class="s2">! You are in combat.&quot;</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">&quot;</span><span class="si">{</span><span class="bp">self</span><span class="o">.</span><span class="n">caller</span><span class="si">}</span><span class="s2"> attacks you! You are in combat.&quot;</span><span class="p">)</span>
</pre></div>
</div>
<p>The <code class="docutils literal notranslate"><span class="pre">attack</span></code> command will not go into the combat cmdset but rather into the default cmdset. See e.g.
the <a class="reference internal" href="../Part1/Adding-Commands.html"><span class="doc std std-doc">Adding Command Tutorial</span></a> if you are unsure about how to do this.</p>
</section>
<section id="expanding-the-example">
<h2>Expanding the example<a class="headerlink" href="#expanding-the-example" title="Permalink to this headline"></a></h2>
<p>At this point you should have a simple but flexible turn-based combat system. We have taken several
shortcuts and simplifications in this example. The output to the players is likely too verbose
during combat and too limited when it comes to informing about things surrounding it. Methods for
changing your commands or list them, view who is in combat etc is likely needed - this will require
play testing for each game and style. There is also currently no information displayed for other
people happening to be in the same room as the combat - some less detailed information should
probably be echoed to the room to
show others whats going on.</p>
</section>
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<p><h3><a href="../../../index.html">Table of Contents</a></h3>
<ul>
<li><a class="reference internal" href="#">Turn based Combat System</a><ul>
<li><a class="reference internal" href="#overview-of-combat-system-concepts">Overview of combat system concepts</a></li>
<li><a class="reference internal" href="#tutorial-overview">Tutorial overview</a></li>
<li><a class="reference internal" href="#the-combat-handler">The combat handler</a></li>
<li><a class="reference internal" href="#combat-commands">Combat commands</a></li>
<li><a class="reference internal" href="#rules-module">Rules module</a></li>
<li><a class="reference internal" href="#combat-initiator-command">Combat initiator command</a></li>
<li><a class="reference internal" href="#expanding-the-example">Expanding the example</a></li>
</ul>
</li>
</ul>
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