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Add support for all creation kwargs to GLOBAL_SCRIPT setting. Resolve #2373
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2 changed files with 110 additions and 101 deletions
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@ -5,37 +5,37 @@
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*Scripts* are the out-of-character siblings to the in-character
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[Objects](./Objects). Scripts are so flexible that the name "Script" is a bit limiting
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in itself - but we had to pick _something_ to name them. Other possible names
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(depending on what you'd use them for) would be `OOBObjects`, `StorageContainers` or `TimerObjects`.
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(depending on what you'd use them for) would be `OOBObjects`, `StorageContainers` or `TimerObjects`.
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If you ever consider creating an [Object](./Objects) with a `None`-location just to store some game data,
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you should really be using a Script instead.
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- Scripts are full [Typeclassed](./Typeclasses) entities - they have [Attributes](./Attributes) and
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can be modified in the same way. But they have _no in-game existence_, so no
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location or command-execution like [Objects](./Objects) and no connection to a particular
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player/session like [Accounts](./Accounts). This means they are perfectly suitable for acting
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as database-storage backends for game _systems_: Storing the current state of the economy,
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who is involved in the current fight, tracking an ongoing barter and so on. They are great as
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location or command-execution like [Objects](./Objects) and no connection to a particular
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player/session like [Accounts](./Accounts). This means they are perfectly suitable for acting
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as database-storage backends for game _systems_: Storing the current state of the economy,
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who is involved in the current fight, tracking an ongoing barter and so on. They are great as
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persistent system handlers.
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- Scripts have an optional _timer component_. This means that you can set up the script
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to tick the `at_repeat` hook on the Script at a certain interval. The timer can be controlled
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- Scripts have an optional _timer component_. This means that you can set up the script
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to tick the `at_repeat` hook on the Script at a certain interval. The timer can be controlled
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independently of the rest of the script as needed. This component is optional
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and complementary to other timing functions in Evennia, like
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[evennia.utils.delay](api:evennia.utils.utils#evennia.utils.utils.delay) and
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and complementary to other timing functions in Evennia, like
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[evennia.utils.delay](api:evennia.utils.utils#evennia.utils.utils.delay) and
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[evennia.utils.repeat](api:evennia.utils.utils#evennia.utils.utils.repeat).
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- Scripts can _attach_ to Objects and Accounts via e.g. `obj.scripts.add/remove`. In the
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script you can then access the object/account as `self.obj` or `self.account`. This can be used to
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dynamically extend other typeclasses but also to use the timer component to affect the parent object
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in various ways. For historical reasons, a Script _not_ attached to an object is referred to as a
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- Scripts can _attach_ to Objects and Accounts via e.g. `obj.scripts.add/remove`. In the
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script you can then access the object/account as `self.obj` or `self.account`. This can be used to
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dynamically extend other typeclasses but also to use the timer component to affect the parent object
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in various ways. For historical reasons, a Script _not_ attached to an object is referred to as a
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_Global_ Script.
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```versionchanged:: 1.0
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In previus Evennia versions, stopping the Script's timer also meant deleting the Script object.
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Starting with this version, the timer can be start/stopped separately and `.delete()` must be called
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In previus Evennia versions, stopping the Script's timer also meant deleting the Script object.
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Starting with this version, the timer can be start/stopped separately and `.delete()` must be called
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on the Script explicitly to delete it.
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```
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```
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### In-game command examples
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There are two main commands controlling scripts in the default cmdset:
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@ -43,7 +43,7 @@ There are two main commands controlling scripts in the default cmdset:
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The `addscript` command is used for attaching scripts to existing objects:
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> addscript obj = bodyfunctions.BodyFunctions
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The `scripts` command is used to view all scripts and perform operations on them:
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> scripts
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@ -70,7 +70,7 @@ Create script with timer component:
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```python
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# (note that this will call `timed_script.at_repeat` which is empty by default)
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timed_script = evennia.create_script(key="Timed script",
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timed_script = evennia.create_script(key="Timed script",
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interval=34, # seconds <=0 means off
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start_delay=True, # wait interval before first call
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autostart=True) # start timer (else needing .start() )
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@ -78,7 +78,7 @@ timed_script = evennia.create_script(key="Timed script",
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# manipulate the script's timer
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timed_script.stop()
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timed_script.start()
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timed_script.pause()
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timed_script.pause()
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timed_script.unpause()
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```
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@ -96,7 +96,7 @@ Search/find scripts in various ways:
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# regular search (this is always a list, also if there is only one match)
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list_of_myscripts = evennia.search_script("myscript")
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# search through Evennia's GLOBAL_SCRIPTS container (based on
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# search through Evennia's GLOBAL_SCRIPTS container (based on
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# script's key only)
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from evennia import GLOBAL_SCRIPTS
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@ -119,7 +119,7 @@ A Script is defined as a class and is created in the same way as other
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### Simple storage script
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In `mygame/typeclasses/scripts.py` is an empty `Script` class already set up. You
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In `mygame/typeclasses/scripts.py` is an empty `Script` class already set up. You
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can use this as a base for your own scripts.
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```python
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@ -143,7 +143,7 @@ Once created, this simple Script could act as a global storage:
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```python
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evennia.create_script('typeclasses.scripts.MyScript')
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# from somewhere else
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# from somewhere else
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myscript = evennia.search_script("myscript")
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bar = myscript.db.foo
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@ -158,11 +158,11 @@ you set in your `at_script_creation`:
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evennia.create_script('typeclasses.scripts.MyScript', key="another name",
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attributes=[("foo", "bar-alternative")])
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```
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See the [create_script](api:evennia.utils.create#evennia.utils.create.create_script) and
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See the [create_script](api:evennia.utils.create#evennia.utils.create.create_script) and
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[search_script](api:evennia.utils.search#evennia.utils.search.search_script) API documentation for more options
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on creating and finding Scripts.
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@ -182,44 +182,44 @@ class TimerScript(Script):
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self.interval = 60 # 1 min repeat
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def at_repeat(self):
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# do stuff every minute
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# do stuff every minute
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```
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This example will call `at_repeat` every minute. The `create_script` function has an `autostart=True` keyword
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set by default - this means the script's timer component will be started automatically. Otherwise
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set by default - this means the script's timer component will be started automatically. Otherwise
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`.start()` must be called separately.
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Supported properties are:
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- `key` (str): The name of the script. This makes it easier to search for it later. If it's a script
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- `key` (str): The name of the script. This makes it easier to search for it later. If it's a script
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attached to another object one can also get all scripts off that object and get the script that way.
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- `desc` (str): Note - not `.db.desc`! This is a database field on the Script shown in script listings
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to help identifying what does what.
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- `interval` (int): The amount of time (in seconds) between every 'tick' of the timer. Note that
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- `interval` (int): The amount of time (in seconds) between every 'tick' of the timer. Note that
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it's generally bad practice to use sub-second timers for anything in a text-game - the player will
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not be able to appreciate the precision (and if you print it, it will just spam the screen). For
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calculations you can pretty much always do them on-demand, or at a much slower interval without the
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calculations you can pretty much always do them on-demand, or at a much slower interval without the
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player being the wiser.
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- `start_delay` (bool): If timer should start right away or wait `interval` seconds first.
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- `repeats` (int): If >0, the timer will only run this many times before stopping. Otherwise the
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- `repeats` (int): If >0, the timer will only run this many times before stopping. Otherwise the
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number of repeats are infinite. If set to 1, the Script mimics a `delay` action.
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- `persistent` (bool): This defaults to `True` and means the timer will survive a server reload/reboot.
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- `persistent` (bool): This defaults to `True` and means the timer will survive a server reload/reboot.
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If not, a reload will have the timer come back in a stopped state. Setting this to `False` will _not_
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delete the Script object itself (use `.delete()` for this).
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The timer component is controlled with methods on the Script class:
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delete the Script object itself (use `.delete()` for this).
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- `.at_repeat()` - this method is called every `interval` seconds while the timer is
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The timer component is controlled with methods on the Script class:
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- `.at_repeat()` - this method is called every `interval` seconds while the timer is
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active.
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- `.is_valid()` - this method is called by the timer just before `at_repeat()`. If it returns `False`
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the timer is immediately stopped.
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- `.start()` - start/update the timer. If keyword arguments are given, they can be used to
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change `interval`, `start_delay` etc on the fly. This calls the `.at_start()` hook.
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- `.start()` - start/update the timer. If keyword arguments are given, they can be used to
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change `interval`, `start_delay` etc on the fly. This calls the `.at_start()` hook.
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This is also called after a server reload assuming the timer was not previously stopped.
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- `.update()` - legacy alias for `.start`.
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- `.stop()` - stops and resets the timer. This calls the `.at_stop()` hook.
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- `.pause()` - pauses the timer where it is, storing its current position. This calls
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- `.pause()` - pauses the timer where it is, storing its current position. This calls
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the `.at_pause(manual_pause=True)` hook. This is also called on a server reload/reboot,
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at which time the `manual_pause` will be `False`.
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- `.unpause()` - unpause a previously paused script. This will call the `at_start` hook.
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@ -231,22 +231,22 @@ The timer component is controlled with methods on the Script class:
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#### Script timers vs delay/repeat
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If the _only_ goal is to get a repeat/delay effect, the
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[evennia.utils.delay](api:evennia.utils.utils#evennia.utils.utils.delay) and
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If the _only_ goal is to get a repeat/delay effect, the
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[evennia.utils.delay](api:evennia.utils.utils#evennia.utils.utils.delay) and
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[evennia.utils.repeat](api:evennia.utils.utils#evennia.utils.utils.repeat) functions
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should generally be considered first. A Script is a lot 'heavier' to create/delete on the fly.
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In fact, for making a single delayed call (`script.repeats==1`), the `utils.delay` call is
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should generally be considered first. A Script is a lot 'heavier' to create/delete on the fly.
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In fact, for making a single delayed call (`script.repeats==1`), the `utils.delay` call is
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probably always the better choice.
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For repeating tasks, the `utils.repeat` is optimized for quick repeating of a large number of objects. It
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uses the TickerHandler under the hood. Its subscription-based model makes it very efficient to
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start/stop the repeating action for an object. The side effect is however that all objects set to tick
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uses the TickerHandler under the hood. Its subscription-based model makes it very efficient to
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start/stop the repeating action for an object. The side effect is however that all objects set to tick
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at a given interval will _all do so at the same time_. This may or may not look strange in-game depending
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on the situation. By contrast the Script uses its own ticker that will operate independently from the
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on the situation. By contrast the Script uses its own ticker that will operate independently from the
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tickers of all other Scripts.
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It's also worth noting that once the script object has _already been created_,
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starting/stopping/pausing/unpausing the timer has very little overhead. The pause/unpause and update
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It's also worth noting that once the script object has _already been created_,
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starting/stopping/pausing/unpausing the timer has very little overhead. The pause/unpause and update
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methods of the script also offers a bit more fine-control than using `utils.delays/repeat`.
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### Script attached to another object
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@ -256,16 +256,16 @@ If so, the 'parent object' will be available to the script as either `.obj` or `
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```python
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# mygame/typeclasses/scripts.py
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# mygame/typeclasses/scripts.py
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# Script class is defined at the top of this module
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import random
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class Weather(Script):
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class Weather(Script):
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"""
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A timer script that displays weather info. Meant to
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be attached to a room.
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A timer script that displays weather info. Meant to
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be attached to a room.
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"""
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def at_script_creation(self):
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self.key = "weather_script"
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@ -273,12 +273,12 @@ If so, the 'parent object' will be available to the script as either `.obj` or `
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self.interval = 60 * 5 # every 5 minutes
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def at_repeat(self):
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"called every self.interval seconds."
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"called every self.interval seconds."
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rand = random.random()
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if rand < 0.5:
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weather = "A faint breeze is felt."
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elif rand < 0.7:
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weather = "Clouds sweep across the sky."
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weather = "Clouds sweep across the sky."
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else:
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weather = "There is a light drizzle of rain."
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# send this message to everyone inside the object this
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@ -286,24 +286,24 @@ If so, the 'parent object' will be available to the script as either `.obj` or `
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self.obj.msg_contents(weather)
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```
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If attached to a room, this Script will randomly report some weather
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If attached to a room, this Script will randomly report some weather
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to everyone in the room every 5 minutes.
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```python
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myroom.scripts.add(scripts.Weather)
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```
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> Note that `typeclasses` in your game dir is added to the setting `TYPECLASS_PATHS`.
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> Note that `typeclasses` in your game dir is added to the setting `TYPECLASS_PATHS`.
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> Therefore we don't need to give the full path (`typeclasses.scripts.Weather`
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> but only `scripts.Weather` above.
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You can also attach the script as part of creating it:
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You can also attach the script as part of creating it:
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```python
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create_script('typeclasses.weather.Weather', obj=myroom)
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```
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## Other Script methods
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## Other Script methods
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A Script has all the properties of a typeclassed object, such as `db` and `ndb`(see
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[Typeclasses](./Typeclasses)). Setting `key` is useful in order to manage scripts (delete them by name
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@ -354,9 +354,9 @@ GLOBAL_SCRIPTS.weather.db.current_weather = "Cloudy"
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```
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```warning::
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Note that global scripts appear as properties on `GLOBAL_SCRIPTS` based on their `key`.
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Note that global scripts appear as properties on `GLOBAL_SCRIPTS` based on their `key`.
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If you were to create two global scripts with the same `key` (even with different typeclasses),
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the `GLOBAL_SCRIPTS` container will only return one of them (which one depends on order in
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the `GLOBAL_SCRIPTS` container will only return one of them (which one depends on order in
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the database). Best is to organize your scripts so that this does not happen. Otherwise, use
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`evennia.search_scripts` to get exactly the script you want.
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```
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@ -364,9 +364,11 @@ GLOBAL_SCRIPTS.weather.db.current_weather = "Cloudy"
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There are two ways to make a script appear as a property on `GLOBAL_SCRIPTS`:
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1. Manually create a new global script with a `key` using `create_script`.
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2. Define the script's properties in the `GLOBAL_SCRIPTS` settings variable. This tells Evennia
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2. Define the script's properties in the `GLOBAL_SCRIPTS` settings variable. This tells Evennia
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that it should check if a script with that `key` exists and if not, create it for you.
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This is very useful for scripts that must always exist and/or should be auto-created with your server.
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This is very useful for scripts that must always exist and/or should be auto-created
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when your server restarts. If you use this method, you must make sure all
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script keys are globally unique.
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Here's how to tell Evennia to manage the script in settings:
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@ -374,7 +376,7 @@ Here's how to tell Evennia to manage the script in settings:
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# in mygame/server/conf/settings.py
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GLOBAL_SCRIPTS = {
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"my_script": {
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"my_script": {
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"typeclass": "scripts.Weather",
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"repeats": -1,
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"interval": 50,
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@ -383,15 +385,16 @@ GLOBAL_SCRIPTS = {
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"storagescript": {}
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}
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```
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Above we add two scripts with keys `myscript` and `storagescript`respectively. The following dict
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can be empty - the `settings.BASE_SCRIPT_TYPECLASS` will then be used. Under the hood, the provided
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dict (along with the `key`) will be passed into `create_script` automatically, so
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all the [same keyword arguments as for create_script](api:evennia.utils.create.create_script) are
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Above we add two scripts with keys `myscript` and `storagescript`respectively. The following dict
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can be empty - the `settings.BASE_SCRIPT_TYPECLASS` will then be used. Under the hood, the provided
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dict (along with the `key`) will be passed into `create_script` automatically, so
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all the [same keyword arguments as for create_script](api:evennia.utils.create.create_script) are
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supported here.
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```warning::
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Before setting up Evennia to manage your script like this, make sure that your Script typeclass
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does not have any critical errors (test it separately). If there are, you'll see errors in your log
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Before setting up Evennia to manage your script like this, make sure that your Script typeclass
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does not have any critical errors (test it separately). If there are, you'll see errors in your log
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and your Script will temporarily fall back to being a `DefaultScript` type.
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```
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@ -402,12 +405,12 @@ from evennia import GLOBAL_SCRIPTS
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# Delete the script
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GLOBAL_SCRIPTS.storagescript.delete()
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# running the `scripts` command now will show no storagescript
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# but below it's automatically recreated again!
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# but below it's automatically recreated again!
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storage = GLOBAL_SCRIPTS.storagescript
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```
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That is, if the script is deleted, next time you get it from `GLOBAL_SCRIPTS`, Evennia will use the
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information in settings to recreate it for you on the fly.
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information in settings to recreate it for you on the fly.
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## Hints: Dealing with Script Errors
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@ -422,13 +425,13 @@ traceback occurred in your script.
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from evennia.utils import logger
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class Weather(Script):
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class Weather(Script):
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# [...]
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def at_repeat(self):
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try:
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try:
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# [...]
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except Exception:
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logger.log_trace()
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logger.log_trace()
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