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Fix legacy 2.0 docs
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@ -21,8 +21,6 @@
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<link rel="prev" title="7. Making objects persistent" href="Beginner-Tutorial-Learning-Typeclasses.html" />
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</head><body>
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<div class="related" role="navigation" aria-label="related navigation">
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<h3>Navigation</h3>
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@ -40,12 +38,16 @@
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<a href="Beginner-Tutorial-Learning-Typeclasses.html" title="7. Making objects persistent"
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accesskey="P">previous</a> |</li>
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<li class="nav-item nav-item-0"><a href="../../../index.html">Evennia 2.x</a> »</li>
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<li class="nav-item nav-item-1"><a href="../../Howtos-Overview.html" >Tutorials and How-To’s</a> »</li>
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<li class="nav-item nav-item-1"><a href="../../Howtos-Overview.html" >Tutorials and Howto’s</a> »</li>
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<li class="nav-item nav-item-2"><a href="../Beginner-Tutorial-Overview.html" >Beginner Tutorial</a> »</li>
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<li class="nav-item nav-item-3"><a href="Beginner-Tutorial-Part1-Overview.html" accesskey="U">Part 1: What We Have</a> »</li>
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<li class="nav-item nav-item-3"><a href="Beginner-Tutorial-Part1-Overview.html" accesskey="U">Part 1: What we have</a> »</li>
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<li class="nav-item nav-item-this"><a href=""><span class="section-number">8. </span>Adding custom commands</a></li>
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</ul>
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</div>
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</div>
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<div class="document">
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@ -70,8 +72,7 @@
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<li><a class="reference internal" href="#">8. Adding custom commands</a><ul>
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<li><a class="reference internal" href="#creating-a-custom-command">8.1. Creating a custom command</a><ul>
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<li><a class="reference internal" href="#making-our-cmdset-persistent">8.1.1. Making our cmdset persistent</a></li>
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<li><a class="reference internal" href="#add-the-echo-command-to-the-default-cmdset">8.1.2. Add the echo command to the default cmdset</a></li>
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<li><a class="reference internal" href="#figuring-out-who-to-hit">8.1.3. Figuring out who to hit</a></li>
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<li><a class="reference internal" href="#figuring-out-who-to-hit">8.1.2. Figuring out who to hit</a></li>
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</ul>
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</li>
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<li><a class="reference internal" href="#summary">8.2. Summary</a></li>
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@ -103,18 +104,6 @@
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<a href="https://evennia.blogspot.com/">Blog</a>
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</li>
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</ul>
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<h3>Doc Versions</h3>
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<ul>
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<li><a href="Beginner-Tutorial-Adding-Commands.html">2.x (main branch)</a></li>
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<ul>
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<li><a href="../1.3.0/index.html">1.3.0 (v1.3.0 branch)</a></li>
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<li><a href="../0.9.5/index.html">0.9.5 (v0.9.5 branch)</a></li>
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</ul>
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</div>
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</div>
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<div class="bodywrapper">
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@ -173,8 +162,7 @@ database. They are “just” normal Python classes.</p>
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</div>
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<p>This is the simplest form of command you can imagine. It just gives itself a name, “echo”. This is what you will use to call this command later.</p>
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<p>Next we need to put this in a CmdSet. It will be a one-command CmdSet for now! Change your file as such:</p>
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<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="c1"># in mygame/commands/mycommands.py</span>
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<div class="highlight-python notranslate"><div class="highlight"><pre><span></span>
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<span class="kn">from</span> <span class="nn">commands.command</span> <span class="kn">import</span> <span class="n">Command</span>
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<span class="kn">from</span> <span class="nn">evennia</span> <span class="kn">import</span> <span class="n">CmdSet</span>
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@ -241,8 +229,7 @@ current cmdset (self.cmdset): ChannelCmdSet
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<li><p><code class="docutils literal notranslate"><span class="pre">obj</span></code> - this is object on which this Command (and CmdSet) “sits”. So you, in this case.</p></li>
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</ul>
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<p>The reason our command doesn’t do anything yet is because it’s missing a <code class="docutils literal notranslate"><span class="pre">func</span></code> method. This is what Evennia looks for to figure out what a Command actually does. Modify your <code class="docutils literal notranslate"><span class="pre">CmdEcho</span></code> class:</p>
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<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="c1"># in mygame/commands/mycommands.py</span>
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<span class="c1"># ...</span>
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<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="c1"># ...</span>
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<span class="k">class</span> <span class="nc">CmdEcho</span><span class="p">(</span><span class="n">Command</span><span class="p">):</span>
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<span class="w"> </span><span class="sd">"""</span>
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@ -278,9 +265,13 @@ Echo: ''
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Echo: ' Woo Tang!'
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</pre></div>
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</div>
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<p>Note that there is an extra space before <code class="docutils literal notranslate"><span class="pre">Woo</span></code>. That is because self.args contains <em>everything</em> after the command name, including spaces. Let’s remove that extra space with a small tweak:</p>
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<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="c1"># in mygame/commands/mycommands.py</span>
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<span class="c1"># ...</span>
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<p>Note that there is an extra space before <code class="docutils literal notranslate"><span class="pre">Woo!</span></code>. That is because self.args contains <em>everything</em> after the command name, including spaces. Evennia will happily understand if you skip that space too:</p>
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<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> echoWoo Tang!
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Echo: 'Woo Tang!'
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</pre></div>
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</div>
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<p>There are ways to force Evennia to <em>require</em> an initial space, but right now we want to just ignore it since it looks a bit weird for our echo example. Tweak the code:</p>
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<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="c1"># ...</span>
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<span class="k">class</span> <span class="nc">CmdEcho</span><span class="p">(</span><span class="n">Command</span><span class="p">):</span>
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<span class="w"> </span><span class="sd">"""</span>
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@ -317,62 +308,15 @@ enough to make <code class="docutils literal notranslate"><span class="pre">echo
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<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> py self.cmdset.add("commands.mycommands.MyCmdSet", persistent=True)
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</pre></div>
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</div>
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<p>Now you can <code class="docutils literal notranslate"><span class="pre">reload</span></code> as much as you want and your code changes will be available directly without needing to re-add the MyCmdSet again.</p>
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<p>We will add this cmdset in another way, so remove it manually:</p>
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<p>Now you can <code class="docutils literal notranslate"><span class="pre">reload</span></code> as much as you want and your code changes will be available directly without
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needing to re-add the MyCmdSet again. To remove the cmdset again, you’d do</p>
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<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> py self.cmdset.remove("commands.mycommands.MyCmdSet")
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</pre></div>
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</div>
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</section>
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<section id="add-the-echo-command-to-the-default-cmdset">
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<h3><span class="section-number">8.1.2. </span>Add the echo command to the default cmdset<a class="headerlink" href="#add-the-echo-command-to-the-default-cmdset" title="Permalink to this headline">¶</a></h3>
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<p>Above we added the <code class="docutils literal notranslate"><span class="pre">echo</span></code> command to ourselves. It will <em>only</em> be available to us and noone else in the game. But all commands in Evennia are part of command-sets, including the normal <code class="docutils literal notranslate"><span class="pre">look</span></code> and <code class="docutils literal notranslate"><span class="pre">py</span></code> commands we have been using all the while. You can easily extend the default command set with your <code class="docutils literal notranslate"><span class="pre">echo</span></code> command - this way <em>everyone</em> in the game will have access to it!</p>
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<p>In <code class="docutils literal notranslate"><span class="pre">mygame/commands/</span></code> you’ll find an existing module named <code class="docutils literal notranslate"><span class="pre">default_cmdsets.py</span></code> Open it and you’ll find four empty cmdset-classes:</p>
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<ul class="simple">
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<li><p><code class="docutils literal notranslate"><span class="pre">CharacterCmdSet</span></code> - this sits on all Characters (this is the one we usually want to modify)</p></li>
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<li><p><code class="docutils literal notranslate"><span class="pre">AccountCmdSet</span></code> - this sits on all Accounts (shared between Characters, like <code class="docutils literal notranslate"><span class="pre">logout</span></code> etc)</p></li>
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<li><p><code class="docutils literal notranslate"><span class="pre">UnloggedCmdSet</span></code> - commands available <em>before</em> you login, like the commands for creating your password and connecting to the game.</p></li>
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<li><p><code class="docutils literal notranslate"><span class="pre">SessionCmdSet</span></code> - commands unique to your Session (your particular client connection). This is unused by default.</p></li>
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</ul>
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<p>Tweak this file as follows:</p>
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<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="c1"># in mygame/commands/default_cmdsets.py </span>
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<span class="c1"># ,.. </span>
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<span class="kn">from</span> <span class="nn">.</span> <span class="kn">import</span> <span class="n">mycommands</span> <span class="c1"># <------- </span>
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<span class="k">class</span> <span class="nc">CharacterCmdSet</span><span class="p">(</span><span class="n">default_cmds</span><span class="o">.</span><span class="n">CharacterCmdSet</span><span class="p">):</span>
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<span class="w"> </span><span class="sd">"""</span>
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<span class="sd"> The `CharacterCmdSet` contains general in-game commands like `look`,</span>
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<span class="sd"> `get`, etc available on in-game Character objects. It is merged with</span>
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<span class="sd"> the `AccountCmdSet` when an Account puppets a Character.</span>
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<span class="sd"> """</span>
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<span class="n">key</span> <span class="o">=</span> <span class="s2">"DefaultCharacter"</span>
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<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>
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<span class="w"> </span><span class="sd">"""</span>
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<span class="sd"> Populates the cmdset</span>
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<span class="sd"> """</span>
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<span class="nb">super</span><span class="p">()</span><span class="o">.</span><span class="n">at_cmdset_creation</span><span class="p">()</span>
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<span class="c1">#</span>
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<span class="c1"># any commands you add below will overload the default ones.</span>
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<span class="c1">#</span>
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<span class="bp">self</span><span class="o">.</span><span class="n">add</span><span class="p">(</span><span class="n">mycommands</span><span class="o">.</span><span class="n">CmdEcho</span><span class="p">)</span> <span class="c1"># <-----------</span>
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<span class="c1"># ... </span>
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</pre></div>
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</div>
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<aside class="sidebar">
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<p class="sidebar-title">super() and overriding defaults</p>
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<p>The <code class="docutils literal notranslate"><span class="pre">super()</span></code> Python keyword means that the <em>parent</em> is called. In this case, the parent adds all default commands to this cmdset.</p>
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<p>Coincidentally, this is also how you replace default commands in Evennia!jj To replace e.g. the command <code class="docutils literal notranslate"><span class="pre">get</span></code>, you just give your replacement command the <code class="docutils literal notranslate"><span class="pre">key</span></code> ‘get’ and add it here - since it’s added after <code class="docutils literal notranslate"><span class="pre">super()</span></code>, it will replace the default version of <code class="docutils literal notranslate"><span class="pre">get</span></code>.</p>
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</aside>
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<p>This works the same way as when you added <code class="docutils literal notranslate"><span class="pre">CmdEcho</span></code> to your <code class="docutils literal notranslate"><span class="pre">MyCmdSet</span></code>. The only difference cmdsets are automatically added to all Characters/Accounts etc so you don’t have to do so manually. We must also make sure to import the <code class="docutils literal notranslate"><span class="pre">CmdEcho</span></code> from your <code class="docutils literal notranslate"><span class="pre">mycommands</span></code> module in order for this module to know about it. The period ‘’<code class="docutils literal notranslate"><span class="pre">.</span></code>‘’ in <code class="docutils literal notranslate"><span class="pre">from</span> <span class="pre">.</span> <span class="pre">import</span> <span class="pre">mycommands</span></code> means that we are telling Python that <code class="docutils literal notranslate"><span class="pre">mycommands.py</span></code> sits in the same directory as this current module. We want to import the entire module. Further down we access <code class="docutils literal notranslate"><span class="pre">mycommands.CmdEcho</span></code> to add it to the character cmdset.</p>
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<p>Just <code class="docutils literal notranslate"><span class="pre">reload</span></code> the server and your <code class="docutils literal notranslate"><span class="pre">echo</span></code> command will be available again. There is no limit to how many cmdsets a given Command can be a part of.</p>
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<p>To remove, you just comment out or delete the <code class="docutils literal notranslate"><span class="pre">self.add()</span></code> line. Keep it like this for now though - we’ll expand on it below.</p>
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<p>But for now, keep it around, we’ll expand it with some more examples.</p>
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</section>
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<section id="figuring-out-who-to-hit">
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<h3><span class="section-number">8.1.3. </span>Figuring out who to hit<a class="headerlink" href="#figuring-out-who-to-hit" title="Permalink to this headline">¶</a></h3>
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<h3><span class="section-number">8.1.2. </span>Figuring out who to hit<a class="headerlink" href="#figuring-out-who-to-hit" title="Permalink to this headline">¶</a></h3>
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<p>Let’s try something a little more exciting than just echo. Let’s make a <code class="docutils literal notranslate"><span class="pre">hit</span></code> command, for punching someone in the face! This is how we want it to work:</p>
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<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> hit <target>
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You hit <target> with full force!
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@ -392,35 +336,52 @@ You hit Bob with full force!
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</pre></div>
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</div>
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<p>Still in <code class="docutils literal notranslate"><span class="pre">mygame/commands/mycommands.py</span></code>, add a new class, between <code class="docutils literal notranslate"><span class="pre">CmdEcho</span></code> and <code class="docutils literal notranslate"><span class="pre">MyCmdSet</span></code>.</p>
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<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="c1"># in mygame/commands/mycommands.py</span>
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<div class="highlight-python notranslate"><div class="highlight"><table class="highlighttable"><tr><td class="linenos"><div class="linenodiv"><pre><span class="normal"> 1</span>
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<span class="normal"> 2</span>
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<span class="normal">23</span></pre></div></td><td class="code"><div><pre><span></span><span class="c1"># ...</span>
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<span class="p">:</span><span class="n">linenos</span><span class="p">:</span>
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<span class="p">:</span><span class="n">emphasize</span><span class="o">-</span><span class="n">lines</span><span class="p">:</span> <span class="mi">3</span><span class="p">,</span><span class="mi">4</span><span class="p">,</span><span class="mi">11</span><span class="p">,</span><span class="mi">14</span><span class="p">,</span><span class="mi">15</span><span class="p">,</span><span class="mi">17</span><span class="p">,</span><span class="mi">18</span><span class="p">,</span><span class="mi">19</span><span class="p">,</span><span class="mi">21</span>
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<span class="c1"># ...</span>
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<span class="k">class</span> <span class="nc">CmdHit</span><span class="p">(</span><span class="n">Command</span><span class="p">):</span>
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<span class="w"> </span><span class="sd">"""</span>
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<span class="sd"> Hit a target.</span>
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<span class="hll"><span class="k">class</span> <span class="nc">CmdHit</span><span class="p">(</span><span class="n">Command</span><span class="p">):</span>
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</span><span class="hll"><span class="w"> </span><span class="sd">"""</span>
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</span><span class="sd"> Hit a target.</span>
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|
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<span class="sd"> Usage:</span>
|
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<span class="sd"> hit <target></span>
|
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|
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<span class="sd"> """</span>
|
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<span class="n">key</span> <span class="o">=</span> <span class="s2">"hit"</span>
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|
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<span class="hll"> <span class="n">key</span> <span class="o">=</span> <span class="s2">"hit"</span>
|
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</span>
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<span class="k">def</span> <span class="nf">func</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
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<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>
|
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<span class="k">if</span> <span class="ow">not</span> <span class="n">args</span><span class="p">:</span>
|
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<span class="bp">self</span><span class="o">.</span><span class="n">caller</span><span class="o">.</span><span class="n">msg</span><span class="p">(</span><span class="s2">"Who do you want to hit?"</span><span class="p">)</span>
|
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<span class="k">return</span>
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<span class="n">target</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">caller</span><span class="o">.</span><span class="n">search</span><span class="p">(</span><span class="n">args</span><span class="p">)</span>
|
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<span class="k">if</span> <span class="ow">not</span> <span class="n">target</span><span class="p">:</span>
|
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<span class="k">return</span>
|
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<span class="bp">self</span><span class="o">.</span><span class="n">caller</span><span class="o">.</span><span class="n">msg</span><span class="p">(</span><span class="sa">f</span><span class="s2">"You hit </span><span class="si">{</span><span class="n">target</span><span class="o">.</span><span class="n">key</span><span class="si">}</span><span class="s2"> with full force!"</span><span class="p">)</span>
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<span class="n">target</span><span class="o">.</span><span class="n">msg</span><span class="p">(</span><span class="sa">f</span><span class="s2">"You got hit by </span><span class="si">{</span><span class="bp">self</span><span class="o">.</span><span class="n">caller</span><span class="o">.</span><span class="n">key</span><span class="si">}</span><span class="s2"> with full force!"</span><span class="p">)</span>
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<span class="hll"> <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><span class="hll"> <span class="k">if</span> <span class="ow">not</span> <span class="n">args</span><span class="p">:</span>
|
||||
</span> <span class="bp">self</span><span class="o">.</span><span class="n">caller</span><span class="o">.</span><span class="n">msg</span><span class="p">(</span><span class="s2">"Who do you want to hit?"</span><span class="p">)</span>
|
||||
<span class="hll"> <span class="k">return</span>
|
||||
</span><span class="hll"> <span class="n">target</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">caller</span><span class="o">.</span><span class="n">search</span><span class="p">(</span><span class="n">args</span><span class="p">)</span>
|
||||
</span><span class="hll"> <span class="k">if</span> <span class="ow">not</span> <span class="n">target</span><span class="p">:</span>
|
||||
</span> <span class="k">return</span>
|
||||
<span class="hll"> <span class="bp">self</span><span class="o">.</span><span class="n">caller</span><span class="o">.</span><span class="n">msg</span><span class="p">(</span><span class="sa">f</span><span class="s2">"You hit </span><span class="si">{</span><span class="n">target</span><span class="o">.</span><span class="n">key</span><span class="si">}</span><span class="s2"> with full force!"</span><span class="p">)</span>
|
||||
</span> <span class="n">target</span><span class="o">.</span><span class="n">msg</span><span class="p">(</span><span class="sa">f</span><span class="s2">"You got hit by </span><span class="si">{</span><span class="bp">self</span><span class="o">.</span><span class="n">caller</span><span class="o">.</span><span class="n">key</span><span class="si">}</span><span class="s2"> with full force!"</span><span class="p">)</span>
|
||||
<span class="c1"># ...</span>
|
||||
</pre></div>
|
||||
</pre></div></td></tr></table></div>
|
||||
</div>
|
||||
<p>A lot of things to dissect here:</p>
|
||||
<ul class="simple">
|
||||
|
|
@ -443,7 +404,9 @@ else:
|
|||
...
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>There can be any number of <code class="docutils literal notranslate"><span class="pre">elifs</span></code> to mark when different branches of the code should run. If <code class="docutils literal notranslate"><span class="pre">else</span></code> is provided, it will run if none of the other conditions were truthy.</p>
|
||||
<p>There can be any number of <code class="docutils literal notranslate"><span class="pre">elifs</span></code> to mark when different branches of the code should run. If
|
||||
the <code class="docutils literal notranslate"><span class="pre">else</span></code> condition is given, it will run if none of the other conditions was truthy. In Python
|
||||
the <code class="docutils literal notranslate"><span class="pre">if..elif..else</span></code> structure also serves the same function as <code class="docutils literal notranslate"><span class="pre">case</span></code> in some other languages.</p>
|
||||
</aside>
|
||||
<ul class="simple">
|
||||
<li><p><strong>Line 15</strong> has our first <em>conditional</em>, an <code class="docutils literal notranslate"><span class="pre">if</span></code> statement. This is written on the form <code class="docutils literal notranslate"><span class="pre">if</span> <span class="pre"><condition>:</span></code> and only if that condition is ‘truthy’ will the indented code block under the <code class="docutils literal notranslate"><span class="pre">if</span></code> statement run. To learn what is truthy in Python it’s usually easier to learn what is “falsy”:</p>
|
||||
|
|
@ -451,8 +414,8 @@ else:
|
|||
<li><p><code class="docutils literal notranslate"><span class="pre">False</span></code> - this is a reserved boolean word in Python. The opposite is <code class="docutils literal notranslate"><span class="pre">True</span></code>.</p></li>
|
||||
<li><p><code class="docutils literal notranslate"><span class="pre">None</span></code> - another reserved word. This represents nothing, a null-result or value.</p></li>
|
||||
<li><p><code class="docutils literal notranslate"><span class="pre">0</span></code> or <code class="docutils literal notranslate"><span class="pre">0.0</span></code></p></li>
|
||||
<li><p>The empty strings <code class="docutils literal notranslate"><span class="pre">""</span></code>, <code class="docutils literal notranslate"><span class="pre">''</span></code>, or empty triple-strings like <code class="docutils literal notranslate"><span class="pre">""""""</span></code>, <code class="docutils literal notranslate"><span class="pre">''''''</span></code></p></li>
|
||||
<li><p>Empty <em>iterables</em> we haven’t used yet, like empty lists <code class="docutils literal notranslate"><span class="pre">[]</span></code>, empty tuples <code class="docutils literal notranslate"><span class="pre">()</span></code> and empty dicts <code class="docutils literal notranslate"><span class="pre">{}</span></code>.</p></li>
|
||||
<li><p>The empty string <code class="docutils literal notranslate"><span class="pre">""</span></code> or <code class="docutils literal notranslate"><span class="pre">''</span></code> or <code class="docutils literal notranslate"><span class="pre">""""""</span></code> or <code class="docutils literal notranslate"><span class="pre">''''''</span></code></p></li>
|
||||
<li><p>Empty <em>iterables</em> we haven’t seen yet, like empty lists <code class="docutils literal notranslate"><span class="pre">[]</span></code>, empty tuples <code class="docutils literal notranslate"><span class="pre">()</span></code> and empty dicts <code class="docutils literal notranslate"><span class="pre">{}</span></code>.</p></li>
|
||||
<li><p>Everything else is “truthy”.</p></li>
|
||||
</ul>
|
||||
</li>
|
||||
|
|
@ -463,10 +426,9 @@ else:
|
|||
<li><p><strong>Lines 19-20</strong>: A feature of <code class="docutils literal notranslate"><span class="pre">.search</span></code> is that it will already inform <code class="docutils literal notranslate"><span class="pre">self.caller</span></code> if it couldn’t find the target. In that case, <code class="docutils literal notranslate"><span class="pre">target</span></code> will be <code class="docutils literal notranslate"><span class="pre">None</span></code> and we should just directly <code class="docutils literal notranslate"><span class="pre">return</span></code>.</p></li>
|
||||
<li><p><strong>Lines 21-22</strong>: At this point we have a suitable target and can send our punching strings to each.</p></li>
|
||||
</ul>
|
||||
<p>Finally we must also add this to a CmdSet. Let’s add it to <code class="docutils literal notranslate"><span class="pre">MyCmdSet</span></code>.</p>
|
||||
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="c1"># in mygame/commands/mycommands.py</span>
|
||||
<p>Finally we must also add this to a CmdSet. Let’s add it to <code class="docutils literal notranslate"><span class="pre">MyCmdSet</span></code> which we made persistent earlier.</p>
|
||||
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="c1"># ...</span>
|
||||
|
||||
<span class="c1"># ...</span>
|
||||
<span class="k">class</span> <span class="nc">MyCmdSet</span><span class="p">(</span><span class="n">CmdSet</span><span class="p">):</span>
|
||||
|
||||
<span class="k">def</span> <span class="nf">at_cmdset_creation</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
|
||||
|
|
@ -482,35 +444,6 @@ make an error and get a <code class="docutils literal notranslate"><span class="
|
|||
directly in-game or in your log (view it with <code class="docutils literal notranslate"><span class="pre">evennia</span> <span class="pre">-l</span></code> in a terminal).
|
||||
Don’t panic; tracebacks are your friends - they are to be read bottom-up and usually describe exactly where your problem is. Refer to <a class="reference internal" href="Beginner-Tutorial-Python-basic-introduction.html"><span class="doc std std-doc">The Python introduction lesson</span></a> for more hints. If you get stuck, reach out to the Evennia community for help.</p>
|
||||
</aside>
|
||||
<p>Note that since we did <code class="docutils literal notranslate"><span class="pre">py</span> <span class="pre">self.cmdset.remove("commands.mycommands.MyCmdSet")</span></code> earlier, this cmdset is no longer available on our Character. Instead we will add these commands directly to our default cmdset.</p>
|
||||
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="c1"># in mygame/commands/default_cmdsets.py </span>
|
||||
|
||||
<span class="c1"># ,.. </span>
|
||||
|
||||
<span class="kn">from</span> <span class="nn">.</span> <span class="kn">import</span> <span class="n">mycommands</span>
|
||||
|
||||
<span class="k">class</span> <span class="nc">CharacterCmdSet</span><span class="p">(</span><span class="n">default_cmds</span><span class="o">.</span><span class="n">CharacterCmdSet</span><span class="p">):</span>
|
||||
<span class="w"> </span><span class="sd">"""</span>
|
||||
<span class="sd"> The `CharacterCmdSet` contains general in-game commands like `look`,</span>
|
||||
<span class="sd"> `get`, etc available on in-game Character objects. It is merged with</span>
|
||||
<span class="sd"> the `AccountCmdSet` when an Account puppets a Character.</span>
|
||||
<span class="sd"> """</span>
|
||||
|
||||
<span class="n">key</span> <span class="o">=</span> <span class="s2">"DefaultCharacter"</span>
|
||||
|
||||
<span class="k">def</span> <span class="nf">at_cmdset_creation</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
|
||||
<span class="w"> </span><span class="sd">"""</span>
|
||||
<span class="sd"> Populates the cmdset</span>
|
||||
<span class="sd"> """</span>
|
||||
<span class="nb">super</span><span class="p">()</span><span class="o">.</span><span class="n">at_cmdset_creation</span><span class="p">()</span>
|
||||
<span class="c1">#</span>
|
||||
<span class="c1"># any commands you add below will overload the default ones.</span>
|
||||
<span class="c1">#</span>
|
||||
<span class="bp">self</span><span class="o">.</span><span class="n">add</span><span class="p">(</span><span class="n">mycommands</span><span class="o">.</span><span class="n">MyCmdSet</span><span class="p">)</span> <span class="c1"># <-----------</span>
|
||||
<span class="c1"># ... </span>
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>We changed from adding the individual <code class="docutils literal notranslate"><span class="pre">echo</span></code> command to adding the entire <code class="docutils literal notranslate"><span class="pre">MyCmdSet</span></code> in one go! This will add all commands in that cmdset to the <code class="docutils literal notranslate"><span class="pre">CharacterCmdSet</span></code> and is a practical way to add a lot of command in one go. Once you explore Evennia further, you’ll find that <a class="reference internal" href="../../../Contribs/Contribs-Overview.html"><span class="doc std std-doc">Evennia contribs</span></a> all distribute their new commands in cmdsets, so you can easily add them to your game like this.</p>
|
||||
<p>Next we reload to let Evennia know of these code changes and try it out:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> reload
|
||||
hit
|
||||
|
|
@ -558,15 +491,12 @@ get into how we replace and extend Evennia’s default Commands.</p>
|
|||
<a href="Beginner-Tutorial-Learning-Typeclasses.html" title="7. Making objects persistent"
|
||||
>previous</a> |</li>
|
||||
<li class="nav-item nav-item-0"><a href="../../../index.html">Evennia 2.x</a> »</li>
|
||||
<li class="nav-item nav-item-1"><a href="../../Howtos-Overview.html" >Tutorials and How-To’s</a> »</li>
|
||||
<li class="nav-item nav-item-1"><a href="../../Howtos-Overview.html" >Tutorials and Howto’s</a> »</li>
|
||||
<li class="nav-item nav-item-2"><a href="../Beginner-Tutorial-Overview.html" >Beginner Tutorial</a> »</li>
|
||||
<li class="nav-item nav-item-3"><a href="Beginner-Tutorial-Part1-Overview.html" >Part 1: What We Have</a> »</li>
|
||||
<li class="nav-item nav-item-3"><a href="Beginner-Tutorial-Part1-Overview.html" >Part 1: What we have</a> »</li>
|
||||
<li class="nav-item nav-item-this"><a href=""><span class="section-number">8. </span>Adding custom commands</a></li>
|
||||
</ul>
|
||||
</div>
|
||||
|
||||
|
||||
|
||||
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|
||||
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