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docs/source/Howto/Starting/Part1/Adding-Commands.md
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docs/source/Howto/Starting/Part1/Adding-Commands.md
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# Adding Command Tutorial
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[prev lesson](Python-classes-and-objects) | [next lesson]()
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A Command is something that handles the input from a user and causes a result to happen.
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An example is `look`, which examines your current location and tells how it looks like and
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what is in it.
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In Evennia, a Command is a Python _class_. If you are unsure about what a class is, review the
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previous lesson. A Command inherits from `evennia.Command` or from one of the alternative command-
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classes, such as `MuxCommand` which is what most default commands use.
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All Commands are in turn grouped in another class called a _Command Set_. Think of a Command set
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as a bag holding many different commands. One CmdSet could for example hold all commands for
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combat, another for building etc.
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Command-Sets are then associated with objects. Doing so makes the commands in that cmdset available
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to the object. So, to summarize:
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- Commands are classes
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- A group of Commands is stored in a CmdSet
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- Putting a CmdSet on an object makes all commands in it available to the object
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## Creating a custom command
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Open `mygame/commands/command.py`:
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```python
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"""
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(module docstring)
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"""
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from evennia import Command as BaseCommand
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# from evennia import default_cmds
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class Command(BaseCommand):
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"""
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(class docstring)
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"""
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pass
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# (lots of commented-out stuff)
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# ...
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```
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Ignoring the docstrings (which you can read if you want), this is the only really active code in the module.
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We can see that we import `Command` from `evennia` and use the `from ... import ... as ...` form to rename it
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to `BaseCommand`. This is so we can let our child class also be named `Command` for reference. The class
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itself doesn't do anything, it just has `pass`. So in the same way as `Object` in the previous lesson, this
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class is identical to its parent.
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> The commented out `default_cmds` gives us access to Evennia's default commands for easy overriding. We'll try
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> that a little later.
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We could modify this module directly, but to train imports we'll work in a separate module. Open a new file
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`mygame/commands/mycommands.py` and add the following code:
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```python
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from commands.command import Command
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class CmdEcho(Command):
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key = "echo"
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```
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This is the simplest form of command you can imagine. It just gives itself a name, "echo". This is
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what you will use to call this command later.
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Next we need to put this in a CmdSet. It will be a one-command CmdSet for now! Change your file as such:
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```python
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from commands.command import Command
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from evennia import CmdSet
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class CmdEcho(Command):
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key = "echo"
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class MyCmdSet(CmdSet):
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def at_cmdset_creation(self):
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self.add(CmdEcho)
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```
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Our `EchoCmdSet` class must have an `at_cmdset_creation` method, named exactly
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like this - this is what Evennia will be looking for when setting up the cmdset later, so
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if you didn't set it up, it will use the parent's version, which is empty. Inside we add the
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command class to the cmdset by `self.add()`. If you wanted to add more commands to this CmdSet you
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could just add more lines of `self.add` after this.
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Finally, let's add this command to ourselves so we can try it out. In-game you can experiment with `py` again:
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> py self.cmdset.add("commands.mycommands.MyCmdSet")
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Now try
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> echo
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Command echo has no defined `func()` - showing on-command variables:
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...
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...
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You should be getting a long list of outputs. The reason for this is that your `echo` function is not really
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"doing" anything yet and the default function is then to show all useful resources available to you when you
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use your Command. Let's look at some of those listed:
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Command echo has no defined `func()` - showing on-command variables:
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obj (<class 'typeclasses.characters.Character'>): YourName
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lockhandler (<class 'evennia.locks.lockhandler.LockHandler'>): cmd:all()
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caller (<class 'typeclasses.characters.Character'>): YourName
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cmdname (<class 'str'>): echo
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raw_cmdname (<class 'str'>): echo
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cmdstring (<class 'str'>): echo
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args (<class 'str'>):
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cmdset (<class 'evennia.commands.cmdset.CmdSet'>): @mail, about, access, accounts, addcom, alias, allcom, ban, batchcode, batchcommands, boot, cboot, ccreate,
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cdesc, cdestroy, cemit, channels, charcreate, chardelete, checklockstring, clientwidth, clock, cmdbare, cmdsets, color, copy, cpattr, create, cwho, delcom,
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desc, destroy, dig, dolphin, drop, echo, emit, examine, find, force, get, give, grapevine2chan, help, home, ic, inventory, irc2chan, ircstatus, link, lock,
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look, menutest, mudinfo, mvattr, name, nick, objects, ooc, open, option, page, password, perm, pose, public, py, quell, quit, reload, reset, rss2chan, say,
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script, scripts, server, service, sessions, set, setdesc, sethelp, sethome, shutdown, spawn, style, tag, tel, test2010, test2028, testrename, testtable,
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tickers, time, tunnel, typeclass, unban, unlink, up, up, userpassword, wall, whisper, who, wipe
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session (<class 'evennia.server.serversession.ServerSession'>): Griatch(#1)@1:2:7:.:0:.:0:.:1
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account (<class 'typeclasses.accounts.Account'>): Griatch(account 1)
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raw_string (<class 'str'>): echo
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--------------------------------------------------
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echo - Command variables from evennia:
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--------------------------------------------------
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name of cmd (self.key): echo
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cmd aliases (self.aliases): []
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cmd locks (self.locks): cmd:all();
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help category (self.help_category): General
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object calling (self.caller): Griatch
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object storing cmdset (self.obj): Griatch
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command string given (self.cmdstring): echo
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current cmdset (self.cmdset): ChannelCmdSet
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These are all properties you can access with `.` on the Command instance, such as `.key`, `.args` and so on.
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Evennia makes these available to you and they will be different every time a command is run. The most
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important ones we will make use of now are:
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- `caller` - this is 'you', the person calling the command.
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- `args` - this is all arguments to the command. Now it's empty, but if you tried `echo foo bar` you'd find
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that this would be `" foo bar"`.
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- `obj` - this is object on which this Command (and CmdSet) "sits". So you, in this case.
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The reason our command doesn't do anything yet is because it's missing a `func` method. This is what Evennia
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looks for to figure out what a Command actually does. Modify your `CmdEcho` class:
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```python
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# ...
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class CmdEcho(Command):
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"""
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A simple echo command
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Usage:
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echo <something>
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"""
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key = "echo"
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def func(self):
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self.caller.msg(f"Echo: '{self.args}'")
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# ...
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```
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First we added a docstring. This is always a good thing to do in general, but for a Command class, it will also
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automatically become the in-game help entry! Next we add the `func` method. It has one active line where it
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makes use of some of those variables we found the Command offers to us. If you did the
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[basic Python tutorial](Python-basic-introduction), you will recognize `.msg` - this will send a message
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to the object it is attached to us - in this case `self.caller`, that is, us. We grab `self.args` and includes
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that in the message.
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Since we haven't changed `MyCmdSet`, that will work as before. Reload and re-add this command to ourselves to
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try out the new version:
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> reload
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> py self.cmdset.add("commands.mycommands.MyCmdSet")
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> echo
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Echo: ''
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Try to pass an argument:
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> echo Woo Tang!
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Echo: ' Woo Tang!'
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Note that there is an extra space before `Woo!`. That is because self.args contains the _everything_ after
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the command name, including spaces. Evennia will happily understand if you skip that space too:
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|
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> echoWoo Tang!
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Echo: 'Woo Tang!'
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There are ways to force Evennia to _require_ an initial space, but right now we want to just ignore it since
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it looks a bit weird for our echo example. Tweak the code:
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|
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```python
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# ...
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|
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class CmdEcho(Command):
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"""
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A simple echo command
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Usage:
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echo <something>
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"""
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key = "echo"
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def func(self):
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self.caller.msg(f"Echo: '{self.args.strip()}'")
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# ...
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```
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The only difference is that we called `.strip()` on `self.args`. This is a helper method available on all
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strings - it strips out all whitespace before and after the string. Now the Command-argument will no longer
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have any space in front of it.
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> reload
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> py self.cmdset.add("commands.mycommands.MyCmdSet")
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> echo Woo Tang!
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Echo: 'Woo Tang!'
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Don't forget to look at the help for the echo command:
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> help echo
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You will get the docstring you put in your Command-class.
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### Making our cmdset persistent
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It's getting a little annoying to have to re-add our cmdset every time we reload, right? It's simple
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enough to make `echo` a _permanent_ change though:
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> py self.cmdset.add("commands.mycommands.MyCmdSet", permanent=True)
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Now you can `reload` 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, do
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> py self.cmdset.remove("commands.mycommands.MyCmdSet")
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But for now, keep it around, we'll expand it with some more examples.
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### Figuring out who to hit
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Let's try something a little more exciting than just echo. Let's make a `hit` command, for punching
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someone in the face! This is how we want it to work:
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> hit <target>
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You hit <target> with full force!
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Not only that, we want the <target> to see
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You got hit by <hitter> with full force!
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Here, `<hitter>` would be the one using the `hit` command and `<target>` is the one doing the punching.
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Still in `mygame/commands/mycommands.py`, add a new class, between `CmdEcho` and `MyCmdSet`.
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```python
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# ...
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class CmdHit(Command):
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"""
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Hit a target.
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Usage:
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hit <target>
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"""
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key = "hit"
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def func(self):
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args = self.args.strip()
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if not args:
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self.caller.msg("Who do you want to hit?")
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return
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target = self.caller.search(args)
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if not target:
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return
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self.caller.msg(f"You hit {target.key} with full force!")
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target.msg(f"You got hit by {self.caller.key} with full force!")
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# ...
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```
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A lot of things to dissect here:
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- **Line 4**: The normal `class` header. We inherit from `Command` which we imported at the top of this file.
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- **Lines 5**-11: The docstring and help-entry for the command. You could expand on this as much as you wanted.
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- **Line 12**: We want to write `hit` to use this command.
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- **Line 15**: We strip the whitespace from the argument like before. Since we don't want to have to do
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`self.args.strip()` over and over, we store the stripped version
|
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in a _local variable_ `args`. Note that we don't modify `self.args` by doing this, `self.args` will still
|
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have the whitespace and is not the same as `args` in this example.
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```sidebar:: if-statements
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|
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The full form of the if statement is
|
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|
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if condition:
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...
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elif othercondition:
|
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...
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else:
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...
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||||
|
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There can be any number of `elifs` to mark when different branches of the code should run. If
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the `else` condition is given, it will run if none of the other conditions was truthy. In Python
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the `if..elif..else` structure also serves the same function as `case` in some other languages.
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|
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```
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- **Line 16** has our first _conditional_, an `if` statement. This is written on the form `if <condition>:` and only
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if that condition is 'truthy' will the indented code block under the `if` statement run. To learn what is truthy in
|
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Python it's usually easier to learn what is "falsy":
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- `False` - this is a reserved boolean word in Python. The opposite is `True`.
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- `None` - another reserved word. This represents nothing, a null-result or value.
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- `0` or `0.0`
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- The empty string `""` or `''` or `""""""` or `''''''`
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- Empty _iterables_ we haven't seen yet, like empty lists `[]`, empty tuples `()` and empty dicts `{}`.
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- Everything else is "truthy".
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|
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Line 16's condition is `not args`. The `not` _inverses_ the result, so if `args` is the empty string (falsy), the
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whole conditional becomes truthy. Let's continue in the code:
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- **Lines 17-18**: This code will only run if the `if` statement is truthy, in this case if `args` is the empty string.
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- **Line 18**: `return` is a reserved Python word that exits `func` immediately.
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- **Line 19**: We use `self.caller.search` to look for the target in the current location.
|
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- **Lines 20-21**: A feature of `.search` is that it will already inform `self.caller` if it couldn't find the target.
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In that case, `target` will be `None` and we should just directly `return`.
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- **Lines 22-23**: At this point we have a suitable target and can send our punching strings to each.
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|
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Finally we must also add this to a CmdSet. Let's add it to `MyCmdSet` which we made permanent earlier.
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|
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```python
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# ...
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|
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class MyCmdSet(CmdSet):
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|
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def at_cmdset_creation(self):
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self.add(CmdEcho)
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self.add(CmdHit)
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```
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|
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```sidebar:: Errors in your code
|
||||
|
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With longer code snippets to try, it gets more and more likely you'll
|
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make an error and get a `traceback` when you reload. This will either appear
|
||||
directly in-game or in your log (view it with `evennia -l` in a terminal).
|
||||
Don't panic; tracebacks are your friends - they are to be read bottom-up and usually describe
|
||||
exactly where your problem is. Refer to `The Python intro <Python-basic-introduction.html>`_ for
|
||||
more hints. If you get stuck, reach out to the Evennia community for help.
|
||||
|
||||
```
|
||||
|
||||
Next we reload to let Evennia know of these code changes and try it out:
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||||
|
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> reload
|
||||
hit
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Who do you want to hit?
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hit me
|
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You hit YourName with full force!
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You got hit by YourName with full force!
|
||||
|
||||
Lacking a target, we hit ourselves. If you have one of the dragons still around from the previous lesson
|
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you could try to hit it (if you dare):
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|
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hit smaug
|
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You hit Smaug with full force!
|
||||
|
||||
You won't see the second string. Only Smaug sees that (and is not amused).
|
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|
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## More advanced parsing
|
||||
|
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Let's expand our simple `hit` command to accept a little more complex input:
|
||||
|
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hit <target> [[with] <weapon>]
|
||||
|
||||
That is, we want to support all of these forms
|
||||
|
||||
hit target
|
||||
hit target weapon
|
||||
hit target with weapon
|
||||
|
||||
If you don't specify a weapon you'll use your fists. It's also nice to be able to skip "with" if
|
||||
you are in a hurry. Time to modify `mygame/commands/mycommands.py` again. Let us break out the parsing
|
||||
a little, in a new method `parse`:
|
||||
|
||||
|
||||
```python
|
||||
#...
|
||||
|
||||
class CmdHit(Command):
|
||||
"""
|
||||
Hit a target.
|
||||
|
||||
Usage:
|
||||
hit <target>
|
||||
|
||||
"""
|
||||
key = "hit"
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||||
|
||||
def parse(self):
|
||||
self.args = self.args.strip()
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target, *weapon = self.args.split(" with ", 1)
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||||
if not weapon:
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||||
target, *weapon = target.split(" ", 1)
|
||||
self.target = target.strip()
|
||||
if weapon:
|
||||
self.weapon = weapon.strip()
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||||
else:
|
||||
self.weapon = ""
|
||||
|
||||
def func(self):
|
||||
if not self.args:
|
||||
self.caller.msg("Who do you want to hit?")
|
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return
|
||||
# get the target for the hit
|
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target = self.caller.search(self.target)
|
||||
if not target:
|
||||
return
|
||||
# get and handle the weapon
|
||||
weapon = None
|
||||
if self.weapon:
|
||||
weapon = self.caller.search(self.weapon)
|
||||
if weapon:
|
||||
weaponstr = f"{weapon.key}"
|
||||
else:
|
||||
weaponstr = "bare fists"
|
||||
|
||||
self.caller.msg(f"You hit {target.key} with {weaponstr}!")
|
||||
target.msg(f"You got hit by {self.caller.key} with {weaponstr}!")
|
||||
# ...
|
||||
|
||||
```
|
||||
|
||||
The `parse` method is called before `func` and has access to all the same on-command variables as in `func`. Using
|
||||
`parse` not only makes things a little easier to read, it also means you can easily let other Commands _inherit_
|
||||
your parsing - if you wanted some other Command to also understand input on the form `<arg> with <arg>` you'd inherit
|
||||
from this class and just implement the `func` needed for that command without implementing `parse` anew.
|
||||
|
||||
```sidebar:: Tuples and Lists
|
||||
|
||||
- A `list` is written as `[a, b, c, d, ...]`. You can add and grow/shrink a list after it was first created.
|
||||
- A `tuple` is written as `(a, b, c, d, ...)`. A tuple cannot be modified once it is created.
|
||||
|
||||
```
|
||||
- **Line 14** - We do the stripping of `self.args` once and for all here. We also store the stripped version back
|
||||
into `self.args`, overwriting it. So there is no way to get back the non-stripped version from here on, which is fine
|
||||
for this command.
|
||||
- **Line 15** - This makes use of the `.split` method of strings. `.split` will, well, split the string by some criterion.
|
||||
`.split(" with ", 1)` means "split the string once, around the substring `" with "` if it exists". The result
|
||||
of this split is a _list_. Just how that list looks depends on the string we are trying to split:
|
||||
1. If we entered just `hit smaug`, we'd be splitting just `"smaug"` which would give the result `["smaug"]`.
|
||||
2. `hit smaug sword` gives `["smaug sword"]`
|
||||
3. `hit smaug with sword` gives `["smaug", "sword"]`
|
||||
|
||||
So we get a list of 1 or 2 elements. We assign it to two variables like this, `target, *weapon = `. That
|
||||
asterisk in `*weapon` is a nifty trick - it will automatically become a list of _0 or more_ values. It sorts of
|
||||
"soaks" up everything left over.
|
||||
1. `target` becomes `"smaug"` and `weapon` becomes `[]`
|
||||
2. `target` becomes `"smaug sword"` and `weapon` becomes `[]`
|
||||
3. `target` becomes `"smaug"` and `weapon` becomes `sword`
|
||||
- **Lines 16-17** - In this `if` condition we check if `weapon` is falsy (that is, the empty list). This can happen
|
||||
under two conditions (from the example above):
|
||||
1. `target` is simply `smaug`
|
||||
2. `target` is `smaug sword`
|
||||
|
||||
To separate these cases we split `target` once again, this time by empty space `" "`. Again we store the
|
||||
result back with `target, *weapon =`. The result will be one of the following:
|
||||
1. `target` remains `smaug` and `weapon` remains `[]`
|
||||
2. `target` becomes `smaug` and `weapon` becomes `sword`
|
||||
- **Lines 18-22** - We now store `target` and `weapon` into `self.target` and `self.weapon`. We must do this in order
|
||||
for these local variables to made available in `func` later. Note how we need to check so `weapon` is not falsy
|
||||
before running `strip()` on it. This is because we know that if it's falsy, it's an empty list `[]` and lists
|
||||
don't have the `.strip()` method on them (so if we tried to use it, we'd get an error).
|
||||
|
||||
Now onto the `func` method. The main difference is we now have `self.target` and `self.weapon` available for
|
||||
convenient use.
|
||||
- **Lines 29 and 35** - We make use of the previously parsed search terms for the target and weapon to find the
|
||||
respective resource.
|
||||
- **Lines 34-39** - Since the weapon is optional, we need to supply a default (use our fists!) if it's not set. We
|
||||
use this to create a `weaponstr` that is different depending on if we have a weapon or not.
|
||||
- **Lines 41-42** - We merge the `weaponstr` with our attack text.
|
||||
|
||||
Let's try it out!
|
||||
|
||||
> reload
|
||||
> hit smaug with sword
|
||||
Could not find 'sword'.
|
||||
You hit smaug with bare fists!
|
||||
|
||||
Oops, our `self.caller.search(self.weapon)` is telling us that it found no sword. Since we are not `return`ing
|
||||
in this situation (like we do if failing to find `target`) we still continue fighting with our bare hands.
|
||||
This won't do. Let's make ourselves a sword.
|
||||
|
||||
> create sword
|
||||
|
||||
Since we didn't specify `/drop`, the sword will end up in our inventory and can seen with the `i` or
|
||||
`inventory` command. The `.search` helper will still find it there. There is no need to reload to see this
|
||||
change (no code changed, only stuff in the database).
|
||||
|
||||
> hit smaug with sword
|
||||
You hit smaug with sword!
|
||||
|
||||
|
||||
## Adding the Command to a default Cmdset
|
||||
|
||||
|
||||
For now, let's drop MyCmdSet:
|
||||
|
||||
> py self.cmdset.remove("commands.mycommands.MyCmdSet")
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
The command is not available to use until it is part of a [Command Set](../../../Component/Command-Sets). In this
|
||||
example we will go the easiest route and add it to the default Character commandset that already
|
||||
exists.
|
||||
|
||||
1. Edit `mygame/commands/default_cmdsets.py`
|
||||
1. Import your new command with `from commands.command import CmdEcho`.
|
||||
1. Add a line `self.add(CmdEcho())` to `CharacterCmdSet`, in the `at_cmdset_creation` method (the
|
||||
template tells you where).
|
||||
|
||||
This is approximately how it should look at this point:
|
||||
|
||||
```python
|
||||
# file mygame/commands/default_cmdsets.py
|
||||
#[...]
|
||||
from commands.command import CmdEcho
|
||||
#[...]
|
||||
class CharacterCmdSet(default_cmds.CharacterCmdSet):
|
||||
|
||||
key = "DefaultCharacter"
|
||||
|
||||
def at_cmdset_creation(self):
|
||||
|
||||
# this first adds all default commands
|
||||
super(DefaultSet, self).at_cmdset_creation()
|
||||
|
||||
# all commands added after this point will extend or
|
||||
# overwrite the default commands.
|
||||
self.add(CmdEcho())
|
||||
```
|
||||
|
||||
Next, run the `@reload` command. You should now be able to use your new `echo` command from inside
|
||||
the game. Use `help echo` to see the documentation for the command.
|
||||
|
||||
If you have trouble, make sure to check the log for error messages (probably due to syntax errors in
|
||||
your command definition).
|
||||
|
||||
> Note: Typing `echotest` will also work. It will be handled as the command `echo` directly followed
|
||||
by
|
||||
its argument `test` (which will end up in `self.args). To change this behavior, you can add the
|
||||
`arg_regex` property alongside `key`, `help_category` etc. [See the arg_regex
|
||||
documentation](Commands#on-arg_regex) for more info.
|
||||
|
||||
If you want to overload existing default commands (such as `look` or `get`), just add your new
|
||||
command with the same key as the old one - it will then replace it. Just remember that you must use
|
||||
`@reload` to see any changes.
|
||||
|
||||
See [Commands](../../../Component/Commands) for many more details and possibilities when defining Commands and using
|
||||
Cmdsets in various ways.
|
||||
|
||||
|
||||
## Adding the command to specific object types
|
||||
|
||||
Adding your Command to the `CharacterCmdSet` is just one easy exapmple. The cmdset system is very
|
||||
generic. You can create your own cmdsets (let's say in a module `mycmdsets.py`) and add them to
|
||||
objects as you please (how to control their merging is described in detail in the [Command Set
|
||||
documentation](Command-Sets)).
|
||||
|
||||
```python
|
||||
# file mygame/commands/mycmdsets.py
|
||||
#[...]
|
||||
from commands.command import CmdEcho
|
||||
from evennia import CmdSet
|
||||
#[...]
|
||||
class MyCmdSet(CmdSet):
|
||||
|
||||
key = "MyCmdSet"
|
||||
|
||||
def at_cmdset_creation(self):
|
||||
self.add(CmdEcho())
|
||||
```
|
||||
Now you just need to add this to an object. To test things (as superuser) you can do
|
||||
|
||||
@py self.cmdset.add("mycmdsets.MyCmdSet")
|
||||
|
||||
This will add this cmdset (along with its echo command) to yourself so you can test it. Note that
|
||||
you cannot add a single Command to an object on its own, it must be part of a CommandSet in order to
|
||||
do so.
|
||||
|
||||
The Command you added is not there permanently at this point. If you do a `@reload` the merger will
|
||||
be gone. You *could* add the `permanent=True` keyword to the `cmdset.add` call. This will however
|
||||
only make the new merged cmdset permanent on that *single* object. Often you want *all* objects of
|
||||
this particular class to have this cmdset.
|
||||
|
||||
To make sure all new created objects get your new merged set, put the `cmdset.add` call in your
|
||||
custom [Typeclasses](../../../Component/Typeclasses)' `at_object_creation` method:
|
||||
|
||||
```python
|
||||
# e.g. in mygame/typeclasses/objects.py
|
||||
|
||||
from evennia import DefaultObject
|
||||
class MyObject(DefaultObject):
|
||||
|
||||
def at_object_creation(self):
|
||||
"called when the object is first created"
|
||||
self.cmdset.add("mycmdset.MyCmdSet", permanent=True)
|
||||
```
|
||||
|
||||
All new objects of this typeclass will now start with this cmdset and it will survive a `@reload`.
|
||||
|
||||
*Note:* An important caveat with this is that `at_object_creation` is only called *once*, when the
|
||||
object is first created. This means that if you already have existing objects in your databases
|
||||
using that typeclass, they will not have been initiated the same way. There are many ways to update
|
||||
them; since it's a one-time update you can usually just simply loop through them. As superuser, try
|
||||
the following:
|
||||
|
||||
@py from typeclasses.objects import MyObject; [o.cmdset.add("mycmdset.MyCmdSet") for o in
|
||||
MyObject.objects.all()]
|
||||
|
||||
This goes through all objects in your database having the right typeclass, adding the new cmdset to
|
||||
each. The good news is that you only have to do this if you want to post-add *cmdsets*. If you just
|
||||
want to add a new *command*, you can simply add that command to the cmdset's `at_cmdset_creation`
|
||||
and `@reload` to make the Command immediately available.
|
||||
|
||||
## Change where Evennia looks for command sets
|
||||
|
||||
Evennia uses settings variables to know where to look for its default command sets. These are
|
||||
normally not changed unless you want to re-organize your game folder in some way. For example, the
|
||||
default character cmdset defaults to being defined as
|
||||
|
||||
CMDSET_CHARACTER="commands.default_cmdset.CharacterCmdSet"
|
||||
|
||||
|
||||
[prev lesson](Python-classes-and-objects) | [next lesson]()
|
||||
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