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# Scripts
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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 "Script" is a bit limiting
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- we had to pick something to name them after all. Other possible names
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(depending on what you'd use them for) would be `OOBObjects`,
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`StorageContainers` or `TimerObjects`.
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Scripts can be used for many different things in Evennia:
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- They can attach to Objects to influence them in various ways - or exist
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independently of any one in-game entity (so-called *Global Scripts*).
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- They can work as timers and tickers - anything that may change with Time. But
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they can also have no time dependence at all. Note though that if all you want
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is just to have an object method called repeatedly, you should consider using
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the [TickerHandler](TickerHandler) which is more limited but is specialized on
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just this task.
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- They can describe State changes. A Script is an excellent platform for
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hosting a persistent, but unique system handler. For example, a Script could be
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used as the base to track the state of a turn-based combat system. Since
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Scripts can also operate on a timer they can also update themselves regularly
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to perform various actions.
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- They can act as data stores for storing game data persistently in the database
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(thanks to its ability to have [Attributes](Attributes)).
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- They can be used as OOC stores for sharing data between groups of objects, for
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example for tracking the turns in a turn-based combat system or barter exchange.
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Scripts are [Typeclassed](Typeclasses) entities and are manipulated in a similar
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way to how it works for other such Evennia entities:
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```python
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# create a new script
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new_script = evennia.create_script(key="myscript", typeclass=...)
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# search (this is always a list, also if there is only one match)
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list_of_myscript = evennia.search_script("myscript")
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```
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## Defining new Scripts
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A Script is defined as a class and is created in the same way as other
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[typeclassed](Typeclasses) entities. The class has several properties
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to control the timer-component of the scripts. These are all _optional_ -
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leaving them out will just create a Script with no timer components (useful to act as
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a database store or to hold a persistent game system, for example).
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This you can do for example in the module
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`evennia/typeclasses/scripts.py`. Below is an example Script
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Typeclass.
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```python
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from evennia import DefaultScript
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class MyScript(DefaultScript):
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def at_script_creation(self):
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self.key = "myscript"
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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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```
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In `mygame/typeclasses/scripts.py` is the `Script` class which inherits from `DefaultScript`
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already. This is provided as your own base class to do with what you like: You can tweak `Script` if
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you want to change the default behavior and it is usually convenient to inherit from this instead.
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Here's an example:
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```python
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# for example in 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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"""
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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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self.desc = "Gives random weather messages."
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self.interval = 60 * 5 # every 5 minutes
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self.persistent = True # will survive reload
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def at_repeat(self):
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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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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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# script is attached to (likely a room)
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self.obj.msg_contents(weather)
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```
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If we put this script on a room, it will randomly report some weather
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to everyone in the room every 5 minutes.
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To activate it, just add it to the script handler (`scripts`) on an
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[Room](Objects). That object becomes `self.obj` in the example above. Here we
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put it on a room called `myroom`:
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```
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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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> 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 create scripts using the `evennia.create_script` function:
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```python
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from evennia import create_script
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create_script('typeclasses.weather.Weather', obj=myroom)
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```
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Note that if you were to give a keyword argument to `create_script`, that would
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override the default value in your Typeclass. So for example, here is an instance
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of the weather script that runs every 10 minutes instead (and also not survive
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a server reload):
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```python
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create_script('typeclasses.weather.Weather', obj=myroom,
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persistent=False, interval=10*60)
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```
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From in-game you can use the `@script` command to launch the Script on things:
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```
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@script here = typeclasses.scripts.Weather
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```
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You can conveniently view and kill running Scripts by using the `@scripts`
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command in-game.
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## Properties and functions defined on Scripts
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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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etc). These are usually set up in the Script's typeclass, but can also be assigned on the fly as
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keyword arguments to `evennia.create_script`.
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- `desc` - an optional description of the script's function. Seen in script listings.
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- `interval` - how often the script should run. If `interval == 0` (default), this script has no
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timing component, will not repeat and will exist forever. This is useful for Scripts used for
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storage or acting as bases for various non-time dependent game systems.
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- `start_delay` - (bool), if we should wait `interval` seconds before firing for the first time or
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not.
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- `repeats` - How many times we should repeat, assuming `interval > 0`. If repeats is set to `<= 0`,
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the script will repeat indefinitely. Note that *each* firing of the script (including the first one)
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counts towards this value. So a `Script` with `start_delay=False` and `repeats=1` will start,
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immediately fire and shut down right away.
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- `persistent`- if this script should survive a server *reset* or server *shutdown*. (You don't need
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to set this for it to survive a normal reload - the script will be paused and seamlessly restart
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after the reload is complete).
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There is one special property:
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- `obj` - the [Object](Objects) this script is attached to (if any). You should not need to set
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this manually. If you add the script to the Object with `myobj.scripts.add(myscriptpath)` or give
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`myobj` as an argument to the `utils.create.create_script` function, the `obj` property will be set
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to `myobj` for you.
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It's also imperative to know the hook functions. Normally, overriding
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these are all the customization you'll need to do in Scripts. You can
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find longer descriptions of these in `src/scripts/scripts.py`.
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- `at_script_creation()` - this is usually where the script class sets things like `interval` and
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`repeats`; things that control how the script runs. It is only called once - when the script is
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first created.
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- `is_valid()` - determines if the script should still be running or not. This is called when
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running `obj.scripts.validate()`, which you can run manually, but which is also called by Evennia
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during certain situations such as reloads. This is also useful for using scripts as state managers.
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If the method returns `False`, the script is stopped and cleanly removed.
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- `at_start()` - this is called when the script starts or is unpaused. For persistent scripts this
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is at least once ever server startup. Note that this will *always* be called right away, also if
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`start_delay` is `True`.
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- `at_repeat()` - this is called every `interval` seconds, or not at all. It is called right away at
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startup, unless `start_delay` is `True`, in which case the system will wait `interval` seconds
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before calling.
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- `at_stop()` - this is called when the script stops for whatever reason. It's a good place to do
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custom cleanup.
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- `at_server_reload()` - this is called whenever the server is warm-rebooted (e.g. with the
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`@reload` command). It's a good place to save non-persistent data you might want to survive a
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reload.
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- `at_server_shutdown()` - this is called when a system reset or systems shutdown is invoked.
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Running methods (usually called automatically by the engine, but possible to also invoke manually)
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- `start()` - this will start the script. This is called automatically whenever you add a new script
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to a handler. `at_start()` will be called.
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- `stop()` - this will stop the script and delete it. Removing a script from a handler will stop it
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automatically. `at_stop()` will be called.
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- `pause()` - this pauses a running script, rendering it inactive, but not deleting it. All
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properties are saved and timers can be resumed. This is called automatically when the server reloads
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and will *not* lead to the *at_stop()* hook being called. This is a suspension of the script, not a
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change of state.
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- `unpause()` - resumes a previously paused script. The `at_start()` hook *will* be called to allow
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it to reclaim its internal state. Timers etc are restored to what they were before pause. The server
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automatically unpauses all paused scripts after a server reload.
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- `force_repeat()` - this will forcibly step the script, regardless of when it would otherwise have
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fired. The timer will reset and the `at_repeat()` hook is called as normal. This also counts towards
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the total number of repeats, if limited.
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- `time_until_next_repeat()` - for timed scripts, this returns the time in seconds until it next
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fires. Returns `None` if `interval==0`.
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- `remaining_repeats()` - if the Script should run a limited amount of times, this tells us how many
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are currently left.
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- `reset_callcount(value=0)` - this allows you to reset the number of times the Script has fired. It
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only makes sense if `repeats > 0`.
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- `restart(interval=None, repeats=None, start_delay=None)` - this method allows you to restart the
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Script in-place with different run settings. If you do, the `at_stop` hook will be called and the
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Script brought to a halt, then the `at_start` hook will be called as the Script starts up with your
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(possibly changed) settings. Any keyword left at `None` means to not change the original setting.
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## Global Scripts
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A script does not have to be connected to an in-game object. If not it is
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called a *Global script*. You can create global scripts by simply not supplying an object to store
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it on:
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```python
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# adding a global script
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from evennia import create_script
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create_script("typeclasses.globals.MyGlobalEconomy",
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key="economy", persistent=True, obj=None)
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```
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Henceforth you can then get it back by searching for its key or other identifier with
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`evennia.search_script`. In-game, the `scripts` command will show all scripts.
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Evennia supplies a convenient "container" called `GLOBAL_SCRIPTS` that can offer an easy
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way to access global scripts. If you know the name (key) of the script you can get it like so:
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```python
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from evennia import GLOBAL_SCRIPTS
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my_script = GLOBAL_SCRIPTS.my_script
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# needed if there are spaces in name or name determined on the fly
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another_script = GLOBAL_SCRIPTS.get("another script")
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# get all global scripts (this returns a Queryset)
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all_scripts = GLOBAL_SCRIPTS.all()
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# you can operate directly on the script
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GLOBAL_SCRIPTS.weather.db.current_weather = "Cloudy"
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```
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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 database). Best is to organize your scripts so that this does not happen. Otherwise, use
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`evennia.search_script` to get exactly the script you want.
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There are two ways to make a script appear as a property on `GLOBAL_SCRIPTS`. The first is
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to manually create a new global script with `create_script` as mentioned above. Often you want this
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to happen automatically when the server starts though. For this you can use the setting
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`GLOBAL_SCRIPTS`:
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```python
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GLOBAL_SCRIPTS = {
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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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"desc": "Weather script"
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"persistent": True
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},
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"storagescript": {
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"typeclass": "scripts.Storage",
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"persistent": True
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}
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}
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```
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Here the key (`myscript` and `storagescript` above) is required, all other fields are optional. If
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`typeclass` is not given, a script of type `settings.BASE_SCRIPT_TYPECLASS` is assumed. The keys
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related to timing and intervals are only needed if the script is timed.
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Evennia will use the information in `settings.GLOBAL_SCRIPTS` to automatically create and start
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these
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scripts when the server starts (unless they already exist, based on their `key`). You need to reload
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the server before the setting is read and new scripts become available. You can then find the `key`
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you gave as properties on `evennia.GLOBAL_SCRIPTS`
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(such as `evennia.GLOBAL_SCRIPTS.storagescript`).
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> Note: Make sure that your Script typeclass does not have any critical errors. If so, you'll see
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errors in your log and your Script will temporarily fall back to being a `DefaultScript` type.
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Moreover, a script defined this way is *guaranteed* to exist when you try to access it:
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```python
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from evennia import GLOBAL_SCRIPTS
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# first stop the script
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GLOBAL_SCRIPTS.storagescript.stop()
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# running the `scripts` command now will show no storagescript
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# but below now it's 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`, it will use the
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information
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in settings to recreate it for you.
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> Note that if your goal with the Script is to store persistent data, you should set it as
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`persistent=True`, either in `settings.GLOBAL_SCRIPTS` or in the Scripts typeclass. Otherwise any
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data you wanted to store on it will be gone (since a new script of the same name is restarted
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instead).
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## Dealing with Errors
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Errors inside an timed, executing script can sometimes be rather terse or point to
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parts of the execution mechanism that is hard to interpret. One way to make it
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easier to debug scripts is to import Evennia's native logger and wrap your
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functions in a try/catch block. Evennia's logger can show you where the
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traceback occurred in your script.
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```python
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from evennia.utils import logger
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class Weather(DefaultScript):
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# [...]
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def at_repeat(self):
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try:
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# [...] code as above
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except Exception:
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# logs the error
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logger.log_trace()
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```
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## Example of a timed script
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In-game you can try out scripts using the `@script` command. In the
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`evennia/contrib/tutorial_examples/bodyfunctions.py` is a little example script
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that makes you do little 'sounds' at random intervals. Try the following to apply an
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example time-based script to your character.
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> @script self = bodyfunctions.BodyFunctions
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> Note: Since `evennia/contrib/tutorial_examples` is in the default setting
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> `TYPECLASS_PATHS`, we only need to specify the final part of the path,
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> that is, `bodyfunctions.BodyFunctions`.
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If you want to inflict your flatulence script on another person, place or
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thing, try something like the following:
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> @py self.location.search('matt').scripts.add('bodyfunctions.BodyFunctions')
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Here's how you stop it on yourself.
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> @script/stop self = bodyfunctions.BodyFunctions
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This will kill the script again. You can use the `@scripts` command to list all
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active scripts in the game, if any (there are none by default).
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For another example of a Script in use, check out the [Turn Based Combat System
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tutorial](https://github.com/evennia/evennia/wiki/Turn%20based%20Combat%20System).
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