Further updates

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# Adding Object Typeclass Tutorial
Evennia comes with a few very basic classes of in-game entities:
DefaultObject
|
DefaultCharacter
DefaultRoom
DefaultExit
DefaultChannel
When you create a new Evennia game (with for example `evennia --init mygame`) Evennia will
automatically create empty child classes `Object`, `Character`, `Room` and `Exit` respectively. They
are found `mygame/typeclasses/objects.py`, `mygame/typeclasses/rooms.py` etc.
> Technically these are all [Typeclassed](../../Component/Typeclasses), which can be ignored for now. In
> `mygame/typeclasses` are also base typeclasses for out-of-character things, notably
> [Channels](../../Component/Communications), [Accounts](../../Component/Accounts) and [Scripts](../../Component/Scripts). We don't cover those in
> this tutorial.
For your own game you will most likely want to expand on these very simple beginnings. It's normal
to want your Characters to have various attributes, for example. Maybe Rooms should hold extra
information or even *all* Objects in your game should have properties not included in basic Evennia.
## Change Default Rooms, Exits, Character Typeclass
This is the simplest case.
The default build commands of a new Evennia game is set up to use the `Room`, `Exit` and `Character`
classes found in the same-named modules under `mygame/typeclasses/`. By default these are empty and
just implements the default parents from the Evennia library (`DefaultRoom`etc). Just add the
changes you want to these classes and run `@reload` to add your new functionality.
## Create a new type of object
Say you want to create a new "Heavy" object-type that characters should not have the ability to pick
up.
1. Edit `mygame/typeclasses/objects.py` (you could also create a new module there, named something
like `heavy.py`, that's up to how you want to organize things).
1. Create a new class inheriting at any distance from `DefaultObject`. It could look something like
this:
```python
# end of file mygame/typeclasses/objects.py
from evennia import DefaultObject
class Heavy(DefaultObject):
"Heavy object"
def at_object_creation(self):
"Called whenever a new object is created"
# lock the object down by default
self.locks.add("get:false()")
# the default "get" command looks for this Attribute in order
# to return a customized error message (we just happen to know
# this, you'd have to look at the code of the 'get' command to
# find out).
self.db.get_err_msg = "This is too heavy to pick up."
```
1. Once you are done, log into the game with a build-capable account and do `@create/drop
rock:objects.Heavy` to drop a new heavy "rock" object in your location. Next try to pick it up
(`@quell` yourself first if you are a superuser). If you get errors, look at your log files where
you will find the traceback. The most common error is that you have some sort of syntax error in
your class.
Note that the [Locks](../../Component/Locks) and [Attribute](../../Component/Attributes) which are set in the typeclass could just
as well have been set using commands in-game, so this is a *very* simple example.
## Storing data on initialization
The `at_object_creation` is only called once, when the object is first created. This makes it ideal
for database-bound things like [Attributes](../../Component/Attributes). But sometimes you want to create temporary
properties (things that are not to be stored in the database but still always exist every time the
object is created). Such properties can be initialized in the `at_init` method on the object.
`at_init` is called every time the object is loaded into memory.
> Note: It's usually pointless and wasteful to assign database data in `at_init`, since this will
> hit the database with the same value over and over. Put those in `at_object_creation` instead.
You are wise to use `ndb` (non-database Attributes) to store these non-persistent properties, since
ndb-properties are protected against being cached out in various ways and also allows you to list
them using various in-game tools:
```python
def at_init(self):
self.ndb.counter = 0
self.ndb.mylist = []
```
> Note: As mentioned in the [Typeclasses](../../Component/Typeclasses) documentation, `at_init` replaces the use of
> the standard `__init__` method of typeclasses due to how the latter may be called in situations
> other than you'd expect. So use `at_init` where you would normally use `__init__`.
## Updating existing objects
If you already have some `Heavy` objects created and you add a new `Attribute` in
`at_object_creation`, you will find that those existing objects will not have this Attribute. This
is not so strange, since `at_object_creation` is only called once, it will not be called again just
because you update it. You need to update existing objects manually.
If the number of objects is limited, you can use `@typeclass/force/reload objectname` to force a
re-load of the `at_object_creation` method (only) on the object. This case is common enough that
there is an alias `@update objectname` you can use to get the same effect. If there are multiple
objects you can use `@py` to loop over the objects you need:
```
@py from typeclasses.objects import Heavy; [obj.at_object_creation() for obj in Heavy.objects.all()]
```

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# Coding Introduction
Evennia allows for a lot of freedom when designing your game - but to code efficiently you still
need to adopt some best practices as well as find a good place to start to learn.
Here are some pointers to get you going.
### Python
Evennia is developed using Python. Even if you are more of a designer than a coder, it is wise to
learn how to read and understand basic Python code. If you are new to Python, or need a refresher,
take a look at our two-part [Python introduction](Part1/Python-basic-introduction).
### Explore Evennia interactively
When new to Evennia it can be hard to find things or figure out what is available. Evennia offers a
special interactive python shell that allows you to experiment and try out things. It's recommended
to use [ipython](http://ipython.org/) for this since the vanilla python prompt is very limited. Here
are some simple commands to get started:
# [open a new console/terminal]
# [activate your evennia virtualenv in this console/terminal]
pip install ipython # [only needed the first time]
cd mygame
evennia shell
This will open an Evennia-aware python shell (using ipython). From within this shell, try
import evennia
evennia.<TAB>
That is, enter `evennia.` and press the `<TAB>` key. This will show you all the resources made
available at the top level of Evennia's "flat API". See the [flat API](../../Evennia-API) page for more
info on how to explore it efficiently.
You can complement your exploration by peeking at the sections of the much more detailed [Developer
Central](Developer-Central). The [Tutorials](Tutorials) section also contains a growing collection
of system- or implementation-specific help.
### Use a python syntax checker
Evennia works by importing your own modules and running them as part of the server. Whereas Evennia
should just gracefully tell you what errors it finds, it can nevertheless be a good idea for you to
check your code for simple syntax errors *before* you load it into the running server. There are
many python syntax checkers out there. A fast and easy one is
[pyflakes](https://pypi.python.org/pypi/pyflakes), a more verbose one is
[pylint](http://www.pylint.org/). You can also check so that your code looks up to snuff using
[pep8](https://pypi.python.org/pypi/pep8). Even with a syntax checker you will not be able to catch
every possible problem - some bugs or problems will only appear when you actually run the code. But
using such a checker can be a good start to weed out the simple problems.
### Plan before you code
Before you start coding away at your dream game, take a look at our [Game Planning](Game-Planning)
page. It might hopefully help you avoid some common pitfalls and time sinks.
### Code in your game folder, not in the evennia/ repository
As part of the Evennia setup you will create a game folder to host your game code. This is your
home. You should *never* need to modify anything in the `evennia` library (anything you download
from us, really). You import useful functionality from here and if you see code you like, copy&paste
it out into your game folder and edit it there.
If you find that Evennia doesn't support some functionality you need, make a [Feature
Request](feature-request) about it. Same goes for [bugs][bug]. If you add features or fix bugs
yourself, please consider [Contributing](../../Contributing) your changes upstream!
### Learn to read tracebacks
Python is very good at reporting when and where things go wrong. A *traceback* shows everything you
need to know about crashing code. The text can be pretty long, but you usually are only interested
in the last bit, where it says what the error is and at which module and line number it happened -
armed with this info you can resolve most problems.
Evennia will usually not show the full traceback in-game though. Instead the server outputs errors
to the terminal/console from which you started Evennia in the first place. If you want more to show
in-game you can add `IN_GAME_ERRORS = True` to your settings file. This will echo most (but not all)
tracebacks both in-game as well as to the terminal/console. This is a potential security problem
though, so don't keep this active when your game goes into production.
> A common confusing error is finding that objects in-game are suddenly of the type `DefaultObject`
rather than your custom typeclass. This happens when you introduce a critical Syntax error to the
module holding your custom class. Since such a module is not valid Python, Evennia can't load it at
all. Instead of crashing, Evennia will then print the full traceback to the terminal/console and
temporarily fall back to the safe `DefaultObject` until you fix the problem and reload.
### Docs are here to help you
Some people find reading documentation extremely dull and shun it out of principle. That's your
call, but reading docs really *does* help you, promise! Evennia's documentation is pretty thorough
and knowing what is possible can often give you a lot of new cool game ideas. That said, if you
can't find the answer in the docs, don't be shy to ask questions! The [discussion
group](https://sites.google.com/site/evenniaserver/discussions) and the [irc
chat](http://webchat.freenode.net/?channels=evennia) are also there for you.
### The most important point
And finally, of course, have fun!
[feature-request]: (https://github.com/evennia/evennia/issues/new?title=Feature+Request%3a+%3Cdescriptive+title+here%3E&body=%23%23%23%23+Description+of+the+suggested+feature+and+how+it+is+supposed+to+work+for+the+admin%2fend+user%3a%0D%0A%0D%0A%0D%0A%23%23%23%23+A+list+of+arguments+for+why+you+think+this+new+feature+should+be+included+in+Evennia%3a%0D%0A%0D%0A1.%0D%0A2.%0D%0A%0D%0A%23%23%23%23+Extra+information%2c+such+as+requirements+or+ideas+on+implementation%3a%0D%0A%0D%0A
[bug](https://github.com/evennia/evennia/issues/new?title=Bug%3a+%3Cdescriptive+title+here%3E&body=%23%23%23%23+Steps+to+reproduce+the+issue%3a%0D%0A%0D%0A1.+%0D%0A2.+%0D%0A3.+%0D%0A%0D%0A%23%23%23%23+What+I+expect+to+see+and+what+I+actually+see+%28tracebacks%2c+error+messages+etc%29%3a%0D%0A%0D%0A%0D%0A%0D%0A%23%23%23%23+Extra+information%2c+such+as+Evennia+revision%2frepo%2fbranch%2c+operating+system+and+ideas+for+how+to+solve%3a%0D%0A%0D%0A)

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@ -10,7 +10,7 @@ Started](Getting-Started) instructions. You should have initialized a new game f
`evennia --init foldername` command. We will in the following assume this folder is called
"mygame".
It might be a good idea to eye through the brief [Coding Introduction](Coding-Introduction) too
It might be a good idea to eye through the brief [Coding Introduction](../../Coding/Coding-Introduction) too
(especially the recommendations in the section about the evennia "flat" API and about using `evennia
shell` will help you here and in the future).

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@ -1,6 +1,9 @@
# Adding Command Tutorial
# Our own commands
[prev lesson](Python-classes-and-objects) | [next lesson]()
[prev lesson](Python-classes-and-objects) | [next lesson](More-on-Commands)
In this lesson we'll learn how to create our own Evennia _Commands_. If you are new to Python you'll
also learn some more basics about how to manipulate strings and get information out of Evennia.
A Command is something that handles the input from a user and causes a result to happen.
An example is `look`, which examines your current location and tells how it looks like and
@ -10,16 +13,17 @@ In Evennia, a Command is a Python _class_. If you are unsure about what a class
previous lesson. A Command inherits from `evennia.Command` or from one of the alternative command-
classes, such as `MuxCommand` which is what most default commands use.
All Commands are in turn grouped in another class called a _Command Set_. Think of a Command set
All Commands are in turn grouped in another class called a _Command Set_. Think of a Command Set
as a bag holding many different commands. One CmdSet could for example hold all commands for
combat, another for building etc.
combat, another for building etc. By default, Evennia groups all character-commands into one
big cmdset.
Command-Sets are then associated with objects. Doing so makes the commands in that cmdset available
to the object. So, to summarize:
- Commands are classes
- A group of Commands is stored in a CmdSet
- Putting a CmdSet on an object makes all commands in it available to the object
- CmdSets are stored on objects - this defines which commands are available to that object.
## Creating a custom command
@ -373,271 +377,14 @@ you could try to hit it (if you dare):
You won't see the second string. Only Smaug sees that (and is not amused).
## More advanced parsing
Let's expand our simple `hit` command to accept a little more complex input:
## Summary
hit <target> [[with] <weapon>]
That is, we want to support all of these forms
In this lesson we learned how to create our own Command, add it to a CmdSet and then ourselves.
We also upset a dragon.
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`:
In the next lesson we'll learn how to hit Smaug with different weapons. We'll also
get into how we replace and extend Evennia's default Commands.
```python
#...
class CmdHit(Command):
"""
Hit a target.
Usage:
hit <target>
"""
key = "hit"
def parse(self):
self.args = self.args.strip()
target, *weapon = self.args.split(" with ", 1)
if not weapon:
target, *weapon = target.split(" ", 1)
self.target = target.strip()
if weapon:
self.weapon = weapon.strip()
else:
self.weapon = ""
def func(self):
if not self.args:
self.caller.msg("Who do you want to hit?")
return
# get the target for the hit
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]()
[prev lesson](Python-classes-and-objects) | [next lesson](More-on-Commands)

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@ -0,0 +1,303 @@
# Persistent objects and typeclasses
[prev lesson](Python-classes-and-objects) | [next lesson](Adding-Commands)
In the last lesson we created the dragons Fluffy, Cuddly and Smaug and made the fly and breathe fire. We
learned a bit about _classes_ in the process. But so far our dragons are short-lived - whenever we `restart`
the server or `quit()` out of python mode they are gone.
This is what you should have in `mygame/typeclasses/mobile.py` so far:
```python
class Mobile:
"""
This is a base class for Mobiles.
"""
def __init__(self, key):
self.key = key
def move_around(self):
print(f"{self.key} is moving!")
class Dragon(Mobile):
"""
This is a dragon-specific mobile.
"""
def move_around(self):
super().move_around()
print("The world trembles.")
def firebreath(self):
"""
Let our dragon breathe fire.
"""
print(f"{self.key} breathes fire!")
```
## Our first persistent object
Now we should know enough to understand what is happening in `mygame/typeclasses/objects.py`.
Open it again:
```python
"""
module docstring
"""
from evennia import DefaultObject
class Object(DefaultObject):
"""
class docstring
"""
pass
```
So we have a class `Object` that _inherits_ from `DefaultObject`, which we have imported from Evennia.
The class itself doesn't do anything (it just `pass`es) but that doesn't mean it's useless. As we've seen,
it inherits all the functionality of its parent. It's in fact an _exact replica_ of `DefaultObject` right now.
If we knew what kind of methods and resources were available on `DefaultObject` we could add our own and
change the way it works!
> Hint: We will get back to this, but to learn what resources an Evennia parent like `DefaultObject` offers,
> easiest is to peek at its [API documentation](api:evennia.objects.objects#DefaultObject). The docstring for
> the `Object` class can also help.
One thing that Evennia offers and which you don't get with vanilla Python classes is _persistence_. As you've
found, Fluffy, Cuddly and Smaug are gone once we reload the server. Let's see if we can fix this.
Go back to `mygame/typeclasses/mobile.py`. Change it as follows:
```python
from typeclasses.objects import Object
class Mobile(Object):
"""
This is a base class for Mobiles.
"""
def move_around(self):
print(f"{self.key} is moving!")
class Dragon(Mobile):
"""
This is a dragon-specific mobile.
"""
def move_around(self):
super().move_around()
print("The world trembles.")
def firebreath(self):
"""
Let our dragon breathe fire.
"""
print(f"{self.key} breathes fire!")
```
Don't forget to save. We removed `Monster.__init__` and made `Mobile` inherit from Evennia's `Object` (which in turn
inherits from Evennia's `DefaultObject`, as we saw). By extension, this means that `Dragon` also inherits
from `DefaultObject`, just from further away!
### Creating by calling the class (less common way)
First reload the server as usual. We will need to create the dragon a little differently this time:
```sidebar:: Keyword arguments
Keyword arguments (like `db_key="Smaug"`) is a way to
name the input arguments to a function or method. They make
things easier to read but also allows for conveniently setting
defaults for values not given explicitly.
```
> py
> from typeclasses.mymobile import Dragon
> smaug = Dragon(db_key="Smaug", db_location=here)
> smaug.save()
> smaug.move_around()
Smaug is moving!
The world trembles.
Smaug works the same as before, but we created him differently: first we used
`Dragon(db_key="Smaug", db_location=here)` to create the object, and then we used `smaug.save()` afterwards.
> quit()
Python Console is closing.
> look
You should now see that Smaug _is in the room with you_. Woah!
> reload
> look
_He's still there_... What we just did is to create a new entry in the database for Smaug. We gave the object
its name (key) and set its location to our current location (remember that `here` is just something available
in the `py` command, you can't use it elsewhere).
To make use of Smaug in code we must first find him in the database. For an object in the current
location we can easily do this in `py` by using `me.search()`:
> py smaug = me.search("Smaug") ; smaug.firebreath()
Smaug breathes fire!
### Creating using create_object
Creating Smaug like we did above is nice because it's similar to how we created non-database
bound Python instances before. But you need to use `db_key` instead of `key` and you also have to
remember to call `.save()` afterwards. Evennia has a helper function that is more common to use,
called `create_object`:
> py fluffy = evennia.create_object('typeclases.mymobile.Mobile', key="Fluffy", location=here)
> look
Boom, Fluffy should now be in the room with you, a little less scary than Smaug. You specify the
python-path to the code you want and then set the key and location. Evennia sets things up and saves for you.
If you want to find Fluffy from anywhere, you can use Evennia's `search_object` helper:
> fluffy = evennia.search_object("Fluffy")[0] ; fluffy.move_around()
Fluffy is moving!
> The `[0]` is because `search_object` always returns a _list_ of zero, one or more found objects. The `[0]`
means that we want the first element of this list (counting in Python always starts from 0). If there were
multiple Fluffies we could get the second one with `[1]`.
### Creating using create-command
Finally, you can also create a new Dragon using the familiar builder-commands we explored a few lessons ago:
> create/drop Cuddly:typeclasses.mymobile.Mobile
Cuddly is now in the room. After learning about how objects are created you'll realize that all this command really
does is to parse your input, figure out that `/drop` means to "give the object the same location as the caller",
and then do a call akin to
evennia.create_object("typeclasses.mymobile.Mobile", key="Cuddly", location=here)
That's pretty much all there is to the mighty `create` command.
... And speaking of Commands, we should try to add one of our own next.
# Adding Object Typeclass Tutorial
Evennia comes with a few very basic classes of in-game entities:
DefaultObject
|
DefaultCharacter
DefaultRoom
DefaultExit
DefaultChannel
When you create a new Evennia game (with for example `evennia --init mygame`) Evennia will
automatically create empty child classes `Object`, `Character`, `Room` and `Exit` respectively. They
are found `mygame/typeclasses/objects.py`, `mygame/typeclasses/rooms.py` etc.
> Technically these are all [Typeclassed](../../../Component/Typeclasses), which can be ignored for now. In
> `mygame/typeclasses` are also base typeclasses for out-of-character things, notably
> [Channels](../../../Component/Communications), [Accounts](../../../Component/Accounts) and [Scripts](../../../Component/Scripts). We don't cover those in
> this tutorial.
For your own game you will most likely want to expand on these very simple beginnings. It's normal
to want your Characters to have various attributes, for example. Maybe Rooms should hold extra
information or even *all* Objects in your game should have properties not included in basic Evennia.
## Change Default Rooms, Exits, Character Typeclass
This is the simplest case.
The default build commands of a new Evennia game is set up to use the `Room`, `Exit` and `Character`
classes found in the same-named modules under `mygame/typeclasses/`. By default these are empty and
just implements the default parents from the Evennia library (`DefaultRoom`etc). Just add the
changes you want to these classes and run `@reload` to add your new functionality.
## Create a new type of object
Say you want to create a new "Heavy" object-type that characters should not have the ability to pick
up.
1. Edit `mygame/typeclasses/objects.py` (you could also create a new module there, named something
like `heavy.py`, that's up to how you want to organize things).
1. Create a new class inheriting at any distance from `DefaultObject`. It could look something like
this:
```python
# end of file mygame/typeclasses/objects.py
from evennia import DefaultObject
class Heavy(DefaultObject):
"Heavy object"
def at_object_creation(self):
"Called whenever a new object is created"
# lock the object down by default
self.locks.add("get:false()")
# the default "get" command looks for this Attribute in order
# to return a customized error message (we just happen to know
# this, you'd have to look at the code of the 'get' command to
# find out).
self.db.get_err_msg = "This is too heavy to pick up."
```
1. Once you are done, log into the game with a build-capable account and do `@create/drop
rock:objects.Heavy` to drop a new heavy "rock" object in your location. Next try to pick it up
(`@quell` yourself first if you are a superuser). If you get errors, look at your log files where
you will find the traceback. The most common error is that you have some sort of syntax error in
your class.
Note that the [Locks](../../../Component/Locks) and [Attribute](../../../Component/Attributes) which are set in the typeclass could just
as well have been set using commands in-game, so this is a *very* simple example.
## Storing data on initialization
The `at_object_creation` is only called once, when the object is first created. This makes it ideal
for database-bound things like [Attributes](../../../Component/Attributes). But sometimes you want to create temporary
properties (things that are not to be stored in the database but still always exist every time the
object is created). Such properties can be initialized in the `at_init` method on the object.
`at_init` is called every time the object is loaded into memory.
> Note: It's usually pointless and wasteful to assign database data in `at_init`, since this will
> hit the database with the same value over and over. Put those in `at_object_creation` instead.
You are wise to use `ndb` (non-database Attributes) to store these non-persistent properties, since
ndb-properties are protected against being cached out in various ways and also allows you to list
them using various in-game tools:
```python
def at_init(self):
self.ndb.counter = 0
self.ndb.mylist = []
```
> Note: As mentioned in the [Typeclasses](../../../Component/Typeclasses) documentation, `at_init` replaces the use of
> the standard `__init__` method of typeclasses due to how the latter may be called in situations
> other than you'd expect. So use `at_init` where you would normally use `__init__`.
## Updating existing objects
If you already have some `Heavy` objects created and you add a new `Attribute` in
`at_object_creation`, you will find that those existing objects will not have this Attribute. This
is not so strange, since `at_object_creation` is only called once, it will not be called again just
because you update it. You need to update existing objects manually.
If the number of objects is limited, you can use `@typeclass/force/reload objectname` to force a
re-load of the `at_object_creation` method (only) on the object. This case is common enough that
there is an alias `@update objectname` you can use to get the same effect. If there are multiple
objects you can use `@py` to loop over the objects you need:
```
@py from typeclasses.objects import Heavy; [obj.at_object_creation() for obj in Heavy.objects.all()]
```
[prev lesson](Python-classes-and-objects) | [next lesson](Adding-Commands)

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@ -0,0 +1,502 @@
# More about Commands
[prev lesson](Adding-Commands) | [next lesson](Learning-Typeclasses)
In this lesson we learn some basics about parsing the input of Commands. We will
also learn how to add, modify and extend Evennia's default commands.
## More advanced parsing
In the last lesson we made a `hit` Command and hit a dragon with it. You should have the code
from that still around.
Let's expand our simple `hit` command to accept a little more complex input:
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"
def parse(self):
self.args = self.args.strip()
target, *weapon = self.args.split(" with ", 1)
if not weapon:
target, *weapon = target.split(" ", 1)
self.target = target.strip()
if weapon:
self.weapon = weapon.strip()
else:
self.weapon = ""
def func(self):
if not self.args:
self.caller.msg("Who do you want to hit?")
return
# get the target for the hit
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 a Command to an object
The commands of a cmdset attached to an object with `obj.cmdset.add()` will by default be made available to that object
but _also to those in the same location as that object_. If you did the [Building introduction](Building-Quickstart)
you've seen an example of this with the "Red Button" object. The [Tutorial world](Tutorial-World-Introduction)
also has many examples of objects with commands on them.
To show how this could work, let's put our 'hit' Command on our simple `sword` object from the previous section.
> self.search("sword").cmdset.add("commands.mycommands.MyCmdSet", permanent=True)
We find the sword (it's still in our inventory so `self.search` should be able to find it), then
add `MyCmdSet` to it. This actually adds both `hit` and `echo` to the sword, which is fine.
Let's try to swing it!
> hit
More than one match for 'hit' (please narrow target):
hit-1 (sword #11)
hit-2
```sidebar:: Multi-matches
Some game engines will just pick the first hit when finding more than one.
Evennia will always give you a choice. The reason for this is that Evennia
cannot know if `hit` and `hit` are different or the same - maybe it behaves
differently depending on the object it sits on? Besides, imagine if you had
a red and a blue button both with the command `push` on it. Now you just write
`push`. Wouldn't you prefer to be asked `which` button you really wanted to push?
```
Woah, that didn't go as planned. Evennia actually found _two_ `hit` commands to didn't know which one to use
(_we_ know they are the same, but Evennia can't be sure of that). As we can see, `hit-1` is the one found on
the sword. The other one is from adding `MyCmdSet` to ourself earlier. It's easy enough to tell Evennia which
one you meant:
> hit-1
Who do you want to hit?
> hit-2
Who do you want to hit?
In this case we don't need both command-sets, so let's just keep the one on the sword:
> self.cmdset.remove("commands.mycommands.MyCmdSet")
> hit
Who do you want to hit?
Now try this:
> tunnel n = kitchen
> n
> drop sword
> s
> hit
Command 'hit' is not available. Maybe you meant ...
> n
> hit
Who do you want to hit?
The `hit` command is now only available if you hold or are in the same room as the sword.
### You need to hold the sword!
Let's get a little ahead of ourselves and make it so you have to _hold_ the sword for the `hit` command to
be available. This involves a _Lock_. We've cover locks in more detail later, just know that they are useful
for limiting the kind of things you can do with an object, including limiting just when you can call commands on
it.
```sidebar:: Locks
Evennia Locks are defined as a mini-language defined in `lockstrings`. The lockstring
is on a form `<situation>:<lockfuncs>`, where `situation` determines when this
lock applies and the `lockfuncs` (there can be more than one) are run to determine
if the lock-check passes or not depending on circumstance.
```
> py self.search("sword").locks.add("call:holds()")
We added a new lock to the sword. The _lockstring_ `"call:holds()"` means that you can only _call_ commands on
this object if you are _holding_ the object (that is, it's in your inventory).
For locks to work, you cannot be _superuser_, since the superuser passes all locks. You need to `quell` yourself
first:
```sidebar:: quell/unquell
Quelling allows you as a developer to take on the role of players with less
priveleges. This is useful for testing and debugging, in particular since a
superuser has a little `too` much power sometimes.
Use `unquell` to get back to your normal self.
```
> quell
If the sword lies on the ground, try
> hit
Command 'hit' is not available. ..
> get sword
> hit
> Who do you want to hit?
Finally, we get rid of ours sword so we have a clean slate with no more `hit` commands floating around.
We can do that in two ways:
delete sword
or
py self.search("sword").delete()
## Adding the Command to a default Cmdset
As we have seen we can use `obj.cmdset.add()` to add a new cmdset to objects, whether that object
is ourself (`self`) or other objects like the `sword`.
This is how all commands in Evennia work, including default commands like `look`, `dig`, `inventory` and so on.
All these commands are in just loaded on the default objects that Evennia provides out of the box.
- Characters (that is 'you' in the gameworld) has the `CharacterCmdSet`.
- Accounts (the thing that represents your out-of-character existence on the server) has the `AccountCmdSet`
- Sessions (representing one single client connection) has the `SessionCmdSet`
- Before you log in (at the connection screen) you'll have access to the `UnloggedinCmdSet`.
The thing must commonly modified is the `CharacterCmdSet`.
The default cmdset are defined in `mygame/commands/default_cmdsets.py`. Open that file now:
```python
"""
(module docstring)
"""
from evennia import default_cmds
class CharacterCmdSet(default_cmds.CharacterCmdSet):
key = "DefaultCharacter"
def at_cmdset_creation(self):
super().at_cmdset_creation()
#
# any commands you add below will overload the default ones
#
class AccountCmdSet(default_cmds.AccountCmdSet):
key = "DefaultAccount"
def at_cmdset_creation(self):
super().at_cmdset_creation()
#
# any commands you add below will overload the default ones
#
class UnloggedinCmdSet(default_cmds.UnloggedinCmdSet):
key = "DefaultUnloggedin"
def at_cmdset_creation(self):
super().at_cmdset_creation()
#
# any commands you add below will overload the default ones
#
class SessionCmdSet(default_cmds.SessionCmdSet):
key = "DefaultSession"
def at_cmdset_creation(self):
super().at_cmdset_creation()
#
# any commands you add below will overload the default ones
#
```
```sidebar:: super()
The `super()` function refers to the parent of the current class and is commonly
used to call same-named methods on the parent.
```
`evennia.default_cmds` is a container that holds all of Evennia's default commands and cmdsets. In this module
we can see that this was imported and then a new child class was made for each cmdset. Each class looks familiar
(except the `key`, that's mainly used to easily identify the cmdset in listings). In each `at_cmdset_creation` all
we do is call `super().at_cmdset_creation` which means that we call `at_cmdset_creation() on the _parent_ CmdSet.
This is what adds all the default commands to each CmdSet.
To add even more Commands to a default cmdset, we can just add them below the `super()` line. Usefully, if we were to
add a Command with the same `.key` as a default command, it would completely replace that original. So if you were
to add a command with a key `look`, the original `look` command would be replaced by your own version.
For now, let's add our own `hit` and `echo` commands to the `CharacterCmdSet`:
```python
# ...
from commands import mycommands
class CharacterCmdSet(default_cmds.CharacterCmdSet):
key = "DefaultCharacter"
def at_cmdset_creation(self):
super().at_cmdset_creation()
#
# any commands you add below will overload the default ones
#
self.add(mycommands.CmdEcho)
self.add(mycommands.CmdHit)
```
> reload
> hit
Who do you want to hit?
Your new commands are now available for all player characters in the game. There is another way to add a bunch
of commands at once, and that is to add a _CmdSet_ to the other cmdset. All commands in that cmdset will then be added:
```python
from commands import mycommands
class CharacterCmdSet(default_cmds.CharacterCmdSet):
key = "DefaultCharacter"
def at_cmdset_creation(self):
super().at_cmdset_creation()
#
# any commands you add below will overload the default ones
#
self.add(mycommands.MyCmdSet)
```
Which way you use depends on how much control you want, but if you already have a CmdSet,
this is practical. A Command can be a part of any number of different CmdSets.
### Removing Commands
To remove your custom commands again, you of course just delete the change you did to
`mygame/commands/default_cmdsets.py`. But what if you want to remove a default command?
We already know that we use `cmdset.remove()` to remove a cmdset. It turns out you can
do the same in `at_cmdset_creation`. For example, let's remove the default `get` Command
from Evennia. We happen to know this can be found as `default_cmds.CmdGet`.
```python
# ...
from commands import mycommands
class CharacterCmdSet(default_cmds.CharacterCmdSet):
key = "DefaultCharacter"
def at_cmdset_creation(self):
super().at_cmdset_creation()
#
# any commands you add below will overload the default ones
#
self.add(mycommands.MyCmdSet)
self.remove(default_cmds.CmdGet)
# ...
```
> reload
> get
Command 'get' is not available ...
## Replace a default command
At this point you already have all the pieces for how to do this! We just need to add a new
command with the same `key` in the `CharacterCmdSet` to replace the default one.
Let's combine this with what we know about classes and
how to _override_ a parent class. Open `mygame/commands/mycommands.py` and lets override
that `CmdGet` command.
```python
# up top, by the other imports
from evennia import default_cmds
# somewhere below
class MyCmdGet(default_cmds.CmdGet):
def func(self):
super().func()
self.caller.msg(str(self.caller.location.contents))
```
- **Line2**: We import `default_cmds` so we can get the parent class.
We made a new class and we make it _inherit_ `default_cmds.CmdGet`. We don't
need to set `.key` or `.parse`, that's already handled by the parent.
In `func` we call `super().func()` to let the parent do its normal thing,
- **Line 7**: By adding our own `func` we replace the one in the parent.
- **Line 8**: For this simple change we still want the command to work the
same as before, so we use `super()` to call `func` on the parent.
- **Line 9**: `.location` is the place an object is at. `.contents` contains, well, the
contents of an object. If you tried `py self.contents` you'd get a list that equals
your inventory. For a room, the contents is everything in it.
So `self.caller.location.contents` gets the contents of our current location. This is
a _list_. In order send this to us with `.msg` we turn the list into a string. Python
has a special function `str()` to do this.
We now just have to add this so it replaces the default `get` command. Open
`mygame/commands/default_cmdsets.py` again:
```python
# ...
from commands import mycommands
class CharacterCmdSet(default_cmds.CharacterCmdSet):
key = "DefaultCharacter"
def at_cmdset_creation(self):
super().at_cmdset_creation()
#
# any commands you add below will overload the default ones
#
self.add(mycommands.MyCmdSet)
self.add(mycommands.MyCmdGet)
# ...
```
```sidebar:: Another way
Instead of adding `MyCmdGet` explicitly in default_cmdset.py,
you could also add it to `mycommands.MyCmdSet` and let it be
added automatically for you.
```
> reload
> get
Get What?
[smaug, fluffy, YourName, ...]
We just made a new `get`-command that tells us everything we could pick up (well, we can't pick up ourselves, so
there's some room for improvement there).
## Summary
In this lesson we got into some more advanced string formatting - many of those tricks will help you a lot in
the future! We also made a functional sword. Finally we got into how to add to, extend and replace a default
command on ourselves.
Let's explore 'ourselves' and other 'things' in the game next.
[prev lesson](Adding-Commands) | [next lesson](Learning-Typeclasses)

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@ -1,11 +1,11 @@
# Python Classes and Evennia Typeclasses
# Python Classes and objects
[prev lesson](Gamedir-Overview) | [next lesson](Adding-Commands)
[prev lesson](Gamedir-Overview) | [next lesson](Learning-Typeclasses)
We have now learned how to run some simple Python code from inside (and outside) your game server.
We have also taken a look at what our game dir looks and what is where. Now we'll start to use it.
## Importing
## Importing things
No one writes something as big as an online game in one single huge file. Instead one breaks up the
code into separate files (modules). Each module is dedicated to different purposes. Not only does
@ -153,7 +153,9 @@ Next we have a `class` named `Object`, which _inherits_ from `DefaultObject`. Th
actually do anything on its own, its only code (except the docstring) is `pass` which means,
well, to pass and don't do anything.
To understand what we are looking at, we need to explain what a 'class', an 'object' and an 'instance' is.
We will get back to this module in the [next lesson](Learning-Typeclasses). First we need to do a
little detour to understand what a 'class', an 'object' or 'instance' is. These are fundamental
things to understand before you can use Evennia efficiently.
```sidebar:: OOP
Classes, objects, instances and inheritance are fundamental to Python. This and some
@ -185,6 +187,12 @@ at least one argument (almost always written as `self` although you could in pri
another name), which is a reference back to itself. So when we print `self.key` we are referring
back to the `key` on the class.
```sidebar:: Terms
- A `class` is a code template describing a 'type' of something
- An `object` is an `instance` of a `class`. Like using a mold to cast tin soldiers, one class can be `instantiated` into any number of object-instances.
```
A class is just a template. Before it can be used, we must create an _instance_ of the class. If
`Mobile` is a class, then an instance is Fluffy, the individual red dragon. You instantiate
by _calling_ the class, much like you would a function:
@ -395,152 +403,14 @@ about the trembling world we added in the `Dragon` class.
Inheritance is very powerful because it allows you to organize and re-use code while only adding the special things
you want to change. Evennia uses this concept a lot.
## Summary
## Our first persistent object
We have created our first dragons from classes. We have learned a little about how you _instantiate_ a class
into an _object_. We have seen some examples of _inheritance_ and we tested to _override_ a method in the parent
with one in the child class. We also used `super()` to good effect.
Now we should know enough to understand what is happening in `mygame/typeclasses/objects.py`.
Open it again:
```python
"""
module docstring
"""
from evennia import DefaultObject
class Object(DefaultObject):
"""
class docstring
"""
pass
```
So we have a class `Object` that _inherits_ from `DefaultObject`, which we have imported from Evennia.
The class itself doesn't do anything (it just `pass`es) but that doesn't mean it's useless. As we've seen,
it inherits all the functionality of its parent. It's in fact an _exact replica_ of `DefaultObject` right now.
If we knew what kind of methods and resources were available on `DefaultObject` we could add our own and
change the way it works!
> Hint: We will get back to this, but to learn what resources an Evennia parent like `DefaultObject` offers,
> easiest is to peek at its [API documentation](api:evennia.objects.objects#DefaultObject). The docstring for
> the `Object` class can also help.
One thing that Evennia offers and which you don't get with vanilla Python classes is _persistence_. As you've
found, Fluffy, Cuddly and Smaug are gone once we reload the server. Let's see if we can fix this.
Go back to `mygame/typeclasses/mobile.py`. Change it as follows:
```python
from typeclasses.objects import Object
class Mobile(Object):
"""
This is a base class for Mobiles.
"""
def move_around(self):
print(f"{self.key} is moving!")
But so far our dragons are gone as soon as we `restart` the server or `quit()` the Python interpreter. In the
next lesson we'll get up close and personal with Smaug.
class Dragon(Mobile):
"""
This is a dragon-specific mobile.
"""
def move_around(self):
super().move_around()
print("The world trembles.")
def firebreath(self):
"""
Let our dragon breathe fire.
"""
print(f"{self.key} breathes fire!")
```
Don't forget to save. We removed `Monster.__init__` and made `Mobile` inherit from Evennia's `Object` (which in turn
inherits from Evennia's `DefaultObject`, as we saw). By extension, this means that `Dragon` also inherits
from `DefaultObject`, just from further away!
### Creating by calling the class (less common way)
First reload the server as usual. We will need to create the dragon a little differently this time:
```sidebar:: Keyword arguments
Keyword arguments (like `db_key="Smaug"`) is a way to
name the input arguments to a function or method. They make
things easier to read but also allows for conveniently setting
defaults for values not given explicitly.
```
> py
> from typeclasses.mymobile import Dragon
> smaug = Dragon(db_key="Smaug", db_location=here)
> smaug.save()
> smaug.move_around()
Smaug is moving!
The world trembles.
Smaug works the same as before, but we created him differently: first we used
`Dragon(db_key="Smaug", db_location=here)` to create the object, and then we used `smaug.save()` afterwards.
> quit()
Python Console is closing.
> look
You should now see that Smaug _is in the room with you_. Woah!
> reload
> look
_He's still there_... What we just did is to create a new entry in the database for Smaug. We gave the object
its name (key) and set its location to our current location (remember that `here` is just something available
in the `py` command, you can't use it elsewhere).
To make use of Smaug in code we must first find him in the database. For an object in the current
location we can easily do this in `py` by using `me.search()`:
> py smaug = me.search("Smaug") ; smaug.firebreath()
Smaug breathes fire!
### Creating using create_object
Creating Smaug like we did above is nice because it's similar to how we created non-database
bound Python instances before. But you need to use `db_key` instead of `key` and you also have to
remember to call `.save()` afterwards. Evennia has a helper function that is more common to use,
called `create_object`:
> py fluffy = evennia.create_object('typeclases.mymobile.Mobile', key="Fluffy", location=here)
> look
Boom, Fluffy should now be in the room with you, a little less scary than Smaug. You specify the
python-path to the code you want and then set the key and location. Evennia sets things up and saves for you.
If you want to find Fluffy from anywhere, you can use Evennia's `search_object` helper:
> fluffy = evennia.search_object("Fluffy")[0] ; fluffy.move_around()
Fluffy is moving!
> The `[0]` is because `search_object` always returns a _list_ of zero, one or more found objects. The `[0]`
means that we want the first element of this list (counting in Python always starts from 0). If there were
multiple Fluffies we could get the second one with `[1]`.
### Creating using create-command
Finally, you can also create a new Dragon using the familiar builder-commands we explored a few lessons ago:
> create/drop Cuddly:typeclasses.mymobile.Mobile
Cuddly is now in the room. After learning about how objects are created you'll realize that all this command really
does is to parse your input, figure out that `/drop` means to "give the object the same location as the caller",
and then do a call akin to
evennia.create_object("typeclasses.mymobile.Mobile", key="Cuddly", location=here)
That's pretty much all there is to the mighty `create` command.
... And speaking of Commands, we should try to add one of our own next.
[prev lesson](Gamedir-Overview) | [next lesson](Adding-Commands)
[prev lesson](Gamedir-Overview) | [next lesson](Learning-Typeclasses)

View file

@ -26,10 +26,11 @@ own first little game in Evennia. Let's get started!
1. [The Tutorial World](Part1/Tutorial-World-Introduction)
1. [Python basics](Part1/Python-basic-introduction)
1. [Game dir overview](Part1/Gamedir-Overview)
1. [Python classes](Python-basic-tutorial-part-two)
1. [Running Python in- and outside the game](../../Coding/Execute-Python-Code)
1. [Understanding errors](Understanding-Errors)
1. [Searching for things](Tutorial-Searching-For-Objects)
1. [Python classes and objects](Part1/Python-classes-and-objects)
1. [Persistent objects](Part1/Learning-Typeclasses)
1. [Making our first own commands](Part1/Adding-Commands)
1. [Parsing and replacing default Commands](Part1/More-on-Commands)
1. [Searching and creating things](Tutorial-Searching-For-Objects)
1. [A walkthrough of the API](Walkthrough-of-API)
In this first part we'll focus on what we get out of the box in Evennia - we'll get used to the tools,