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<title>Coding Utils &#8212; Evennia 1.0-dev documentation</title>
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@ -25,7 +27,10 @@
<li class="right" >
<a href="py-modindex.html" title="Python Module Index"
>modules</a> |</li>
<li class="nav-item nav-item-0"><a href="index.html">Evennia 1.0-dev documentation</a> &#187;</li>
<li class="nav-item nav-item-0"><a href="index.html">Evennia 1.0-dev documentation</a> &#187;</li>
<li class="nav-item nav-item-last"><a href="#">Coding Utils</a></li>
</ul>
</div>
@ -36,16 +41,22 @@
<div class="section" id="coding-utils">
<h1>Coding Utils<a class="headerlink" href="#coding-utils" title="Permalink to this headline"></a></h1>
<p>Evennia comes with many utilities to help with common coding tasks. Most are accessible directly from the flat API, otherwise you can find them in the <code class="docutils literal notranslate"><span class="pre">evennia/utils/</span></code> folder.</p>
<p>Evennia comes with many utilities to help with common coding tasks. Most are accessible directly
from the flat API, otherwise you can find them in the <code class="docutils literal notranslate"><span class="pre">evennia/utils/</span></code> folder.</p>
<div class="section" id="searching">
<h2>Searching<a class="headerlink" href="#searching" title="Permalink to this headline"></a></h2>
<p>A common thing to do is to search for objects. There its easiest to use the <code class="docutils literal notranslate"><span class="pre">search</span></code> method defined on all objects. This will search for objects in the same location and inside the self object:</p>
<p>A common thing to do is to search for objects. There its easiest to use the <code class="docutils literal notranslate"><span class="pre">search</span></code> method defined
on all objects. This will search for objects in the same location and inside the self object:</p>
<div class="highlight-python notranslate"><table class="highlighttable"><tr><td class="linenos"><div class="linenodiv"><pre>1</pre></div></td><td class="code"><div class="highlight"><pre><span></span> <span class="n">obj</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">search</span><span class="p">(</span><span class="n">objname</span><span class="p">)</span>
</pre></div>
</td></tr></table></div>
<p>The most common time one needs to do this is inside a command body. <code class="docutils literal notranslate"><span class="pre">obj</span> <span class="pre">=</span> <span class="pre">self.caller.search(objname)</span></code> will search inside the callers (typically, the character that typed the command) <code class="docutils literal notranslate"><span class="pre">.contents</span></code> (their “inventory”) and <code class="docutils literal notranslate"><span class="pre">.location</span></code> (their “room”).</p>
<p>Give the keyword <code class="docutils literal notranslate"><span class="pre">global_search=True</span></code> to extend search to encompass entire database. Aliases will also be matched by this search. You will find multiple examples of this functionality in the default command set.</p>
<p>If you need to search for objects in a code module you can use the functions in <code class="docutils literal notranslate"><span class="pre">evennia.utils.search</span></code>. You can access these as shortcuts <code class="docutils literal notranslate"><span class="pre">evennia.search_*</span></code>.</p>
<p>The most common time one needs to do this is inside a command body. <code class="docutils literal notranslate"><span class="pre">obj</span> <span class="pre">=</span> <span class="pre">self.caller.search(objname)</span></code> will search inside the callers (typically, the character that typed
the command) <code class="docutils literal notranslate"><span class="pre">.contents</span></code> (their “inventory”) and <code class="docutils literal notranslate"><span class="pre">.location</span></code> (their “room”).</p>
<p>Give the keyword <code class="docutils literal notranslate"><span class="pre">global_search=True</span></code> to extend search to encompass entire database. Aliases will
also be matched by this search. You will find multiple examples of this functionality in the default
command set.</p>
<p>If you need to search for objects in a code module you can use the functions in
<code class="docutils literal notranslate"><span class="pre">evennia.utils.search</span></code>. You can access these as shortcuts <code class="docutils literal notranslate"><span class="pre">evennia.search_*</span></code>.</p>
<div class="highlight-python notranslate"><table class="highlighttable"><tr><td class="linenos"><div class="linenodiv"><pre>1
2</pre></div></td><td class="code"><div class="highlight"><pre><span></span> <span class="kn">from</span> <span class="nn">evennia</span> <span class="kn">import</span> <span class="n">search_object</span>
<span class="n">obj</span> <span class="o">=</span> <span class="n">search_object</span><span class="p">(</span><span class="n">objname</span><span class="p">)</span>
@ -60,11 +71,13 @@
<li><p><a class="reference external" href="../wiki/evennia.comms.managers#msgmanagersearch_message">evennia.search_message</a></p></li>
<li><p><a class="reference external" href="../wiki/evennia.help.manager#helpentrymanagersearch_help">evennia.search_help</a></p></li>
</ul>
<p>Note that these latter methods will always return a <code class="docutils literal notranslate"><span class="pre">list</span></code> of results, even if the list has one or zero entries.</p>
<p>Note that these latter methods will always return a <code class="docutils literal notranslate"><span class="pre">list</span></code> of results, even if the list has one or
zero entries.</p>
</div>
<div class="section" id="create">
<h2>Create<a class="headerlink" href="#create" title="Permalink to this headline"></a></h2>
<p>Apart from the in-game build commands (<code class="docutils literal notranslate"><span class="pre">&#64;create</span></code> etc), you can also build all of Evennias game entities directly in code (for example when defining new create commands).</p>
<p>Apart from the in-game build commands (<code class="docutils literal notranslate"><span class="pre">&#64;create</span></code> etc), you can also build all of Evennias game
entities directly in code (for example when defining new create commands).</p>
<div class="highlight-python notranslate"><table class="highlighttable"><tr><td class="linenos"><div class="linenodiv"><pre>1
2
3</pre></div></td><td class="code"><div class="highlight"><pre><span></span> <span class="kn">import</span> <span class="nn">evennia</span>
@ -80,11 +93,14 @@
<li><p><a class="reference external" href="../wiki/evennia.utils.create#create_help_entry">evennia.create_help_entry</a></p></li>
<li><p><a class="reference external" href="../wiki/evennia.utils.create#create_message">evennia.create_message</a></p></li>
</ul>
<p>Each of these create-functions have a host of arguments to further customize the created entity. See <code class="docutils literal notranslate"><span class="pre">evennia/utils/create.py</span></code> for more information.</p>
<p>Each of these create-functions have a host of arguments to further customize the created entity. See
<code class="docutils literal notranslate"><span class="pre">evennia/utils/create.py</span></code> for more information.</p>
</div>
<div class="section" id="logging">
<h2>Logging<a class="headerlink" href="#logging" title="Permalink to this headline"></a></h2>
<p>Normally you can use Python <code class="docutils literal notranslate"><span class="pre">print</span></code> statements to see output to the terminal/log. The <code class="docutils literal notranslate"><span class="pre">print</span></code> statement should only be used for debugging though. For producion output, use the <code class="docutils literal notranslate"><span class="pre">logger</span></code> which will create proper logs either to terminal or to file.</p>
<p>Normally you can use Python <code class="docutils literal notranslate"><span class="pre">print</span></code> statements to see output to the terminal/log. The <code class="docutils literal notranslate"><span class="pre">print</span></code>
statement should only be used for debugging though. For producion output, use the <code class="docutils literal notranslate"><span class="pre">logger</span></code> which
will create proper logs either to terminal or to file.</p>
<div class="highlight-python notranslate"><table class="highlighttable"><tr><td class="linenos"><div class="linenodiv"><pre>1
2
3
@ -98,7 +114,9 @@
<span class="n">logger</span><span class="o">.</span><span class="n">log_dep</span><span class="p">(</span><span class="s2">&quot;This feature is deprecated&quot;</span><span class="p">)</span>
</pre></div>
</td></tr></table></div>
<p>There is a special log-message type, <code class="docutils literal notranslate"><span class="pre">log_trace()</span></code> that is intended to be called from inside a traceback - this can be very useful for relaying the traceback message back to log without having it kill the server.</p>
<p>There is a special log-message type, <code class="docutils literal notranslate"><span class="pre">log_trace()</span></code> that is intended to be called from inside a
traceback - this can be very useful for relaying the traceback message back to log without having it
kill the server.</p>
<div class="highlight-python notranslate"><table class="highlighttable"><tr><td class="linenos"><div class="linenodiv"><pre>1
2
3
@ -108,17 +126,24 @@
<span class="n">logger</span><span class="o">.</span><span class="n">log_trace</span><span class="p">(</span><span class="s2">&quot;This text will show beneath the traceback itself.&quot;</span><span class="p">)</span>
</pre></div>
</td></tr></table></div>
<p>The <code class="docutils literal notranslate"><span class="pre">log_file</span></code> logger, finally, is a very useful logger for outputting arbitrary log messages. This is a heavily optimized asynchronous log mechanism using <a class="reference external" href="https://en.wikipedia.org/wiki/Thread_%28computing%29">threads</a> to avoid overhead. You should be able to use it for very heavy custom logging without fearing disk-write delays.</p>
<p>The <code class="docutils literal notranslate"><span class="pre">log_file</span></code> logger, finally, is a very useful logger for outputting arbitrary log messages. This
is a heavily optimized asynchronous log mechanism using
<a class="reference external" href="https://en.wikipedia.org/wiki/Thread_%28computing%29">threads</a> to avoid overhead. You should be
able to use it for very heavy custom logging without fearing disk-write delays.</p>
<div class="highlight-python notranslate"><table class="highlighttable"><tr><td class="linenos"><div class="linenodiv"><pre>1</pre></div></td><td class="code"><div class="highlight"><pre><span></span> <span class="n">logger</span><span class="o">.</span><span class="n">log_file</span><span class="p">(</span><span class="n">message</span><span class="p">,</span> <span class="n">filename</span><span class="o">=</span><span class="s2">&quot;mylog.log&quot;</span><span class="p">)</span>
</pre></div>
</td></tr></table></div>
<p>If not an absolute path is given, the log file will appear in the <code class="docutils literal notranslate"><span class="pre">mygame/server/logs/</span></code> directory. If the file already exists, it will be appended to. Timestamps on the same format as the normal Evennia logs will be automatically added to each entry. If a filename is not specified, output will be written to a file <code class="docutils literal notranslate"><span class="pre">game/logs/game.log</span></code>.</p>
<p>If not an absolute path is given, the log file will appear in the <code class="docutils literal notranslate"><span class="pre">mygame/server/logs/</span></code> directory.
If the file already exists, it will be appended to. Timestamps on the same format as the normal
Evennia logs will be automatically added to each entry. If a filename is not specified, output will
be written to a file <code class="docutils literal notranslate"><span class="pre">game/logs/game.log</span></code>.</p>
</div>
<div class="section" id="time-utilities">
<h2>Time Utilities<a class="headerlink" href="#time-utilities" title="Permalink to this headline"></a></h2>
<div class="section" id="game-time">
<h3>Game time<a class="headerlink" href="#game-time" title="Permalink to this headline"></a></h3>
<p>Evennia tracks the current server time. You can access this time via the <code class="docutils literal notranslate"><span class="pre">evennia.gametime</span></code> shortcut:</p>
<p>Evennia tracks the current server time. You can access this time via the <code class="docutils literal notranslate"><span class="pre">evennia.gametime</span></code>
shortcut:</p>
<div class="highlight-python notranslate"><table class="highlighttable"><tr><td class="linenos"><div class="linenodiv"><pre> 1
2
3
@ -162,8 +187,12 @@
<span class="n">gametime</span><span class="o">.</span><span class="n">reset_gametime</span><span class="p">()</span>
</pre></div>
</td></tr></table></div>
<p>The setting <code class="docutils literal notranslate"><span class="pre">TIME_FACTOR</span></code> determines how fast/slow in-game time runs compared to the real world. The setting <code class="docutils literal notranslate"><span class="pre">TIME_GAME_EPOCH</span></code> sets the starting game epoch (in seconds). The functions from the <code class="docutils literal notranslate"><span class="pre">gametime</span></code> module all return their times in seconds. You can convert this to whatever units of time you desire for your game. You can use the <code class="docutils literal notranslate"><span class="pre">&#64;time</span></code> command to view the server time info.</p>
<p>You can also <em>schedule</em> things to happen at specific in-game times using the <a class="reference external" href="https://github.com/evennia/evennia/blob/master/evennia.utils.gametime#schedule">gametime.schedule</a> function:</p>
<p>The setting <code class="docutils literal notranslate"><span class="pre">TIME_FACTOR</span></code> determines how fast/slow in-game time runs compared to the real world. The
setting <code class="docutils literal notranslate"><span class="pre">TIME_GAME_EPOCH</span></code> sets the starting game epoch (in seconds). The functions from the
<code class="docutils literal notranslate"><span class="pre">gametime</span></code> module all return their times in seconds. You can convert this to whatever units of time
you desire for your game. You can use the <code class="docutils literal notranslate"><span class="pre">&#64;time</span></code> command to view the server time info.</p>
<p>You can also <em>schedule</em> things to happen at specific in-game times using the
<a class="reference external" href="https://github.com/evennia/evennia/blob/master/evennia.utils.gametime#schedule">gametime.schedule</a> function:</p>
<div class="highlight-python notranslate"><table class="highlighttable"><tr><td class="linenos"><div class="linenodiv"><pre>1
2
3
@ -182,7 +211,9 @@
</div>
<div class="section" id="utils-time-format">
<h3>utils.time_format()<a class="headerlink" href="#utils-time-format" title="Permalink to this headline"></a></h3>
<p>This function takes a number of seconds as input (e.g. from the <code class="docutils literal notranslate"><span class="pre">gametime</span></code> module above) and converts it to a nice text output in days, hours etc. Its useful when you want to show how old something is. It converts to four different styles of output using the <em>style</em> keyword:</p>
<p>This function takes a number of seconds as input (e.g. from the <code class="docutils literal notranslate"><span class="pre">gametime</span></code> module above) and
converts it to a nice text output in days, hours etc. Its useful when you want to show how old
something is. It converts to four different styles of output using the <em>style</em> keyword:</p>
<ul class="simple">
<li><p>style 0 - <code class="docutils literal notranslate"><span class="pre">5d:45m:12s</span></code> (standard colon output)</p></li>
<li><p>style 1 - <code class="docutils literal notranslate"><span class="pre">5d</span></code> (shows only the longest time unit)</p></li>
@ -211,11 +242,21 @@
<span class="c1"># code here will run immediately, not waiting for the delay to fire!</span>
</pre></div>
</td></tr></table></div>
<p>This creates an asynchronous delayed call. It will fire the given callback function after the given number of seconds. This is a very light wrapper over a Twisted <a class="reference external" href="https://twistedmatrix.com/documents/current/core/howto/defer.html">Deferred</a>. Normally this is run non-persistently, which means that if the server is <code class="docutils literal notranslate"><span class="pre">&#64;reload</span></code>ed before the delay is over, the callback will never run (the server forgets it). If setting <code class="docutils literal notranslate"><span class="pre">persistent</span></code> to True, the delay will be stored in the database and survive a <code class="docutils literal notranslate"><span class="pre">&#64;reload</span></code> - but for this to work it is susceptible to the same limitations incurred when saving to an <a class="reference internal" href="Attributes.html"><span class="doc">Attribute</span></a>.</p>
<p>The <code class="docutils literal notranslate"><span class="pre">deferred</span></code> return object can usually be ignored, but calling its <code class="docutils literal notranslate"><span class="pre">.cancel()</span></code> method will abort the delay prematurely.</p>
<p><code class="docutils literal notranslate"><span class="pre">utils.delay</span></code> is the lightest form of delayed call in Evennia. For other way to create time-bound tasks, see the <a class="reference internal" href="TickerHandler.html"><span class="doc">TickerHandler</span></a> and <a class="reference internal" href="Scripts.html"><span class="doc">Scripts</span></a>.</p>
<p>This creates an asynchronous delayed call. It will fire the given callback function after the given
number of seconds. This is a very light wrapper over a Twisted
<a class="reference external" href="https://twistedmatrix.com/documents/current/core/howto/defer.html">Deferred</a>. Normally this is run
non-persistently, which means that if the server is <code class="docutils literal notranslate"><span class="pre">&#64;reload</span></code>ed before the delay is over, the
callback will never run (the server forgets it). If setting <code class="docutils literal notranslate"><span class="pre">persistent</span></code> to True, the delay will be
stored in the database and survive a <code class="docutils literal notranslate"><span class="pre">&#64;reload</span></code> - but for this to work it is susceptible to the same
limitations incurred when saving to an <a class="reference internal" href="Attributes.html"><span class="doc">Attribute</span></a>.</p>
<p>The <code class="docutils literal notranslate"><span class="pre">deferred</span></code> return object can usually be ignored, but calling its <code class="docutils literal notranslate"><span class="pre">.cancel()</span></code> method will abort
the delay prematurely.</p>
<p><code class="docutils literal notranslate"><span class="pre">utils.delay</span></code> is the lightest form of delayed call in Evennia. For other way to create time-bound
tasks, see the <a class="reference internal" href="TickerHandler.html"><span class="doc">TickerHandler</span></a> and <a class="reference internal" href="Scripts.html"><span class="doc">Scripts</span></a>.</p>
<blockquote>
<div><p>Note that many delayed effects can be achieved without any need for an active timer. For example if you have a trait that should recover a point every 5 seconds you might just need its value when its needed, but checking the current time and calculating on the fly what value it should have.</p>
<div><p>Note that many delayed effects can be achieved without any need for an active timer. For example
if you have a trait that should recover a point every 5 seconds you might just need its value when
its needed, but checking the current time and calculating on the fly what value it should have.</p>
</div></blockquote>
</div>
</div>
@ -223,8 +264,16 @@
<h2>Object Classes<a class="headerlink" href="#object-classes" title="Permalink to this headline"></a></h2>
<div class="section" id="utils-inherits-from">
<h3>utils.inherits_from()<a class="headerlink" href="#utils-inherits-from" title="Permalink to this headline"></a></h3>
<p>This useful function takes two arguments - an object to check and a parent. It returns <code class="docutils literal notranslate"><span class="pre">True</span></code> if object inherits from parent <em>at any distance</em> (as opposed to Pythons in-built <code class="docutils literal notranslate"><span class="pre">is_instance()</span></code> that will only catch immediate dependence). This function also accepts as input any combination of classes, instances or python-paths-to-classes.</p>
<p>Note that Python code should usually work with <a class="reference external" href="http://en.wikipedia.org/wiki/Duck_typing">duck typing</a>. But in Evennias case it can sometimes be useful to check if an object inherits from a given <a class="reference internal" href="Typeclasses.html"><span class="doc">Typeclass</span></a> as a way of identification. Say for example that we have a typeclass <em>Animal</em>. This has a subclass <em>Felines</em> which in turn has a subclass <em>HouseCat</em>. Maybe there are a bunch of other animal types too, like horses and dogs. Using <code class="docutils literal notranslate"><span class="pre">inherits_from</span></code> will allow you to check for all animals in one go:</p>
<p>This useful function takes two arguments - an object to check and a parent. It returns <code class="docutils literal notranslate"><span class="pre">True</span></code> if
object inherits from parent <em>at any distance</em> (as opposed to Pythons in-built <code class="docutils literal notranslate"><span class="pre">is_instance()</span></code> that
will only catch immediate dependence). This function also accepts as input any combination of
classes, instances or python-paths-to-classes.</p>
<p>Note that Python code should usually work with <a class="reference external" href="http://en.wikipedia.org/wiki/Duck_typing">duck
typing</a>. But in Evennias case it can sometimes be useful
to check if an object inherits from a given <a class="reference internal" href="Typeclasses.html"><span class="doc">Typeclass</span></a> as a way of identification. Say
for example that we have a typeclass <em>Animal</em>. This has a subclass <em>Felines</em> which in turn has a
subclass <em>HouseCat</em>. Maybe there are a bunch of other animal types too, like horses and dogs. Using
<code class="docutils literal notranslate"><span class="pre">inherits_from</span></code> will allow you to check for all animals in one go:</p>
<div class="highlight-python notranslate"><table class="highlighttable"><tr><td class="linenos"><div class="linenodiv"><pre>1
2
3</pre></div></td><td class="code"><div class="highlight"><pre><span></span> <span class="kn">from</span> <span class="nn">evennia</span> <span class="kn">import</span> <span class="n">utils</span>
@ -236,17 +285,21 @@
</div>
<div class="section" id="text-utilities">
<h2>Text utilities<a class="headerlink" href="#text-utilities" title="Permalink to this headline"></a></h2>
<p>In a text game, you are naturally doing a lot of work shuffling text back and forth. Here is a <em>non-complete</em> selection of text utilities found in <code class="docutils literal notranslate"><span class="pre">evennia/utils/utils.py</span></code> (shortcut <code class="docutils literal notranslate"><span class="pre">evennia.utils</span></code>). If nothing else it can be good to look here before starting to develop a solution of your own.</p>
<p>In a text game, you are naturally doing a lot of work shuffling text back and forth. Here is a <em>non-
complete</em> selection of text utilities found in <code class="docutils literal notranslate"><span class="pre">evennia/utils/utils.py</span></code> (shortcut <code class="docutils literal notranslate"><span class="pre">evennia.utils</span></code>).
If nothing else it can be good to look here before starting to develop a solution of your own.</p>
<div class="section" id="utils-fill">
<h3>utils.fill()<a class="headerlink" href="#utils-fill" title="Permalink to this headline"></a></h3>
<p>This flood-fills a text to a given width (shuffles the words to make each line evenly wide). It also indents as needed.</p>
<p>This flood-fills a text to a given width (shuffles the words to make each line evenly wide). It also
indents as needed.</p>
<div class="highlight-python notranslate"><table class="highlighttable"><tr><td class="linenos"><div class="linenodiv"><pre>1</pre></div></td><td class="code"><div class="highlight"><pre><span></span> <span class="n">outtxt</span> <span class="o">=</span> <span class="n">fill</span><span class="p">(</span><span class="n">intxt</span><span class="p">,</span> <span class="n">width</span><span class="o">=</span><span class="mi">78</span><span class="p">,</span> <span class="n">indent</span><span class="o">=</span><span class="mi">4</span><span class="p">)</span>
</pre></div>
</td></tr></table></div>
</div>
<div class="section" id="utils-crop">
<h3>utils.crop()<a class="headerlink" href="#utils-crop" title="Permalink to this headline"></a></h3>
<p>This function will crop a very long line, adding a suffix to show the line actually continues. This can be useful in listings when showing multiple lines would mess up things.</p>
<p>This function will crop a very long line, adding a suffix to show the line actually continues. This
can be useful in listings when showing multiple lines would mess up things.</p>
<div class="highlight-python notranslate"><table class="highlighttable"><tr><td class="linenos"><div class="linenodiv"><pre>1
2
3</pre></div></td><td class="code"><div class="highlight"><pre><span></span> <span class="n">intxt</span> <span class="o">=</span> <span class="s2">&quot;This is a long text that we want to crop.&quot;</span>
@ -257,7 +310,13 @@
</div>
<div class="section" id="utils-dedent">
<h3>utils.dedent()<a class="headerlink" href="#utils-dedent" title="Permalink to this headline"></a></h3>
<p>This solves what may at first glance appear to be a trivial problem with text - removing indentations. It is used to shift entire paragraphs to the left, without disturbing any further formatting they may have. A common case for this is when using Python triple-quoted strings in code - they will retain whichever indentation they have in the code, and to make easily-readable source code one usually dont want to shift the string to the left edge.</p>
<p>This solves what may at first glance appear to be a trivial problem with text - removing
indentations. It is used to shift entire paragraphs to the left, without disturbing any further
formatting they may have. A common case for this is when using Python triple-quoted strings in code</p>
<ul class="simple">
<li><p>they will retain whichever indentation they have in the code, and to make easily-readable source
code one usually dont want to shift the string to the left edge.</p></li>
</ul>
<div class="highlight-python notranslate"><table class="highlighttable"><tr><td class="linenos"><div class="linenodiv"><pre>1
2
3
@ -277,7 +336,8 @@
<span class="c1"># but be shifted all the way to the left.</span>
</pre></div>
</td></tr></table></div>
<p>Normally you do the dedent in the display code (this is for example how the help system homogenizes help entries).</p>
<p>Normally you do the dedent in the display code (this is for example how the help system homogenizes
help entries).</p>
</div>
<div class="section" id="to-str-and-to-bytes">
<h3>to_str() and to_bytes()<a class="headerlink" href="#to-str-and-to-bytes" title="Permalink to this headline"></a></h3>
@ -300,8 +360,15 @@ never raise a traceback but instead echo errors through logging. See
<h2>Display utilities<a class="headerlink" href="#display-utilities" title="Permalink to this headline"></a></h2>
<div class="section" id="making-ascii-tables">
<h3>Making ascii tables<a class="headerlink" href="#making-ascii-tables" title="Permalink to this headline"></a></h3>
<p>The <a class="reference external" href="https://github.com/evennia/evennia/blob/master/evennia.utils.evtable#evtable">EvTable</a> class (<code class="docutils literal notranslate"><span class="pre">evennia/utils/evtable.py</span></code>) can be used to create correctly formatted text tables. There is also <a class="reference external" href="https://github.com/evennia/evennia/blob/master/evennia.utils.evform#evform">EvForm</a> (<code class="docutils literal notranslate"><span class="pre">evennia/utils/evform.py</span></code>). This reads a fixed-format text template from a file in order to create any level of sophisticated ascii layout. Both evtable and evform have lots of options and inputs so see the header of each module for help.</p>
<p>The third-party <a class="reference external" href="https://code.google.com/p/prettytable/">PrettyTable</a> module is also included in Evennia. PrettyTable is considered deprecated in favor of EvTable since PrettyTable cannot handle ANSI colour. PrettyTable can be found in <code class="docutils literal notranslate"><span class="pre">evennia/utils/prettytable/</span></code>. See its homepage above for instructions.</p>
<p>The <a class="reference external" href="https://github.com/evennia/evennia/blob/master/evennia.utils.evtable#evtable">EvTable</a> class (<code class="docutils literal notranslate"><span class="pre">evennia/utils/evtable.py</span></code>) can be used
to create correctly formatted text tables. There is also
<a class="reference external" href="https://github.com/evennia/evennia/blob/master/evennia.utils.evform#evform">EvForm</a> (<code class="docutils literal notranslate"><span class="pre">evennia/utils/evform.py</span></code>). This reads a fixed-format
text template from a file in order to create any level of sophisticated ascii layout. Both evtable
and evform have lots of options and inputs so see the header of each module for help.</p>
<p>The third-party <a class="reference external" href="https://code.google.com/p/prettytable/">PrettyTable</a> module is also included in
Evennia. PrettyTable is considered deprecated in favor of EvTable since PrettyTable cannot handle
ANSI colour. PrettyTable can be found in <code class="docutils literal notranslate"><span class="pre">evennia/utils/prettytable/</span></code>. See its homepage above for
instructions.</p>
</div>
<div class="section" id="menus">
<h3>Menus<a class="headerlink" href="#menus" title="Permalink to this headline"></a></h3>
@ -390,7 +457,10 @@ never raise a traceback but instead echo errors through logging. See
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