Update cooldown tutorial. Resolve #2648.

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# Command Cooldown
Some types of games want to limit how often a command can be run. If a
character casts the spell *Firestorm*, you might not want them to spam that
command over and over. Or in an advanced combat system, a massive swing may
offer a chance of lots of damage at the cost of not being able to re-do it for
a while. Such effects are called *cooldowns*.
a while. Such effects are called *cooldowns*.
This page exemplifies a very resource-efficient way to do cooldowns. A more
'active' way is to use asynchronous delays as in the [command duration
tutorial](./Command-Duration.md#blocking-commands), the two might be useful to
combine if you want to echo some message to the user after the cooldown ends.
combine if you want to echo some message to the user after the cooldown ends.
## The Cooldown Contrib
The [Cooldown contrib](Contribs/Contrib-Cooldowns) is a ready-made solution for
command cooldowns you can use. It implements a _handler_ on the object to
conveniently manage and store the cooldowns in a similar manner exemplified in
this tutorial.
## Non-persistent cooldown
@ -19,80 +25,135 @@ Commands are class instances, and those are cached in memory, a command
instance will remember things you store on it. So just store the current time
of execution! Next time the command is run, it just needs to check if it has
that time stored, and compare it with the current time to see if a desired
delay has passed.
delay has passed.
```python
import time
# in, say, mygame/commands/spells.py
import time
from evennia import default_cmds
class CmdSpellFirestorm(default_cmds.MuxCommand):
"""
Spell - Firestorm
Usage:
Usage:
cast firestorm <target>
This will unleash a storm of flame. You can only release one
firestorm every five minutes (assuming you have the mana).
This will unleash a storm of flame. You can only release one
firestorm every five minutes (assuming you have the mana).
"""
key = "cast firestorm"
locks = "cmd:isFireMage()"
rate_of_fire = 60 * 2 # 2 minutes
def func(self):
"Implement the spell"
# check cooldown (5 minute cooldown)
now = time.time()
if hasattr(self, "lastcast") and \
now - self.lastcast < 5 * 60:
now = time.time()
last_cast = caller.ndb.firestorm_last_cast # could be None
if last_cast and (now - last_cast < self.rate_of_fire):
message = "You cannot cast this spell again yet."
self.caller.msg(message)
return
#[the spell effect is implemented]
return
# [the spell effect is implemented]
# if the spell was successfully cast, store the casting time
self.lastcast = now
self.caller.ndb.firestorm_last_cast = now
```
We just check the `lastcast` flag, and update it if everything works out.
We specify `rate_of_fire` and then just check for a NAtrribute
`firestorm_last_cast` and update it if everything works out.
Simple and very effective since everything is just stored in memory. The
drawback of this simple scheme is that it's non-persistent. If you do
`@reload`, the cache is cleaned and all such ongoing cooldowns will be
forgotten. It is also limited only to this one command, other commands cannot
(easily) check for this value.
`reload`, the cache is cleaned and all such ongoing cooldowns will be
forgotten.
## Persistent cooldown
This is essentially the same mechanism as the simple one above, except we use
the database to store the information which means the cooldown will survive a
server reload/reboot. Since commands themselves have no representation in the
database, you need to use the caster for the storage.
To make a cooldown _persistent_ (so it survives a server reload), just
use the same technique, but use [Attributes](Attributes) (that is, `.db` instead
of `.ndb` storage to save the last-cast time.
## Make a cooldown-aware command parent
If you have many different spells or other commands with cooldowns, you don't
want to have to add this code every time. Instead you can make a "cooldown
command mixin" class. A _mixin_ is a class that you can 'add' to another class
(via multiple inheritance) to give it some special ability. Here's an example
with persistent storage:
```python
# inside the func() of CmdSpellFirestorm as above
# in, for example, mygame/commands/mixins.py
# check cooldown (5 minute cooldown)
now = time.time()
lastcast = self.caller.db.firestorm_lastcast
if lastcast and now - lastcast < 5 * 60:
message = "You need to wait before casting this spell again."
self.caller.msg(message)
return
#[the spell effect is implemented]
# if the spell was successfully cast, store the casting time
self.caller.db.firestorm_lastcast = now
import time
class CooldownCommandMixin:
rate_of_fire = 60
cooldown_storage_key = "last_used"
cooldown_storage_category = "cmd_cooldowns"
def check_cooldown(self):
last_time = self.caller.attributes.get(
key=self.cooldown_storage_key,
category=self.cooldown_storage_category)
)
return (time.time() - last_time) < self.rate_of_fire
def update_cooldown(self):
self.caller.attribute.add(
key=self.cooldown_storage_key,
value=time.time(),
category=self.cooldown_storage_category
)
```
Since we are storing as an [Attribute](../Components/Attributes.md), we need to identify the
variable as `firestorm_lastcast` so we are sure we get the right one (we'll
likely have other skills with cooldowns after all). But this method of
using cooldowns also has the advantage of working *between* commands - you can
for example let all fire-related spells check the same cooldown to make sure
the casting of *Firestorm* blocks all fire-related spells for a while. Or, in
the case of taking that big swing with the sword, this could now block all
other types of attacks for a while before the warrior can recover.
This is meant to be mixed into a Command, so we assume `self.caller` exists.
We allow for setting what Attribute key/category to use to store the cooldown.
It also uses an Attribute-category to make sure what it stores is not mixed up
with other Attributes on the caller.
Here's how it's used:
```python
# in, say, mygame/commands/spells.py
from evennia import default_cmds
from .mixins import CooldownCommandMixin
class CmdSpellFirestorm(
CooldownCommandMixin, default_cmds.MuxCommand):
key = "cast firestorm"
cooldown_storage_key = "firestorm_last_cast"
rate_of_fire = 60 * 2
def func(self):
if not self.check_cooldown():
self.caller.msg("You cannot cast this spell again yet.")
return
# [the spell effect happens]
self.update_cooldown()
```
So the same as before, we have just hidden away the cooldown checks and you can
reuse this mixin for all your cooldowns.
### Command crossover
This example of cooldown-checking also works *between* commands. For example,
you can have all fire-related spells store the cooldown with the same
`cooldown_storage_key` (like `fire_spell_last_used`). That would mean casting
of *Firestorm* would block all other fire-related spells for a while.
Similarly, when you take that that big sword swing, other types of attacks could
be blocked before you can recover your balance.