# Continuing on with Python and Evennia [prev lesson](Gamedir-Overview) | [next lesson]() 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 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 it make things cleaner, organized and easier to understand. It also makes it easier to re-use code - you just import the resources you need and know you only get just what you requested. This makes it much easier to find errors and to know what code is good and which has issues. > Evennia itself uses your code in the same way - you just tell it where a particular type of code is, and it will import and use it (often instead of its defaults). We have already successfully imported things, for example: > py import world.test ; world.test.hello_world(me) Hello World! In this example, on your hard drive, the files looks like this: ``` mygame/ world/ test.py <- inside this file is a function hello_world ``` If you followed earlier tutorial lessons, the `mygame/world/test.py` file should look like this (if not, make it so): ```python def hello_world(who): who.msg("Hello World!") ``` ```sidebar:: Remember: - Indentation matters in Python - So does capitalization - Use 4 `spaces` to indent, not tabs - Empty lines are fine - Anything on a line after a `#` is a `comment`, ignored by Python ``` The _python_path_ describes the relation between Python resources, both between and inside Python _modules_ (that is, files ending with .py). A python-path separates each part of the path `.` and always skips the `.py` file endings. Also, Evennia already knows to start looking for python resources inside `mygame/` so this should never be specified. Hence import world.test The `import` Python instruction loads `world.test` so you have it available. You can now go "into" this module to get to the function you want: world.test.hello_world(me) Using `import` like this means that you have to specify the full `world.test` every time you want to get to your function. Here's a more powerful form of import: from world.test import hello_world The `from ... import ...` is very, very common as long as you want to get something with a longer python path. It imports `hello_world` directly, so you can use it right away! > py from world.test import hello_world ; hello_world(me) Hello World! Let's say your `test.py` module had a bunch of interesting functions. You could then import them all one by one: from world.test import hello_world, my_func, awesome_func If there were _a lot_ of functions, you could instead just import `test` and get the function from there when you need (without having to give the full `world.test` every time): > from world import test ; test.hello_world(me Hello World! You can also _rename_ stuff you import. Say for example that the module you import to already has a function `hello_world` but we also want to use the one from `world/test.py`: from world.test import hello_world as test_hello_world The form `from ... import ... as ...` renames the import. > from world.test import hello_world as hw ; hw(me) Hello World! > Avoid renaming unless it's to avoid a name-collistion like above - you want to make things as > easy to read as possible, and renaming adds another layer of potential confusion. In [the basic intro to Python](Python-basic-introduction) we learned how to open the in-game multi-line interpreter. > py Evennia Interactive Python mode Python 3.7.1 (default, Oct 22 2018, 11:21:55) [GCC 8.2.0] on Linux [py mode - quit() to exit] You now only need to import once to use the imported function over and over. > from world.test import hello_world > hello_world() Hello World! > hello_world() Hello World! > hello_world() Hello World! > quit() Closing the Python console. The same goes when writing code in a module - in most Python modules you will see a bunch of imports at the top, resources that are then used by all code in that module. ## On classes and objects Now that we know about imports, let look at a real Evennia module and try to understand it. Open `mygame/typeclasses/objects.py` in your text editor of choice. ```python """ module docstring """ from evennia import DefaultObject class Object(DefaultObject): """ class docstring """ pass ``` ```sidebar:: Docstrings vs Comments A docstring is not the same as a comment (created by `#`). A docstring is not ignored by Python but is an integral part of the thing it is documenting (the module and the class in this case). ``` The real file is much longer but we can ignore the multi-line strings (`""" ... """`). These serve as documentation-strings, or _docstrings_ for the module (at the top) and the `class` below. Below the module doc string we have the import. In this case we are importing a resource from the core `evennia` library itself. We will dive into this later, for now we just treat this as a black box. Next we have a `class` named `Object`, which _inherits_ from `DefaultObject`. This class doesn't 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. ```sidebar:: OOP Classes, objects, instances and inheritance are fundamental to Python. This and some other concepts are often clumped together under the term Object-Oriented-Programming (OOP). ``` ### Classes and instances A 'class' can be seen as a 'template' for a 'type' of object. The class describes the basic functionality of everyone of that class. For example, we could have a class `Mobile` which has resources for moving itself from room to room. Open a new file `mygame/typeclasses/mymobile.py`. Add the following simple class: ```python class Mobile: key = "Monster" def move_around(self): print(f"{self.key} is moving!") ``` Above we have defined a `Mobile` class with one variable `key` (that is, the name) and one _method_ on it. A method is like a function except it sits "on" the class. It also always has at least one argument (almost always written as `self` although you could in principle use 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. 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: fluffy = Mobile() Let's try it in-game (we use multi-line mode, it's easier) > py > from typeclasses.mymobile import Mobile > fluffy = Mobile() > fluffy.move_around() Monster is moving! We created an _instance_ of `Mobile`, which we stored in the variable `fluffy`. We then called the `move_around` method on fluffy to get the printout. > Note how we _didn't_ call the method as `fluffy.move_around(self)`. While the `self` has to be > there when defining the method, we _never_ add it explicitly when we call the method (Python > will add the correct `self` for us automatically behind the scenes). Let's create the sibling of Fluffy, Cuddly: > cuddly = Mobile() > cuddly.move_around() Monster is moving! We now have two dragons and they'll hang around until with call `quit()` to exit this Python instance. We can have them move as many times as we want. But no matter how many dragons we create, they will all show the same printout since `key` is always fixed as "Monster". Let's make the class a little more flexible: ```python class Mobile: def __init__(self, key): self.key = key def move_around(self): print(f"{self.key} is moving!") ``` The `__init__` is a special method that Python recognizes. If given, this handles extra arguments when you instantiate a new Mobile. We have it add an argument `key` that we store on `self`. Now, for Evennia to see this code change, we need to reload the server. You can either do it this way: > quit() Python Console is closing. > reload Or you can use a separate terminal and restart from outside the game: ```sidebar:: On reloading Reloading with the python mode gets a little annoying since you need to redo everything after every reload. Just keep in mind that during regular development you will not be working this way. The in-game python mode is practical for quick fixes and experiments like this, but actual code is normally written externally, in python modules. ``` $ evennia reload (or restart) Either way you'll need to go into `py` again: > py > from typeclasses.mymobile import Mobile fluffy = Mobile("Fluffy") fluffy.move_around() Fluffy is moving! Now we passed `"Fluffy"` as an argument to the class. This went into `__init__` and set `self.key`, which we later used to print with the right name! Again, note that we didn't include `self` when calling. ### What's so good about objects? So far all we've seen a class do is to behave our first `hello_world` function but more complex. We could just have made a function: ```python def mobile_move_around(key): print(f"{key} is moving!") ``` The difference between the function and an instance of a class (the object), is that the object retains _state_. Once you called the function it forgets everything about what you called it with last time. The object, on the other hand, remembers changes: > fluffy.key = "Cuddly" > fluffy.move_around() Cuddly is moving! The `fluffy` object's `key` was changed to "Cuddly" for as long as it's around. This makes objects extremely useful for representing and remembering collections of data - some of which can be other objects in turn: - A player character with all its stats - A monster with HP - A chest with a number of gold coins in it - A room with other objects inside it - The current policy positions of a political party - A rule with methods for resolving challenges or roll dice - A multi-dimenstional data-point for a complex economic simulation ### Classes can have children Classes can _inherit_ from each other. A "child" class will inherit everything from its "parent" class. But if the child adds something with the same name as its parent, it will _override_ whatever it got from its parent. [In the first part](Python-basic-introduction) of this Python-for-Evennia basic tutorial we learned how to run some simple Python code from inside the game. We also made our first new *module* containing a *function* that we called. Now we're going to start exploring the very important subject of *objects*. **Contents:** - [On the subject of objects](Python-basic-tutorial-part-two#on-the-subject-of-objects) - [Exploring the Evennia library](Python-basic-tutorial-part-two#exploring-the-evennia-library) - [Tweaking our Character class](Python-basic-tutorial-part-two#tweaking-our-character-class) - [The Evennia shell](Python-basic-tutorial-part-two#the-evennia-shell) - [Where to go from here](Python-basic-tutorial-part-two#where-to-go-from-here) ### On the subject of objects In the first part of the tutorial we did things like > py me.msg("Hello World!") To learn about functions and imports we also passed that `me` on to a function `hello_world` in another module. Let's learn some more about this `me` thing we are passing around all over the place. In the following we assume that we named our superuser Character "Christine". > py me Christine > py me.key Christine These returns look the same at first glance, but not if we examine them more closely: > py type(me) > py type(me.key) > Note: In some MU clients, such as Mudlet and MUSHclient simply returning `type(me)`, you may not see the proper return from the above commands. This is likely due to the HTML-like tags `<...>`, being swallowed by the client. The `type` function is, like `print`, another in-built function in Python. It tells us that we (`me`) are of the *class* `typeclasses.characters.Character`. Meanwhile `me.key` is a *property* on us, a string. It holds the name of this object. > When you do `py me`, the `me` is defined in such a way that it will use its `.key` property to represent itself. That is why the result is the same as when doing `py me.key`. Also, remember that as noted in the first part of the tutorial, the `me` is *not* a reserved Python word; it was just defined by the Evennia developers as a convenient short-hand when creating the `py` command. So don't expect `me` to be available elsewhere. A *class* is like a "factory" or blueprint. From a class you then create individual *instances*. So if class is`Dog`, an instance of `Dog` might be `fido`. Our in-game persona is of a class `Character`. The superuser `christine` is an *instance* of the `Character` class (an instance is also often referred to as an *object*). This is an important concept in *object oriented programming*. You are wise to [familiarize yourself with it](https://en.wikipedia.org/wiki/Class- based_programming) a little. > In other terms: > * class: A description of a thing, all the methods (code) and data (information) > * object: A thing, defined as an *instance* of a class. > > So in "Fido is a Dog", "Fido" is an object--a unique thing--and "Dog" is a class. Coders would also say, "Fido is an instance of Dog". There can be other dogs too, such as Butch and Fifi. They, too, would be instances of Dog. > > As another example: "Christine is a Character", or "Christine is an instance of typeclasses.characters.Character". To start, all characters will be instances of typeclass.characters.Character. > > You'll be writing your own class soon! The important thing to know here is how classes and objects relate. The string `'typeclasses.characters.Character'` we got from the `type()` function is not arbitrary. You'll recognize this from when we _imported_ `world.test` in part one. This is a _path_ exactly describing where to find the python code describing this class. Python treats source code files on your hard drive (known as *modules*) as well as folders (known as *packages*) as objects that you access with the `.` operator. It starts looking at a place that Evennia has set up for you - namely the root of your own game directory. Open and look at your game folder (named `mygame` if you exactly followed the Getting Started instructions) in a file editor or in a new terminal/console. Locate the file `mygame/typeclasses/characters.py` ``` mygame/ typeclasses characters.py ``` This represents the first part of the python path - `typeclasses.characters` (the `.py` file ending is never included in the python path). The last bit, `.Character` is the actual class name inside the `characters.py` module. Open that file in a text editor and you will see something like this: ```python """ (Doc string for module) """ from evennia import DefaultCharacter class Character(DefaultCharacter): """ (Doc string for class) """ pass ``` There is `Character`, the last part of the path. Note how empty this file is. At first glance one would think a Character had no functionality at all. But from what we have used already we know it has at least the `key` property and the method `msg`! Where is the code? The answer is that this 'emptiness' is an illusion caused by something called *inheritance*. Read on. Firstly, in the same way as the little `hello.py` we did in the first part of the tutorial, this is an example of full, multi-line Python code. Those triple-quoted strings are used for strings that have line breaks in them. When they appear on their own like this, at the top of a python module, class or similar they are called *doc strings*. Doc strings are read by Python and is used for producing online help about the function/method/class/module. By contrast, a line starting with `#` is a *comment*. It is ignored completely by Python and is only useful to help guide a human to understand the code. The line ```python class Character(DefaultCharacter): ``` means that the class `Character` is a *child* of the class `DefaultCharacter`. This is called *inheritance* and is another fundamental concept. The answer to the question "where is the code?" is that the code is *inherited* from its parent, `DefaultCharacter`. And that in turn may inherit code from *its* parent(s) and so on. Since our child, `Character` is empty, its functionality is *exactly identical* to that of its parent. The moment we add new things to Character, these will take precedence. And if we add something that already existed in the parent, our child-version will *override* the version in the parent. This is very practical: It means that we can let the parent do the heavy lifting and only tweak the things we want to change. It also means that we could easily have many different Character classes, all inheriting from `DefaultCharacter` but changing different things. And those can in turn also have children ... Let's go on an expedition up the inheritance tree. ### Exploring the Evennia library Let's figure out how to tweak `Character`. Right now we don't know much about `DefaultCharacter` though. Without knowing that we won't know what to override. At the top of the file you find ```python from evennia import DefaultCharacter ``` This is an `import` statement again, but on a different form to what we've seen before. `from ... import ...` is very commonly used and allows you to precisely dip into a module to extract just the component you need to use. In this case we head into the `evennia` package to get `DefaultCharacter`. Where is `evennia`? To find it you need to go to the `evennia` folder (repository) you originally cloned from us. If you open it, this is how it looks: ``` evennia/ __init__.py bin/ CHANGELOG.txt etc. ... evennia/ ... ``` There are lots of things in there. There are some docs but most of those have to do with the distribution of Evennia and does not concern us right now. The `evennia` subfolder is what we are looking for. *This* is what you are accessing when you do `from evennia import ...`. It's set up by Evennia as a good place to find modules when the server starts. The exact layout of the Evennia library [is covered by our directory overview](Directory-Overview#evennia-library-layout). You can also explore it [online on github](https://github.com/evennia/evennia/tree/master/evennia). The structure of the library directly reflects how you import from it. - To, for example, import [the text justify function](https://github.com/evennia/evennia/blob/master/evennia/utils/utils.py#L201) from `evennia/utils/utils.py` you would do `from evennia.utils.utils import justify`. In your code you could then just call `justify(...)` to access its functionality. - You could also do `from evennia.utils import utils`. In code you would then have to write `utils.justify(...)`. This is practical if want a lot of stuff from that `utils.py` module and don't want to import each component separately. - You could also do `import evennia`. You would then have to enter the full `evennia.utils.utils.justify(...)` every time you use it. Using `from` to only import the things you need is usually easier and more readable. - See [this overview](http://effbot.org/zone/import-confusion.htm) about the different ways to import in Python. Now, remember that our `characters.py` module did `from evennia import DefaultCharacter`. But if we look at the contents of the `evennia` folder, there is no `DefaultCharacter` anywhere! This is because Evennia gives a large number of optional "shortcuts", known as [the "flat" API](Evennia- API). The intention is to make it easier to remember where to find stuff. The flat API is defined in that weirdly named `__init__.py` file. This file just basically imports useful things from all over Evennia so you can more easily find them in one place. We could [just look at the documenation](github:evennia#typeclasses) to find out where we can look at our `DefaultCharacter` parent. But for practice, let's figure it out. Here is where `DefaultCharacter` [is imported from](https://github.com/evennia/evennia/blob/master/evennia/__init__.py#L188) inside `__init__.py`: ```python from .objects.objects import DefaultCharacter ``` The period at the start means that it imports beginning from the same location this module sits(i.e. the `evennia` folder). The full python-path accessible from the outside is thus `evennia.objects.objects.DefaultCharacter`. So to import this into our game it'd be perfectly valid to do ```python from evennia.objects.objects import DefaultCharacter ``` Using ```python from evennia import DefaultCharacter ``` is the same thing, just a little easier to remember. > To access the shortcuts of the flat API you *must* use `from evennia import > ...`. Using something like `import evennia.DefaultCharacter` will not work. > See [more about the Flat API here](../../../Evennia-API). ### Tweaking our Character class In the previous section we traced the parent of our `Character` class to be `DefaultCharacter` in [evennia/objects/objects.py](https://github.com/evennia/evennia/blob/master/evennia/objects/objects.py). Open that file and locate the `DefaultCharacter` class. It's quite a bit down in this module so you might want to search using your editor's (or browser's) search function. Once you find it, you'll find that the class starts like this: ```python class DefaultCharacter(DefaultObject): """ This implements an Object puppeted by a Session - that is, a character avatar controlled by an account. """ def basetype_setup(self): """ Setup character-specific security. You should normally not need to overload this, but if you do, make sure to reproduce at least the two last commands in this method (unless you want to fundamentally change how a Character object works). """ super().basetype_setup() self.locks.add(";".join(["get:false()", # noone can pick up the character "call:false()"])) # no commands can be called on character from outside # add the default cmdset self.cmdset.add_default(settings.CMDSET_CHARACTER, permanent=True) def at_after_move(self, source_location, **kwargs): """ We make sure to look around after a move. """ if self.location.access(self, "view"): self.msg(self.at_look(self.location)) def at_pre_puppet(self, account, session=None, **kwargs): """ Return the character from storage in None location in `at_post_unpuppet`. """ # ... ``` ... And so on (you can see the full [class online here](https://github.com/evennia/evennia/blob/master/evennia/objects/objects.py#L1915)). Here we have functional code! These methods may not be directly visible in `Character` back in our game dir, but they are still available since `Character` is a child of `DefaultCharacter` above. Here is a brief summary of the methods we find in `DefaultCharacter` (follow in the code to see if you can see roughly where things happen):: - `basetype_setup` is called by Evennia only once, when a Character is first created. In the `DefaultCharacter` class it sets some particular [Locks](../../../Component/Locks) so that people can't pick up and puppet Characters just like that. It also adds the [Character Cmdset](../../../Component/Command-Sets) so that Characters always can accept command-input (this should usually not be modified - the normal hook to override is `at_object_creation`, which is called after `basetype_setup` (it's in the parent)). - `at_after_move` makes it so that every time the Character moves, the `look` command is automatically fired (this would not make sense for just any regular Object). - `at_pre_puppet` is called when an Account begins to puppet this Character. When not puppeted, the Character is hidden away to a `None` location. This brings it back to the location it was in before. Without this, "headless" Characters would remain in the game world just standing around. - `at_post_puppet` is called when puppeting is complete. It echoes a message to the room that his Character has now connected. - `at_post_unpuppet` is called once stopping puppeting of the Character. This hides away the Character to a `None` location again. - There are also some utility properties which makes it easier to get some time stamps from the Character. Reading the class we notice another thing: ```python class DefaultCharacter(DefaultObject): # ... ``` This means that `DefaultCharacter` is in *itself* a child of something called `DefaultObject`! Let's see what this parent class provides. It's in the same module as `DefaultCharacter`, you just need to [scroll up near the top](https://github.com/evennia/evennia/blob/master/evennia/objects/objects.py#L182): ```python class DefaultObject(with_metaclass(TypeclassBase, ObjectDB)): # ... ``` This is a really big class where the bulk of code defining an in-game object resides. It consists of a large number of methods, all of which thus also becomes available on the `DefaultCharacter` class below *and* by extension in your `Character` class over in your game dir. In this class you can for example find the `msg` method we have been using before. > You should probably not expect to understand all details yet, but as an exercise, find and read the doc string of `msg`. > As seen, `DefaultObject` actually has multiple parents. In one of those the basic `key` property is defined, but we won't travel further up the inheritance tree in this tutorial. If you are interested to see them, you can find `TypeclassBase` in [evennia/typeclasses/models.py](https://github.com/evennia/evennia/blob/master/evennia/typeclasses/models.py#L93) and `ObjectDB` in [evennia/objects/models.py](https://github.com/evennia/evennia/blob/master/evennia/objects/models.py#L121). We will also not go into the details of [Multiple Inheritance](https://docs.python.org/2/tutorial/classes.html#multiple-inheritance) or [Metaclasses](http://www.onlamp.com/pub/a/python/2003/04/17/metaclasses.html) here. The general rule is that if you realize that you need these features, you already know enough to use them. Remember the `at_pre_puppet` method we looked at in `DefaultCharacter`? If you look at the `at_pre_puppet` hook as defined in `DefaultObject` you'll find it to be completely empty (just a `pass`). So if you puppet a regular object it won't be hiding/retrieving the object when you unpuppet it. The `DefaultCharacter` class *overrides* its parent's functionality with a version of its own. And since it's `DefaultCharacter` that our `Character` class inherits back in our game dir, it's *that* version of `at_pre_puppet` we'll get. Anything not explicitly overridden will be passed down as-is. While it's useful to read the code, we should never actually modify anything inside the `evennia` folder. Only time you would want that is if you are planning to release a bug fix or new feature for Evennia itself. Instead you *override* the default functionality inside your game dir. So to conclude our little foray into classes, objects and inheritance, locate the simple little `at_before_say` method in the `DefaultObject` class: ```python def at_before_say(self, message, **kwargs): """ (doc string here) """ return message ``` If you read the doc string you'll find that this can be used to modify the output of `say` before it goes out. You can think of it like this: Evennia knows the name of this method, and when someone speaks, Evennia will make sure to redirect the outgoing message through this method. It makes it ripe for us to replace with a version of our own. > In the Evennia documentation you may sometimes see the term *hook* used for a method explicitly meant to be overridden like this. As you can see, the first argument to `at_before_say` is `self`. In Python, the first argument of a method is *always a back-reference to the object instance on which the method is defined*. By convention this argument is always called `self` but it could in principle be named anything. The `self` is very useful. If you wanted to, say, send a message to the same object from inside `at_before_say`, you would do `self.msg(...)`. What can trip up newcomers is that you *don't* include `self` when you *call* the method. Try: > @py me.at_before_say("Hello World!") Hello World! Note that we don't send `self` but only the `message` argument. Python will automatically add `self` for us. In this case, `self` will become equal to the Character instance `me`. By default the `at_before_say` method doesn't do anything. It just takes the `message` input and `return`s it just the way it was (the `return` is another reserved Python word). > We won't go into `**kwargs` here, but it (and its sibling `*args`) is also important to understand, extra reading is [here for `**kwargs`](https://stackoverflow.com/questions/1769403/understanding-kwargs-in-python). Now, open your game folder and edit `mygame/typeclasses/characters.py`. Locate your `Character` class and modify it as such: ```python class Character(DefaultCharacter): """ (docstring here) """ def at_before_say(self, message, **kwargs): "Called before say, allows for tweaking message" return f"{message} ..." ``` So we add our own version of `at_before_say`, duplicating the `def` line from the parent but putting new code in it. All we do in this tutorial is to add an ellipsis (`...`) to the message as it passes through the method. Note that `f` in front of the string, it means we turned the string into a 'formatted string'. We can now easily inject stuff directly into the string by wrapping them in curly brackets `{ }`. In this example, we put the incoming `message` into the string, followed by an ellipsis. This is only one way to format a string. Python has very powerful [string formatting](https://docs.python.org/2/library/string.html#format-specification-mini-language) and you are wise to learn it well, considering your game will be mainly text-based. > You could also copy & paste the relevant method from `DefaultObject` here to get the full doc string. For more complex methods, or if you only want to change some small part of the default behavior, copy & pasting will eliminate the need to constantly look up the original method and keep you sane. In-game, now try > @reload > say Hello You say, "Hello ..." An ellipsis `...` is added to what you said! This is a silly example but you have just made your first code change to core functionality - without touching any of Evennia's original code! We just plugged in our own version of the `at_before_say` method and it replaced the default one. Evennia happily redirected the message through our version and we got a different output. > For sane overriding of parent methods you should also be aware of Python's [super](https://docs.python.org/3/library/functions.html#super), which allows you to call the methods defined on a parent in your child class. ### The Evennia shell Now on to some generally useful tools as you continue learning Python and Evennia. We have so far explored using `py` and have inserted Python code directly in-game. We have also modified Evennia's behavior by overriding default functionality with our own. There is a third way to conveniently explore Evennia and Python - the Evennia shell. Outside of your game, `cd` to your mygame folder and make sure any needed virtualenv is running. Next: > pip install ipython # only needed once The [`IPython`](https://en.wikipedia.org/wiki/IPython) program is just a nicer interface to the Python interpreter - you only need to install it once, after which Evennia will use it automatically. > evennia shell If you did this call from your game dir you will now be in a Python prompt managed by the IPython program. IPython ... ... In [1]: IPython has some very nice ways to explore what Evennia has to offer. > import evennia > evennia. That is, write `evennia.` and press the Tab key. You will be presented with a list of all available resources in the Evennia Flat API. We looked at the `__init__.py` file in the `evennia` folder earlier, so some of what you see should be familiar. From the IPython prompt, do: > from evennia import DefaultCharacter > DefaultCharacter.at_before_say? Don't forget that you can use `` to auto-complete code as you write. Appending a single `?` to the end will show you the doc-string for `at_before_say` we looked at earlier. Use `??` to get the whole source code. Let's look at our over-ridden version instead. Since we started the `evennia shell` from our game dir we can easily get to our code too: > from typeclasses.characters import Character > Character.at_before_say?? This will show us the changed code we just did. Having a window with IPython running is very convenient for quickly exploring code without having to go digging through the file structure! ### Where to go from here This should give you a running start using Python with Evennia. If you are completely new to programming or Python you might want to look at a more formal Python tutorial. You can find links and resources [on our link page](../../../Links). We have touched upon many of the concepts here but to use Evennia and to be able to follow along in the code, you will need basic understanding of Python [modules](http://docs.python.org/2/tutorial/modules.html), [variables](http://www.tutorialspoint.com/python/python_variable_types.htm), [conditional statements](http://docs.python.org/tutorial/controlflow.html#if-statements), [loops](http://docs.python.org/tutorial/controlflow.html#for-statements), [functions](http://docs.python.org/tutorial/controlflow.html#defining-functions), [lists, dictionaries, list comprehensions](http://docs.python.org/tutorial/datastructures.html) and [string formatting](http://docs.python.org/tutorial/introduction.html#strings). You should also have a basic understanding of [object-oriented programming](http://www.tutorialspoint.com/python/python_classes_objects.htm) and what Python [Classes](http://docs.python.org/tutorial/classes.html) are. Once you have familiarized yourself, or if you prefer to pick Python up as you go, continue to one of the beginning-level [Evennia tutorials](Tutorials) to gradually build up your understanding. Good luck! [prev lesson](Gamedir-Overview) | [next lesson]()