# 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*. 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. ## The Cooldown Contrib The [Cooldown contrib](../Contribs/Contrib-Cooldowns.md) 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 This little recipe will limit how often a particular command can be run. Since 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. ```python # in, say, mygame/commands/spells.py import time from evennia import default_cmds class CmdSpellFirestorm(default_cmds.MuxCommand): """ Spell - Firestorm Usage: cast firestorm This will unleash a storm of flame. You can only release one firestorm every five minutes (assuming you have the mana). """ key = "cast firestorm" rate_of_fire = 60 * 2 # 2 minutes def func(self): "Implement the spell" 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] # if the spell was successfully cast, store the casting time self.caller.ndb.firestorm_last_cast = now ``` 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. ## Persistent cooldown To make a cooldown _persistent_ (so it survives a server reload), just use the same technique, but use [Attributes](../Components/Attributes.md) (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 # in, for example, mygame/commands/mixins.py 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 ) ``` 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.