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Continuing on with Python and Evennia
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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):
def hello_world(who):
who.msg("Hello World!")
- 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 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.
"""
module docstring
"""
from evennia import DefaultObject
class Object(DefaultObject):
"""
class docstring
"""
pass
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.
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:
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 theselfhas to be there when defining the method, we never add it explicitly when we call the method (Python will add the correctselffor 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:
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:
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:
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 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
- Exploring the Evennia library
- Tweaking our Character class
- The Evennia shell
- 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)
<class 'typeclasses.characters.Character'>
> py type(me.key)
<type str>
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, themeis defined in such a way that it will use its.keyproperty to represent itself. That is why the result is the same as when doingpy me.key. Also, remember that as noted in the first part of the tutorial, themeis not a reserved Python word; it was just defined by the Evennia developers as a convenient short-hand when creating thepycommand. So don't expectmeto be available elsewhere.
A class is like a "factory" or blueprint. From a class you then create individual instances. So
if class isDog, 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:
"""
(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
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
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. You can
also explore it online on github.
The structure of the library directly reflects how you import from it.
- To, for example, import the text justify
function from
evennia/utils/utils.pyyou would dofrom evennia.utils.utils import justify. In your code you could then just calljustify(...)to access its functionality. - You could also do
from evennia.utils import utils. In code you would then have to writeutils.justify(...). This is practical if want a lot of stuff from thatutils.pymodule and don't want to import each component separately. - You could also do
import evennia. You would then have to enter the fullevennia.utils.utils.justify(...)every time you use it. Usingfromto only import the things you need is usually easier and more readable. - See this overview 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 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 inside __init__.py:
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
from evennia.objects.objects import DefaultCharacter
Using
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 likeimport evennia.DefaultCharacterwill not work. See more about the Flat API here.
Tweaking our Character class
In the previous section we traced the parent of our Character class to be
DefaultCharacter in
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:
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). 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_setupis called by Evennia only once, when a Character is first created. In theDefaultCharacterclass it sets some particular Locks so that people can't pick up and puppet Characters just like that. It also adds the Character Cmdset so that Characters always can accept command-input (this should usually not be modified - the normal hook to override isat_object_creation, which is called afterbasetype_setup(it's in the parent)).at_after_movemakes it so that every time the Character moves, thelookcommand is automatically fired (this would not make sense for just any regular Object).at_pre_puppetis called when an Account begins to puppet this Character. When not puppeted, the Character is hidden away to aNonelocation. 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_puppetis called when puppeting is complete. It echoes a message to the room that his Character has now connected.at_post_unpuppetis called once stopping puppeting of the Character. This hides away the Character to aNonelocation 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:
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:
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,
DefaultObjectactually has multiple parents. In one of those the basickeyproperty is defined, but we won't travel further up the inheritance tree in this tutorial. If you are interested to see them, you can findTypeclassBasein evennia/typeclasses/models.py andObjectDBin evennia/objects/models.py. We will also not go into the details of Multiple Inheritance or Metaclasses 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:
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
returns it just the way it was (the return is another reserved Python word).
We won't go into
**kwargshere, but it (and its sibling*args) is also important to understand, extra reading is here for**kwargs.
Now, open your game folder and edit mygame/typeclasses/characters.py. Locate your Character
class and modify it as such:
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 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
DefaultObjecthere 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, 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 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.<TAB>
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 <TAB> 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.
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, variables, conditional statements, loops, functions, lists, dictionaries, list comprehensions and string formatting. You should also have a basic understanding of object-oriented programming and what Python Classes 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 to gradually build up your understanding.
Good luck!
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