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<h1>Source code for evennia.contrib.ingame_python.eventfuncs</h1><div class="highlight"><pre>
<span></span><span class="sd">&quot;&quot;&quot;</span>
<span class="sd">Module defining basic eventfuncs for the event system.</span>
<span class="sd">Eventfuncs are just Python functions that can be used inside of calllbacks.</span>
<span class="sd">&quot;&quot;&quot;</span>
<span class="kn">from</span> <span class="nn">evennia</span> <span class="kn">import</span> <span class="n">ObjectDB</span><span class="p">,</span> <span class="n">ScriptDB</span>
<span class="kn">from</span> <span class="nn">evennia.contrib.ingame_python.utils</span> <span class="kn">import</span> <span class="n">InterruptEvent</span>
<div class="viewcode-block" id="deny"><a class="viewcode-back" href="../../../../api/evennia.contrib.ingame_python.eventfuncs.html#evennia.contrib.ingame_python.eventfuncs.deny">[docs]</a><span class="k">def</span> <span class="nf">deny</span><span class="p">():</span>
<span class="sd">&quot;&quot;&quot;</span>
<span class="sd"> Deny, that is stop, the callback here.</span>
<span class="sd"> Notes:</span>
<span class="sd"> This function will raise an exception to terminate the callback</span>
<span class="sd"> in a controlled way. If you use this function in an event called</span>
<span class="sd"> prior to a command, the command will be cancelled as well. Good</span>
<span class="sd"> situations to use the `deny()` function are in events that begins</span>
<span class="sd"> by `can_`, because they usually can be cancelled as easily as that.</span>
<span class="sd"> &quot;&quot;&quot;</span>
<span class="k">raise</span> <span class="n">InterruptEvent</span></div>
<div class="viewcode-block" id="get"><a class="viewcode-back" href="../../../../api/evennia.contrib.ingame_python.eventfuncs.html#evennia.contrib.ingame_python.eventfuncs.get">[docs]</a><span class="k">def</span> <span class="nf">get</span><span class="p">(</span><span class="o">**</span><span class="n">kwargs</span><span class="p">):</span>
<span class="sd">&quot;&quot;&quot;</span>
<span class="sd"> Return an object with the given search option or None if None is found.</span>
<span class="sd"> Keyword Args:</span>
<span class="sd"> Any searchable data or property (id, db_key, db_location...).</span>
<span class="sd"> Returns:</span>
<span class="sd"> The object found that meet these criteria for research, or</span>
<span class="sd"> None if none is found.</span>
<span class="sd"> Notes:</span>
<span class="sd"> This function is very useful to retrieve objects with a specific</span>
<span class="sd"> ID. You know that room #32 exists, but you don&#39;t have it in</span>
<span class="sd"> the callback variables. Quite simple:</span>
<span class="sd"> room = get(id=32)</span>
<span class="sd"> This function doesn&#39;t perform a search on objects, but a direct</span>
<span class="sd"> search in the database. It&#39;s recommended to use it for objects</span>
<span class="sd"> you know exist, using their IDs or other unique attributes.</span>
<span class="sd"> Looking for objects by key is possible (use `db_key` as an</span>
<span class="sd"> argument) but remember several objects can share the same key.</span>
<span class="sd"> &quot;&quot;&quot;</span>
<span class="k">try</span><span class="p">:</span>
<span class="nb">object</span> <span class="o">=</span> <span class="n">ObjectDB</span><span class="o">.</span><span class="n">objects</span><span class="o">.</span><span class="n">get</span><span class="p">(</span><span class="o">**</span><span class="n">kwargs</span><span class="p">)</span>
<span class="k">except</span> <span class="n">ObjectDB</span><span class="o">.</span><span class="n">DoesNotExist</span><span class="p">:</span>
<span class="nb">object</span> <span class="o">=</span> <span class="kc">None</span>
<span class="k">return</span> <span class="nb">object</span></div>
<div class="viewcode-block" id="call_event"><a class="viewcode-back" href="../../../../api/evennia.contrib.ingame_python.eventfuncs.html#evennia.contrib.ingame_python.eventfuncs.call_event">[docs]</a><span class="k">def</span> <span class="nf">call_event</span><span class="p">(</span><span class="n">obj</span><span class="p">,</span> <span class="n">event_name</span><span class="p">,</span> <span class="n">seconds</span><span class="o">=</span><span class="mi">0</span><span class="p">):</span>
<span class="sd">&quot;&quot;&quot;</span>
<span class="sd"> Call the specified event in X seconds.</span>
<span class="sd"> Args:</span>
<span class="sd"> obj (Object): the typeclassed object containing the event.</span>
<span class="sd"> event_name (str): the event name to be called.</span>
<span class="sd"> seconds (int or float): the number of seconds to wait before calling</span>
<span class="sd"> the event.</span>
<span class="sd"> Notes:</span>
<span class="sd"> This eventfunc can be used to call other events from inside of an</span>
<span class="sd"> event in a given time. This will create a pause between events. This</span>
<span class="sd"> will not freeze the game, and you can expect characters to move</span>
<span class="sd"> around (unless you prevent them from doing so).</span>
<span class="sd"> Variables that are accessible in your event using &#39;call()&#39; will be</span>
<span class="sd"> kept and passed on to the event to call.</span>
<span class="sd"> Chained callbacks are designed for this very purpose: they</span>
<span class="sd"> are never called automatically by the game, rather, they need</span>
<span class="sd"> to be called from inside another event.</span>
<span class="sd"> &quot;&quot;&quot;</span>
<span class="n">script</span> <span class="o">=</span> <span class="nb">type</span><span class="p">(</span><span class="n">obj</span><span class="o">.</span><span class="n">callbacks</span><span class="p">)</span><span class="o">.</span><span class="n">script</span>
<span class="k">if</span> <span class="n">script</span><span class="p">:</span>
<span class="c1"># If seconds is 0, call the event immediately</span>
<span class="k">if</span> <span class="n">seconds</span> <span class="o">==</span> <span class="mi">0</span><span class="p">:</span>
<span class="nb">locals</span> <span class="o">=</span> <span class="nb">dict</span><span class="p">(</span><span class="n">script</span><span class="o">.</span><span class="n">ndb</span><span class="o">.</span><span class="n">current_locals</span><span class="p">)</span>
<span class="n">obj</span><span class="o">.</span><span class="n">callbacks</span><span class="o">.</span><span class="n">call</span><span class="p">(</span><span class="n">event_name</span><span class="p">,</span> <span class="nb">locals</span><span class="o">=</span><span class="nb">locals</span><span class="p">)</span>
<span class="k">else</span><span class="p">:</span>
<span class="c1"># Schedule the task</span>
<span class="n">script</span><span class="o">.</span><span class="n">set_task</span><span class="p">(</span><span class="n">seconds</span><span class="p">,</span> <span class="n">obj</span><span class="p">,</span> <span class="n">event_name</span><span class="p">)</span></div>
</pre></div>
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