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Adding Command Tutorial
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A Command is something that handles the input from a user and causes a result to happen.
An example is look, which examines your current location and tells how it looks like and
what is in it.
In Evennia, a Command is a Python class. If you are unsure about what a class is, review the
previous lesson. A Command inherits from evennia.Command or from one of the alternative command-
classes, such as MuxCommand which is what most default commands use.
All Commands are in turn grouped in another class called a Command Set. Think of a Command set as a bag holding many different commands. One CmdSet could for example hold all commands for combat, another for building etc.
Command-Sets are then associated with objects. Doing so makes the commands in that cmdset available to the object. So, to summarize:
- Commands are classes
- A group of Commands is stored in a CmdSet
- Putting a CmdSet on an object makes all commands in it available to the object
Creating a custom command
Open mygame/commands/command.py:
"""
(module docstring)
"""
from evennia import Command as BaseCommand
# from evennia import default_cmds
class Command(BaseCommand):
"""
(class docstring)
"""
pass
# (lots of commented-out stuff)
# ...
Ignoring the docstrings (which you can read if you want), this is the only really active code in the module.
We can see that we import Command from evennia and use the from ... import ... as ... form to rename it
to BaseCommand. This is so we can let our child class also be named Command for reference. The class
itself doesn't do anything, it just has pass. So in the same way as Object in the previous lesson, this
class is identical to its parent.
The commented out
default_cmdsgives us access to Evennia's default commands for easy overriding. We'll try that a little later.
We could modify this module directly, but to train imports we'll work in a separate module. Open a new file
mygame/commands/mycommands.py and add the following code:
from commands.command import Command
class CmdEcho(Command):
key = "echo"
This is the simplest form of command you can imagine. It just gives itself a name, "echo". This is what you will use to call this command later.
Next we need to put this in a CmdSet. It will be a one-command CmdSet for now! Change your file as such:
from commands.command import Command
from evennia import CmdSet
class CmdEcho(Command):
key = "echo"
class MyCmdSet(CmdSet):
def at_cmdset_creation(self):
self.add(CmdEcho)
Our EchoCmdSet class must have an at_cmdset_creation method, named exactly
like this - this is what Evennia will be looking for when setting up the cmdset later, so
if you didn't set it up, it will use the parent's version, which is empty. Inside we add the
command class to the cmdset by self.add(). If you wanted to add more commands to this CmdSet you
could just add more lines of self.add after this.
Finally, let's add this command to ourselves so we can try it out. In-game you can experiment with py again:
> py self.cmdset.add("commands.mycommands.MyCmdSet")
Now try
> echo
Command echo has no defined `func()` - showing on-command variables:
...
...
You should be getting a long list of outputs. The reason for this is that your echo function is not really
"doing" anything yet and the default function is then to show all useful resources available to you when you
use your Command. Let's look at some of those listed:
Command echo has no defined `func()` - showing on-command variables:
obj (<class 'typeclasses.characters.Character'>): YourName
lockhandler (<class 'evennia.locks.lockhandler.LockHandler'>): cmd:all()
caller (<class 'typeclasses.characters.Character'>): YourName
cmdname (<class 'str'>): echo
raw_cmdname (<class 'str'>): echo
cmdstring (<class 'str'>): echo
args (<class 'str'>):
cmdset (<class 'evennia.commands.cmdset.CmdSet'>): @mail, about, access, accounts, addcom, alias, allcom, ban, batchcode, batchcommands, boot, cboot, ccreate,
cdesc, cdestroy, cemit, channels, charcreate, chardelete, checklockstring, clientwidth, clock, cmdbare, cmdsets, color, copy, cpattr, create, cwho, delcom,
desc, destroy, dig, dolphin, drop, echo, emit, examine, find, force, get, give, grapevine2chan, help, home, ic, inventory, irc2chan, ircstatus, link, lock,
look, menutest, mudinfo, mvattr, name, nick, objects, ooc, open, option, page, password, perm, pose, public, py, quell, quit, reload, reset, rss2chan, say,
script, scripts, server, service, sessions, set, setdesc, sethelp, sethome, shutdown, spawn, style, tag, tel, test2010, test2028, testrename, testtable,
tickers, time, tunnel, typeclass, unban, unlink, up, up, userpassword, wall, whisper, who, wipe
session (<class 'evennia.server.serversession.ServerSession'>): Griatch(#1)@1:2:7:.:0:.:0:.:1
account (<class 'typeclasses.accounts.Account'>): Griatch(account 1)
raw_string (<class 'str'>): echo
--------------------------------------------------
echo - Command variables from evennia:
--------------------------------------------------
name of cmd (self.key): echo
cmd aliases (self.aliases): []
cmd locks (self.locks): cmd:all();
help category (self.help_category): General
object calling (self.caller): Griatch
object storing cmdset (self.obj): Griatch
command string given (self.cmdstring): echo
current cmdset (self.cmdset): ChannelCmdSet
These are all properties you can access with . on the Command instance, such as .key, .args and so on.
Evennia makes these available to you and they will be different every time a command is run. The most
important ones we will make use of now are:
caller- this is 'you', the person calling the command.args- this is all arguments to the command. Now it's empty, but if you triedecho foo baryou'd find that this would be" foo bar".obj- this is object on which this Command (and CmdSet) "sits". So you, in this case.
The reason our command doesn't do anything yet is because it's missing a func method. This is what Evennia
looks for to figure out what a Command actually does. Modify your CmdEcho class:
# ...
class CmdEcho(Command):
"""
A simple echo command
Usage:
echo <something>
"""
key = "echo"
def func(self):
self.caller.msg(f"Echo: '{self.args}'")
# ...
First we added a docstring. This is always a good thing to do in general, but for a Command class, it will also
automatically become the in-game help entry! Next we add the func method. It has one active line where it
makes use of some of those variables we found the Command offers to us. If you did the
basic Python tutorial, you will recognize .msg - this will send a message
to the object it is attached to us - in this case self.caller, that is, us. We grab self.args and includes
that in the message.
Since we haven't changed MyCmdSet, that will work as before. Reload and re-add this command to ourselves to
try out the new version:
> reload
> py self.cmdset.add("commands.mycommands.MyCmdSet")
> echo
Echo: ''
Try to pass an argument:
> echo Woo Tang!
Echo: ' Woo Tang!'
Note that there is an extra space before Woo!. That is because self.args contains the everything after
the command name, including spaces. Evennia will happily understand if you skip that space too:
> echoWoo Tang!
Echo: 'Woo Tang!'
There are ways to force Evennia to require an initial space, but right now we want to just ignore it since it looks a bit weird for our echo example. Tweak the code:
# ...
class CmdEcho(Command):
"""
A simple echo command
Usage:
echo <something>
"""
key = "echo"
def func(self):
self.caller.msg(f"Echo: '{self.args.strip()}'")
# ...
The only difference is that we called .strip() on self.args. This is a helper method available on all
strings - it strips out all whitespace before and after the string. Now the Command-argument will no longer
have any space in front of it.
> reload
> py self.cmdset.add("commands.mycommands.MyCmdSet")
> echo Woo Tang!
Echo: 'Woo Tang!'
Don't forget to look at the help for the echo command:
> help echo
You will get the docstring you put in your Command-class.
Making our cmdset persistent
It's getting a little annoying to have to re-add our cmdset every time we reload, right? It's simple
enough to make echo a permanent change though:
> py self.cmdset.add("commands.mycommands.MyCmdSet", permanent=True)
Now you can reload as much as you want and your code changes will be available directly without
needing to re-add the MyCmdSet again. To remove the cmdset again, do
> py self.cmdset.remove("commands.mycommands.MyCmdSet")
But for now, keep it around, we'll expand it with some more examples.
Figuring out who to hit
Let's try something a little more exciting than just echo. Let's make a hit command, for punching
someone in the face! This is how we want it to work:
> hit <target>
You hit <target> with full force!
Not only that, we want the to see
You got hit by <hitter> with full force!
Here, <hitter> would be the one using the hit command and <target> is the one doing the punching.
Still in mygame/commands/mycommands.py, add a new class, between CmdEcho and MyCmdSet.
# ...
class CmdHit(Command):
"""
Hit a target.
Usage:
hit <target>
"""
key = "hit"
def func(self):
args = self.args.strip()
if not args:
self.caller.msg("Who do you want to hit?")
return
target = self.caller.search(args)
if not target:
return
self.caller.msg(f"You hit {target.key} with full force!")
target.msg(f"You got hit by {self.caller.key} with full force!")
# ...
A lot of things to dissect here:
- Line 4: The normal
classheader. We inherit fromCommandwhich we imported at the top of this file. - Lines 5-11: The docstring and help-entry for the command. You could expand on this as much as you wanted.
- Line 12: We want to write
hitto use this command. - Line 15: We strip the whitespace from the argument like before. Since we don't want to have to do
self.args.strip()over and over, we store the stripped version in a local variableargs. Note that we don't modifyself.argsby doing this,self.argswill still have the whitespace and is not the same asargsin this example.
The full form of the if statement is
if condition:
...
elif othercondition:
...
else:
...
There can be any number of `elifs` to mark when different branches of the code should run. If
the `else` condition is given, it will run if none of the other conditions was truthy. In Python
the `if..elif..else` structure also serves the same function as `case` in some other languages.
-
Line 16 has our first conditional, an
ifstatement. This is written on the formif <condition>:and only if that condition is 'truthy' will the indented code block under theifstatement run. To learn what is truthy in Python it's usually easier to learn what is "falsy":False- this is a reserved boolean word in Python. The opposite isTrue.None- another reserved word. This represents nothing, a null-result or value.0or0.0- The empty string
""or''or""""""or'''''' - Empty iterables we haven't seen yet, like empty lists
[], empty tuples()and empty dicts{}. - Everything else is "truthy".
Line 16's condition is
not args. Thenotinverses the result, so ifargsis the empty string (falsy), the whole conditional becomes truthy. Let's continue in the code: -
Lines 17-18: This code will only run if the
ifstatement is truthy, in this case ifargsis the empty string. -
Line 18:
returnis a reserved Python word that exitsfuncimmediately. -
Line 19: We use
self.caller.searchto look for the target in the current location. -
Lines 20-21: A feature of
.searchis that it will already informself.callerif it couldn't find the target. In that case,targetwill beNoneand we should just directlyreturn. -
Lines 22-23: At this point we have a suitable target and can send our punching strings to each.
Finally we must also add this to a CmdSet. Let's add it to MyCmdSet which we made permanent earlier.
# ...
class MyCmdSet(CmdSet):
def at_cmdset_creation(self):
self.add(CmdEcho)
self.add(CmdHit)
With longer code snippets to try, it gets more and more likely you'll
make an error and get a `traceback` when you reload. This will either appear
directly in-game or in your log (view it with `evennia -l` in a terminal).
Don't panic; tracebacks are your friends - they are to be read bottom-up and usually describe
exactly where your problem is. Refer to `The Python intro <Python-basic-introduction.html>`_ for
more hints. If you get stuck, reach out to the Evennia community for help.
Next we reload to let Evennia know of these code changes and try it out:
> reload
hit
Who do you want to hit?
hit me
You hit YourName with full force!
You got hit by YourName with full force!
Lacking a target, we hit ourselves. If you have one of the dragons still around from the previous lesson you could try to hit it (if you dare):
hit smaug
You hit Smaug with full force!
You won't see the second string. Only Smaug sees that (and is not amused).
More advanced parsing
Let's expand our simple hit command to accept a little more complex input:
hit <target> [[with] <weapon>]
That is, we want to support all of these forms
hit target
hit target weapon
hit target with weapon
If you don't specify a weapon you'll use your fists. It's also nice to be able to skip "with" if
you are in a hurry. Time to modify mygame/commands/mycommands.py again. Let us break out the parsing
a little, in a new method parse:
#...
class CmdHit(Command):
"""
Hit a target.
Usage:
hit <target>
"""
key = "hit"
def parse(self):
self.args = self.args.strip()
target, *weapon = self.args.split(" with ", 1)
if not weapon:
target, *weapon = target.split(" ", 1)
self.target = target.strip()
if weapon:
self.weapon = weapon.strip()
else:
self.weapon = ""
def func(self):
if not self.args:
self.caller.msg("Who do you want to hit?")
return
# get the target for the hit
target = self.caller.search(self.target)
if not target:
return
# get and handle the weapon
weapon = None
if self.weapon:
weapon = self.caller.search(self.weapon)
if weapon:
weaponstr = f"{weapon.key}"
else:
weaponstr = "bare fists"
self.caller.msg(f"You hit {target.key} with {weaponstr}!")
target.msg(f"You got hit by {self.caller.key} with {weaponstr}!")
# ...
The parse method is called before func and has access to all the same on-command variables as in func. Using
parse not only makes things a little easier to read, it also means you can easily let other Commands inherit
your parsing - if you wanted some other Command to also understand input on the form <arg> with <arg> you'd inherit
from this class and just implement the func needed for that command without implementing parse anew.
- A `list` is written as `[a, b, c, d, ...]`. You can add and grow/shrink a list after it was first created.
- A `tuple` is written as `(a, b, c, d, ...)`. A tuple cannot be modified once it is created.
-
Line 14 - We do the stripping of
self.argsonce and for all here. We also store the stripped version back intoself.args, overwriting it. So there is no way to get back the non-stripped version from here on, which is fine for this command. -
Line 15 - This makes use of the
.splitmethod of strings..splitwill, well, split the string by some criterion..split(" with ", 1)means "split the string once, around the substring" with "if it exists". The result of this split is a list. Just how that list looks depends on the string we are trying to split:- If we entered just
hit smaug, we'd be splitting just"smaug"which would give the result["smaug"]. hit smaug swordgives["smaug sword"]hit smaug with swordgives["smaug", "sword"]
So we get a list of 1 or 2 elements. We assign it to two variables like this,
target, *weapon =. That asterisk in*weaponis a nifty trick - it will automatically become a list of 0 or more values. It sorts of "soaks" up everything left over.targetbecomes"smaug"andweaponbecomes[]targetbecomes"smaug sword"andweaponbecomes[]targetbecomes"smaug"andweaponbecomessword
- If we entered just
-
Lines 16-17 - In this
ifcondition we check ifweaponis falsy (that is, the empty list). This can happen under two conditions (from the example above):targetis simplysmaugtargetissmaug sword
To separate these cases we split
targetonce again, this time by empty space" ". Again we store the result back withtarget, *weapon =. The result will be one of the following:targetremainssmaugandweaponremains[]targetbecomessmaugandweaponbecomessword
-
Lines 18-22 - We now store
targetandweaponintoself.targetandself.weapon. We must do this in order for these local variables to made available infunclater. Note how we need to check soweaponis not falsy before runningstrip()on it. This is because we know that if it's falsy, it's an empty list[]and lists don't have the.strip()method on them (so if we tried to use it, we'd get an error).
Now onto the func method. The main difference is we now have self.target and self.weapon available for
convenient use.
- Lines 29 and 35 - We make use of the previously parsed search terms for the target and weapon to find the respective resource.
- Lines 34-39 - Since the weapon is optional, we need to supply a default (use our fists!) if it's not set. We
use this to create a
weaponstrthat is different depending on if we have a weapon or not. - Lines 41-42 - We merge the
weaponstrwith our attack text.
Let's try it out!
> reload
> hit smaug with sword
Could not find 'sword'.
You hit smaug with bare fists!
Oops, our self.caller.search(self.weapon) is telling us that it found no sword. Since we are not returning
in this situation (like we do if failing to find target) we still continue fighting with our bare hands.
This won't do. Let's make ourselves a sword.
> create sword
Since we didn't specify /drop, the sword will end up in our inventory and can seen with the i or
inventory command. The .search helper will still find it there. There is no need to reload to see this
change (no code changed, only stuff in the database).
> hit smaug with sword
You hit smaug with sword!
Adding the Command to a default Cmdset
For now, let's drop MyCmdSet:
> py self.cmdset.remove("commands.mycommands.MyCmdSet")
The command is not available to use until it is part of a Command Set. In this example we will go the easiest route and add it to the default Character commandset that already exists.
- Edit
mygame/commands/default_cmdsets.py - Import your new command with
from commands.command import CmdEcho. - Add a line
self.add(CmdEcho())toCharacterCmdSet, in theat_cmdset_creationmethod (the template tells you where).
This is approximately how it should look at this point:
# file mygame/commands/default_cmdsets.py
#[...]
from commands.command import CmdEcho
#[...]
class CharacterCmdSet(default_cmds.CharacterCmdSet):
key = "DefaultCharacter"
def at_cmdset_creation(self):
# this first adds all default commands
super(DefaultSet, self).at_cmdset_creation()
# all commands added after this point will extend or
# overwrite the default commands.
self.add(CmdEcho())
Next, run the @reload command. You should now be able to use your new echo command from inside
the game. Use help echo to see the documentation for the command.
If you have trouble, make sure to check the log for error messages (probably due to syntax errors in your command definition).
Note: Typing
echotestwill also work. It will be handled as the commandechodirectly followed by its argumenttest(which will end up inself.args). To change this behavior, you can add thearg_regexproperty alongsidekey,help_category` etc. See the arg_regex documentation for more info.
If you want to overload existing default commands (such as look or get), just add your new
command with the same key as the old one - it will then replace it. Just remember that you must use
@reload to see any changes.
See Commands for many more details and possibilities when defining Commands and using Cmdsets in various ways.
Adding the command to specific object types
Adding your Command to the CharacterCmdSet is just one easy exapmple. The cmdset system is very
generic. You can create your own cmdsets (let's say in a module mycmdsets.py) and add them to
objects as you please (how to control their merging is described in detail in the Command Set
documentation).
# file mygame/commands/mycmdsets.py
#[...]
from commands.command import CmdEcho
from evennia import CmdSet
#[...]
class MyCmdSet(CmdSet):
key = "MyCmdSet"
def at_cmdset_creation(self):
self.add(CmdEcho())
Now you just need to add this to an object. To test things (as superuser) you can do
@py self.cmdset.add("mycmdsets.MyCmdSet")
This will add this cmdset (along with its echo command) to yourself so you can test it. Note that you cannot add a single Command to an object on its own, it must be part of a CommandSet in order to do so.
The Command you added is not there permanently at this point. If you do a @reload the merger will
be gone. You could add the permanent=True keyword to the cmdset.add call. This will however
only make the new merged cmdset permanent on that single object. Often you want all objects of
this particular class to have this cmdset.
To make sure all new created objects get your new merged set, put the cmdset.add call in your
custom Typeclasses' at_object_creation method:
# e.g. in mygame/typeclasses/objects.py
from evennia import DefaultObject
class MyObject(DefaultObject):
def at_object_creation(self):
"called when the object is first created"
self.cmdset.add("mycmdset.MyCmdSet", permanent=True)
All new objects of this typeclass will now start with this cmdset and it will survive a @reload.
Note: An important caveat with this is that at_object_creation is only called once, when the
object is first created. This means that if you already have existing objects in your databases
using that typeclass, they will not have been initiated the same way. There are many ways to update
them; since it's a one-time update you can usually just simply loop through them. As superuser, try
the following:
@py from typeclasses.objects import MyObject; [o.cmdset.add("mycmdset.MyCmdSet") for o in
MyObject.objects.all()]
This goes through all objects in your database having the right typeclass, adding the new cmdset to
each. The good news is that you only have to do this if you want to post-add cmdsets. If you just
want to add a new command, you can simply add that command to the cmdset's at_cmdset_creation
and @reload to make the Command immediately available.
Change where Evennia looks for command sets
Evennia uses settings variables to know where to look for its default command sets. These are normally not changed unless you want to re-organize your game folder in some way. For example, the default character cmdset defaults to being defined as
CMDSET_CHARACTER="commands.default_cmdset.CharacterCmdSet"
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