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<section class="tex2jax_ignore mathjax_ignore" id="coding-utils">
<h1>Coding Utils<a class="headerlink" href="#coding-utils" title="Link to this heading"></a></h1>
<p>Evennia comes with many utilities to help with common coding tasks. Most are accessible directly
from the flat API, otherwise you can find them in the <code class="docutils literal notranslate"><span class="pre">evennia/utils/</span></code> folder.</p>
<blockquote>
<div><p>This is just a small selection of the tools in <code class="docutils literal notranslate"><span class="pre">evennia/utils</span></code>. Its worth to browse <a class="reference internal" href="../api/evennia.utils.html#evennia-utils"><span class="std std-ref">the directory</span></a> and in particular the content of <a class="reference internal" href="../api/evennia.utils.utils.html#evennia-utils-utils"><span class="std std-ref">evennia/utils/utils.py</span></a> directly to find more useful stuff.</p>
</div></blockquote>
<section id="searching">
<h2>Searching<a class="headerlink" href="#searching" title="Link to this heading"></a></h2>
<p>A common thing to do is to search for objects. There its easiest to use the <code class="docutils literal notranslate"><span class="pre">search</span></code> method defined
on all objects. This will search for objects in the same location and inside the self object:</p>
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span> <span class="n">obj</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">search</span><span class="p">(</span><span class="n">objname</span><span class="p">)</span>
</pre></div>
</div>
<p>The most common time one needs to do this is inside a command body. <code class="docutils literal notranslate"><span class="pre">obj</span> <span class="pre">=</span> <span class="pre">self.caller.search(objname)</span></code> will search inside the callers (typically, the character that typed the command) <code class="docutils literal notranslate"><span class="pre">.contents</span></code> (their “inventory”) and <code class="docutils literal notranslate"><span class="pre">.location</span></code> (their “room”).</p>
<p>Give the keyword <code class="docutils literal notranslate"><span class="pre">global_search=True</span></code> to extend search to encompass entire database. Aliases will also be matched by this search. You will find multiple examples of this functionality in the default command set.</p>
<p>If you need to search for objects in a code module you can use the functions in
<code class="docutils literal notranslate"><span class="pre">evennia.utils.search</span></code>. You can access these as shortcuts <code class="docutils literal notranslate"><span class="pre">evennia.search_*</span></code>.</p>
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span> <span class="kn">from</span><span class="w"> </span><span class="nn">evennia</span><span class="w"> </span><span class="kn">import</span> <span class="n">search_object</span>
<span class="n">obj</span> <span class="o">=</span> <span class="n">search_object</span><span class="p">(</span><span class="n">objname</span><span class="p">)</span>
</pre></div>
</div>
<ul class="simple">
<li><p><a class="reference internal" href="../api/evennia.accounts.manager.html#evennia.accounts.manager.AccountDBManager.search_account" title="evennia.accounts.manager.AccountDBManager.search_account"><span class="xref myst py py-meth">evennia.search_account</span></a></p></li>
<li><p><a class="reference internal" href="../api/evennia.objects.manager.html#evennia.objects.manager.ObjectDBManager.search_object" title="evennia.objects.manager.ObjectDBManager.search_object"><span class="xref myst py py-meth">evennia.search_object</span></a></p></li>
<li><p><a class="reference internal" href="../api/evennia.utils.search.html#evennia.utils.search.search_tag" title="evennia.utils.search.search_tag"><span class="xref myst py py-func">evennia.search(object)_by_tag</span></a></p></li>
<li><p><a class="reference internal" href="../api/evennia.scripts.manager.html#evennia.scripts.manager.ScriptDBManager.search_script" title="evennia.scripts.manager.ScriptDBManager.search_script"><span class="xref myst py py-meth">evennia.search_script</span></a></p></li>
<li><p><a class="reference internal" href="../api/evennia.comms.managers.html#evennia.comms.managers.ChannelDBManager.search_channel" title="evennia.comms.managers.ChannelDBManager.search_channel"><span class="xref myst py py-meth">evennia.search_channel</span></a></p></li>
<li><p><a class="reference internal" href="../api/evennia.comms.managers.html#evennia.comms.managers.MsgManager.search_message" title="evennia.comms.managers.MsgManager.search_message"><span class="xref myst py py-meth">evennia.search_message</span></a></p></li>
<li><p><a class="reference internal" href="../api/evennia.help.manager.html#evennia.help.manager.HelpEntryManager.search_help" title="evennia.help.manager.HelpEntryManager.search_help"><span class="xref myst py py-meth">evennia.search_help</span></a></p></li>
</ul>
<p>Note that these latter methods will always return a <code class="docutils literal notranslate"><span class="pre">list</span></code> of results, even if the list has one or zero entries.</p>
</section>
<section id="create">
<h2>Create<a class="headerlink" href="#create" title="Link to this heading"></a></h2>
<p>Apart from the in-game build commands (<code class="docutils literal notranslate"><span class="pre">&#64;create</span></code> etc), you can also build all of Evennias game entities directly in code (for example when defining new create commands).</p>
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span> <span class="kn">import</span><span class="w"> </span><span class="nn">evennia</span>
<span class="n">myobj</span> <span class="o">=</span> <span class="n">evennia</span><span class="o">.</span><span class="n">create_objects</span><span class="p">(</span><span class="s2">&quot;game.gamesrc.objects.myobj.MyObj&quot;</span><span class="p">,</span> <span class="n">key</span><span class="o">=</span><span class="s2">&quot;MyObj&quot;</span><span class="p">)</span>
</pre></div>
</div>
<ul class="simple">
<li><p><a class="reference internal" href="../api/evennia.utils.create.html#evennia.utils.create.create_account" title="evennia.utils.create.create_account"><span class="xref myst py py-func">evennia.create_account</span></a></p></li>
<li><p><a class="reference internal" href="../api/evennia.utils.create.html#evennia.utils.create.create_object" title="evennia.utils.create.create_object"><span class="xref myst py py-func">evennia.create_object</span></a></p></li>
<li><p><a class="reference internal" href="../api/evennia.utils.create.html#evennia.utils.create.create_script" title="evennia.utils.create.create_script"><span class="xref myst py py-func">evennia.create_script</span></a></p></li>
<li><p><a class="reference internal" href="../api/evennia.utils.create.html#evennia.utils.create.create_channel" title="evennia.utils.create.create_channel"><span class="xref myst py py-func">evennia.create_channel</span></a></p></li>
<li><p><a class="reference internal" href="../api/evennia.utils.create.html#evennia.utils.create.create_help_entry" title="evennia.utils.create.create_help_entry"><span class="xref myst py py-func">evennia.create_help_entry</span></a></p></li>
<li><p><a class="reference internal" href="../api/evennia.utils.create.html#evennia.utils.create.create_message" title="evennia.utils.create.create_message"><span class="xref myst py py-func">evennia.create_message</span></a></p></li>
</ul>
<p>Each of these create-functions have a host of arguments to further customize the created entity. See <code class="docutils literal notranslate"><span class="pre">evennia/utils/create.py</span></code> for more information.</p>
</section>
<section id="logging">
<h2>Logging<a class="headerlink" href="#logging" title="Link to this heading"></a></h2>
<p>Normally you can use Python <code class="docutils literal notranslate"><span class="pre">print</span></code> statements to see output to the terminal/log. The <code class="docutils literal notranslate"><span class="pre">print</span></code>
statement should only be used for debugging though. For producion output, use the <code class="docutils literal notranslate"><span class="pre">logger</span></code> which will create proper logs either to terminal or to file.</p>
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span> <span class="kn">from</span><span class="w"> </span><span class="nn">evennia</span><span class="w"> </span><span class="kn">import</span> <span class="n">logger</span>
<span class="c1">#</span>
<span class="n">logger</span><span class="o">.</span><span class="n">log_err</span><span class="p">(</span><span class="s2">&quot;This is an Error!&quot;</span><span class="p">)</span>
<span class="n">logger</span><span class="o">.</span><span class="n">log_warn</span><span class="p">(</span><span class="s2">&quot;This is a Warning!&quot;</span><span class="p">)</span>
<span class="n">logger</span><span class="o">.</span><span class="n">log_info</span><span class="p">(</span><span class="s2">&quot;This is normal information&quot;</span><span class="p">)</span>
<span class="n">logger</span><span class="o">.</span><span class="n">log_dep</span><span class="p">(</span><span class="s2">&quot;This feature is deprecated&quot;</span><span class="p">)</span>
</pre></div>
</div>
<p>There is a special log-message type, <code class="docutils literal notranslate"><span class="pre">log_trace()</span></code> that is intended to be called from inside a traceback - this can be very useful for relaying the traceback message back to log without having it
kill the server.</p>
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span> <span class="k">try</span><span class="p">:</span>
<span class="c1"># [some code that may fail...]</span>
<span class="k">except</span> <span class="ne">Exception</span><span class="p">:</span>
<span class="n">logger</span><span class="o">.</span><span class="n">log_trace</span><span class="p">(</span><span class="s2">&quot;This text will show beneath the traceback itself.&quot;</span><span class="p">)</span>
</pre></div>
</div>
<p>The <code class="docutils literal notranslate"><span class="pre">log_file</span></code> logger, finally, is a very useful logger for outputting arbitrary log messages. This is a heavily optimized asynchronous log mechanism using <a class="reference external" href="https://en.wikipedia.org/wiki/Thread_%28computing%29">threads</a> to avoid overhead. You should be able to use it for very heavy custom logging without fearing disk-write delays.</p>
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span> <span class="n">logger</span><span class="o">.</span><span class="n">log_file</span><span class="p">(</span><span class="n">message</span><span class="p">,</span> <span class="n">filename</span><span class="o">=</span><span class="s2">&quot;mylog.log&quot;</span><span class="p">)</span>
</pre></div>
</div>
<p>If not an absolute path is given, the log file will appear in the <code class="docutils literal notranslate"><span class="pre">mygame/server/logs/</span></code> directory. If the file already exists, it will be appended to. Timestamps on the same format as the normal Evennia logs will be automatically added to each entry. If a filename is not specified, output will be written to a file <code class="docutils literal notranslate"><span class="pre">game/logs/game.log</span></code>.</p>
<p>See also the <a class="reference internal" href="../Coding/Debugging.html"><span class="std std-doc">Debugging</span></a> documentation for help with finding elusive bugs.</p>
</section>
<section id="time-utilities">
<h2>Time Utilities<a class="headerlink" href="#time-utilities" title="Link to this heading"></a></h2>
<section id="game-time">
<h3>Game time<a class="headerlink" href="#game-time" title="Link to this heading"></a></h3>
<p>Evennia tracks the current server time. You can access this time via the <code class="docutils literal notranslate"><span class="pre">evennia.gametime</span></code> shortcut:</p>
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="kn">from</span><span class="w"> </span><span class="nn">evennia</span><span class="w"> </span><span class="kn">import</span> <span class="n">gametime</span>
<span class="c1"># all the functions below return times in seconds).</span>
<span class="c1"># total running time of the server</span>
<span class="n">runtime</span> <span class="o">=</span> <span class="n">gametime</span><span class="o">.</span><span class="n">runtime</span><span class="p">()</span>
<span class="c1"># time since latest hard reboot (not including reloads)</span>
<span class="n">uptime</span> <span class="o">=</span> <span class="n">gametime</span><span class="o">.</span><span class="n">uptime</span><span class="p">()</span>
<span class="c1"># server epoch (its start time)</span>
<span class="n">server_epoch</span> <span class="o">=</span> <span class="n">gametime</span><span class="o">.</span><span class="n">server_epoch</span><span class="p">()</span>
<span class="c1"># in-game epoch (this can be set by `settings.TIME_GAME_EPOCH`.</span>
<span class="c1"># If not, the server epoch is used.</span>
<span class="n">game_epoch</span> <span class="o">=</span> <span class="n">gametime</span><span class="o">.</span><span class="n">game_epoch</span><span class="p">()</span>
<span class="c1"># in-game time passed since time started running</span>
<span class="n">gametime</span> <span class="o">=</span> <span class="n">gametime</span><span class="o">.</span><span class="n">gametime</span><span class="p">()</span>
<span class="c1"># in-game time plus game epoch (i.e. the current in-game</span>
<span class="c1"># time stamp)</span>
<span class="n">gametime</span> <span class="o">=</span> <span class="n">gametime</span><span class="o">.</span><span class="n">gametime</span><span class="p">(</span><span class="n">absolute</span><span class="o">=</span><span class="kc">True</span><span class="p">)</span>
<span class="c1"># reset the game time (back to game epoch)</span>
<span class="n">gametime</span><span class="o">.</span><span class="n">reset_gametime</span><span class="p">()</span>
</pre></div>
</div>
<p>The setting <code class="docutils literal notranslate"><span class="pre">TIME_FACTOR</span></code> determines how fast/slow in-game time runs compared to the real world. The setting <code class="docutils literal notranslate"><span class="pre">TIME_GAME_EPOCH</span></code> sets the starting game epoch (in seconds). The functions from the <code class="docutils literal notranslate"><span class="pre">gametime</span></code> module all return their times in seconds. You can convert this to whatever units of time you desire for your game. You can use the <code class="docutils literal notranslate"><span class="pre">&#64;time</span></code> command to view the server time info.
You can also <em>schedule</em> things to happen at specific in-game times using the <a class="reference internal" href="../api/evennia.utils.gametime.html#evennia.utils.gametime.schedule" title="evennia.utils.gametime.schedule"><span class="xref myst py py-func">gametime.schedule</span></a> function:</p>
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="kn">import</span><span class="w"> </span><span class="nn">evennia</span>
<span class="k">def</span><span class="w"> </span><span class="nf">church_clock</span><span class="p">:</span>
<span class="n">limbo</span> <span class="o">=</span> <span class="n">evennia</span><span class="o">.</span><span class="n">search_object</span><span class="p">(</span><span class="n">key</span><span class="o">=</span><span class="s2">&quot;Limbo&quot;</span><span class="p">)</span>
<span class="n">limbo</span><span class="o">.</span><span class="n">msg_contents</span><span class="p">(</span><span class="s2">&quot;The church clock chimes two.&quot;</span><span class="p">)</span>
<span class="n">gametime</span><span class="o">.</span><span class="n">schedule</span><span class="p">(</span><span class="n">church_clock</span><span class="p">,</span> <span class="n">hour</span><span class="o">=</span><span class="mi">2</span><span class="p">)</span>
</pre></div>
</div>
</section>
<section id="utils-time-format">
<h3>utils.time_format()<a class="headerlink" href="#utils-time-format" title="Link to this heading"></a></h3>
<p>This function takes a number of seconds as input (e.g. from the <code class="docutils literal notranslate"><span class="pre">gametime</span></code> module above) and converts it to a nice text output in days, hours etc. Its useful when you want to show how old something is. It converts to four different styles of output using the <em>style</em> keyword:</p>
<ul class="simple">
<li><p>style 0 - <code class="docutils literal notranslate"><span class="pre">5d:45m:12s</span></code> (standard colon output)</p></li>
<li><p>style 1 - <code class="docutils literal notranslate"><span class="pre">5d</span></code> (shows only the longest time unit)</p></li>
<li><p>style 2 - <code class="docutils literal notranslate"><span class="pre">5</span> <span class="pre">days,</span> <span class="pre">45</span> <span class="pre">minutes</span></code> (full format, ignores seconds)</p></li>
<li><p>style 3 - <code class="docutils literal notranslate"><span class="pre">5</span> <span class="pre">days,</span> <span class="pre">45</span> <span class="pre">minutes,</span> <span class="pre">12</span> <span class="pre">seconds</span></code> (full format, with seconds)</p></li>
</ul>
</section>
<section id="utils-delay">
<h3>utils.delay()<a class="headerlink" href="#utils-delay" title="Link to this heading"></a></h3>
<p>This allows for making a delayed call.</p>
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="kn">from</span><span class="w"> </span><span class="nn">evennia</span><span class="w"> </span><span class="kn">import</span> <span class="n">utils</span>
<span class="k">def</span><span class="w"> </span><span class="nf">_callback</span><span class="p">(</span><span class="n">obj</span><span class="p">,</span> <span class="n">text</span><span class="p">):</span>
<span class="n">obj</span><span class="o">.</span><span class="n">msg</span><span class="p">(</span><span class="n">text</span><span class="p">)</span>
<span class="c1"># wait 10 seconds before sending &quot;Echo!&quot; to obj (which we assume is defined)</span>
<span class="n">utils</span><span class="o">.</span><span class="n">delay</span><span class="p">(</span><span class="mi">10</span><span class="p">,</span> <span class="n">_callback</span><span class="p">,</span> <span class="n">obj</span><span class="p">,</span> <span class="s2">&quot;Echo!&quot;</span><span class="p">,</span> <span class="n">persistent</span><span class="o">=</span><span class="kc">False</span><span class="p">)</span>
<span class="c1"># code here will run immediately, not waiting for the delay to fire!</span>
</pre></div>
</div>
<p>See <a class="reference internal" href="../Concepts/Async-Process.html#delay"><span class="std std-ref">The Asynchronous process</span></a> for more information.</p>
</section>
</section>
<section id="finding-classes">
<h2>Finding Classes<a class="headerlink" href="#finding-classes" title="Link to this heading"></a></h2>
<section id="utils-inherits-from">
<h3>utils.inherits_from()<a class="headerlink" href="#utils-inherits-from" title="Link to this heading"></a></h3>
<p>This useful function takes two arguments - an object to check and a parent. It returns <code class="docutils literal notranslate"><span class="pre">True</span></code> if object inherits from parent <em>at any distance</em> (as opposed to Pythons in-built <code class="docutils literal notranslate"><span class="pre">is_instance()</span></code> that
will only catch immediate dependence). This function also accepts as input any combination of
classes, instances or python-paths-to-classes.</p>
<p>Note that Python code should usually work with <a class="reference external" href="https://en.wikipedia.org/wiki/Duck_typing">duck typing</a>. But in Evennias case it can sometimes be useful to check if an object inherits from a given <a class="reference internal" href="Typeclasses.html"><span class="std std-doc">Typeclass</span></a> as a way of identification. Say for example that we have a typeclass <em>Animal</em>. This has a subclass <em>Felines</em> which in turn has a subclass <em>HouseCat</em>. Maybe there are a bunch of other animal types too, like horses and dogs. Using <code class="docutils literal notranslate"><span class="pre">inherits_from</span></code> will allow you to check for all animals in one go:</p>
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span> <span class="kn">from</span><span class="w"> </span><span class="nn">evennia</span><span class="w"> </span><span class="kn">import</span> <span class="n">utils</span>
<span class="k">if</span> <span class="p">(</span><span class="n">utils</span><span class="o">.</span><span class="n">inherits_from</span><span class="p">(</span><span class="n">obj</span><span class="p">,</span> <span class="s2">&quot;typeclasses.objects.animals.Animal&quot;</span><span class="p">):</span>
<span class="n">obj</span><span class="o">.</span><span class="n">msg</span><span class="p">(</span><span class="s2">&quot;The bouncer stops you in the door. He says: &#39;No talking animals allowed.&#39;&quot;</span><span class="p">)</span>
</pre></div>
</div>
</section>
</section>
<section id="text-utilities">
<h2>Text utilities<a class="headerlink" href="#text-utilities" title="Link to this heading"></a></h2>
<p>In a text game, you are naturally doing a lot of work shuffling text back and forth. Here is a <em>non-
complete</em> selection of text utilities found in <code class="docutils literal notranslate"><span class="pre">evennia/utils/utils.py</span></code> (shortcut <code class="docutils literal notranslate"><span class="pre">evennia.utils</span></code>).
If nothing else it can be good to look here before starting to develop a solution of your own.</p>
<section id="utils-fill">
<h3>utils.fill()<a class="headerlink" href="#utils-fill" title="Link to this heading"></a></h3>
<p>This flood-fills a text to a given width (shuffles the words to make each line evenly wide). It also indents as needed.</p>
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span> <span class="n">outtxt</span> <span class="o">=</span> <span class="n">fill</span><span class="p">(</span><span class="n">intxt</span><span class="p">,</span> <span class="n">width</span><span class="o">=</span><span class="mi">78</span><span class="p">,</span> <span class="n">indent</span><span class="o">=</span><span class="mi">4</span><span class="p">)</span>
</pre></div>
</div>
</section>
<section id="utils-crop">
<h3>utils.crop()<a class="headerlink" href="#utils-crop" title="Link to this heading"></a></h3>
<p>This function will crop a very long line, adding a suffix to show the line actually continues. This
can be useful in listings when showing multiple lines would mess up things.</p>
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span> <span class="n">intxt</span> <span class="o">=</span> <span class="s2">&quot;This is a long text that we want to crop.&quot;</span>
<span class="n">outtxt</span> <span class="o">=</span> <span class="n">crop</span><span class="p">(</span><span class="n">intxt</span><span class="p">,</span> <span class="n">width</span><span class="o">=</span><span class="mi">19</span><span class="p">,</span> <span class="n">suffix</span><span class="o">=</span><span class="s2">&quot;[...]&quot;</span><span class="p">)</span>
<span class="c1"># outtxt is now &quot;This is a long text[...]&quot;</span>
</pre></div>
</div>
</section>
<section id="utils-dedent">
<h3>utils.dedent()<a class="headerlink" href="#utils-dedent" title="Link to this heading"></a></h3>
<p>This solves what may at first glance appear to be a trivial problem with text - removing indentations. It is used to shift entire paragraphs to the left, without disturbing any further formatting they may have. A common case for this is when using Python triple-quoted strings in code - they will retain whichever indentation they have in the code, and to make easily-readable source code one usually dont want to shift the string to the left edge.</p>
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span> <span class="c1">#python code is entered at a given indentation</span>
<span class="n">intxt</span> <span class="o">=</span> <span class="s2">&quot;&quot;&quot;</span>
<span class="s2"> This is an example text that will end</span>
<span class="s2"> up with a lot of whitespace on the left.</span>
<span class="s2"> It also has indentations of</span>
<span class="s2"> its own.&quot;&quot;&quot;</span>
<span class="n">outtxt</span> <span class="o">=</span> <span class="n">dedent</span><span class="p">(</span><span class="n">intxt</span><span class="p">)</span>
<span class="c1"># outtxt will now retain all internal indentation</span>
<span class="c1"># but be shifted all the way to the left.</span>
</pre></div>
</div>
<p>Normally you do the dedent in the display code (this is for example how the help system homogenizes
help entries).</p>
</section>
<section id="to-str-and-to-bytes">
<h3>to_str() and to_bytes()<a class="headerlink" href="#to-str-and-to-bytes" title="Link to this heading"></a></h3>
<p>Evennia supplies two utility functions for converting text to the correct encodings. <code class="docutils literal notranslate"><span class="pre">to_str()</span></code> and <code class="docutils literal notranslate"><span class="pre">to_bytes()</span></code>. Unless you are adding a custom protocol and need to send byte-data over the wire, <code class="docutils literal notranslate"><span class="pre">to_str</span></code> is the only one youll need.</p>
<p>The difference from Pythons in-built <code class="docutils literal notranslate"><span class="pre">str()</span></code> and <code class="docutils literal notranslate"><span class="pre">bytes()</span></code> operators are that the Evennia ones makes use of the <code class="docutils literal notranslate"><span class="pre">ENCODINGS</span></code> setting and will try very hard to never raise a traceback but instead echo errors through logging. See <a class="reference internal" href="../Concepts/Text-Encodings.html"><span class="std std-doc">here</span></a> for more info.</p>
</section>
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<h3><a href="../index.html">Table of Contents</a></h3>
<ul>
<li><a class="reference internal" href="#">Coding Utils</a><ul>
<li><a class="reference internal" href="#searching">Searching</a></li>
<li><a class="reference internal" href="#create">Create</a></li>
<li><a class="reference internal" href="#logging">Logging</a></li>
<li><a class="reference internal" href="#time-utilities">Time Utilities</a><ul>
<li><a class="reference internal" href="#game-time">Game time</a></li>
<li><a class="reference internal" href="#utils-time-format">utils.time_format()</a></li>
<li><a class="reference internal" href="#utils-delay">utils.delay()</a></li>
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<li><a class="reference internal" href="#finding-classes">Finding Classes</a><ul>
<li><a class="reference internal" href="#utils-inherits-from">utils.inherits_from()</a></li>
</ul>
</li>
<li><a class="reference internal" href="#text-utilities">Text utilities</a><ul>
<li><a class="reference internal" href="#utils-fill">utils.fill()</a></li>
<li><a class="reference internal" href="#utils-crop">utils.crop()</a></li>
<li><a class="reference internal" href="#utils-dedent">utils.dedent()</a></li>
<li><a class="reference internal" href="#to-str-and-to-bytes">to_str() and to_bytes()</a></li>
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