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<section class="tex2jax_ignore mathjax_ignore" id="cooldowns">
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<h1>Cooldowns<a class="headerlink" href="#cooldowns" title="Link to this heading">¶</a></h1>
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<p>Contribution by owllex, 2021</p>
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<p>Cooldowns are used to model rate-limited actions, like how often a
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character can perform a given action; until a certain time has passed their
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command can not be used again. This contrib provides a simple cooldown
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handler that can be attached to any typeclass. A cooldown is a lightweight persistent
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asynchronous timer that you can query to see if a certain time has yet passed.</p>
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<p>Cooldowns are completely asynchronous and must be queried to know their
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state. They do not fire callbacks, so are not a good fit for use cases
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where something needs to happen on a specific schedule (use delay or
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a TickerHandler for that instead).</p>
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<p>See also the evennia <a class="reference internal" href="../Howtos/Howto-Command-Cooldown.html"><span class="std std-doc">howto</span></a> for more information
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about the concept.</p>
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<section id="installation">
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<h2>Installation<a class="headerlink" href="#installation" title="Link to this heading">¶</a></h2>
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<p>To use, simply add the following property to the typeclass definition of any
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object type that you want to support cooldowns. It will expose a new <code class="docutils literal notranslate"><span class="pre">cooldowns</span></code>
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property that persists data to the object’s attribute storage. You can set this
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on your base <code class="docutils literal notranslate"><span class="pre">Object</span></code> typeclass to enable cooldown tracking on every kind of
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object, or just put it on your <code class="docutils literal notranslate"><span class="pre">Character</span></code> typeclass.</p>
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<p>By default the CooldownHandler will use the <code class="docutils literal notranslate"><span class="pre">cooldowns</span></code> property, but you can
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customize this if desired by passing a different value for the <code class="docutils literal notranslate"><span class="pre">db_attribute</span></code>
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parameter.</p>
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<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="kn">from</span><span class="w"> </span><span class="nn">evennia.contrib.game_systems.cooldowns</span><span class="w"> </span><span class="kn">import</span> <span class="n">CooldownHandler</span>
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<span class="kn">from</span><span class="w"> </span><span class="nn">evennia.utils.utils</span><span class="w"> </span><span class="kn">import</span> <span class="n">lazy_property</span>
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<span class="nd">@lazy_property</span>
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<span class="k">def</span><span class="w"> </span><span class="nf">cooldowns</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
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<span class="k">return</span> <span class="n">CooldownHandler</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">db_attribute</span><span class="o">=</span><span class="s2">"cooldowns"</span><span class="p">)</span>
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</pre></div>
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</div>
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</section>
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<section id="example">
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<h2>Example<a class="headerlink" href="#example" title="Link to this heading">¶</a></h2>
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<p>Assuming you’ve installed cooldowns on your Character typeclasses, you can use a
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cooldown to limit how often you can perform a command. The following code
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snippet will limit the use of a Power Attack command to once every 10 seconds
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per character.</p>
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<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="k">class</span><span class="w"> </span><span class="nc">PowerAttack</span><span class="p">(</span><span class="n">Command</span><span class="p">):</span>
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<span class="k">def</span><span class="w"> </span><span class="nf">func</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
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<span class="k">if</span> <span class="bp">self</span><span class="o">.</span><span class="n">caller</span><span class="o">.</span><span class="n">cooldowns</span><span class="o">.</span><span class="n">ready</span><span class="p">(</span><span class="s2">"power attack"</span><span class="p">):</span>
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<span class="bp">self</span><span class="o">.</span><span class="n">do_power_attack</span><span class="p">()</span>
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<span class="bp">self</span><span class="o">.</span><span class="n">caller</span><span class="o">.</span><span class="n">cooldowns</span><span class="o">.</span><span class="n">add</span><span class="p">(</span><span class="s2">"power attack"</span><span class="p">,</span> <span class="mi">10</span><span class="p">)</span>
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<span class="k">else</span><span class="p">:</span>
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<span class="bp">self</span><span class="o">.</span><span class="n">caller</span><span class="o">.</span><span class="n">msg</span><span class="p">(</span><span class="s2">"That's not ready yet!"</span><span class="p">)</span>
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