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<div class="section" id="command-prompt">
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<h1>Command Prompt<a class="headerlink" href="#command-prompt" title="Permalink to this headline">¶</a></h1>
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<p>A <em>prompt</em> is quite common in MUDs. The prompt display useful details about your character that you
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are likely to want to keep tabs on at all times, such as health, magical power etc. It might also
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show things like in-game time, weather and so on. Many modern MUD clients (including Evennia’s own
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webclient) allows for identifying the prompt and have it appear in a correct location (usually just
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above the input line). Usually it will remain like that until it is explicitly updated.</p>
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<div class="section" id="sending-a-prompt">
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<h2>Sending a prompt<a class="headerlink" href="#sending-a-prompt" title="Permalink to this headline">¶</a></h2>
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<p>A prompt is sent using the <code class="docutils literal notranslate"><span class="pre">prompt</span></code> keyword to the <code class="docutils literal notranslate"><span class="pre">msg()</span></code> method on objects. The prompt will be
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sent without any line breaks.</p>
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<div class="highlight-python notranslate"><table class="highlighttable"><tr><td class="linenos"><div class="linenodiv"><pre>1</pre></div></td><td class="code"><div class="highlight"><pre><span></span> <span class="bp">self</span><span class="o">.</span><span class="n">msg</span><span class="p">(</span><span class="n">prompt</span><span class="o">=</span><span class="s2">"HP: 5, MP: 2, SP: 8"</span><span class="p">)</span>
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</pre></div>
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</td></tr></table></div>
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<p>You can combine the sending of normal text with the sending (updating of the prompt):</p>
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<div class="highlight-python notranslate"><table class="highlighttable"><tr><td class="linenos"><div class="linenodiv"><pre>1</pre></div></td><td class="code"><div class="highlight"><pre><span></span> <span class="bp">self</span><span class="o">.</span><span class="n">msg</span><span class="p">(</span><span class="s2">"This is a text"</span><span class="p">,</span> <span class="n">prompt</span><span class="o">=</span><span class="s2">"This is a prompt"</span><span class="p">)</span>
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</pre></div>
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</td></tr></table></div>
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<p>You can update the prompt on demand, this is normally done using <a class="reference internal" href="../Concepts/OOB.html"><span class="doc">OOB</span></a>-tracking of the relevant
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Attributes (like the character’s health). You could also make sure that attacking commands update
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the prompt when they cause a change in health, for example.</p>
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<p>Here is a simple example of the prompt sent/updated from a command class:</p>
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<div class="highlight-python notranslate"><table class="highlighttable"><tr><td class="linenos"><div class="linenodiv"><pre> 1
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36</pre></div></td><td class="code"><div class="highlight"><pre><span></span> <span class="kn">from</span> <span class="nn">evennia</span> <span class="kn">import</span> <span class="n">Command</span>
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<span class="k">class</span> <span class="nc">CmdDiagnose</span><span class="p">(</span><span class="n">Command</span><span class="p">):</span>
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<span class="sd">"""</span>
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<span class="sd"> see how hurt your are</span>
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<span class="sd"> Usage: </span>
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<span class="sd"> diagnose [target]</span>
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<span class="sd"> This will give an estimate of the target's health. Also</span>
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<span class="sd"> the target's prompt will be updated. </span>
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<span class="sd"> """</span>
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<span class="n">key</span> <span class="o">=</span> <span class="s2">"diagnose"</span>
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<span class="k">def</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="ow">not</span> <span class="bp">self</span><span class="o">.</span><span class="n">args</span><span class="p">:</span>
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<span class="n">target</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">caller</span>
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<span class="k">else</span><span class="p">:</span>
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<span class="n">target</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="bp">self</span><span class="o">.</span><span class="n">args</span><span class="p">)</span>
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<span class="k">if</span> <span class="ow">not</span> <span class="n">target</span><span class="p">:</span>
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<span class="k">return</span>
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<span class="c1"># try to get health, mana and stamina</span>
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<span class="n">hp</span> <span class="o">=</span> <span class="n">target</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">hp</span>
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<span class="n">mp</span> <span class="o">=</span> <span class="n">target</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">mp</span>
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<span class="n">sp</span> <span class="o">=</span> <span class="n">target</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">sp</span>
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<span class="k">if</span> <span class="bp">None</span> <span class="ow">in</span> <span class="p">(</span><span class="n">hp</span><span class="p">,</span> <span class="n">mp</span><span class="p">,</span> <span class="n">sp</span><span class="p">):</span>
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<span class="c1"># Attributes not defined </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">"Not a valid target!"</span><span class="p">)</span>
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<span class="k">return</span>
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<span class="n">text</span> <span class="o">=</span> <span class="s2">"You diagnose </span><span class="si">%s</span><span class="s2"> as having "</span> \
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<span class="s2">"</span><span class="si">%i</span><span class="s2"> health, </span><span class="si">%i</span><span class="s2"> mana and </span><span class="si">%i</span><span class="s2"> stamina."</span> \
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<span class="o">%</span> <span class="p">(</span><span class="n">hp</span><span class="p">,</span> <span class="n">mp</span><span class="p">,</span> <span class="n">sp</span><span class="p">)</span>
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<span class="n">prompt</span> <span class="o">=</span> <span class="s2">"</span><span class="si">%i</span><span class="s2"> HP, </span><span class="si">%i</span><span class="s2"> MP, </span><span class="si">%i</span><span class="s2"> SP"</span> <span class="o">%</span> <span class="p">(</span><span class="n">hp</span><span class="p">,</span> <span class="n">mp</span><span class="p">,</span> <span class="n">sp</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="n">text</span><span class="p">,</span> <span class="n">prompt</span><span class="o">=</span><span class="n">prompt</span><span class="p">)</span>
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</pre></div>
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</td></tr></table></div>
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</div>
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<div class="section" id="a-prompt-sent-with-every-command">
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<h2>A prompt sent with every command<a class="headerlink" href="#a-prompt-sent-with-every-command" title="Permalink to this headline">¶</a></h2>
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<p>The prompt sent as described above uses a standard telnet instruction (the Evennia web client gets a
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special flag). Most MUD telnet clients will understand and allow users to catch this and keep the
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prompt in place until it updates. So <em>in principle</em> you’d not need to update the prompt every
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command.</p>
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<p>However, with a varying user base it can be unclear which clients are used and which skill level the
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users have. So sending a prompt with every command is a safe catch-all. You don’t need to manually
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go in and edit every command you have though. Instead you edit the base command class for your
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custom commands (like <code class="docutils literal notranslate"><span class="pre">MuxCommand</span></code> in your <code class="docutils literal notranslate"><span class="pre">mygame/commands/command.py</span></code> folder) and overload the
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<code class="docutils literal notranslate"><span class="pre">at_post_cmd()</span></code> hook. This hook is always called <em>after</em> the main <code class="docutils literal notranslate"><span class="pre">func()</span></code> method of the Command.</p>
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11</pre></div></td><td class="code"><div class="highlight"><pre><span></span><span class="kn">from</span> <span class="nn">evennia</span> <span class="kn">import</span> <span class="n">default_cmds</span>
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<span class="k">class</span> <span class="nc">MuxCommand</span><span class="p">(</span><span class="n">default_cmds</span><span class="o">.</span><span class="n">MuxCommand</span><span class="p">):</span>
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<span class="c1"># ...</span>
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<span class="k">def</span> <span class="nf">at_post_cmd</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
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<span class="s2">"called after self.func()."</span>
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<span class="n">caller</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">caller</span>
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<span class="n">prompt</span> <span class="o">=</span> <span class="s2">"</span><span class="si">%i</span><span class="s2"> HP, </span><span class="si">%i</span><span class="s2"> MP, </span><span class="si">%i</span><span class="s2"> SP"</span> <span class="o">%</span> <span class="p">(</span><span class="n">caller</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">hp</span><span class="p">,</span>
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<span class="n">caller</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">mp</span><span class="p">,</span>
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<span class="n">caller</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">sp</span><span class="p">)</span>
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<span class="n">caller</span><span class="o">.</span><span class="n">msg</span><span class="p">(</span><span class="n">prompt</span><span class="o">=</span><span class="n">prompt</span><span class="p">)</span>
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</pre></div>
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</td></tr></table></div>
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<div class="section" id="modifying-default-commands">
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<h3>Modifying default commands<a class="headerlink" href="#modifying-default-commands" title="Permalink to this headline">¶</a></h3>
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<p>If you want to add something small like this to Evennia’s default commands without modifying them
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directly the easiest way is to just wrap those with a multiple inheritance to your own base class:</p>
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<div class="highlight-python notranslate"><table class="highlighttable"><tr><td class="linenos"><div class="linenodiv"><pre>1
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9</pre></div></td><td class="code"><div class="highlight"><pre><span></span><span class="c1"># in (for example) mygame/commands/mycommands.py</span>
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<span class="kn">from</span> <span class="nn">evennia</span> <span class="kn">import</span> <span class="n">default_cmds</span>
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<span class="c1"># our custom MuxCommand with at_post_cmd hook</span>
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<span class="kn">from</span> <span class="nn">commands.command</span> <span class="kn">import</span> <span class="n">MuxCommand</span>
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<span class="c1"># overloading the look command</span>
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<span class="k">class</span> <span class="nc">CmdLook</span><span class="p">(</span><span class="n">default_cmds</span><span class="o">.</span><span class="n">CmdLook</span><span class="p">,</span> <span class="n">MuxCommand</span><span class="p">):</span>
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<span class="k">pass</span>
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</pre></div>
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</td></tr></table></div>
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<p>The result of this is that the hooks from your custom <code class="docutils literal notranslate"><span class="pre">MuxCommand</span></code> will be mixed into the default
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<code class="docutils literal notranslate"><span class="pre">CmdLook</span></code> through multiple inheritance. Next you just add this to your default command set:</p>
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10</pre></div></td><td class="code"><div class="highlight"><pre><span></span><span class="c1"># in mygame/commands/default_cmdsets.py</span>
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<span class="kn">from</span> <span class="nn">evennia</span> <span class="kn">import</span> <span class="n">default_cmds</span>
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<span class="kn">from</span> <span class="nn">commands</span> <span class="kn">import</span> <span class="n">mycommands</span>
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<span class="k">class</span> <span class="nc">CharacterCmdSet</span><span class="p">(</span><span class="n">default_cmds</span><span class="o">.</span><span class="n">CharacterCmdSet</span><span class="p">):</span>
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<span class="c1"># ...</span>
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<span class="k">def</span> <span class="nf">at_cmdset_creation</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
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<span class="c1"># ...</span>
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<span class="bp">self</span><span class="o">.</span><span class="n">add</span><span class="p">(</span><span class="n">mycommands</span><span class="o">.</span><span class="n">CmdLook</span><span class="p">())</span>
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</pre></div>
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</td></tr></table></div>
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<p>This will automatically replace the default <code class="docutils literal notranslate"><span class="pre">look</span></code> command in your game with your own version.</p>
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<p><h3><a href="../index.html">Table of Contents</a></h3>
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<ul>
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<li><a class="reference internal" href="#">Command Prompt</a><ul>
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<li><a class="reference internal" href="#sending-a-prompt">Sending a prompt</a></li>
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<li><a class="reference internal" href="#a-prompt-sent-with-every-command">A prompt sent with every command</a><ul>
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<li><a class="reference internal" href="#modifying-default-commands">Modifying default commands</a></li>
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<h3>Versions</h3>
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<li><a href="Command-Prompt.html">1.0-dev (develop branch)</a></li>
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