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<h3><a href="../../../index.html">Table of Contents</a></h3>
<ul>
<li><a class="reference internal" href="#">9. Parsing Command input</a><ul>
<li><a class="reference internal" href="#more-advanced-parsing">9.1. More advanced parsing</a></li>
<li><a class="reference internal" href="#adding-a-command-to-an-object">9.2. Adding a Command to an object</a><ul>
<li><a class="reference internal" href="#you-need-to-hold-the-sword">9.2.1. You need to hold the sword!</a></li>
</ul>
</li>
<li><a class="reference internal" href="#adding-the-command-to-a-default-cmdset">9.3. Adding the Command to a default Cmdset</a><ul>
<li><a class="reference internal" href="#removing-commands">9.3.1. Removing Commands</a></li>
</ul>
</li>
<li><a class="reference internal" href="#replace-a-default-command">9.4. Replace a default command</a></li>
<li><a class="reference internal" href="#summary">9.5. Summary</a></li>
</ul>
</li>
</ul>
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<p class="topless"><a href="Beginner-Tutorial-Adding-Commands.html"
title="previous chapter"><span class="section-number">8. </span>Adding custom commands</a></p>
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title="next chapter"><span class="section-number">10. </span>Creating things</a></p>
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<section class="tex2jax_ignore mathjax_ignore" id="parsing-command-input">
<h1><span class="section-number">9. </span>Parsing Command input<a class="headerlink" href="#parsing-command-input" title="Permalink to this headline"></a></h1>
<p>In this lesson we learn some basics about parsing the input of Commands. We will
also learn how to add, modify and extend Evennias default commands.</p>
<section id="more-advanced-parsing">
<h2><span class="section-number">9.1. </span>More advanced parsing<a class="headerlink" href="#more-advanced-parsing" title="Permalink to this headline"></a></h2>
<p>In the <a class="reference internal" href="Beginner-Tutorial-Adding-Commands.html"><span class="doc std std-doc">last lesson</span></a> we made a <code class="docutils literal notranslate"><span class="pre">hit</span></code> Command and struck a dragon with it. You should have the code from that still around.</p>
<p>Lets expand our simple <code class="docutils literal notranslate"><span class="pre">hit</span></code> command to accept a little more complex input:</p>
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>hit &lt;target&gt; [[with] &lt;weapon&gt;]
</pre></div>
</div>
<p>That is, we want to support all of these forms</p>
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>hit target
hit target weapon
hit target with weapon
</pre></div>
</div>
<p>If you dont specify a weapon youll use your fists. Its also nice to be able to skip “with” if
you are in a hurry. Time to modify <code class="docutils literal notranslate"><span class="pre">mygame/commands/mycommands.py</span></code> again. Let us break out the parsing a little, in a new method <code class="docutils literal notranslate"><span class="pre">parse</span></code>:</p>
<div class="highlight-python notranslate"><div class="highlight"><table class="highlighttable"><tr><td class="linenos"><div class="linenodiv"><pre><span class="normal"> 1</span>
<span class="normal"> 2</span>
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<span class="normal">42</span>
<span class="normal">43</span></pre></div></td><td class="code"><div><pre><span></span><span class="c1">#...</span>
<span class="k">class</span> <span class="nc">CmdHit</span><span class="p">(</span><span class="n">Command</span><span class="p">):</span>
<span class="w"> </span><span class="sd">&quot;&quot;&quot;</span>
<span class="sd"> Hit a target.</span>
<span class="sd"> Usage:</span>
<span class="sd"> hit &lt;target&gt;</span>
<span class="sd"> &quot;&quot;&quot;</span>
<span class="n">key</span> <span class="o">=</span> <span class="s2">&quot;hit&quot;</span>
<span class="k">def</span> <span class="nf">parse</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
<span class="hll"> <span class="bp">self</span><span class="o">.</span><span class="n">args</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">args</span><span class="o">.</span><span class="n">strip</span><span class="p">()</span>
</span><span class="hll"> <span class="n">target</span><span class="p">,</span> <span class="o">*</span><span class="n">weapon</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">args</span><span class="o">.</span><span class="n">split</span><span class="p">(</span><span class="s2">&quot; with &quot;</span><span class="p">,</span> <span class="mi">1</span><span class="p">)</span>
</span><span class="hll"> <span class="k">if</span> <span class="ow">not</span> <span class="n">weapon</span><span class="p">:</span>
</span> <span class="n">target</span><span class="p">,</span> <span class="o">*</span><span class="n">weapon</span> <span class="o">=</span> <span class="n">target</span><span class="o">.</span><span class="n">split</span><span class="p">(</span><span class="s2">&quot; &quot;</span><span class="p">,</span> <span class="mi">1</span><span class="p">)</span>
<span class="hll"> <span class="bp">self</span><span class="o">.</span><span class="n">target</span> <span class="o">=</span> <span class="n">target</span><span class="o">.</span><span class="n">strip</span><span class="p">()</span>
</span> <span class="k">if</span> <span class="n">weapon</span><span class="p">:</span>
<span class="bp">self</span><span class="o">.</span><span class="n">weapon</span> <span class="o">=</span> <span class="n">weapon</span><span class="p">[</span><span class="mi">0</span><span class="p">]</span><span class="o">.</span><span class="n">strip</span><span class="p">()</span>
<span class="k">else</span><span class="p">:</span>
<span class="bp">self</span><span class="o">.</span><span class="n">weapon</span> <span class="o">=</span> <span class="s2">&quot;&quot;</span>
<span class="k">def</span> <span class="nf">func</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
<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>
<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">&quot;Who do you want to hit?&quot;</span><span class="p">)</span>
<span class="k">return</span>
<span class="c1"># get the target for the hit</span>
<span class="hll"> <span class="n">target</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">caller</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">target</span><span class="p">)</span>
</span> <span class="k">if</span> <span class="ow">not</span> <span class="n">target</span><span class="p">:</span>
<span class="k">return</span>
<span class="c1"># get and handle the weapon</span>
<span class="n">weapon</span> <span class="o">=</span> <span class="kc">None</span>
<span class="k">if</span> <span class="bp">self</span><span class="o">.</span><span class="n">weapon</span><span class="p">:</span>
<span class="hll"> <span class="n">weapon</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">caller</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">weapon</span><span class="p">)</span>
</span> <span class="k">if</span> <span class="n">weapon</span><span class="p">:</span>
<span class="n">weaponstr</span> <span class="o">=</span> <span class="sa">f</span><span class="s2">&quot;</span><span class="si">{</span><span class="n">weapon</span><span class="o">.</span><span class="n">key</span><span class="si">}</span><span class="s2">&quot;</span>
<span class="k">else</span><span class="p">:</span>
<span class="n">weaponstr</span> <span class="o">=</span> <span class="s2">&quot;bare fists&quot;</span>
<span class="hll"> <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="sa">f</span><span class="s2">&quot;You hit </span><span class="si">{</span><span class="n">target</span><span class="o">.</span><span class="n">key</span><span class="si">}</span><span class="s2"> with </span><span class="si">{</span><span class="n">weaponstr</span><span class="si">}</span><span class="s2">!&quot;</span><span class="p">)</span>
</span> <span class="n">target</span><span class="o">.</span><span class="n">msg</span><span class="p">(</span><span class="sa">f</span><span class="s2">&quot;You got hit by </span><span class="si">{</span><span class="bp">self</span><span class="o">.</span><span class="n">caller</span><span class="o">.</span><span class="n">key</span><span class="si">}</span><span class="s2"> with </span><span class="si">{</span><span class="n">weaponstr</span><span class="si">}</span><span class="s2">!&quot;</span><span class="p">)</span>
<span class="c1"># ...</span>
</pre></div></td></tr></table></div>
</div>
<p>The <code class="docutils literal notranslate"><span class="pre">parse</span></code> method is a special one Evennia knows to call <em>before</em> <code class="docutils literal notranslate"><span class="pre">func</span></code>. At this time it has access to all the same on-command variables as <code class="docutils literal notranslate"><span class="pre">func</span></code> does. Using <code class="docutils literal notranslate"><span class="pre">parse</span></code> not only makes things a little easier to read, it also means you can easily let other Commands <em>inherit</em> your parsing - if you wanted some other Command to also understand input on the form <code class="docutils literal notranslate"><span class="pre">&lt;arg&gt;</span> <span class="pre">with</span> <span class="pre">&lt;arg&gt;</span></code> youd inherit from this class and just implement the <code class="docutils literal notranslate"><span class="pre">func</span></code> needed for that command without implementing <code class="docutils literal notranslate"><span class="pre">parse</span></code> anew.</p>
<aside class="sidebar">
<p class="sidebar-title">Tuples and Lists</p>
<ul class="simple">
<li><p>A <code class="docutils literal notranslate"><span class="pre">list</span></code> is written as <code class="docutils literal notranslate"><span class="pre">[a,</span> <span class="pre">b,</span> <span class="pre">c,</span> <span class="pre">d,</span> <span class="pre">...]</span></code>. You can add and grow/shrink a list after it was first created.</p></li>
<li><p>A <code class="docutils literal notranslate"><span class="pre">tuple</span></code> is written as <code class="docutils literal notranslate"><span class="pre">(a,</span> <span class="pre">b,</span> <span class="pre">c,</span> <span class="pre">d,</span> <span class="pre">...)</span></code>. A tuple cannot be modified once it is created.</p></li>
</ul>
</aside>
<ul>
<li><p><strong>Line 14</strong> - We do the stripping of <code class="docutils literal notranslate"><span class="pre">self.args</span></code> once and for all here. We also store the stripped version back
into <code class="docutils literal notranslate"><span class="pre">self.args</span></code>, overwriting it. So there is no way to get back the non-stripped version from here on, which is fine
for this command.</p></li>
<li><p><strong>Line 15</strong> - This makes use of the <code class="docutils literal notranslate"><span class="pre">.split</span></code> method of strings. <code class="docutils literal notranslate"><span class="pre">.split</span></code> will, well, split the string by some criterion.
<code class="docutils literal notranslate"><span class="pre">.split(&quot;</span> <span class="pre">with</span> <span class="pre">&quot;,</span> <span class="pre">1)</span></code> means “split the string once, around the substring <code class="docutils literal notranslate"><span class="pre">&quot;</span> <span class="pre">with</span> <span class="pre">&quot;</span></code> if it exists”. The result
of this split is a <em>list</em>. Just how that list looks depends on the string we are trying to split:</p>
<ol class="simple">
<li><p>If we entered just <code class="docutils literal notranslate"><span class="pre">hit</span> <span class="pre">smaug</span></code>, wed be splitting just <code class="docutils literal notranslate"><span class="pre">&quot;smaug&quot;</span></code> which would give the result <code class="docutils literal notranslate"><span class="pre">[&quot;smaug&quot;]</span></code>.</p></li>
<li><p><code class="docutils literal notranslate"><span class="pre">hit</span> <span class="pre">smaug</span> <span class="pre">sword</span></code> gives <code class="docutils literal notranslate"><span class="pre">[&quot;smaug</span> <span class="pre">sword&quot;]</span></code></p></li>
<li><p><code class="docutils literal notranslate"><span class="pre">hit</span> <span class="pre">smaug</span> <span class="pre">with</span> <span class="pre">sword</span></code> gives <code class="docutils literal notranslate"><span class="pre">[&quot;smaug&quot;,</span> <span class="pre">&quot;sword&quot;]</span></code></p></li>
</ol>
<p>So we get a list of 1 or 2 elements. We assign it to two variables like this, <code class="docutils literal notranslate"><span class="pre">target,</span> <span class="pre">*weapon</span> <span class="pre">=</span> </code>. That asterisk in <code class="docutils literal notranslate"><span class="pre">*weapon</span></code> is a nifty trick - it will automatically become a tuple of <em>0 or more</em> values. It sorts of “soaks” up everything left over.</p>
<ol class="simple">
<li><p><code class="docutils literal notranslate"><span class="pre">target</span></code> becomes <code class="docutils literal notranslate"><span class="pre">&quot;smaug&quot;</span></code> and <code class="docutils literal notranslate"><span class="pre">weapon</span></code> becomes <code class="docutils literal notranslate"><span class="pre">()</span></code> (an empty tuple)</p></li>
<li><p><code class="docutils literal notranslate"><span class="pre">target</span></code> becomes <code class="docutils literal notranslate"><span class="pre">&quot;smaug</span> <span class="pre">sword&quot;</span></code> and <code class="docutils literal notranslate"><span class="pre">weapon</span></code> becomes <code class="docutils literal notranslate"><span class="pre">()</span></code></p></li>
<li><p><code class="docutils literal notranslate"><span class="pre">target</span></code> becomes <code class="docutils literal notranslate"><span class="pre">&quot;smaug&quot;</span></code> and <code class="docutils literal notranslate"><span class="pre">weapon</span></code> becomes <code class="docutils literal notranslate"><span class="pre">(&quot;sword&quot;,)</span></code> (this is a tuple with one element, the comma <a class="reference external" href="https://docs.python.org/3/tutorial/datastructures.html?highlight=tuple#tuples-and-sequences">is required</a> to indicate this).</p></li>
</ol>
</li>
<li><p><strong>Lines 16-17</strong> - In this <code class="docutils literal notranslate"><span class="pre">if</span></code> condition we check if <code class="docutils literal notranslate"><span class="pre">weapon</span></code> is falsy (that is, the empty list). This can happen
under two conditions (from the example above):</p>
<ol class="simple">
<li><p><code class="docutils literal notranslate"><span class="pre">target</span></code> is simply <code class="docutils literal notranslate"><span class="pre">smaug</span></code></p></li>
<li><p><code class="docutils literal notranslate"><span class="pre">target</span></code> is <code class="docutils literal notranslate"><span class="pre">smaug</span> <span class="pre">sword</span></code></p></li>
</ol>
<p>To separate these cases we split <code class="docutils literal notranslate"><span class="pre">target</span></code> once again, this time by empty space <code class="docutils literal notranslate"><span class="pre">&quot;</span> <span class="pre">&quot;</span></code>. Again we store the result back with <code class="docutils literal notranslate"><span class="pre">target,</span> <span class="pre">*weapon</span> <span class="pre">=</span></code>. The result will be one of the following:</p>
<ol class="simple">
<li><p><code class="docutils literal notranslate"><span class="pre">target</span></code> remains <code class="docutils literal notranslate"><span class="pre">&quot;smaug&quot;</span></code> and <code class="docutils literal notranslate"><span class="pre">weapon</span></code> remains <code class="docutils literal notranslate"><span class="pre">[]</span></code></p></li>
<li><p><code class="docutils literal notranslate"><span class="pre">target</span></code> becomes <code class="docutils literal notranslate"><span class="pre">&quot;smaug&quot;</span></code> and <code class="docutils literal notranslate"><span class="pre">weapon</span></code> becomes <code class="docutils literal notranslate"><span class="pre">(&quot;sword&quot;,)</span></code></p></li>
</ol>
</li>
<li><p><strong>Lines 18-22</strong> - We now store <code class="docutils literal notranslate"><span class="pre">target</span></code> and <code class="docutils literal notranslate"><span class="pre">weapon</span></code> into <code class="docutils literal notranslate"><span class="pre">self.target</span></code> and <code class="docutils literal notranslate"><span class="pre">self.weapon</span></code>. We must store on <code class="docutils literal notranslate"><span class="pre">self</span></code> in order for these local variables to become available in <code class="docutils literal notranslate"><span class="pre">func</span></code> later. Note that once we know that <code class="docutils literal notranslate"><span class="pre">weapon</span></code> exists, it must be a tuple (like <code class="docutils literal notranslate"><span class="pre">(&quot;sword&quot;,)</span></code>), so we use <code class="docutils literal notranslate"><span class="pre">weapon[0]</span></code> to get the first element of that tuple (tuples and lists in Python are indexed from 0). The instruction <code class="docutils literal notranslate"><span class="pre">weapon[0].strip()</span></code> can be read as “get the first string stored in the tuple <code class="docutils literal notranslate"><span class="pre">weapon</span></code> and remove all extra whitespace on it with <code class="docutils literal notranslate"><span class="pre">.strip()</span></code>”. If we forgot the <code class="docutils literal notranslate"><span class="pre">[0]</span></code> here, wed get an error since a tuple (unlike the string inside the tuple) does not have the <code class="docutils literal notranslate"><span class="pre">.strip()</span></code> method.</p></li>
</ul>
<p>Now onto the <code class="docutils literal notranslate"><span class="pre">func</span></code> method. The main difference is we now have <code class="docutils literal notranslate"><span class="pre">self.target</span></code> and <code class="docutils literal notranslate"><span class="pre">self.weapon</span></code> available for convenient use.</p>
<aside class="sidebar">
<p>Here we create the messages to send to each side of the fight explicitly. Later well find out how to use Evennias <a class="reference internal" href="../../../Components/FuncParser.html"><span class="doc std std-doc">inline functions</span></a> to send a single string that looks different depending on who sees it.</p>
</aside>
<ul class="simple">
<li><p><strong>Lines 29 and 35</strong> - We make use of the previously parsed search terms for the target and weapon to find the
respective resource.</p></li>
<li><p><strong>Lines 34-39</strong> - Since the weapon is optional, we need to supply a default (use our fists!) if its not set. We
use this to create a <code class="docutils literal notranslate"><span class="pre">weaponstr</span></code> that is different depending on if we have a weapon or not.</p></li>
<li><p><strong>Lines 41-42</strong> - We merge the <code class="docutils literal notranslate"><span class="pre">weaponstr</span></code> with our attack texts and send it to attacker and target respectively.</p></li>
</ul>
<p>Lets try it out!</p>
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>&gt; reload
&gt; hit smaug with sword
Could not find &#39;sword&#39;.
You hit smaug with bare fists!
</pre></div>
</div>
<p>Oops, our <code class="docutils literal notranslate"><span class="pre">self.caller.search(self.weapon)</span></code> is telling us that it found no sword. This is reasonable (we dont have a sword). Since we are not <code class="docutils literal notranslate"><span class="pre">return</span></code>ing when failing to find a weapon in the way we do if we find no <code class="docutils literal notranslate"><span class="pre">target</span></code>, we still continue fighting with our bare hands.</p>
<p>This wont do. Lets make ourselves a sword:</p>
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>&gt; create sword
</pre></div>
</div>
<p>Since we didnt specify <code class="docutils literal notranslate"><span class="pre">/drop</span></code>, the sword will end up in our inventory and can seen with the <code class="docutils literal notranslate"><span class="pre">i</span></code> or <code class="docutils literal notranslate"><span class="pre">inventory</span></code> command. The <code class="docutils literal notranslate"><span class="pre">.search</span></code> helper will still find it there. There is no need to reload to see this change (no code changed, only stuff in the database).</p>
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>&gt; hit smaug with sword
You hit smaug with sword!
</pre></div>
</div>
<p>Poor Smaug.</p>
</section>
<section id="adding-a-command-to-an-object">
<h2><span class="section-number">9.2. </span>Adding a Command to an object<a class="headerlink" href="#adding-a-command-to-an-object" title="Permalink to this headline"></a></h2>
<aside class="sidebar">
<p class="sidebar-title">Command Sets on Characters </p>
<p>In case you wonder, the Character CmdSet on <code class="docutils literal notranslate"><span class="pre">Characters</span></code> is configured to be available to <em>only</em> that Character. If not, youd get command multi-matches for things like <code class="docutils literal notranslate"><span class="pre">look</span></code> whenever you were in the same room with another character using the same command set. See <a class="reference internal" href="../../../Components/Command-Sets.html"><span class="doc std std-doc">Command Sets</span></a> docs for more info.</p>
</aside>
<p>As we learned in the lesson about <a class="reference internal" href="Beginner-Tutorial-Adding-Commands.html"><span class="doc std std-doc">Adding commands</span></a>, Commands are are grouped in Command Sets. Such Command Sets are attached to an object with <code class="docutils literal notranslate"><span class="pre">obj.cmdset.add()</span></code> and will then be available for that object to use.</p>
<p>What we didnt mention before is that by default those commands are <em>also available to those in the same location as that object</em>. If you did the <a class="reference internal" href="Beginner-Tutorial-Building-Quickstart.html"><span class="doc std std-doc">Building quickstart lesson</span></a> youve seen an example of this with the “Red Button” object. The <a class="reference internal" href="Beginner-Tutorial-Tutorial-World.html"><span class="doc std std-doc">Tutorial world</span></a> also has many examples of objects with commands on them.</p>
<p>To show how this could work, lets put our hit Command on our simple <code class="docutils literal notranslate"><span class="pre">sword</span></code> object from the previous section.</p>
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>&gt; py self.search(&quot;sword&quot;).cmdset.add(&quot;commands.mycommands.MyCmdSet&quot;, persistent=True)
</pre></div>
</div>
<p>We find the sword (its still in our inventory so <code class="docutils literal notranslate"><span class="pre">self.search</span></code> should be able to find it), then
add <code class="docutils literal notranslate"><span class="pre">MyCmdSet</span></code> to it. This actually adds both <code class="docutils literal notranslate"><span class="pre">hit</span></code> and <code class="docutils literal notranslate"><span class="pre">echo</span></code> to the sword, which is fine.</p>
<p>Lets try to swing it!</p>
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>&gt; hit
More than one match for &#39;hit&#39; (please narrow target):
hit-1 (sword #11)
hit-2
</pre></div>
</div>
<aside class="sidebar">
<p class="sidebar-title">Multi-matches</p>
<p>Some game engines will just pick the first hit when finding more than one. Evennia will always give you a choice. The reason for this is that Evennia cannot know if <code class="docutils literal notranslate"><span class="pre">hit</span></code> and <code class="docutils literal notranslate"><span class="pre">hit</span></code> are different or the same - maybe it behaves differently depending on the object it sits on? Besides, imagine if you had a red and a blue button both with the command <code class="docutils literal notranslate"><span class="pre">push</span></code> on it. Now you just write <code class="docutils literal notranslate"><span class="pre">push</span></code>. Wouldnt you prefer to be asked <em>which</em> button you really wanted to push?</p>
</aside>
<p>Woah, that didnt go as planned. Evennia actually found <em>two</em> <code class="docutils literal notranslate"><span class="pre">hit</span></code> commands and didnt know which one to use (<em>we</em> know they are the same, but Evennia cant be sure of that). As we can see, <code class="docutils literal notranslate"><span class="pre">hit-1</span></code> is the one found on the sword. The other one is from adding <code class="docutils literal notranslate"><span class="pre">MyCmdSet</span></code> to ourself earlier. Its easy enough to tell Evennia which one you meant:</p>
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>&gt; hit-1
Who do you want to hit?
&gt; hit-2
Who do you want to hit?
</pre></div>
</div>
<p>In this case we dont need both command-sets, we should drop the version of <code class="docutils literal notranslate"><span class="pre">hit</span></code> sitting on our ourselves.</p>
<p>Go to <code class="docutils literal notranslate"><span class="pre">mygame/commands/default_cmdsets.py</span></code> and find the line where you added
<code class="docutils literal notranslate"><span class="pre">MyCmdSet</span></code> in the previous lesson. Delete or comment it out:</p>
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="c1"># mygame/commands/default_cmdsets.py </span>
<span class="c1"># ...</span>
<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>
<span class="c1"># ... </span>
<span class="k">def</span> <span class="nf">at_object_creation</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
<span class="c1"># self.add(MyCmdSet) # &lt;---------</span>
</pre></div>
</div>
<p>Next <code class="docutils literal notranslate"><span class="pre">reload</span></code> and youll only have one <code class="docutils literal notranslate"><span class="pre">hit</span></code> command available:</p>
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>&gt; hit
Who do you want to hit?
</pre></div>
</div>
<p>Now try making a new location and then drop the sword in it.</p>
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>&gt; tunnel n = kitchen
&gt; n
&gt; drop sword
&gt; s
&gt; hit
Command &#39;hit&#39; is not available. Maybe you meant ...
&gt; n
&gt; hit
Who do you want to hit?
</pre></div>
</div>
<p>The <code class="docutils literal notranslate"><span class="pre">hit</span></code> command is only available if you hold <em>or</em> are in the same room as the sword.</p>
<section id="you-need-to-hold-the-sword">
<h3><span class="section-number">9.2.1. </span>You need to hold the sword!<a class="headerlink" href="#you-need-to-hold-the-sword" title="Permalink to this headline"></a></h3>
<aside class="sidebar">
<p class="sidebar-title">Locks</p>
<p>Evennia Locks are defined as a mini-language defined in <code class="docutils literal notranslate"><span class="pre">lockstrings</span></code>. The lockstring is on a form <code class="docutils literal notranslate"><span class="pre">&lt;situation&gt;:&lt;lockfuncs&gt;</span></code>, where <code class="docutils literal notranslate"><span class="pre">situation</span></code> determines when this lock applies and the <code class="docutils literal notranslate"><span class="pre">lockfuncs</span></code> (there can be more than one) are run to determine if the lock-check passes or not depending on circumstance.</p>
</aside>
<p>Lets get a little ahead of ourselves and make it so you have to <em>hold</em> the sword for the <code class="docutils literal notranslate"><span class="pre">hit</span></code> command to be available. This involves a <a class="reference internal" href="../../../Components/Locks.html"><span class="doc std std-doc">Lock</span></a>. Well cover locks in more detail later, just know that they are useful for limiting the kind of things you can do with an object, including limiting just when you can call commands on it.</p>
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>&gt; py self.search(&quot;sword&quot;).locks.add(&quot;call:holds()&quot;)
</pre></div>
</div>
<p>We added a new lock to the sword. The <em>lockstring</em> <code class="docutils literal notranslate"><span class="pre">&quot;call:holds()&quot;</span></code> means that you can only <em>call</em> commands on this object if you are <em>holding</em> the object (that is, its in your inventory).</p>
<p>For locks to work, you cannot be <em>superuser</em>, since the superuser passes all locks. You need to <code class="docutils literal notranslate"><span class="pre">quell</span></code> yourself first:</p>
<aside class="sidebar">
<p class="sidebar-title">quell/unquell</p>
<p>Quelling allows you as a developer to take on the role of players with less priveleges. This is useful for testing and debugging, in particular since a superuser has a little <code class="docutils literal notranslate"><span class="pre">too</span></code> much power sometimes. Use <code class="docutils literal notranslate"><span class="pre">unquell</span></code> to get back to your normal self.</p>
</aside>
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>&gt; quell
</pre></div>
</div>
<p>If the sword lies on the ground, try</p>
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>&gt; hit
Command &#39;hit&#39; is not available. ..
&gt; get sword
&gt; hit
&gt; Who do you want to hit?
</pre></div>
</div>
<p>After weve waved the sword around (hit a dragon or two), we will get rid of ours sword so we have a clean slate with no more <code class="docutils literal notranslate"><span class="pre">hit</span></code> commands floating around. We can do that in two ways:</p>
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>delete sword
</pre></div>
</div>
<p>or</p>
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>py self.search(&quot;sword&quot;).delete()
</pre></div>
</div>
</section>
</section>
<section id="adding-the-command-to-a-default-cmdset">
<h2><span class="section-number">9.3. </span>Adding the Command to a default Cmdset<a class="headerlink" href="#adding-the-command-to-a-default-cmdset" title="Permalink to this headline"></a></h2>
<p>As we have seen we can use <code class="docutils literal notranslate"><span class="pre">obj.cmdset.add()</span></code> to add a new cmdset to objects, whether that object is ourself (<code class="docutils literal notranslate"><span class="pre">self</span></code>) or other objects like the <code class="docutils literal notranslate"><span class="pre">sword</span></code>. Doing this this way is a little cumbersome though. It would be better to add this to all characters.</p>
<p>The default cmdset are defined in <code class="docutils literal notranslate"><span class="pre">mygame/commands/default_cmdsets.py</span></code>. Open that file now:</p>
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="sd">&quot;&quot;&quot;</span>
<span class="sd">(module docstring)</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">default_cmds</span>
<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>
<span class="n">key</span> <span class="o">=</span> <span class="s2">&quot;DefaultCharacter&quot;</span>
<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>
<span class="nb">super</span><span class="p">()</span><span class="o">.</span><span class="n">at_cmdset_creation</span><span class="p">()</span>
<span class="c1">#</span>
<span class="c1"># any commands you add below will overload the default ones</span>
<span class="c1">#</span>
<span class="k">class</span> <span class="nc">AccountCmdSet</span><span class="p">(</span><span class="n">default_cmds</span><span class="o">.</span><span class="n">AccountCmdSet</span><span class="p">):</span>
<span class="n">key</span> <span class="o">=</span> <span class="s2">&quot;DefaultAccount&quot;</span>
<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>
<span class="nb">super</span><span class="p">()</span><span class="o">.</span><span class="n">at_cmdset_creation</span><span class="p">()</span>
<span class="c1">#</span>
<span class="c1"># any commands you add below will overload the default ones</span>
<span class="c1">#</span>
<span class="k">class</span> <span class="nc">UnloggedinCmdSet</span><span class="p">(</span><span class="n">default_cmds</span><span class="o">.</span><span class="n">UnloggedinCmdSet</span><span class="p">):</span>
<span class="n">key</span> <span class="o">=</span> <span class="s2">&quot;DefaultUnloggedin&quot;</span>
<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>
<span class="nb">super</span><span class="p">()</span><span class="o">.</span><span class="n">at_cmdset_creation</span><span class="p">()</span>
<span class="c1">#</span>
<span class="c1"># any commands you add below will overload the default ones</span>
<span class="c1">#</span>
<span class="k">class</span> <span class="nc">SessionCmdSet</span><span class="p">(</span><span class="n">default_cmds</span><span class="o">.</span><span class="n">SessionCmdSet</span><span class="p">):</span>
<span class="n">key</span> <span class="o">=</span> <span class="s2">&quot;DefaultSession&quot;</span>
<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>
<span class="nb">super</span><span class="p">()</span><span class="o">.</span><span class="n">at_cmdset_creation</span><span class="p">()</span>
<span class="c1">#</span>
<span class="c1"># any commands you add below will overload the default ones</span>
<span class="c1">#</span>
</pre></div>
</div>
<aside class="sidebar">
<p class="sidebar-title">super()</p>
<p>The <code class="docutils literal notranslate"><span class="pre">super()</span></code> function refers to the parent of the current class and is commonly used to call same-named methods on the parent.</p>
</aside>
<p><code class="docutils literal notranslate"><span class="pre">evennia.default_cmds</span></code> is a container that holds all of Evennias default commands and cmdsets. In this module we can see that this was imported and then a new child class was made for each cmdset. Each class looks familiar (except the <code class="docutils literal notranslate"><span class="pre">key</span></code>, thats mainly used to easily identify the cmdset in listings). In each <code class="docutils literal notranslate"><span class="pre">at_cmdset_creation</span></code> all we do is call <code class="docutils literal notranslate"><span class="pre">super().at_cmdset_creation</span></code> which means that we call `at_cmdset_creation() on the <em>parent</em> CmdSet.</p>
<p>This is what adds all the default commands to each CmdSet.</p>
<p>When the <code class="docutils literal notranslate"><span class="pre">DefaultCharacter</span></code> (or a child of it) is created, youll find that the equivalence of <code class="docutils literal notranslate"><span class="pre">self.cmdset.add(&quot;default_cmdsets.CharacterCmdSet,</span> <span class="pre">persistent=True&quot;)</span></code> gets called. This means that all new Characters get this cmdset. After adding more commands to it, you just need to reload to have all characters see it.</p>
<ul class="simple">
<li><p>Characters (that is you in the gameworld) has the <code class="docutils literal notranslate"><span class="pre">CharacterCmdSet</span></code>.</p></li>
<li><p>Accounts (the thing that represents your out-of-character existence on the server) has the <code class="docutils literal notranslate"><span class="pre">AccountCmdSet</span></code></p></li>
<li><p>Sessions (representing one single client connection) has the <code class="docutils literal notranslate"><span class="pre">SessionCmdSet</span></code></p></li>
<li><p>Before you log in (at the connection screen) your Session have access to the <code class="docutils literal notranslate"><span class="pre">UnloggedinCmdSet</span></code>.</p></li>
</ul>
<p>For now, lets add our own <code class="docutils literal notranslate"><span class="pre">hit</span></code> and <code class="docutils literal notranslate"><span class="pre">echo</span></code> commands to the <code class="docutils literal notranslate"><span class="pre">CharacterCmdSet</span></code>:</p>
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="c1"># ...</span>
<span class="kn">from</span> <span class="nn">commands</span> <span class="kn">import</span> <span class="n">mycommands</span>
<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>
<span class="n">key</span> <span class="o">=</span> <span class="s2">&quot;DefaultCharacter&quot;</span>
<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>
<span class="nb">super</span><span class="p">()</span><span class="o">.</span><span class="n">at_cmdset_creation</span><span class="p">()</span>
<span class="c1">#</span>
<span class="c1"># any commands you add below will overload the default ones</span>
<span class="c1">#</span>
<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">CmdEcho</span><span class="p">)</span>
<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">CmdHit</span><span class="p">)</span>
</pre></div>
</div>
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>&gt; reload
&gt; hit
Who do you want to hit?
</pre></div>
</div>
<p>Your new commands are now available for all player characters in the game. There is another way to add a bunch of commands at once, and that is to add your own <em>CmdSet</em> to the other cmdset.</p>
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="kn">from</span> <span class="nn">commands</span> <span class="kn">import</span> <span class="n">mycommands</span>
<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>
<span class="n">key</span> <span class="o">=</span> <span class="s2">&quot;DefaultCharacter&quot;</span>
<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>
<span class="nb">super</span><span class="p">()</span><span class="o">.</span><span class="n">at_cmdset_creation</span><span class="p">()</span>
<span class="c1">#</span>
<span class="c1"># any commands you add below will overload the default ones</span>
<span class="c1">#</span>
<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">MyCmdSet</span><span class="p">)</span>
</pre></div>
</div>
<p>Which way you use depends on how much control you want, but if you already have a CmdSet,
this is practical. A Command can be a part of any number of different CmdSets.</p>
<section id="removing-commands">
<h3><span class="section-number">9.3.1. </span>Removing Commands<a class="headerlink" href="#removing-commands" title="Permalink to this headline"></a></h3>
<p>To remove your custom commands again, you of course just delete the change you did to
<code class="docutils literal notranslate"><span class="pre">mygame/commands/default_cmdsets.py</span></code>. But what if you want to remove a default command?</p>
<p>We already know that we use <code class="docutils literal notranslate"><span class="pre">cmdset.remove()</span></code> to remove a cmdset. It turns out you can
do the same in <code class="docutils literal notranslate"><span class="pre">at_cmdset_creation</span></code>. For example, lets remove the default <code class="docutils literal notranslate"><span class="pre">get</span></code> Command
from Evennia. If you investigate the <code class="docutils literal notranslate"><span class="pre">default_cmds.CharacterCmdSet</span></code> parent, youll find that its class is <code class="docutils literal notranslate"><span class="pre">default_cmds.CmdGet</span></code> (the real location is <code class="docutils literal notranslate"><span class="pre">evennia.commands.default.general.CmdGet</span></code>).</p>
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="c1"># ...</span>
<span class="kn">from</span> <span class="nn">commands</span> <span class="kn">import</span> <span class="n">mycommands</span>
<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>
<span class="n">key</span> <span class="o">=</span> <span class="s2">&quot;DefaultCharacter&quot;</span>
<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>
<span class="nb">super</span><span class="p">()</span><span class="o">.</span><span class="n">at_cmdset_creation</span><span class="p">()</span>
<span class="c1">#</span>
<span class="c1"># any commands you add below will overload the default ones</span>
<span class="c1">#</span>
<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">MyCmdSet</span><span class="p">)</span>
<span class="bp">self</span><span class="o">.</span><span class="n">remove</span><span class="p">(</span><span class="n">default_cmds</span><span class="o">.</span><span class="n">CmdGet</span><span class="p">)</span>
<span class="c1"># ...</span>
</pre></div>
</div>
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>&gt; reload
&gt; get
Command &#39;get&#39; is not available ...
</pre></div>
</div>
</section>
</section>
<section id="replace-a-default-command">
<h2><span class="section-number">9.4. </span>Replace a default command<a class="headerlink" href="#replace-a-default-command" title="Permalink to this headline"></a></h2>
<p>At this point you already have all the pieces for how to do this! We just need to add a new
command with the same <code class="docutils literal notranslate"><span class="pre">key</span></code> in the <code class="docutils literal notranslate"><span class="pre">CharacterCmdSet</span></code> to replace the default one.</p>
<p>Lets combine this with what we know about classes and how to <em>override</em> a parent class. Open <code class="docutils literal notranslate"><span class="pre">mygame/commands/mycommands.py</span></code> and make a new <code class="docutils literal notranslate"><span class="pre">get</span></code> command:</p>
<div class="highlight-python notranslate"><div class="highlight"><table class="highlighttable"><tr><td class="linenos"><div class="linenodiv"><pre><span class="normal">1</span>
<span class="normal">2</span>
<span class="normal">3</span>
<span class="normal">4</span>
<span class="normal">5</span>
<span class="normal">6</span>
<span class="normal">7</span>
<span class="normal">8</span>
<span class="normal">9</span></pre></div></td><td class="code"><div><pre><span></span><span class="c1"># up top, by the other imports</span>
<span class="hll"><span class="kn">from</span> <span class="nn">evennia</span> <span class="kn">import</span> <span class="n">default_cmds</span>
</span>
<span class="c1"># somewhere below</span>
<span class="k">class</span> <span class="nc">MyCmdGet</span><span class="p">(</span><span class="n">default_cmds</span><span class="o">.</span><span class="n">CmdGet</span><span class="p">):</span>
<span class="hll"> <span class="k">def</span> <span class="nf">func</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
</span><span class="hll"> <span class="nb">super</span><span class="p">()</span><span class="o">.</span><span class="n">func</span><span class="p">()</span>
</span><span class="hll"> <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="nb">str</span><span class="p">(</span><span class="bp">self</span><span class="o">.</span><span class="n">caller</span><span class="o">.</span><span class="n">location</span><span class="o">.</span><span class="n">contents</span><span class="p">))</span>
</span></pre></div></td></tr></table></div>
</div>
<ul class="simple">
<li><p><strong>Line 2</strong>: We import <code class="docutils literal notranslate"><span class="pre">default_cmds</span></code> so we can get the parent class.
We made a new class and we make it <em>inherit</em> <code class="docutils literal notranslate"><span class="pre">default_cmds.CmdGet</span></code>. We dont
need to set <code class="docutils literal notranslate"><span class="pre">.key</span></code> or <code class="docutils literal notranslate"><span class="pre">.parse</span></code>, thats already handled by the parent.
In <code class="docutils literal notranslate"><span class="pre">func</span></code> we call <code class="docutils literal notranslate"><span class="pre">super().func()</span></code> to let the parent do its normal thing,</p></li>
<li><p><strong>Line 7</strong>: By adding our own <code class="docutils literal notranslate"><span class="pre">func</span></code> we replace the one in the parent.</p></li>
<li><p><strong>Line 8</strong>: For this simple change we still want the command to work the
same as before, so we use <code class="docutils literal notranslate"><span class="pre">super()</span></code> to call <code class="docutils literal notranslate"><span class="pre">func</span></code> on the parent.</p></li>
<li><p><strong>Line 9</strong>: <code class="docutils literal notranslate"><span class="pre">.location</span></code> is the place an object is at. <code class="docutils literal notranslate"><span class="pre">.contents</span></code> contains, well, the
contents of an object. If you tried <code class="docutils literal notranslate"><span class="pre">py</span> <span class="pre">self.contents</span></code> youd get a list that equals
your inventory. For a room, the contents is everything in it.
So <code class="docutils literal notranslate"><span class="pre">self.caller.location.contents</span></code> gets the contents of our current location. This is
a <em>list</em>. In order send this to us with <code class="docutils literal notranslate"><span class="pre">.msg</span></code> we turn the list into a string. Python
has a special function <code class="docutils literal notranslate"><span class="pre">str()</span></code> to do this.</p></li>
</ul>
<p>We now just have to add this so it replaces the default <code class="docutils literal notranslate"><span class="pre">get</span></code> command. Open
<code class="docutils literal notranslate"><span class="pre">mygame/commands/default_cmdsets.py</span></code> again:</p>
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="c1"># ...</span>
<span class="kn">from</span> <span class="nn">commands</span> <span class="kn">import</span> <span class="n">mycommands</span>
<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>
<span class="n">key</span> <span class="o">=</span> <span class="s2">&quot;DefaultCharacter&quot;</span>
<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>
<span class="nb">super</span><span class="p">()</span><span class="o">.</span><span class="n">at_cmdset_creation</span><span class="p">()</span>
<span class="c1">#</span>
<span class="c1"># any commands you add below will overload the default ones</span>
<span class="c1">#</span>
<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">MyCmdSet</span><span class="p">)</span>
<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">MyCmdGet</span><span class="p">)</span>
<span class="c1"># ...</span>
</pre></div>
</div>
<p>We dont need to use <code class="docutils literal notranslate"><span class="pre">self.remove()</span></code> first; just adding a command with the same <code class="docutils literal notranslate"><span class="pre">key</span></code> (<code class="docutils literal notranslate"><span class="pre">get</span></code>) will replace the default <code class="docutils literal notranslate"><span class="pre">get</span></code> we had from before.</p>
<aside class="sidebar">
<p class="sidebar-title">Another way</p>
<p>Instead of adding <code class="docutils literal notranslate"><span class="pre">MyCmdGet</span></code> explicitly in default_cmdset.py, you could also add it to <code class="docutils literal notranslate"><span class="pre">mycommands.MyCmdSet</span></code> and let it be added automatically here for you.</p>
</aside>
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>&gt; reload
&gt; get
Get What?
[smaug, fluffy, YourName, ...]
</pre></div>
</div>
<p>We just made a new <code class="docutils literal notranslate"><span class="pre">get</span></code>-command that tells us everything we could pick up (well, we cant pick up ourselves, so theres some room for improvement there …).</p>
</section>
<section id="summary">
<h2><span class="section-number">9.5. </span>Summary<a class="headerlink" href="#summary" title="Permalink to this headline"></a></h2>
<p>In this lesson we got into some more advanced string formatting - many of those tricks will help you a lot in the future! We also made a functional sword. Finally we got into how to add to, extend and replace a default command on ourselves. Knowing to add commands is a big part of making a game!</p>
<p>We have been beating on poor Smaug for too long. Next well create more things to play around with.</p>
</section>
</section>
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</div>
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