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<h3><a href="../index.html">Table of Contents</a></h3>
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<li><a class="reference internal" href="#">Command Cooldown</a><ul>
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<li><a class="reference internal" href="#the-cooldown-contrib">The Cooldown Contrib</a></li>
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<li><a class="reference internal" href="#non-persistent-cooldown">Non-persistent cooldown</a></li>
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<li><a class="reference internal" href="#persistent-cooldown">Persistent cooldown</a></li>
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<li><a class="reference internal" href="#make-a-cooldown-aware-command-parent">Make a cooldown-aware command parent</a><ul>
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<li><a class="reference internal" href="#command-crossover">Command crossover</a></li>
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<section class="tex2jax_ignore mathjax_ignore" id="command-cooldown">
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<h1>Command Cooldown<a class="headerlink" href="#command-cooldown" title="Permalink to this headline">¶</a></h1>
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<p>Some types of games want to limit how often a command can be run. If a
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character casts the spell <em>Firestorm</em>, you might not want them to spam that
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command over and over. Or in an advanced combat system, a massive swing may
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offer a chance of lots of damage at the cost of not being able to re-do it for
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a while. Such effects are called <em>cooldowns</em>.</p>
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<p>This page exemplifies a very resource-efficient way to do cooldowns. A more
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‘active’ way is to use asynchronous delays as in the <a class="reference internal" href="Command-Duration.html#blocking-commands"><span class="std std-doc">command duration
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tutorial</span></a>, the two might be useful to
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combine if you want to echo some message to the user after the cooldown ends.</p>
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<section id="the-cooldown-contrib">
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<h2>The Cooldown Contrib<a class="headerlink" href="#the-cooldown-contrib" title="Permalink to this headline">¶</a></h2>
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<p>The <a class="reference internal" href="../Contribs/Contrib-Cooldowns.html"><span class="doc std std-doc">Cooldown contrib</span></a> is a ready-made solution for
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command cooldowns you can use. It implements a <em>handler</em> on the object to
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conveniently manage and store the cooldowns in a similar manner exemplified in
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this tutorial.</p>
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</section>
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<section id="non-persistent-cooldown">
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<h2>Non-persistent cooldown<a class="headerlink" href="#non-persistent-cooldown" title="Permalink to this headline">¶</a></h2>
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<p>This little recipe will limit how often a particular command can be run. Since
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Commands are class instances, and those are cached in memory, a command
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instance will remember things you store on it. So just store the current time
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of execution! Next time the command is run, it just needs to check if it has
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that time stored, and compare it with the current time to see if a desired
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delay has passed.</p>
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<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="c1"># in, say, mygame/commands/spells.py</span>
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<span class="kn">import</span> <span class="nn">time</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="k">class</span> <span class="nc">CmdSpellFirestorm</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="sd">"""</span>
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<span class="sd"> Spell - Firestorm</span>
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<span class="sd"> Usage:</span>
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<span class="sd"> cast firestorm <target></span>
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<span class="sd"> This will unleash a storm of flame. You can only release one</span>
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<span class="sd"> firestorm every five minutes (assuming you have the mana).</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">"cast firestorm"</span>
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<span class="n">rate_of_fire</span> <span class="o">=</span> <span class="mi">60</span> <span class="o">*</span> <span class="mi">2</span> <span class="c1"># 2 minutes</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="s2">"Implement the spell"</span>
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<span class="n">now</span> <span class="o">=</span> <span class="n">time</span><span class="o">.</span><span class="n">time</span><span class="p">()</span>
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<span class="n">last_cast</span> <span class="o">=</span> <span class="n">caller</span><span class="o">.</span><span class="n">ndb</span><span class="o">.</span><span class="n">firestorm_last_cast</span> <span class="c1"># could be None</span>
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<span class="k">if</span> <span class="n">last_cast</span> <span class="ow">and</span> <span class="p">(</span><span class="n">now</span> <span class="o">-</span> <span class="n">last_cast</span> <span class="o"><</span> <span class="bp">self</span><span class="o">.</span><span class="n">rate_of_fire</span><span class="p">):</span>
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<span class="n">message</span> <span class="o">=</span> <span class="s2">"You cannot cast this spell again yet."</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">message</span><span class="p">)</span>
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<span class="k">return</span>
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<span class="c1"># [the spell effect is implemented]</span>
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<span class="c1"># if the spell was successfully cast, store the casting time</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">ndb</span><span class="o">.</span><span class="n">firestorm_last_cast</span> <span class="o">=</span> <span class="n">now</span>
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</pre></div>
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</div>
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<p>We specify <code class="docutils literal notranslate"><span class="pre">rate_of_fire</span></code> and then just check for a NAtrribute
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<code class="docutils literal notranslate"><span class="pre">firestorm_last_cast</span></code> and update it if everything works out.</p>
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<p>Simple and very effective since everything is just stored in memory. The
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drawback of this simple scheme is that it’s non-persistent. If you do
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<code class="docutils literal notranslate"><span class="pre">reload</span></code>, the cache is cleaned and all such ongoing cooldowns will be
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forgotten.</p>
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</section>
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<section id="persistent-cooldown">
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<h2>Persistent cooldown<a class="headerlink" href="#persistent-cooldown" title="Permalink to this headline">¶</a></h2>
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<p>To make a cooldown <em>persistent</em> (so it survives a server reload), just
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use the same technique, but use <a class="reference internal" href="../Components/Attributes.html"><span class="doc std std-doc">Attributes</span></a> (that is, <code class="docutils literal notranslate"><span class="pre">.db</span></code> instead
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of <code class="docutils literal notranslate"><span class="pre">.ndb</span></code> storage to save the last-cast time.</p>
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</section>
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<section id="make-a-cooldown-aware-command-parent">
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<h2>Make a cooldown-aware command parent<a class="headerlink" href="#make-a-cooldown-aware-command-parent" title="Permalink to this headline">¶</a></h2>
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<p>If you have many different spells or other commands with cooldowns, you don’t
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want to have to add this code every time. Instead you can make a “cooldown
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command mixin” class. A <em>mixin</em> is a class that you can ‘add’ to another class
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(via multiple inheritance) to give it some special ability. Here’s an example
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with persistent storage:</p>
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<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="c1"># in, for example, mygame/commands/mixins.py</span>
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<span class="kn">import</span> <span class="nn">time</span>
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<span class="k">class</span> <span class="nc">CooldownCommandMixin</span><span class="p">:</span>
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<span class="n">rate_of_fire</span> <span class="o">=</span> <span class="mi">60</span>
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<span class="n">cooldown_storage_key</span> <span class="o">=</span> <span class="s2">"last_used"</span>
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<span class="n">cooldown_storage_category</span> <span class="o">=</span> <span class="s2">"cmd_cooldowns"</span>
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<span class="k">def</span> <span class="nf">check_cooldown</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
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<span class="n">last_time</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">attributes</span><span class="o">.</span><span class="n">get</span><span class="p">(</span>
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<span class="n">key</span><span class="o">=</span><span class="bp">self</span><span class="o">.</span><span class="n">cooldown_storage_key</span><span class="p">,</span>
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<span class="n">category</span><span class="o">=</span><span class="bp">self</span><span class="o">.</span><span class="n">cooldown_storage_category</span><span class="p">)</span>
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<span class="p">)</span>
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<span class="k">return</span> <span class="p">(</span><span class="n">time</span><span class="o">.</span><span class="n">time</span><span class="p">()</span> <span class="o">-</span> <span class="n">last_time</span><span class="p">)</span> <span class="o"><</span> <span class="bp">self</span><span class="o">.</span><span class="n">rate_of_fire</span>
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<span class="k">def</span> <span class="nf">update_cooldown</span><span class="p">(</span><span class="bp">self</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">attribute</span><span class="o">.</span><span class="n">add</span><span class="p">(</span>
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<span class="n">key</span><span class="o">=</span><span class="bp">self</span><span class="o">.</span><span class="n">cooldown_storage_key</span><span class="p">,</span>
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<span class="n">value</span><span class="o">=</span><span class="n">time</span><span class="o">.</span><span class="n">time</span><span class="p">(),</span>
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<span class="n">category</span><span class="o">=</span><span class="bp">self</span><span class="o">.</span><span class="n">cooldown_storage_category</span>
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<span class="p">)</span>
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</pre></div>
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</div>
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<p>This is meant to be mixed into a Command, so we assume <code class="docutils literal notranslate"><span class="pre">self.caller</span></code> exists.
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We allow for setting what Attribute key/category to use to store the cooldown.</p>
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<p>It also uses an Attribute-category to make sure what it stores is not mixed up
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with other Attributes on the caller.</p>
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<p>Here’s how it’s used:</p>
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<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="c1"># in, say, mygame/commands/spells.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">.mixins</span> <span class="kn">import</span> <span class="n">CooldownCommandMixin</span>
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<span class="k">class</span> <span class="nc">CmdSpellFirestorm</span><span class="p">(</span>
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<span class="n">CooldownCommandMixin</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="n">key</span> <span class="o">=</span> <span class="s2">"cast firestorm"</span>
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<span class="n">cooldown_storage_key</span> <span class="o">=</span> <span class="s2">"firestorm_last_cast"</span>
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<span class="n">rate_of_fire</span> <span class="o">=</span> <span class="mi">60</span> <span class="o">*</span> <span class="mi">2</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">check_cooldown</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">"You cannot cast this spell again yet."</span><span class="p">)</span>
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<span class="k">return</span>
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<span class="c1"># [the spell effect happens]</span>
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<span class="bp">self</span><span class="o">.</span><span class="n">update_cooldown</span><span class="p">()</span>
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</pre></div>
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</div>
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<p>So the same as before, we have just hidden away the cooldown checks and you can
|
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reuse this mixin for all your cooldowns.</p>
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<section id="command-crossover">
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<h3>Command crossover<a class="headerlink" href="#command-crossover" title="Permalink to this headline">¶</a></h3>
|
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<p>This example of cooldown-checking also works <em>between</em> commands. For example,
|
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you can have all fire-related spells store the cooldown with the same
|
||
<code class="docutils literal notranslate"><span class="pre">cooldown_storage_key</span></code> (like <code class="docutils literal notranslate"><span class="pre">fire_spell_last_used</span></code>). That would mean casting
|
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of <em>Firestorm</em> would block all other fire-related spells for a while.</p>
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<p>Similarly, when you take that that big sword swing, other types of attacks could
|
||
be blocked before you can recover your balance.</p>
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</section>
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</section>
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</section>
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