Update and clean up docs

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Griatch 2022-11-20 01:36:35 +01:00
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@ -16,26 +16,52 @@ So a good rule of thumb is to use colour to enhance your game but don't *rely* o
critical information. If you are coding the game, you can add functionality to let users disable critical information. If you are coding the game, you can add functionality to let users disable
colours as they please, as described [here](../Howtos/Manually-Configuring-Color.md). colours as they please, as described [here](../Howtos/Manually-Configuring-Color.md).
To see which colours your client support, use the default `@color` command. This will list all Evennia supports two color standards:
available colours for ANSI and Xterm256 along with the codes you use for them. You can find a list
of all the parsed `ANSI`-colour codes in `evennia/utils/ansi.py`. - `ANSI` - 16 foreground colors + 8 background colors. Widely supported.
- `Xterm256` - 128 RGB colors, 32 greyscales. Not always supported in old clients.
To see which colours your client support, use the default `color` command. This will list all
available colours for ANSI and Xterm256 along with the codes you use for them. The
central ansi/xterm256 parser is located in [evennia/utils/ansi.py](api:evennia.utils.ansi).
## ANSI colours ## ANSI colours
Evennia supports the `ANSI` standard for text. This is by far the most supported MUD-color standard, Evennia supports the `ANSI` standard for text. This is by far the most supported MUD-color standard, available in all but the most ancient mud clients.
available in all but the most ancient mud clients. The ANSI colours are **r**ed, **g**reen,
**y**ellow, **b**lue, **m**agenta, **c**yan, **w**hite and black. They are abbreviated by their
first letter except for black which is abbreviated with the letter **x**. In ANSI there are "bright"
and "normal" (darker) versions of each color, adding up to a total of 16 colours to use for
foreground text. There are also 8 "background" colours. These have no bright alternative in ANSI
(but Evennia uses the [Xterm256](#xterm256-colours) extension behind the scenes to offer
them anyway).
To colour your text you put special tags in it. Evennia will parse these and convert them to the To colour your text you put special tags in it. Evennia will parse these and convert them to the
correct markup for the client used. If the user's client/console/display supports ANSI colour, they correct markup for the client used. If the user's client/console/display supports ANSI colour, they
will see the text in the specified colour, otherwise the tags will be stripped (uncolored text). will see the text in the specified colour, otherwise the tags will be stripped (uncolored text).
This works also for non-terminal clients, such as the webclient. For the webclient, Evennia will
translate the codes to HTML RGB colors. For the webclient, Evennia will translate the codes to CSS tags.
| Tag | Effect |
| ---- | ----- |
| \|n | end all color formatting, including background colors. |
|\|r | bright red foreground color |
|\|g | bright green foreground color |
|\|y | bright yellow foreground color |
|\|b | bright blue foreground color |
|\|m | bright magentaforeground color |
|\|c | bright cyan foreground color |
|\|w | bright white foreground color |
|\|x | bright black (dark grey) foreground color |
|\|R | normal red foreground color |
|\|G | normal green foreground color |
|\|Y | normal yellow foreground color |
|\|B | normal blue foreground color |
|\|M | normal magentaforeground color |
|\|C | normal cyan foreground color |
|\|W | normal white (light grey) foreground color |
|\|X | normal black foreground color |
| \|\[# | background colours, e.g. \|\[c for bright cyan background and \|\[C a normal cyan background. |
| \|!# | foreground color that inherits brightness from previous tags. Always uppcase, like \|!R |
| \|h | make any following foreground ANSI colors bright (no effect on Xterm colors). Use with \|!#. Technically, \|h\|G == \|g. |
| \|H | negates the effects of \|h, return foreground to normal (no effect on Xterm colors) |
| \|/ | line break. Use instead of Python \\n when adding strings from in-game. |
| \|- | tab character when adding strings in-game. Can vay per client, so usually better with spaces. |
| \|_ | a space. Only needed to avoid auto-cropping at the end of a in-game input |
| \|* | invert the current text/background colours, like a marker. See note below. |
Here is an example of the tags in action: Here is an example of the tags in action:
@ -44,35 +70,11 @@ Here is an example of the tags in action:
|[rThis text has red background.|n This is normal text. |[rThis text has red background.|n This is normal text.
|b|[yThis is bright blue text on yellow background.|n This is normal text. |b|[yThis is bright blue text on yellow background.|n This is normal text.
- `|n` - this tag will turn off all color formatting, including background colors. Note: The ANSI standard does not actually support bright backgrounds like `|[r` - the standard
- `|#`- markup marks the start of foreground color. The case defines if the text is "bright" or only supports "normal" intensity backgrounds. To get around this Evennia implements these as [Xterm256 colours](#xterm256-colours) behind the scenes. If the client does not support
"normal". So `|g` is a bright green and `|G` is "normal" (darker) green. Xterm256 the ANSI colors will be used instead and there will be no visible difference between using upper- and lower-case background tags.
- `|[#` is used to add a background colour to the text. The case again specifies if it is "bright"
or "normal", so `|[c` starts a bright cyan background and `|[C` a darker cyan background.
- `|!#` is used to add foreground color without any enforced brightness/normal information.
These are normal-intensity and are thus always given as uppercase, such as
`|!R` for red. The difference between e.g. `|!R` and `|R` is that
`|!R` will "inherit" the brightness setting from previously set color tags, whereas `|R` will
always reset to the normal-intensity red. The `|#` format contains an implicit `|h`/`|H` tag in it:
disabling highlighting when switching to a normal color, and enabling it for bright ones. So `|btest
|!Rtest2` will result in a bright red `test2` since the brightness setting from `|b` "bleeds over".
You could use this to for example quickly switch the intensity of a multitude of color tags. There
is no background-color equivalent to `|!` style tags.
- `|h` is used to make any following foreground ANSI colors bright (it has no effect on Xterm
colors). This is only relevant to use with `|!` type tags and will be valid until the next `|n`,
`|H` or normal (upper-case) `|#` tag. This tag will never affect background colors, those have to be
set bright/normal explicitly. Technically, `|h|!G` is identical to `|g`.
- `|H` negates the effects `|h` and returns all ANSI foreground colors (`|!` and `|` types) to
'normal' intensity. It has no effect on background and Xterm colors.
> Note: The ANSI standard does not actually support bright backgrounds like `|[r` - the standard If you want to display an ANSI marker as output text (without having any effect), you need to escape it by preceding its `|` with another `|`:
only supports "normal" intensity backgrounds. To get around this Evennia instead implements these
as [Xterm256 colours](#xterm256-colours) behind the scenes. If the client does not support
Xterm256 the ANSI colors will be used instead and there will be no visible difference between using
upper- and lower-case background tags.
If you want to display an ANSI marker as output text (without having any effect), you need to escape
it by preceding its `|` with another `|`:
``` ```
say The ||r ANSI marker changes text color to bright red. say The ||r ANSI marker changes text color to bright red.
@ -83,22 +85,12 @@ ansi art that uses `|` with a letter directly following it.
Use the command Use the command
@color ansi color ansi
to get a list of all supported ANSI colours and the tags used to produce them. to get a list of all supported ANSI colours and the tags used to produce them.
A few additional ANSI codes are supported: A few additional ANSI codes are supported:
- `|/` A line break. You cannot put the normal Python `\n` line breaks in text entered inside the
game (Evennia will filter this for security reasons). This is what you use instead: use the `|/`
marker to format text with line breaks from the game command line.
- `` This will translate into a `TAB` character. This will not always show (or show differently) to
the client since it depends on their local settings. It's often better to use multiple spaces.
- `|_` This is a space. You can usually use the normal space character, but if the space is *at the
end of the line*, Evennia will likely crop it. This tag will not be cropped but always result in a
space.
- `|*` This will invert the current text/background colours. Can be useful to mark things (but see
below).
### Caveats of `|*` ### Caveats of `|*`
@ -140,44 +132,45 @@ manually instead.
### Xterm256 Colours ### Xterm256 Colours
The _Xterm256_ standard is a colour scheme that supports 256 colours for text and/or background. The _Xterm256_ standard is a colour scheme that supports 256 colours for text and/or background. It can be combined freely with ANSI colors (above), but some ANSI tags don't affect Xterm256 tags.
While this offers many more possibilities than traditional ANSI colours, be wary that too many text While this offers many more possibilities than traditional ANSI colours, be wary that too many text
colors will be confusing to the eye. Also, not all clients support Xterm256 - these will instead see colors will be confusing to the eye. Also, not all clients support Xterm256 - these will instead see
the closest equivalent ANSI color. You can mix Xterm256 tags with ANSI tags as you please. the closest equivalent ANSI color. You can mix Xterm256 tags with ANSI tags as you please.
|555 This is pure white text.|n This is normal text. | Tag | Effect |
|230 This is olive green text. | ---- | ---- |
|[300 This text has a dark red background. | \|### | foreground RGB (red/green/blue), each from 0 to 5. |
|005|[054 This is dark blue text on a bright cyan background. | \|\[### | background RGB |
|=a This is a greyscale value, equal to black. | \|=# | a-z foreground greyscale, where `a` is black and `z` is white. |
|=m This is a greyscale value, midway between white and black. | \|\[=#| a-z background greyscale
|=z This is a greyscale value, equal to white.
|[=m This is a background greyscale value.
- `|###` - markup consists of three digits, each an integer from 0 to 5. The three digits describe Some examples:
the amount of **r**ed, **g**reen and **b**lue (RGB) components used in the colour. So `|500` means
maximum red and none of the other colours - the result is a bright red. `|520` is red with a touch | Tag | Effect |
of green - the result is orange. As opposed to ANSI colors, Xterm256 syntax does not worry about | ---- | ---- |
bright/normal intensity, a brighter (lighter) color is just achieved by upping all RGB values with | \|500 | bright red |
the same amount. | \|050 | bright green |
- `|[###` - this works the same way but produces a coloured background. | \|005 | bright blue |
- `|=#` - markup produces the xterm256 gray scale tones, where `#` is a letter from `a` (black) to | \|520 | red + a little green = orange |
`z` (white). This offers many more nuances of gray than the normal `|###` markup (which only has |\|555 | pure white foreground |
four gray tones between solid black and white (`|000`, `|111`, `|222`, `|333` and `|444`)). |\|230 | olive green foreground |
- `|[=#` - this works in the same way but produces background gray scale tones. |\|\[300 | text with a dark red background |
|\|005\|\[054 | dark blue text on a bright cyan background |
|\|=a | greyscale foreground, equal to black |
| \|=m | greyscale foreground, midway between white and black.
| \|=z | greyscale foreground, equal to white |
| \|\[=m | greyscale background |
Xterm256 don't use bright/normal intensity like ANSI does; intensity is just varied by increasing/decreasing all RGB values by the same amount.
If you have a client that supports Xterm256, you can use If you have a client that supports Xterm256, you can use
@color xterm256 color xterm256
to get a table of all the 256 colours and the codes that produce them. If the table looks broken up to get a table of all the 256 colours and the codes that produce them. If the table looks broken up
into a few blocks of colors, it means Xterm256 is not supported and ANSI are used as a replacement. into a few blocks of colors, it means Xterm256 is not supported and ANSI are used as a replacement. You can use the `options` command to see if xterm256 is active for you. This depends on if your client told Evennia what it supports - if not, and you know what your client supports, you may have to activate some features manually.
You can use the `@options` command to see if xterm256 is active for you. This depends on if your
client told Evennia what it supports - if not, and you know what your client supports, you may have
to activate some features manually.
## More reading ## More reading
There is an [Understanding Color Tags](../Howtos/Understanding-Color-Tags.md) tutorial which expands on the There is an [Understanding Color Tags](../Howtos/Understanding-Color-Tags.md) tutorial which expands on the use of ANSI color tags and the pitfalls of mixing ANSI and Xterms256 color tags in the same context.
use of ANSI color tags and the pitfalls of mixing ANSI and Xterms256 color tags in the same context.

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@ -1,9 +1,9 @@
# Adding custom commands # Adding custom commands
In this lesson we'll learn how to create our own Evennia _Commands_. If you are new to Python you'll also learn some more basics about how to manipulate strings and get information out of Evennia. In this lesson we'll learn how to create our own Evennia [Commands](../../../Components/Commands.md) If you are new to Python you'll also learn some more basics about how to manipulate strings and get information out of Evennia.
A Command is something that handles the input from a user and causes a result to happen. A Command is something that handles the input from a user and causes a result to happen.
An example is `look`, which examines your current location and tells how it looks like and An example is `look`, which examines your current location and tells you what it looks like and
what is in it. what is in it.
```{sidebar} Commands are not typeclassed ```{sidebar} Commands are not typeclassed
@ -14,20 +14,11 @@ database. They are "just" normal Python classes.
``` ```
In Evennia, a Command is a Python _class_. If you are unsure about what a class is, review the In Evennia, a Command is a Python _class_. If you are unsure about what a class is, review the
previous lessons! A Command inherits from `evennia.Command` or from one of the alternative command- [previous lesson about it](./Beginner-Tutorial-Python-classes-and-objects.md)! A Command inherits from `evennia.Command` or from one of the alternative command- classes, such as `MuxCommand` which is what most default commands use.
classes, such as `MuxCommand` which is what most default commands use.
All Commands are in turn grouped in another class called a _Command Set_. Think of a Command Set All Commands are grouped in another class called a _Command Set_. Think of a Command Set as a bag holding many different commands. One CmdSet could for example hold all commands for combat, another for building etc.
as a bag holding many different commands. One CmdSet could for example hold all commands for
combat, another for building etc. By default, Evennia groups all character-commands into one
big cmdset.
Command-Sets are then associated with objects, for example with your Character. Doing so makes the Command-Sets are then associated with objects, for example with your Character. Doing so makes the commands in that cmdset available to the object. By default, Evennia groups all character-commands into one big cmdset called the `CharacterCmdSet`. It sits on `DefaultCharacter` (and thus, through inheritance, on `typeclasses.characters.Character`).
commands in that cmdset available to the object. So, to summarize:
- Commands are classes
- A group of Commands is stored in a CmdSet
- CmdSets are stored on objects - this defines which commands are available to that object.
## Creating a custom command ## Creating a custom command
@ -53,18 +44,14 @@ class Command(BaseCommand):
Ignoring the docstrings (which you can read if you want), this is the only really active code in the module. Ignoring the docstrings (which you can read if you want), this is the only really active code in the module.
We can see that we import `Command` from `evennia` and use the `from ... import ... as ...` form to rename it We can see that we import `Command` from `evennia` and use the `from ... import ... as ...` form to rename it to `BaseCommand`. This is so we can let our child class also be named `Command` to make it easier to reference. The class itself doesn't do anything, it just has `pass`. So in the same way as `Object` and `Character` in the previous lessons, this class is identical to its parent.
to `BaseCommand`. This is so we can let our child class also be named `Command` for reference. The class
itself doesn't do anything, it just has `pass`. So in the same way as `Object` in the previous lesson, this
class is identical to its parent.
> The commented out `default_cmds` gives us access to Evennia's default commands for easy overriding. We'll try > The commented out `default_cmds` gives us access to Evennia's default commands for easy overriding. We'll try that a little later.
> that a little later.
We could modify this module directly, but to train imports we'll work in a separate module. Open a new file We could modify this module directly, but let's work in a separate module just for the heck of it. Open a new file `mygame/commands/mycommands.py` and add the following code:
`mygame/commands/mycommands.py` and add the following code:
```python ```python
# in mygame/commands/mycommands.py
from commands.command import Command from commands.command import Command
@ -95,15 +82,13 @@ class MyCmdSet(CmdSet):
``` ```
Our `EchoCmdSet` class must have an `at_cmdset_creation` method, named exactly Our `EchoCmdSet` class must have an `at_cmdset_creation` method, named exactly like this - this is what Evennia will be looking for when setting up the cmdset later, so if you didn't set it up, it will use the parent's version, which is empty. Inside we add the command class to the cmdset by `self.add()`. If you wanted to add more commands to this CmdSet you could just add more lines of `self.add` after this.
like this - this is what Evennia will be looking for when setting up the cmdset later, so
if you didn't set it up, it will use the parent's version, which is empty. Inside we add the
command class to the cmdset by `self.add()`. If you wanted to add more commands to this CmdSet you
could just add more lines of `self.add` after this.
Finally, let's add this command to ourselves so we can try it out. In-game you can experiment with `py` again: Finally, let's add this command to ourselves so we can try it out. In-game you can experiment with `py` again:
> py self.cmdset.add("commands.mycommands.MyCmdSet") > py me.cmdset.add("commands.mycommands.MyCmdSet")
The `me.cmdset` is the store of all cmdsets stored on us. By giving the path to our CmdSet class, it will be added.
Now try Now try
@ -112,9 +97,7 @@ Now try
... ...
... ...
You should be getting a long list of outputs. The reason for this is that your `echo` function is not really `echo` works! You should be getting a long list of outputs. The reason for this is that your `echo` function is not really "doing" anything yet and the default function is then to show all useful resources available to you when you use your Command. Let's look at some of those listed:
"doing" anything yet and the default function is then to show all useful resources available to you when you
use your Command. Let's look at some of those listed:
Command echo has no defined `func()` - showing on-command variables: Command echo has no defined `func()` - showing on-command variables:
obj (<class 'typeclasses.characters.Character'>): YourName obj (<class 'typeclasses.characters.Character'>): YourName
@ -146,17 +129,13 @@ use your Command. Let's look at some of those listed:
command string given (self.cmdstring): echo command string given (self.cmdstring): echo
current cmdset (self.cmdset): ChannelCmdSet current cmdset (self.cmdset): ChannelCmdSet
These are all properties you can access with `.` on the Command instance, such as `.key`, `.args` and so on. These are all properties you can access with `.` on the Command instance, such as `.key`, `.args` and so on. Evennia makes these available to you and they will be different every time a command is run. The most important ones we will make use of now are:
Evennia makes these available to you and they will be different every time a command is run. The most
important ones we will make use of now are:
- `caller` - this is 'you', the person calling the command. - `caller` - this is 'you', the person calling the command.
- `args` - this is all arguments to the command. Now it's empty, but if you tried `echo foo bar` you'd find - `args` - this is all arguments to the command. Now it's empty, but if you tried `echo foo bar` you'd find that this would be `" foo bar"`.
that this would be `" foo bar"`.
- `obj` - this is object on which this Command (and CmdSet) "sits". So you, in this case. - `obj` - this is object on which this Command (and CmdSet) "sits". So you, in this case.
The reason our command doesn't do anything yet is because it's missing a `func` method. This is what Evennia The reason our command doesn't do anything yet is because it's missing a `func` method. This is what Evennia looks for to figure out what a Command actually does. Modify your `CmdEcho` class:
looks for to figure out what a Command actually does. Modify your `CmdEcho` class:
```python ```python
# ... # ...
@ -177,15 +156,15 @@ class CmdEcho(Command):
# ... # ...
``` ```
First we added a docstring. This is always a good thing to do in general, but for a Command class, it will also First we added a docstring. This is always a good thing to do in general, but for a Command class, it will also automatically become the in-game help entry!
automatically become the in-game help entry! Next we add the `func` method. It has one active line where it
makes use of some of those variables we found the Command offers to us. If you did the
[basic Python tutorial](./Beginner-Tutorial-Python-basic-introduction.md), you will recognize `.msg` - this will send a message
to the object it is attached to us - in this case `self.caller`, that is, us. We grab `self.args` and includes
that in the message.
Since we haven't changed `MyCmdSet`, that will work as before. Reload and re-add this command to ourselves to ```{sidebar} Use Command.msg
try out the new version: In a Command class, the `self.msg()` acts as a convenient shortcut for `self.caller.msg()`. Not only is it shorter, it also has some advantages because the command can include more metadata with the message. So using `self.msg()` is usually better. For this tutorial though, `self.caller.msg()` is more explicit in showing what is going on.
```
Next we add the `func` method. It has one active line where it makes use of some of those variables the Command class offers to us. If you did the [basic Python tutorial](./Beginner-Tutorial-Python-basic-introduction.md), you will recognize `.msg` - this will send a message to the object it is attached to us - in this case `self.caller`, that is, us. We grab `self.args` and includes that in the message.
Since we haven't changed `MyCmdSet`, that will work as before. Reload and re-add this command to ourselves to try out the new version:
> reload > reload
> py self.cmdset.add("commands.mycommands.MyCmdSet") > py self.cmdset.add("commands.mycommands.MyCmdSet")
@ -197,14 +176,12 @@ Try to pass an argument:
> echo Woo Tang! > echo Woo Tang!
Echo: ' Woo Tang!' Echo: ' Woo Tang!'
Note that there is an extra space before `Woo!`. That is because self.args contains the _everything_ after Note that there is an extra space before `Woo!`. That is because self.args contains _everything_ after the command name, including spaces. Evennia will happily understand if you skip that space too:
the command name, including spaces. Evennia will happily understand if you skip that space too:
> echoWoo Tang! > echoWoo Tang!
Echo: 'Woo Tang!' Echo: 'Woo Tang!'
There are ways to force Evennia to _require_ an initial space, but right now we want to just ignore it since There are ways to force Evennia to _require_ an initial space, but right now we want to just ignore it since it looks a bit weird for our echo example. Tweak the code:
it looks a bit weird for our echo example. Tweak the code:
```python ```python
# ... # ...
@ -225,9 +202,7 @@ class CmdEcho(Command):
# ... # ...
``` ```
The only difference is that we called `.strip()` on `self.args`. This is a helper method available on all The only difference is that we called `.strip()` on `self.args`. This is a helper method available on all strings - it strips out all whitespace before and after the string. Now the Command-argument will no longer have any space in front of it.
strings - it strips out all whitespace before and after the string. Now the Command-argument will no longer
have any space in front of it.
> reload > reload
> py self.cmdset.add("commands.mycommands.MyCmdSet") > py self.cmdset.add("commands.mycommands.MyCmdSet")
@ -238,7 +213,7 @@ Don't forget to look at the help for the echo command:
> help echo > help echo
You will get the docstring you put in your Command-class. You will get the docstring you put in your Command-class!
### Making our cmdset persistent ### Making our cmdset persistent
@ -248,7 +223,7 @@ enough to make `echo` a _persistent_ change though:
> py self.cmdset.add("commands.mycommands.MyCmdSet", persistent=True) > py self.cmdset.add("commands.mycommands.MyCmdSet", persistent=True)
Now you can `reload` as much as you want and your code changes will be available directly without Now you can `reload` as much as you want and your code changes will be available directly without
needing to re-add the MyCmdSet again. To remove the cmdset again, do needing to re-add the MyCmdSet again. To remove the cmdset again, you'd do
> py self.cmdset.remove("commands.mycommands.MyCmdSet") > py self.cmdset.remove("commands.mycommands.MyCmdSet")
@ -262,7 +237,7 @@ someone in the face! This is how we want it to work:
> hit <target> > hit <target>
You hit <target> with full force! You hit <target> with full force!
Not only that, we want the <target> to see Not only that, we want the `<target>` to see
You got hit by <hitter> with full force! You got hit by <hitter> with full force!
@ -324,9 +299,7 @@ the `else` condition is given, it will run if none of the other conditions was t
the `if..elif..else` structure also serves the same function as `case` in some other languages. the `if..elif..else` structure also serves the same function as `case` in some other languages.
``` ```
- **Line 15** has our first _conditional_, an `if` statement. This is written on the form `if <condition>:` and only - **Line 15** has our first _conditional_, an `if` statement. This is written on the form `if <condition>:` and only if that condition is 'truthy' will the indented code block under the `if` statement run. To learn what is truthy in Python it's usually easier to learn what is "falsy":
if that condition is 'truthy' will the indented code block under the `if` statement run. To learn what is truthy in
Python it's usually easier to learn what is "falsy":
- `False` - this is a reserved boolean word in Python. The opposite is `True`. - `False` - this is a reserved boolean word in Python. The opposite is `True`.
- `None` - another reserved word. This represents nothing, a null-result or value. - `None` - another reserved word. This represents nothing, a null-result or value.
- `0` or `0.0` - `0` or `0.0`
@ -334,13 +307,11 @@ the `if..elif..else` structure also serves the same function as `case` in some o
- Empty _iterables_ we haven't seen yet, like empty lists `[]`, empty tuples `()` and empty dicts `{}`. - Empty _iterables_ we haven't seen yet, like empty lists `[]`, empty tuples `()` and empty dicts `{}`.
- Everything else is "truthy". - Everything else is "truthy".
Line 16's condition is `not args`. The `not` _inverses_ the result, so if `args` is the empty string (falsy), the - **Line 16**'s condition is `not args`. The `not` _inverses_ the result, so if `args` is the empty string (falsy), the whole conditional becomes truthy. Let's continue in the code:
whole conditional becomes truthy. Let's continue in the code:
- **Lines 16-17**: This code will only run if the `if` statement is truthy, in this case if `args` is the empty string. - **Lines 16-17**: This code will only run if the `if` statement is truthy, in this case if `args` is the empty string.
- **Line 17**: `return` is a reserved Python word that exits `func` immediately. - **Line 17**: `return` is a reserved Python word that exits `func` immediately.
- **Line 18**: We use `self.caller.search` to look for the target in the current location. - **Line 18**: We use `self.caller.search` to look for the target in the current location.
- **Lines 19-20**: A feature of `.search` is that it will already inform `self.caller` if it couldn't find the target. - **Lines 19-20**: A feature of `.search` is that it will already inform `self.caller` if it couldn't find the target. In that case, `target` will be `None` and we should just directly `return`.
In that case, `target` will be `None` and we should just directly `return`.
- **Lines 21-22**: At this point we have a suitable target and can send our punching strings to each. - **Lines 21-22**: At this point we have a suitable target and can send our punching strings to each.
Finally we must also add this to a CmdSet. Let's add it to `MyCmdSet` which we made persistent earlier. Finally we must also add this to a CmdSet. Let's add it to `MyCmdSet` which we made persistent earlier.
@ -361,10 +332,7 @@ class MyCmdSet(CmdSet):
With longer code snippets to try, it gets more and more likely you'll With longer code snippets to try, it gets more and more likely you'll
make an error and get a `traceback` when you reload. This will either appear make an error and get a `traceback` when you reload. This will either appear
directly in-game or in your log (view it with `evennia -l` in a terminal). directly in-game or in your log (view it with `evennia -l` in a terminal).
Don't panic; tracebacks are your friends - they are to be read bottom-up and usually describe Don't panic; tracebacks are your friends - they are to be read bottom-up and usually describe exactly where your problem is. Refer to [The Python introduction lesson](./Beginner-Tutorial-Python-basic-introduction.md) for more hints. If you get stuck, reach out to the Evennia community for help.
exactly where your problem is. Refer to `The Python intro <Python-basic-introduction.html>`_ for
more hints. If you get stuck, reach out to the Evennia community for help.
``` ```
Next we reload to let Evennia know of these code changes and try it out: Next we reload to let Evennia know of these code changes and try it out:
@ -387,8 +355,7 @@ You won't see the second string. Only Smaug sees that (and is not amused).
## Summary ## Summary
In this lesson we learned how to create our own Command, add it to a CmdSet and then to ourselves. In this lesson we learned how to create our own Command, add it to a CmdSet and then to ourselves. We also upset a dragon.
We also upset a dragon.
In the next lesson we'll learn how to hit Smaug with different weapons. We'll also In the next lesson we'll learn how to hit Smaug with different weapons. We'll also
get into how we replace and extend Evennia's default Commands. get into how we replace and extend Evennia's default Commands.

View file

@ -4,18 +4,11 @@
API stands for `Application Programming Interface`, a description for how to access the resources of a program or library. API stands for `Application Programming Interface`, a description for how to access the resources of a program or library.
``` ```
A good place to start exploring Evennia is the [Evenia-API frontpage](../../../Evennia-API.md). There are several good ways to explore the Evennia library.
This page sums up the main components of Evennia with a short description of each. Try clicking through - This documentation contains the [Evennia-API docs](../../../Evennia-API.md), generated automatically from sources. Try clicking through to a few entries - once you get deep enough you'll see full descriptions of each component along with their documentation. You can also click `[source]` to see the full Python source code for each thing.
to a few entries - once you get deep enough you'll see full descriptions - There are [separate doc pages for each component](../../../Components/Components-Overview.md) if you want more detailed explanations.
of each component along with their documentation. You can also click `[source]` to see the full Python source - You can browse [the evennia repository on github](https://github.com/evennia/evennia). This is exactly what you can download from us.
for each thing. - Finally, you can clone the evennia repo to your own computer and read the sources. This is necessary if you want to *really* understand what's going on, or help with Evennia's development. See the [extended install instructions](../../../Setup/Installation-Git.md) if you want to do this.
You can also browse [the evennia repository on github](https://github.com/evennia/evennia). This is exactly
what you can download from us. The github repo is also searchable.
Finally, you can clone the evennia repo to your own computer and read the sources locally. This is necessary
if you want to help with Evennia's development itself. See the
[extended install instructions](../../../Setup/Installation-Git.md) if you want to do this.
## Where is it? ## Where is it?
@ -27,10 +20,9 @@ If Evennia is installed, you can import from it simply with
and so on. and so on.
If you installed Evennia with `pip install`, the library folder will be installed deep inside your Python If you installed Evennia with `pip install`, the library folder will be installed deep inside your Python installation; you are better off [looking at it on github](github:evennia). If you cloned it, you should have an `evennia` folder to look into.
installation. If you cloned the repo there will be a folder `evennia` on your hard drive there.
If you cloned the repo or read the code on `github` you'll find this being the outermost structure: You'll find this being the outermost structure:
evennia/ evennia/
bin/ bin/
@ -46,7 +38,7 @@ the _actual_ library, the thing covered by the API auto-docs and what you get wh
> The `evennia/docs/` folder contains the sources for this documentation. See > The `evennia/docs/` folder contains the sources for this documentation. See
> [contributing to the docs](../../../Contributing-Docs.md) if you want to learn more about how this works. > [contributing to the docs](../../../Contributing-Docs.md) if you want to learn more about how this works.
This the the structure of the Evennia library: This is the structure of the Evennia library:
- evennia - evennia
- [`__init__.py`](../../../Evennia-API.md#shortcuts) - The "flat API" of Evennia resides here. - [`__init__.py`](../../../Evennia-API.md#shortcuts) - The "flat API" of Evennia resides here.
@ -76,22 +68,32 @@ The `__init__.py` file is a special Python filename used to represent a Python '
``` ```
While all the actual Evennia code is found in the various folders, the `__init__.py` represents the entire While all the actual Evennia code is found in the various folders, the `__init__.py` represents the entire package `evennia`. It contains "shortcuts" to code that is actually located elsewhere. Most of these shortcuts are listed if you [scroll down a bit](../../../Evennia-API.md) on the Evennia-API page.
package `evennia`. It contains "shortcuts" to code that is actually located elsewhere. Most of these shortcuts
are listed if you [scroll down a bit](../../../Evennia-API.md) on the Evennia-API page.
## An example of exploring the library ## An example of exploring the library
In the previous lesson we took a brief look at `mygame/typeclasses/objects` as an example of a Python module. Let's In the [previous lesson](./Beginner-Tutorial-Python-classes-and-objects.md#on-classes-and-objects) we took a brief look at `mygame/typeclasses/objects` as an example of a Python module. Let's open it again.
open it again. Inside is the `Object` class, which inherits from `DefaultObject`.
Near the top of the module is this line: ```python
"""
module docstring
"""
from evennia import DefaultObject
class Object(DefaultObject):
"""
class docstring
"""
pass
```
We have the `Object` class, which inherits from `DefaultObject`. Near the top of the module is this line:
from evennia import DefaultObject from evennia import DefaultObject
We want to figure out just what this DefaultObject offers. Since this is imported directly from `evennia`, we We want to figure out just what this DefaultObject offers. Since this is imported directly from `evennia`, we are actually importing from `evennia/__init__.py`.
are actually importing from `evennia/__init__.py`.
[Look at Line 159](github:evennia/__init__.py#159) of `evennia/__init__.py` and you'll find this line: [Look at Line 160](github:evennia/__init__.py#L160) of `evennia/__init__.py` and you'll find this line:
from .objects.objects import DefaultObject from .objects.objects import DefaultObject
@ -100,17 +102,19 @@ are actually importing from `evennia/__init__.py`.
The first full-stop in `from .objects.objects ...` means that we are importing from the current location. This is called a `relative import`. By comparison, `from evennia.objects.objects` is an `absolute import`. In this particular case, the two would give the same result. The first full-stop in `from .objects.objects ...` means that we are importing from the current location. This is called a `relative import`. By comparison, `from evennia.objects.objects` is an `absolute import`. In this particular case, the two would give the same result.
``` ```
> You can also look at [the right section of the API frontpage](../../../Evennia-API.md#typeclasses) and click through > You can also look at [the right section of the API frontpage](../../../Evennia-API.md#typeclasses) and click through to the code that way.
> to the code that way.
The fact that `DefaultObject` is imported into `__init__.py` here is what makes it possible to also import The fact that `DefaultObject` is imported into `__init__.py` here is what makes it possible to also import it as `from evennia import DefaultObject` even though the code for the class is not actually here.
it as `from evennia import DefaultObject` even though the code for the class is not actually here.
So to find the code for `DefaultObject` we need to look in `evennia/objects/objects.py`. Here's how So to find the code for `DefaultObject` we need to look in `evennia/objects/objects.py`. Here's how to look it up in the docs:
to look it up in the docs:
1. Open the [API frontpage](../../../Evennia-API.md) 1. Open the [API frontpage](../../../Evennia-API.md)
2. Locate the link to [evennia.objects.objects](../../../api/evennia.objects.objects.md) and click on it. 2. Locate the link to [evennia.objects.objects](../../../api/evennia.objects.objects.md) and click on it.
3 You are now in the python module. Scroll down (or search in your web browser) to find the `DefaultObject` class. 3. You are now in the python module. Scroll down (or search in your web browser) to find the `DefaultObject` class.
4 You can now read what this does and what methods are on it. If you want to see the full source, click the 4. You can now read what this does and what methods are on it. If you want to see the full source, click the \[source\] link next to it.
\[source\] link next to it.
## Conclusions
This is an important lesson. It teaches you how to find information for yourself. Knowing how to follow the class inheritance tree and navigate to things you need is a big part in learning a new library like Evennia.
Next we'll start to make use of what we have learned so far and combine it with the building blocks provided by Evennia.

View file

@ -1,31 +1,25 @@
# Overview of your new Game Dir # Overview of your new Game Dir
Next we will take a little detour to look at the _Tutorial World_. This is a little solo adventure Until now we have 'run the game' a bit and started playing with Python inside Evennia.
that comes with Evennia, a showcase for some of the things that are possible. It is time to start to look at how things look 'outside of the game'.
Now we have 'run the game' a bit and started with our forays into Python from inside Evennia. Let's do a tour of your game-dir (we assume it's called `mygame`).
It is time to start to look at how things look 'outside of the game'. Let's do a tour of your game-dir
Like everywhere in the docs we'll assume it's called `mygame`.
> When looking through files, ignore files ending with `.pyc` and the > When looking through files, ignore files ending with `.pyc` and the
`__pycache__` folder if it exists. This is internal Python compilation files that you should never `__pycache__` folder if it exists. This is internal Python compilation files that you should never
> need to touch. Files `__init__.py` is also often empty and can be ignored (they have to do with > need to touch. Files `__init__.py` is also often empty and can be ignored (they have to do with
> Python package management). > Python package management).
You may have noticed when we were building things in-game that we would often refer to code through You may have noticed when we were building things in-game that we would often refer to code through "python paths", such as
"python paths", such as
```{sidebar} Python-paths
A 'python path' uses '.' instead of '/' or '`\\`' and skips the `.py` ending of files. It can also point to the code contents of python files. Since Evennia is already looking for code in your game dir, your python paths can start from there. So a path `/home/foo/devel/mygame/commands/command.py` would translate to a Python-path `commands.command`.
```
create/drop button:tutorial_examples.red_button.RedButton create/drop button:tutorial_examples.red_button.RedButton
This is a fundamental aspect of coding Evennia - _you create code and then you tell Evennia where that This is a fundamental aspect of coding Evennia - _you create code and then you tell Evennia where that code is and when it should be used_. Above we told it to create a red button by pulling from specific code in the `contrib/` folder. The same principle is true everywhere. So it's important to know where code is and how you point to it correctly.
code is and when it should be used_. Above we told it to create a red button by pulling from specific code
in the `contribs/` folder but the same principle is true everywhere. So it's important to know where code is ```{sidebar} Python-paths
and how you point to it correctly. A 'python path' uses '.' instead of '/' or '`\\`' and skips the `.py` ending of files. It can also point to the code contents of python files. Since Evennia is already looking for code in your game dir, your python paths can start from there. So a path `/home/foo/devel/mygame/commands/command.py` would translate to a Python-path `commands.command`.
```
- `mygame/` - `mygame/`
- `commands/` - This holds all your custom commands (user-input handlers). You both add your own - `commands/` - This holds all your custom commands (user-input handlers). You both add your own
@ -42,11 +36,8 @@ and how you point to it correctly.
- `world/` - this is a "miscellaneous" folder holding everything related to the world you are - `world/` - this is a "miscellaneous" folder holding everything related to the world you are
building, such as build scripts and rules modules that don't fit with one of the other folders. building, such as build scripts and rules modules that don't fit with one of the other folders.
> The `server/` subfolder should remain the way it is - Evennia expects this. But you could in > The `server/` subfolder should remain the way it is - Evennia expects this. But you can change the structure of the rest of your game dir as best fits your preferences.
> principle change the structure of the rest of your game dir as best fits your preference. > Maybe you don't want a single world/ folder but prefer many folders with different aspects of your world? A new folder 'rules' for your RPG rules? Group your commands with your objects instead of having them separate? This is fine. If you move things around you just need to update Evennia's default settings to point to the right places in the new structure.
> Maybe you don't need a world/ folder but prefer many folders with different aspects of your world?
> Or a new folder 'rules' for your RPG rules? This is fine. If you move things around you just need
> to update Evennia's default settings to point to the right places in the new structure.
## commands/ ## commands/
@ -91,9 +82,8 @@ Common for the settings is that you generally will never them directly via their
knows where they are and will read them to configure itself at startup. knows where they are and will read them to configure itself at startup.
- `settings.py` - this is by far the most important file. It's nearly empty by default, rather you - `settings.py` - this is by far the most important file. It's nearly empty by default, rather you
are expected to copy&paste the changes you need from [evennia/default_settings.py](github:evennia/default_settings.py). are expected to copy&paste the changes you need from [evennia/default_settings.py](../../../Setup/Settings-Default.md).
The default settings file is extensively documented. Importing/accessing the values in the settings The default settings file is extensively documented. Importing/accessing the values in the settings file is done in a special way, like this:
file is done in a special way, like this:
from django.conf import settings from django.conf import settings
@ -101,8 +91,7 @@ knows where they are and will read them to configure itself at startup.
telnet_port = settings.TELNET_PORT telnet_port = settings.TELNET_PORT
You cannot assign to the settings file dynamically; you must change the `settings.py` file directly to You cannot assign to the settings file dynamically; you must change the `settings.py` file directly to change a setting. See [Settings](../../../Setup/Settings.md) documentation for more details.
change a setting.
- `secret_settings.py` - If you are making your code effort public, you may not want to share all settings online. - `secret_settings.py` - If you are making your code effort public, you may not want to share all settings online.
There may be server-specific secrets or just fine-tuning for your game systems that you prefer be kept secret There may be server-specific secrets or just fine-tuning for your game systems that you prefer be kept secret
from the players. Put such settings in here, it will override values in `settings.py` and not be included in from the players. Put such settings in here, it will override values in `settings.py` and not be included in
@ -162,13 +151,11 @@ be the same after a server reboot.
[Exits](../../../Components/Objects.md#exits) is another subclass of Object. Exits link one Room to another. [Exits](../../../Components/Objects.md#exits) is another subclass of Object. Exits link one Room to another.
- [scripts.py](github:evennia/game_template/typeclasses/scripts.py) (Python-path: `typeclasses.scripts`) - - [scripts.py](github:evennia/game_template/typeclasses/scripts.py) (Python-path: `typeclasses.scripts`) -
[Scripts](../../../Components/Scripts.md) are 'out-of-character' objects. They have no location in-game and can serve as basis for [Scripts](../../../Components/Scripts.md) are 'out-of-character' objects. They have no location in-game and can serve as basis for
anything that needs database persistence, such as combat, weather, or economic systems. They also anything that needs database persistence, such as combat, weather, or economic systems. They also have the ability to execute code repeatedly, on a timer.
have the ability to execute code repeatedly, on a timer.
### web/ ### web/
This folder contains folders for overriding the default web-presence of Evennia with your own designs. This folder contains folders for overriding the default web-presence of Evennia with your own designs. Most of these folders are empty except for a README file or a subset of other empty folders. See [the Web overview](../../../Components/Components-Overview.md#web-components) for more details (we'll also get back to the web later in this beginner tutorial).
Most of these folders are empty except for a README file or a subset of other empty folders.
- `media/` - this empty folder is where you can place your own images or other media files you want the - `media/` - this empty folder is where you can place your own images or other media files you want the
web server to serve. If you are releasing your game with a lot of media (especially if you want videos) you web server to serve. If you are releasing your game with a lot of media (especially if you want videos) you
@ -192,8 +179,5 @@ people change and re-structure this in various ways to better fit their ideas.
- [batch_cmds.ev](github:evennia/game_template/world/batch_cmds.ev) - This is an `.ev` file, which is essentially - [batch_cmds.ev](github:evennia/game_template/world/batch_cmds.ev) - This is an `.ev` file, which is essentially
just a list of Evennia commands to execute in sequence. This one is empty and ready to expand on. The just a list of Evennia commands to execute in sequence. This one is empty and ready to expand on. The
[Tutorial World](./Beginner-Tutorial-Tutorial-World.md) was built with such a batch-file. [Tutorial World](./Beginner-Tutorial-Tutorial-World.md) was built with such a batch-file.
- [prototypes.py](github:evennia/game_template/world/prototypes.py) - A [prototype](../../../Components/Prototypes.md) is a way - [prototypes.py](github:evennia/game_template/world/prototypes.py) - A [prototype](../../../Components/Prototypes.md) is a way to easily vary objects without changing their base typeclass. For example, one could use prototypes to tell that Two goblins, while both of the class 'Goblin' (so they follow the same code logic), should have different equipment, stats and looks.
to easily vary objects without changing their base typeclass. For example, one could use prototypes to
tell that Two goblins, while both of the class 'Goblin' (so they follow the same code logic), should have different
equipment, stats and looks.

View file

@ -51,25 +51,25 @@ module docstring
""" """
from evennia import DefaultObject from evennia import DefaultObject
class Object(DefaultObject): class ObjectParent:
"""
class docstring
"""
pass
class Object(ObjectParent, DefaultObject):
""" """
class docstring class docstring
""" """
pass pass
``` ```
So we have a class `Object` that _inherits_ from `DefaultObject`, which we have imported from Evennia. So we have a class `Object` that _inherits_ from `ObjectParent` (which is empty) and `DefaultObject`, which we have imported from Evennia. The `ObjectParent` acts as a place to put code you want all
The class itself doesn't do anything (it just `pass`es) but that doesn't mean it's useless. As we've seen, of your `Objects` to have. We'll focus on `Object` and `DefaultObject` for now.
it inherits all the functionality of its parent. It's in fact an _exact replica_ of `DefaultObject` right now.
If we knew what kind of methods and resources were available on `DefaultObject` we could add our own and
change the way it works!
> Hint: We will get back to this, but to learn what resources an Evennia parent like `DefaultObject` offers, The class itself doesn't do anything (it just `pass`es) but that doesn't mean it's useless. As we've seen, it inherits all the functionality of its parent. It's in fact an _exact replica_ of `DefaultObject` right now. Once we know what kind of methods and resources are available on `DefaultObject` we could add our own and change the way it works!
> easiest is to peek at its [API documentation](evennia.objects.objects.DefaultObject). The docstring for
> the `Object` class can also help.
One thing that Evennia classes offers and which you don't get with vanilla Python classes is _persistence_. As One thing that Evennia classes offers and which you don't get with vanilla Python classes is _persistence_ - they survive a server reload since they are stored in the database.
you've found, Fluffy, Cuddly and Smaug are gone once we reload the server. Let's see if we can fix this.
Go back to `mygame/typeclasses/monsters.py`. Change it as follows: Go back to `mygame/typeclasses/monsters.py`. Change it as follows:
@ -102,9 +102,7 @@ class Dragon(Monster):
``` ```
Don't forget to save. We removed `Monster.__init__` and made `Monster` inherit from Evennia's `Object` (which in turn Don't forget to save. We removed `Monster.__init__` and made `Monster` inherit from Evennia's `Object` (which in turn inherits from Evennia's `DefaultObject`, as we saw). By extension, this means that `Dragon` also inherits from `DefaultObject`, just from further away!
inherits from Evennia's `DefaultObject`, as we saw). By extension, this means that `Dragon` also inherits
from `DefaultObject`, just from further away!
### Making a new object by calling the class ### Making a new object by calling the class
@ -112,7 +110,7 @@ First reload the server as usual. We will need to create the dragon a little dif
```{sidebar} Keyword arguments ```{sidebar} Keyword arguments
Keyword arguments (like `db_key="Smaug"`) is a way to name the input arguments to a function or method. They make things easier to read but also allows for conveniently setting defaults for values not given explicitly. _Keyword arguments_ (like `db_key="Smaug"`) is a way to name the input arguments to a function or method. They make things easier to read but also allows for conveniently setting defaults for values not given explicitly. We saw them previously in use for `.format()`.
``` ```
> py > py
@ -126,6 +124,10 @@ Keyword arguments (like `db_key="Smaug"`) is a way to name the input arguments
Smaug works the same as before, but we created him differently: first we used Smaug works the same as before, but we created him differently: first we used
`Dragon(db_key="Smaug", db_location=here)` to create the object, and then we used `smaug.save()` afterwards. `Dragon(db_key="Smaug", db_location=here)` to create the object, and then we used `smaug.save()` afterwards.
```{sidebar} here
The `here` used in `db_location=here` is a shortcut for your current location. This `here` (similar to `me`) is _only_ available to use in the `py` command; you can't use it in other Python code you write unless you define it yourself.
```
> quit() > quit()
Python Console is closing. Python Console is closing.
> look > look
@ -135,9 +137,7 @@ You should now see that Smaug _is in the room with you_. Woah!
> reload > reload
> look > look
_He's still there_... What we just did was to create a new entry in the database for Smaug. We gave the object _He's still there_... What we just did was to create a new entry in the database for Smaug. We gave the object its name (key) and set its location to our current location.
its name (key) and set its location to our current location (remember that `here` is just something available
in the `py` command, you can't use it elsewhere).
To make use of Smaug in code we must first find him in the database. For an object in the current To make use of Smaug in code we must first find him in the database. For an object in the current
location we can easily do this in `py` by using `me.search()`: location we can easily do this in `py` by using `me.search()`:
@ -150,78 +150,79 @@ location we can easily do this in `py` by using `me.search()`:
Creating Smaug like we did above is nice because it's similar to how we created non-database Creating Smaug like we did above is nice because it's similar to how we created non-database
bound Python instances before. But you need to use `db_key` instead of `key` and you also have to bound Python instances before. But you need to use `db_key` instead of `key` and you also have to
remember to call `.save()` afterwards. Evennia has a helper function that is more common to use, remember to call `.save()` afterwards. Evennia has a helper function that is more common to use,
called `create_object`: called `create_object`. Let's recreate Cuddly this time:
> py fluffy = evennia.create_object('typeclases.monster.Monster', key="Fluffy", location=here) > py evennia.create_object('typeclasses.monster.Monster', key="Cuddly", location=here)
> look > look
Boom, Fluffy should now be in the room with you, a little less scary than Smaug. You specify the Boom, Cuddly should now be in the room with you, a little less scary than Smaug. You specify the
python-path to the code you want and then set the key and location. Evennia sets things up and saves for you. python-path to the code you want and then set the key and location (if you had the `Monster` class already imported, you could have passed that too). Evennia sets things up and saves for you.
If you want to find Fluffy from anywhere, you can use Evennia's `search_object` helper: If you want to find Smaug from anywhere (not just in the same room), you can use Evennia's `search_object` function:
> fluffy = evennia.search_object("Fluffy")[0] ; fluffy.move_around() > cuddly = evennia.search_object("Cuddly")[0] ; cuddly.move_around()
Fluffy is moving! Cuddly is moving!
> The `[0]` is because `search_object` always returns a _list_ of zero, one or more found objects. The `[0]` > The `[0]` is because `search_object` always returns a _list_ of zero, one or more found objects. The `[0]` means that we want the first element of this list (counting in Python always starts from 0). If there were multiple Cuddlies we could get the second one with `[1]`.
means that we want the first element of this list (counting in Python always starts from 0). If there were
multiple Fluffies we could get the second one with `[1]`.
### Creating using create-command ### Creating using create-command
Finally, you can also create a new Dragon using the familiar builder-commands we explored a few lessons ago: Finally, you can also create a new dragon using the familiar builder-commands we explored a few lessons ago:
> create/drop Cuddly:typeclasses.monsters.Monster > create/drop Fluffy:typeclasses.monsters.Dragon
Cuddly is now in the room. After learning about how objects are created you'll realize that all this command really Fluffy is now in the room. After learning about how objects are created you'll realize that all this command really does is to parse your input, figure out that `/drop` means to "give the object the same location as the caller", and then do a call very similar to
does is to parse your input, figure out that `/drop` means to "give the object the same location as the caller",
and then do a call akin to
evennia.create_object("typeclasses.monsters.Monster", key="Cuddly", location=here) evennia.create_object("typeclasses.monsters.Dragon", key="Cuddly", location=here)
That's pretty much all there is to the mighty `create` command! The rest is just parsing for the command That's pretty much all there is to the mighty `create` command! The rest is just parsing for the command to understand just what the user wants to create.
to understand just what the user wants to create.
## Typeclasses ## Typeclasses
The `Object` (and `DefafultObject` class we inherited from above is what we refer to as a _Typeclass_. This The `Object` (and `DefafultObject` class we inherited from above is what we refer to as a _Typeclass_. This is an Evennia thing. The instance of a typeclass saves itself to the database when it is created, and after that you can just search for it to get it back.
is an Evennia thing. The instance of a typeclass saves itself to the database when it is created, and after
that you can just search for it to get it back. We use the term _typeclass_ or _typeclassed_ to differentiate We use the term _typeclass_ or _typeclassed_ to differentiate these types of classes and objects from the normal Python classes, whose instances go away on a reload.
these types of classes and objects from the normal Python classes, whose instances go away on a reload.
The number of typeclasses in Evennia are so few they can be learned by heart: The number of typeclasses in Evennia are so few they can be learned by heart:
- `evennia.DefaultObject`: This is the parent of all in-game entities - everything with a location. Evennia makes | Evennia base typeclass | mygame.typeclasses child | description |
a few very useful child classes of this class: | --------------- | --------------| ------------- |
- `evennia.DefaultCharacter`: The default entity represening a player avatar in-game. | `evennia.DefaultObject` | `typeclasses.objects.Object` | Everything with a location |
- `evennia.DefaultRoom`: A location in the game world. | `evennia.DefaultCharacter` (child of `DefaultObject`) | `typeclasses.characters.Character` | Player avatars |
- `evennia.DefaultExit`: A link between locations. | `evennia.DefaultRoom` (child of `DefaultObject`) | `typeclasses.rooms.Room` | In-game locations |
- `evennia.DefaultAccount`: The OOC representation of a player, holds password and account info. | `evennia.DefaultExit` (chld of `DefaultObject`) | `typeclasses.exits.Exit` | Links between rooms |
- `evennia.DefaultChannel`: In-game channels. These could be used for all sorts of in-game communication. | `evennia.DefaultAccount` | `typeclasses.accounts.Account` | A player account |
- `evennia.DefaultScript`: Out-of-game objects, with no presence in the game world. Anything you want to create that | `evennia.DefaultChannel` | `typeclasses.channels.Channel` | In-game comms |
needs to be persistent can be stored with these entities, such as combat state, economic systems or what have you. | `evennia.DefaultScript` | `typeclasses.scripts.Script` | Entities with no location |
If you take a look in `mygame/typeclasses/` you'll find modules for each of these. Each contains an empty child The child classes under `mygame/typeclasses/` are meant for you to conveniently modify and
class ready that already inherits from the right parent, ready for you to modify or build from: work with. Every class inheriting (at any distance) from a Evennia base typeclass is also considered a typeclass.
- `mygame/typeclasses/objects.py` has `class Object(DefaultObject)`, a class directly inheriting the basic in-game entity, this ```
works as a base for any object. from somewhere import Something
- `mygame/typeclasses/characters.py` has `class Character(DefaultCharacter)` from evennia import DefaultScript
- `mygame/typeclasses/rooms.py` has `class Room(DefaultRoom)`
- `mygame/typeclasses/exits.py` has `class Exit(DefaultExit)`
- `mygame/typeclasses/accounts.py` has `class Account(DefaultAccount)`
- `mygame/typeclasses/channels.py` has `class Channel(DefaultChannel)`
- `mygame/typeclasses/scripts.py` has `class Script(DefaultScript)`
> Notice that the classes in `mygame/typeclasses/` are _not inheriting from each other_. For example, class MyOwnClass(Something):
> `Character` is inheriting from `evennia.DefaultCharacter` and not from `typeclasses.objects.Object`. # not inheriting from an Evennia core typeclass, so this
> So if you change `Object` you will not cause any change in the `Character` class. If you want that you # is just a 'normal' Python class inheriting from somewhere
> can easily just change the child classes to inherit in that way instead; Evennia doesn't care. pass
As seen with our `Dragon` example, you don't _have_ to modify these modules directly. You can just make your class MyOwnClass2(DefaultScript):
own modules and import the base class. # inherits from one of the core Evennia typeclasses, so
# this is also considered a 'typeclass'.
pass
### Examining and defaults ```
```{sidebar} Why invent the name 'typeclass'?
We separate 'regular classes' from 'typeclasses' because while typeclasses act _almost_ like normal Python classes, [there are some differences](../../../Components/Typeclasses.md). We will gloss over those differences for now, but they are worth to read up on when you want to do more advanced things later.
```
Notice that the classes in `mygame/typeclasses/` are _not inheriting from each other_. For example, `Character` is inheriting from `evennia.DefaultCharacter` and not from `typeclasses.objects.Object`. So if you change `Object` you will not cause any change in the `Character` class. If you want that you can easily just change the child classes to inherit in that way instead; Evennia doesn't care.
As seen with our `Dragon` example, you don't _have_ to modify these modules directly. You can just make your own modules and import the base class.
### Examining objects
When you do When you do
@ -253,20 +254,18 @@ may be more useful to us:
- **Name/key** - The name of this thing. The value `(#14)` is probably different for you. This is the - **Name/key** - The name of this thing. The value `(#14)` is probably different for you. This is the
unique 'primary key' or _dbref_ for this entity in the database. unique 'primary key' or _dbref_ for this entity in the database.
- **Typeclass**: This show the typeclass we specified, and the path to it. - **Typeclass**: This show the typeclass we specified, and the path to it.
- **Location**: We are in Limbo. If you moved elsewhere you'll see that instead. Also the `#dbref` is shown. - **Location**: We are in Limbo. If you moved elsewhere you'll see that instead. Also the `#dbref` of Limbo is shown.
- **Permissions**: _Permissions_ are like the inverse to _Locks_ - they are like keys to unlock access to other things. - **Home**: All objects with a location (inheriting from `DefaultObject`) must have a home location. This is a backup to move the object to if its current location is deleted.
The giantess have no such keys (maybe fortunately). - **Permissions**: _Permissions_ are like the inverse to _Locks_ - they are like keys to unlock access to other things. The giantess have no such keys (maybe fortunately). The [Permissions](../../../Components/Permissions.md) has more info.
- **Locks**: Locks are the inverse of _Permissions_ - specify what criterion _other_ objects must fulfill in order to - **Locks**: Locks are the inverse of _Permissions_ - specify what criterion _other_ objects must fulfill in order to access the `giantess` object. This uses a very flexible mini-language. For examine, the line `examine:perm(Builders)` is read as "Only those with permission _Builder_ or higher can _examine_ this object". Since we are the superuser we pass (even bypass) such locks with ease. See the [Locks](../../../Components/Locks.md) documentation for more info.
access the `giantess` object. This uses a very flexible mini-language. For examine, the line `examine:perm(Builders)` - **Persistent attributes**: This allows for storing arbitrary, persistent data on the typeclassed entity. We'll get to those in the next section.
is read as "Only those with permission _Builder_ or higher can _examine_ this object". Since we are the superuser
we pass (even bypass) such locks with ease.
- **Persistent attributes**: This allows for storing arbitrary, persistent data on the typeclassed entity. We'll get
to those in the next section.
Note how the **Typeclass** line describes exactly where to find the code of this object? This is very useful for Note how the **Typeclass** line describes exactly where to find the code of this object? This is very useful for understanding how any object in Evennia works.
understanding how any object in Evennia works.
What happens if we _don't_ specify the typeclass though?
### Default typeclasses
What happens if we create an object and _don't_ specify its typeclass though?
> create/drop box > create/drop box
You create a new Object: box. You create a new Object: box.
@ -283,23 +282,17 @@ You will find that the **Typeclass** line now reads
Typeclass: Object (typeclasses.objects.Object) Typeclass: Object (typeclasses.objects.Object)
So when you didn't specify a typeclass, Evennia used a default, more specifically the (so far) empty `Object` class in So when you didn't specify a typeclass, Evennia used a default, more specifically the (so far) empty `Object` class in `mygame/typeclasses/objects.py`. This is usually what you want, especially since you can tweak that class as much as you like.
`mygame/typeclasses/objects.py`. This is usually what you want, especially since you can tweak that class as much
as you like.
But the reason Evennia knows to fall back to this class is not hard-coded - it's a setting. The default is But the reason Evennia knows to fall back to this class is not hard-coded - it's a setting. The default is in [evennia/settings_default.py](../../../Setup/Settings-Default.md), with the name `BASE_OBJECT_TYPECLASS`, which is set to `typeclasses.objects.Object`.
in [evennia/settings_default.py](https://github.com/evennia/evennia/blob/master/evennia/settings_default.py#L465),
with the name `BASE_OBJECT_TYPECLASS`, which is set to `typeclasses.objects.Object`.
```{sidebar} Changing things ```{sidebar} Changing things
While it's tempting to change folders around to your liking, this can make it harder to follow tutorials and may confuse if you are asking others for help. So don't overdo it unless you really know what you are doing. While it's tempting to change folders around to your liking, this can make it harder to follow tutorials and may confuse if you are asking others for help. So don't overdo it unless you really know what you are doing.
``` ```
So if you wanted the creation commands and methods to default to some other class you could So if you wanted the creation commands and methods to default to some other class you could
add your own `BASE_OBJECT_TYPECLASS` line to `mygame/server/conf/settings.py`. The same is true for all the other add your own `BASE_OBJECT_TYPECLASS` line to `mygame/server/conf/settings.py`. The same is true for all the other typeclasseses, like characters, rooms and accounts. This way you can change the layout of your game dir considerably if you wanted. You just need to tell Evennia where everything is.
typeclasseses, like characters, rooms and accounts. This way you can change the
layout of your game dir considerably if you wanted. You just need to tell Evennia where everything is.
## Modifying ourselves ## Modifying ourselves
@ -318,8 +311,8 @@ class Character(DefaultCharacter):
pass pass
``` ```
This looks quite familiar now - an empty class inheriting from the Evennia base typeclass. As you would expect, This looks quite familiar now - an empty class inheriting from the Evennia base typeclass (it's even easier than `Object` since there is no equvalent `ParentObject` mixin class here). As you would expect, this is also the default typeclass used for creating Characters if you don't specify it. You can verify it:
this is also the default typeclass used for creating Characters if you don't specify it. You can verify it:
> examine me > examine me
------------------------------------------------------------------------------ ------------------------------------------------------------------------------
@ -347,16 +340,15 @@ this is also the default typeclass used for creating Characters if you don't spe
last_cmd = None last_cmd = None
------------------------------------------------------------------------------ ------------------------------------------------------------------------------
You got a lot longer output this time. You have a lot more going on than a simple Object. Here are some new fields of note: Yes, the `examine` command understands `me`. You got a lot longer output this time. You have a lot more going on than a simple Object. Here are some new fields of note:
- **Session id(s)**: This identifies the _Session_ (that is, the individual connection to a player's game client). - **Session id(s)**: This identifies the _Session_ (that is, the individual connection to a player's game client).
- **Account** shows, well the `Account` object associated with this Character and Session. - **Account** shows, well the `Account` object associated with this Character and Session.
- **Stored/Merged Cmdsets** and **Commands available** is related to which _Commands_ are stored on you. We will - **Stored/Merged Cmdsets** and **Commands available** is related to which _Commands_ are stored on you. We will get to them in the [next lesson](./Beginner-Tutorial-Adding-Commands.md). For now it's enough to know these consitute all the
get to them in the [next lesson](./Beginner-Tutorial-Adding-Commands.md). For now it's enough to know these consitute all the
commands available to you at a given moment. commands available to you at a given moment.
- **Non-Persistent attributes** are Attributes that are only stored temporarily and will go away on next reload. - **Non-Persistent attributes** are Attributes that are only stored temporarily and will go away on next reload.
Look at the **Typeclass** field and you'll find that it points to `typeclasses.character.Character` as expected. Look at the **Typeclass** field and you'll find that it points to `typeclasses.character.Character` as expected. So if we modify this class we'll also modify ourselves.
So if we modify this class we'll also modify ourselves.
### A method on ourselves ### A method on ourselves
@ -369,15 +361,15 @@ class Character(DefaultCharacter):
(class docstring) (class docstring)
""" """
str = 10 strength = 10
dex = 12 dexterity = 12
int = 15 intelligence = 15
def get_stats(self): def get_stats(self):
""" """
Get the main stats of this character Get the main stats of this character
""" """
return self.str, self.dex, self.int return self.strength, self.dexterity, self.intelligence
``` ```
@ -390,9 +382,7 @@ class Character(DefaultCharacter):
- A `list` is written `[a, b, c, d, ...]`. It can be modified after creation. - A `list` is written `[a, b, c, d, ...]`. It can be modified after creation.
- A `tuple` is written `(a, b, c, ...)`. It cannot be modified once created. - A `tuple` is written `(a, b, c, ...)`. It cannot be modified once created.
``` ```
We made a new method, gave it a docstring and had it `return` the RP-esque values we set. It comes back as a We made a new method, gave it a docstring and had it `return` the RP-esque values we set. It comes back as a _tuple_ `(10, 12, 15)`. To get a specific value you could specify the _index_ of the value you want, starting from zero:
_tuple_ `(10, 12, 15)`. To get a specific value you could specify the _index_ of the value you want,
starting from zero:
> py stats = self.get_stats() ; print(f"Strength is {stats[0]}.") > py stats = self.get_stats() ; print(f"Strength is {stats[0]}.")
Strength is 10. Strength is 10.
@ -401,15 +391,14 @@ starting from zero:
So what happens when we increase our strength? This would be one way: So what happens when we increase our strength? This would be one way:
> py self.str = self.str + 1 > py self.strength = self.str + 1
> py self.str > py self.strength
11 11
Here we set the strength equal to its previous value + 1. A shorter way to write this is to use Python's `+=` Here we set the strength equal to its previous value + 1. A shorter way to write this is to use Python's `+=` operator:
operator:
> py self.str += 1 > py self.strength += 1
> py self.str > py self.strength
12 12
> py self.get_stats() > py self.get_stats()
(12, 12, 15) (12, 12, 15)
@ -420,13 +409,9 @@ This looks correct! Try to change the values for dex and int too; it works fine.
> py self.get_stats() > py self.get_stats()
(10, 12, 15) (10, 12, 15)
After a reload all our changes were forgotten. When we change properties like this, it only changes in memory, After a reload all our changes were forgotten. When we change properties like this, it only changes in memory, not in the database (nor do we modify the python module's code). So when we reloaded, the 'fresh' `Character` class was loaded, and it still has the original stats we wrote in it.
not in the database (nor do we modify the python module's code). So when we reloaded, the 'fresh' `Character`
class was loaded, and it still has the original stats we wrote to it.
In principle we could change the python code. But we don't want to do that manually every time. And more importantly In principle we could change the python code. But we don't want to do that manually every time. And more importantly since we have the stats hardcoded in the class, _every_ character instance in the game will have exactly the same `str`, `dex` and `int` now! This is clearly not what we want.
since we have the stats hardcoded in the class, _every_ character instance in the game will have exactly the
same `str`, `dex` and `int` now! This is clearly not what we want.
Evennia offers a special, persistent type of property for this, called an `Attribute`. Rework your Evennia offers a special, persistent type of property for this, called an `Attribute`. Rework your
`mygame/typeclasses/characters.py` like this: `mygame/typeclasses/characters.py` like this:
@ -442,67 +427,56 @@ class Character(DefaultCharacter):
""" """
Get the main stats of this character Get the main stats of this character
""" """
return self.db.str, self.db.dex, self.db.int return self.db.strength, self.db.dexterity, self.db.intelligence
``` ```
```{sidebar} Spaces in Attribute name? ```{sidebar} Spaces in Attribute name?
What if you want spaces in your Attribute name? Or you want to assign the name of the Attribute on-the fly? Then you can use `.attributes.add(name, value)` instead, for example `self.attributes.add("str", 10)`. What if you want spaces in your Attribute name? Or you want to assign the name of the Attribute on-the fly? Then you can use `.attributes.add(name, value)` instead, for example `self.attributes.add("emotional intelligence", 10)`. You read it out again with `self.attributes.get("emotional intelligence"`.
``` ```
We removed the hard-coded stats and added added `.db` for every stat. The `.db` handler makes the stat We removed the hard-coded stats and added added `.db` for every stat. The `.db` handler makes the stat into an an Evennia [Attribute](../../../Components/Attributes.md).
into an an Evennia `Attribute`.
> reload > reload
> py self.get_stats() > py self.get_stats()
(None, None, None) (None, None, None)
Since we removed the hard-coded values, Evennia don't know what they should be (yet). So all we get back Since we removed the hard-coded values, Evennia don't know what they should be (yet). So all we get back is `None`, which is a Python reserved word to represent nothing, a no-value. This is different from a normal python property:
is `None`, which is a Python reserved word to represent nothing, a no-value. This is different from a normal python
property:
> py self.str > py me.strength
AttributeError: 'Character' object has no attribute 'str' AttributeError: 'Character' object has no attribute 'strength'
> py self.db.str > py me.db.strength
(nothing will be displayed, because it's None) (nothing will be displayed, because it's None)
Trying to get an unknown normal Python property will give an error. Getting an unknown Evennia `Attribute` will Trying to get an unknown normal Python property will give an error. Getting an unknown Evennia `Attribute` will never give an error, but only result in `None` being returned. This is often very practical.
never give an error, but only result in `None` being returned. This is often very practical.
> py self.db.str, self.db.dex, self.db.int = 10, 12, 15 Next, let us test out assigning those Attributes
> py self.get_stats()
> py me.db.strength, me.db.dexterity, me.db.intelligence = 10, 12, 15
> py me.get_stats()
(10, 12, 15) (10, 12, 15)
> reload > reload
> py self.get_stats() > py me.get_stats()
(10, 12, 15) (10, 12, 15)
Now we set the Attributes to the right values. We can see that things work the same as before, also after a Now we set the Attributes to the right values, and they survive a server reload! Let's modify the strength:
server reload. Let's modify the strength:
> py self.db.str += 2 > py self.db.strength += 2
> py self.get_stats() > py self.get_stats()
(12, 12, 15) (12, 12, 15)
> reload > reload
> py self.get_stats() > py self.get_stats()
(12, 12, 15) (12, 12, 15)
Our change now survives a reload since Evennia automatically saves the Attribute to the database for us. Also our change now survives a reload since Evennia automatically saves the Attribute to the database for us.
### Setting things on new Characters ### Setting things on new Characters
Things a looking better, but one thing remains strange - the stats start out with a value `None` and we Things are looking better, but one thing remains strange - the stats start out with a value `None` and we have to manually set them to something reasonable. In a later lesson we will investigate character-creation in more detail. For now, let's give every new character some random stats to start with.
have to manually set them to something reasonable. In a later lesson we will investigate character-creation
in more detail. For now, let's give every new character some random stats to start with.
We want those stats to be set only once, when the object is first created. For the Character, this method We want those stats to be set only once, when the object is first created. For the Character, this method is called `at_object_creation`.
is called `at_object_creation`.
```{sidebar} __init__ vs at_object_creation
For the `Monster` class we used `__init__` to set up the class. We can't use this for a typeclass because it will be called more than once, at the very least after every reload and maybe more depending on caching. Even if you are familiar with Python, avoid touching `__init__` for typeclasses, the results will not be what you expect.
```
```python ```python
# up by the other imports # up by the other imports
@ -514,15 +488,15 @@ class Character(DefaultCharacter):
""" """
def at_object_creation(self): def at_object_creation(self):
self.db.str = random.randint(3, 18) self.db.strength = random.randint(3, 18)
self.db.dex = random.randint(3, 18) self.db.dexterity = random.randint(3, 18)
self.db.int = random.randint(3, 18) self.db.intelligence = random.randint(3, 18)
def get_stats(self): def get_stats(self):
""" """
Get the main stats of this character Get the main stats of this character
""" """
return self.db.str, self.db.dex, self.db.int return self.db.strength, self.db.dexterity, self.db.intelligence
``` ```
We imported a new module, `random`. This is part of Python's standard library. We used `random.randint` to We imported a new module, `random`. This is part of Python's standard library. We used `random.randint` to
@ -532,9 +506,12 @@ set a random value from 3 to 18 to each stat. Simple, but for some classical RPG
> py self.get_stats() > py self.get_stats()
(12, 12, 15) (12, 12, 15)
Hm, this is the same values we set before. They are not random. The reason for this is of course that, as said, ```{sidebar} __init__ vs at_object_creation
`at_object_creation` only runs _once_, the very first time a character is created. Our character object was already
created long before, so it will not be called again. For the `Monster` class we used `__init__` to set up the class. We can't use this for a typeclass because it will be called more than once, at the very least after every reload and maybe more depending on caching. Even if you are familiar with Python, avoid touching `__init__` for typeclasses, the results will not be what you expect.
```
Hm, this is the same values we set before. They are not random. The reason for this is of course that, as said, `at_object_creation` only runs _once_, the very first time a character is created. Our character object was already created long before, so it will not be called again.
It's simple enough to run it manually though: It's simple enough to run it manually though:
@ -549,24 +526,27 @@ Lady luck didn't smile on us for this example; maybe you'll fare better. Evennia
> py self.get_stats() > py self.get_stats()
(8, 16, 14) (8, 16, 14)
### Updating all Characters in a loop ### Updating all Characters in a loop
Needless to say, for your game you are wise to have a feel for what you want to go into the `at_object_creation` hook ```{sidebar} AttributeProperties
before you create a lot of objects (characters in this case). But should it come to that you don't want to have to There is another way to define Attributes on a class, known as [AttributeProperties](../../../Components/Attributes.md#using-attributeproperty). They can make it easier to maintain static default Attribute values on a typeclass. We will show them off when we make our game later in this tutorial series.
go around and re-run the method on everyone manually. For the Python beginner, doing this will also give a chance to ```
try out Python _loops_. We try them out in multi-line Python mode:
Needless to say, you are wise to have a feel for what you want to go into the `at_object_creation` hook _before_ you create a lot of objects (characters in this case).
Luckily you only need to update objects once, and you don't have to go around and re-run the `at_object_creation` method on everyone manually. For this we'll try out a Python _loop_. Let's go into multi-line Python mode:
> py > py
> for a in [1, 2, "foo"]: > print(a) > for a in [1, 2, "foo"]:
> print(a)
1 1
2 2
foo foo
A python _for-loop_ allows us to loop over something. Above, we made a _list_ of two numbers and a string. In A python _for-loop_ allows us to loop over something. Above, we made a _list_ of two numbers and a string. In every iteration of the loop, the variable `a` becomes one element in turn, and we print that.
every iteration of the loop, the variable `a` becomes one element in turn, and we print that.
For our list, we want to loop over all Characters, and want to call `.at_object_creation` on each. This is how For our list, we want to loop over all Characters, and want to call `.at_object_creation` on each. This is how this is done (still in python multi-line mode):
this is done (still in python multi-line mode):
> from typeclasses.characters import Character > from typeclasses.characters import Character
> for char in Character.objects.all() > for char in Character.objects.all()
@ -574,7 +554,7 @@ this is done (still in python multi-line mode):
```{sidebar} Database queries ```{sidebar} Database queries
`Character.objects.all()` is an example of a database query expressed in Python. This will be converted into a database query under the hood. This syntax is part of [Django's query language](https://docs.djangoproject.com/en/4.1/topics/db/queries/). You don't need to know Django to use Evennia, but if you ever need more specific database queries, this is always available when you need it. `Character.objects.all()` is an example of a database query expressed in Python. This will be converted into a database query under the hood. This syntax is part of [Django's query language](https://docs.djangoproject.com/en/4.1/topics/db/queries/). You don't need to know Django to use Evennia, but if you ever need more specific database queries, this is always available when you need it. We'll get back to database queries in a later lesson.
``` ```
We import the `Character` class and then we use `.objects.all()` to get all `Character` instances. Simplified, We import the `Character` class and then we use `.objects.all()` to get all `Character` instances. Simplified,
`.objects` is a resource from which one can _query_ for all `Characters`. Using `.all()` gets us a listing `.objects` is a resource from which one can _query_ for all `Characters`. Using `.all()` gets us a listing
@ -587,19 +567,13 @@ of all of them that we then immediately loop over. Boom, we just updated all Cha
## Extra Credits ## Extra Credits
This principle is the same for other typeclasses. So using the tools explored in this lesson, try to expand This principle is the same for other typeclasses. So using the tools explored in this lesson, try to expand the default room with an `is_dark` flag. It can be either `True` or `False`. Have all new rooms start with `is_dark = False` and make it so that once you change it, it survives a reload.
the default room with an `is_dark` flag. It can be either `True` or `False`.
Have all new rooms start with `is_dark = False` and make it so that once you change it, it survives a reload.
Oh, and if you created any other rooms before, make sure they get the new flag too! Oh, and if you created any other rooms before, make sure they get the new flag too!
## Conclusions ## Conclusions
In this lesson we created database-persistent dragons by having their classes inherit from one `Object`, one In this lesson we created database-persistent dragons by having their classes inherit from one `Object`, one of Evennia's _typeclasses_. We explored where Evennia looks for typeclasses if we don't specify the path explicitly. We then modified ourselves - via the `Character` class - to give us some simple RPG stats. This led to the need to use Evennia's _Attributes_, settable via `.db` and to use a for-loop to update ourselves.
of Evennia's _typeclasses_. We explored where Evennia looks for typeclasses if we don't specify the path
explicitly. We then modified ourselves - via the `Character` class - to give us some simple RPG stats. This
led to the need to use Evennia's _Attributes_, settable via `.db` and to use a for-loop to update ourselves.
Typeclasses are a fundamental part of Evennia and we will see a lot of more uses of them in the course of Typeclasses are a fundamental part of Evennia and we will see a lot of more uses of them in the course of this tutorial. But that's enough of them for now. It's time to take some action. Let's learn about _Commands_.
this tutorial. But that's enough of them for now. It's time to take some action. Let's learn about _Commands_.

View file

@ -74,7 +74,7 @@ is to use the `.format` _method_ of the string:
This is a good idea! This is a good idea!
```{sidebar} Functions and Methods ```{sidebar} Functions and Methods
- Function: Something that performs and action when you `call` it with zero or more `arguments`. A function is stand-alone in a python module, like `print()` - Function: Something that performs and action when you call it with zero or more `arguments`. A function is stand-alone in a python module, like `print()`
- Method: A function that sits "on" an object, like `obj.msg()`. - Method: A function that sits "on" an object, like `obj.msg()`.
``` ```
@ -119,8 +119,7 @@ trouble, use the Evennia web client.
What happened here was that we _assigned_ the string `"awesome sauce"` to a _variable_ we chose What happened here was that we _assigned_ the string `"awesome sauce"` to a _variable_ we chose
to name `a`. In the next statement, Python remembered what `a` was and we passed that into `format()` to name `a`. In the next statement, Python remembered what `a` was and we passed that into `format()`
to get the output. If you replaced the value of `a` with something else in between, _that_ would be printed to get the output. If you replaced the value of `a` with something else in between, _that_ would be printed instead.
instead.
Here's the stat-example again, moving the stats to variables (here we just set them, but in a real Here's the stat-example again, moving the stats to variables (here we just set them, but in a real
game they may be changed over time, or modified by circumstance): game they may be changed over time, or modified by circumstance):
@ -128,13 +127,18 @@ game they may be changed over time, or modified by circumstance):
> py stren, dext, intel = 13, 14, 8 ; print("STR: {}, DEX: {}, INT: {}".format(stren, dext, intel)) > py stren, dext, intel = 13, 14, 8 ; print("STR: {}, DEX: {}, INT: {}".format(stren, dext, intel))
STR: 13, DEX: 14, INT: 8 STR: 13, DEX: 14, INT: 8
The point is that even if the values of the stats change, the print() statement would not change - it just keeps The point is that even if the values of the stats change, the print() statement would not change - it just keeps pretty-printing whatever is given to it.
pretty-printing whatever is given to it.
You can also use named markers, like this:
> py print("STR: {stren}, INT: {intel}, STR again: {stren}".format(dext=10, intel=18, stren=9))
STR: 9, INT: 18, Str again: 9
the `key=value` pairs we add are called _keyword arguments_ for the `format()` method. Each named argument will go to the matching `{key}` in the string. When using keywords, the order we add them doesn't matter. We have no `{dext}` and two `{stren}` in the string, and that works fine.
### f-strings ### f-strings
Using `.format()` is convenient (and there is a [lot more](https://www.w3schools.com/python/ref_string_format.asp) Using `.format()` is convenient (and there is a [lot more](https://www.w3schools.com/python/ref_string_format.asp) you can do with it). But the _f-string_ can be even more convenient. An
you can do with it). But the _f-string_ can be even more convenient. An
f-string looks like a normal string ... except there is an `f` front of it, like this: f-string looks like a normal string ... except there is an `f` front of it, like this:
f"this is now an f-string." f"this is now an f-string."
@ -144,7 +148,7 @@ An f-string on its own is just like any other string. But let's redo the example
> py a = "awesome sauce" ; print(f"This is {a}!") > py a = "awesome sauce" ; print(f"This is {a}!")
This is awesome sauce! This is awesome sauce!
We could just insert that `a` variable directly into the f-string using `{a}`. Fewer parentheses to We insert that `a` variable directly into the f-string using `{a}`. Fewer parentheses to
remember and arguable easier to read as well. remember and arguable easier to read as well.
> py stren, dext, intel = 13, 14, 8 ; print(f"STR: {stren}, DEX: {dext}, INT: {intel}") > py stren, dext, intel = 13, 14, 8 ; print(f"STR: {stren}, DEX: {dext}, INT: {intel}")
@ -168,7 +172,7 @@ gives the normal text color. You can also use RGB (Red-Green-Blue) values from 0
> If you don't see the expected color, your client or terminal may not support Xterm256 (or > If you don't see the expected color, your client or terminal may not support Xterm256 (or
color at all). Use the Evennia webclient. color at all). Use the Evennia webclient.
Use the commands `color ansi` or `color xterm` to see which colors are available. Experiment! Use the commands `color ansi` or `color xterm` to see which colors are available. Experiment! You can also read a lot more in the [Colors](../../../Concepts/Colors.md) documentation.
## Importing code from other modules ## Importing code from other modules
@ -209,11 +213,9 @@ If you make some error (we'll cover how to handle errors below), fix the error i
run the `reload` command in-game for your changes to take effect. run the `reload` command in-game for your changes to take effect.
So importing `world.test` actually means importing `world/test.py`. Think of the period `.` as So importing `world.test` actually means importing `world/test.py`. Think of the period `.` as
replacing `/` (or `\` for Windows) in your path. The `.py` ending of `test.py` is also never replacing `/` (or `\` for Windows) in your path.
included in this "Python-path", but _only_ files with that ending can be imported this way.
Where is `mygame` in that Python-path? The answer is that Evennia has already told Python that The `.py` ending of `test.py` is never included in this "Python-path", but _only_ files with that ending can be imported this way. Where is `mygame` in that Python-path? The answer is that Evennia has already told Python that your `mygame` folder is a good place to look for imports. So we should not include `mygame` in the path - Evennia handles this for us.
your `mygame` folder is a good place to look for imports. So we don't include `mygame` in the
path - Evennia handles this for us.
When you import the module, the top "level" of it will execute. In this case, it will immediately When you import the module, the top "level" of it will execute. In this case, it will immediately
print "Hello World". print "Hello World".
@ -222,10 +224,7 @@ Now try to run this a second time:
> py import world.test > py import world.test
You will *not* see any output this second time or any subsequent times! This is not a bug. Rather You will *not* see any output this or any subsequent times! This is not a bug. Rather it is because of how Python importing works - it stores all imported modules and will avoid importing them more than once. So your `print` will only run the first time, when the module is first imported.
it is because of how Python importing works - it stores all imported modules and will
avoid importing them more than once. So your `print` will only run the first time, when the module
is first imported.
Try this: Try this:
@ -240,8 +239,7 @@ Now we see it again. The `reload` wiped the server's memory of what was imported
import it anew. You'd have to do this every time you wanted the print to show though, which is import it anew. You'd have to do this every time you wanted the print to show though, which is
not very useful. not very useful.
> We'll get back to more advanced ways to import code in later tutorial sections - this is an > We'll get back to more advanced ways to import code in [a later lesson](./Beginner-Tutorial-Python-classes-and-objects.md#importing-things) - this is an important topic. But for now, let's press on and resolve this particular problem.
> important topic. But for now, let's press on and resolve this particular problem.
### Our first own function ### Our first own function
@ -434,8 +432,8 @@ On the game command-line, let's create a mirror:
```{sidebar} Creating objects ```{sidebar} Creating objects
The `create` command was first used to create boxes in the The `create` command was first used to create boxes in the
`Building Stuff <Building-Quickstart>`_ tutorial. Note how it [Building Stuff](./Beginner-Tutorial-Building-Quickstart.md) tutorial. You should now recognize
uses a "python-path" to describe where to load the mirror's code from. that it uses a "python-path" to tell Evennia where to load the mirror's code from.
``` ```
A mirror should appear in your location. A mirror should appear in your location.
@ -498,7 +496,7 @@ inside Evennia.
> py > py
Evennia Interactive Python mode Evennia Interactive Python mode
Python 3.7.1 (default, Oct 22 2018, 11:21:55) Python 3.11.0 (default, Nov 22 2022, 11:21:55)
[GCC 8.2.0] on Linux [GCC 8.2.0] on Linux
[py mode - quit() to exit] [py mode - quit() to exit]
@ -512,15 +510,13 @@ commands).
Hello World Hello World
[py mode - quit() to exit] [py mode - quit() to exit]
Note that we didn't need to put `py` in front now. The system will also echo your input (that's the bit after Note that we didn't need to put `py` in front now. The system will also echo your input (that's the bit after the `>>>`). For brevity in this tutorual we'll turn the echo off. First exit `py` and then start again with the `/noecho` flag.
the `>>>`). For brevity in this tutorual we'll turn the echo off. First exit `py` and then start again with the
`/noecho` flag.
> quit() > quit()
Closing the Python console. Closing the Python console.
> py/noecho > py/noecho
Evennia Interactive Python mode (no echoing of prompts) Evennia Interactive Python mode (no echoing of prompts)
Python 3.7.1 (default, Oct 22 2018, 11:21:55) Python 3.11.0 (default, Nov 22 2022, 11:21:56)
[GCC 8.2.0] on Linux [GCC 8.2.0] on Linux
[py mode - quit() to exit] [py mode - quit() to exit]
@ -528,14 +524,14 @@ the `>>>`). For brevity in this tutorual we'll turn the echo off. First exit `py
- Start with `py`. - Start with `py`.
- Use `py/noecho` if you don't want your input to be echoed for every line. - Use `py/noecho` if you don't want your input to be echoed for every line.
- All your inputs will now be interpreted as Python code. - _All_ your inputs will now be interpreted as Python code.
- Exit with `quit()`. - Exit with `quit()`.
``` ```
We can now enter multi-line Python code: We can now enter multi-line Python code:
> a = "Test" > a = "Test"
> print(f"This is a {a}."} > print(f"This is a {a}.")
This is a Test. This is a Test.
Let's try to define a function: Let's try to define a function:
@ -554,8 +550,7 @@ Some important things above:
for Python to know it's part of the function body. for Python to know it's part of the function body.
- We expand the `hello_world` function with another argument `txt`. This allows us to send any text, not just - We expand the `hello_world` function with another argument `txt`. This allows us to send any text, not just
"Hello World" over and over. "Hello World" over and over.
- To tell `py` that no more lines will be added to the function body, we end with an empty input. When - To tell `py` that no more lines will be added to the function body, we end with an empty input. When the normal prompt returns, we know we are done.
the normal prompt on how to exit returns, we know we are done.
Now we have defined a new function. Let's try it out: Now we have defined a new function. Let's try it out:
@ -645,5 +640,4 @@ first function, fixed an error and even searched and talked to a mirror! Being a
python inside and outside of the game is an important skill for testing and debugging, but in python inside and outside of the game is an important skill for testing and debugging, but in
practice you will be writing most your code in Python modules. practice you will be writing most your code in Python modules.
To that end we also created a first new Python module in the `mygame/` game dir, then imported and used it. To that end we also created a first new Python module in the `mygame/` game dir, then imported and used it. Now let's look at the rest of the stuff you've got going on inside that `mygame/` folder ...
Now let's look at the rest of the stuff you've got going on inside that `mygame/` folder ...

View file

@ -5,16 +5,16 @@ We have also taken a look at what our game dir looks and what is where. Now we'l
## Importing things ## Importing things
No one writes something as big as an online game in one single huge file. Instead one breaks up the In a [previous lesson](./Beginner-Tutorial-Python-basic-introduction.md#importing-code-from-other-modules) we already learned how to import resources into our code. Now we'll dive a little deeper.
code into separate files (modules). Each module is dedicated to different purposes. Not only does
it make things cleaner, organized and easier to understand. It also makes it easier to re-use code - No one writes something as big as an online game in one single huge file. Instead one breaks up the code into separate files (modules). Each module is dedicated to different purposes. Not only does it make things cleaner, organized and easier to understand.
you just import the resources you need and know you only get just what you requested. This makes
it much easier to find errors and to know what code is good and which has issues. Splitting code also makes it easier to re-use - you just import the resources you need and know you only get just what you requested. This makes it easier to spot errors and to know what code is good and which has issues.
> Evennia itself uses your code in the same way - you just tell it where a particular type of code is, > Evennia itself uses your code in the same way - you just tell it where a particular type of code is,
and it will import and use it (often instead of its defaults). and it will import and use it (often instead of its defaults).
We have already successfully imported things, for example: Here's a familiar example:
> py import world.test ; world.test.hello_world(me) > py import world.test ; world.test.hello_world(me)
Hello World! Hello World!
@ -44,10 +44,7 @@ def hello_world(who):
- Anything on a line after a `#` is a `comment`, ignored by Python - Anything on a line after a `#` is a `comment`, ignored by Python
``` ```
The _python_path_ describes the relation between Python resources, both between and inside To reiterate, the _python_path_ describes the relation between Python resources, both between and inside Python _modules_ (that is, files ending with .py). Paths use `.` and always skips the `.py` file endings. Also, Evennia already knows to start looking for python resources inside `mygame/` so this should never be included.
Python _modules_ (that is, files ending with .py). A python-path separates each part of the
path `.` and always skips the `.py` file endings. Also, Evennia already knows to start looking
for python resources inside `mygame/` so this should never be specified. Hence
import world.test import world.test
@ -57,7 +54,7 @@ this module to get to the function you want:
world.test.hello_world(me) world.test.hello_world(me)
Using `import` like this means that you have to specify the full `world.test` every time you want Using `import` like this means that you have to specify the full `world.test` every time you want
to get to your function. Here's a more powerful form of import: to get to your function. Here's an alternative:
from world.test import hello_world from world.test import hello_world
@ -127,6 +124,12 @@ module docstring
""" """
from evennia import DefaultObject from evennia import DefaultObject
class ObjectParent:
"""
class docstring
"""
pass
class Object(DefaultObject): class Object(DefaultObject):
""" """
class docstring class docstring
@ -136,7 +139,7 @@ class Object(DefaultObject):
```{sidebar} Docstrings vs Comments ```{sidebar} Docstrings vs Comments
A docstring is not the same as a comment (created by `#`). A docstring is not ignored by Python but is an integral part of the thing it is documenting (the module and the class in this case). A docstring is not the same as a comment (created by `#`). A docstring is not ignored by Python but is an integral part of the thing it is documenting (the module and the class in this case). For example, we read docstrings to help text for [API documentation](../../../Evennia-API.md); we could not do that with comments.
``` ```
The real file is much longer but we can ignore the multi-line strings (`""" ... """`). These serve The real file is much longer but we can ignore the multi-line strings (`""" ... """`). These serve
as documentation-strings, or _docstrings_ for the module (at the top) and the `class` below. as documentation-strings, or _docstrings_ for the module (at the top) and the `class` below.
@ -145,13 +148,12 @@ Below the module doc string we have the import. In this case we are importing a
from the core `evennia` library itself. We will dive into this later, for now we just treat this from the core `evennia` library itself. We will dive into this later, for now we just treat this
as a black box. as a black box.
Next we have a `class` named `Object`, which _inherits_ from `DefaultObject`. This class doesn't Next we have an empty `class` named `ObjectParent`. It doesn't do anything, its only code (except the docstring) is `pass` which means, well, to pass and don't do anything. Since it also doesn't _inherit_ from anything, it's just an empty container. We will not concern ourselves with it for this tutorial.
actually do anything on its own, its only code (except the docstring) is `pass` which means,
well, to pass and don't do anything.
We will get back to this module in the [next lesson](./Beginner-Tutorial-Learning-Typeclasses.md). First we need to do a The `class` named `Object`_ inherits_ from `ObjectParent` and `DefaultObject`. Since we see that `ObjectParent` is empty, what is interesting is `DefaultObject`. Again, the `Object` class doesn't
little detour to understand what a 'class', an 'object' or 'instance' is. These are fundamental actually do anything on its own right now, but because of it being a child of `DefaultObject`, it's actually providing a lot of functionality! If this is confusing, read on.
things to understand before you can use Evennia efficiently.
We will get back to this module in the [next lesson](./Beginner-Tutorial-Learning-Typeclasses.md). First we need to do a little detour to understand what a 'class', an 'object' or 'instance' is. These are fundamental things to understand before you can use Evennia efficiently.
```{sidebar} OOP ```{sidebar} OOP
Classes, objects, instances and inheritance are fundamental to Python. This and some other concepts are often clumped together under the term Object-Oriented-Programming (OOP). Classes, objects, instances and inheritance are fundamental to Python. This and some other concepts are often clumped together under the term Object-Oriented-Programming (OOP).
@ -159,9 +161,7 @@ Classes, objects, instances and inheritance are fundamental to Python. This and
### Classes and instances ### Classes and instances
A 'class' can be seen as a 'template' for a 'type' of object. The class describes the basic functionality A 'class' can be seen as a 'template' for a 'type' of object. The class describes the basic functionality of everyone of that class. For example, we could have a class `Monster` which has resources for moving itself from room to room.
of everyone of that class. For example, we could have a class `Monster` which has resources for moving itself
from room to room.
Open a new file `mygame/typeclasses/monsters.py`. Add the following simple class: Open a new file `mygame/typeclasses/monsters.py`. Add the following simple class:
@ -185,11 +185,11 @@ back to the `key` on the class.
```{sidebar} Terms ```{sidebar} Terms
- A `class` is a code template describing a 'type' of something - A `class` is a code template describing a 'type' of something
- An `object` is an `instance` of a `class`. Like using a mold to cast in soldiers, one class can be `instantiated` into any number of object-instances. - An `object` is an `instance` of a `class`. Like using a mold to cast tin soldiers, one class can be `instantiated` into any number of object-instances. Each instance does not need to be identical (much like each tin soldier can be painted differently).
``` ```
A class is just a template. Before it can be used, we must create an _instance_ of the class. If A class is just a template. Before it can be used, we must create an _instance_ of the class. If
`Monster` is a class, then an instance is Fluffy, the individual red dragon. You instantiate `Monster` is a class, then an instance is `Fluffy`, a specific dragon individual. You instantiate
by _calling_ the class, much like you would a function: by _calling_ the class, much like you would a function:
fluffy = Monster() fluffy = Monster()
@ -216,8 +216,7 @@ Let's create the sibling of Fluffy, Cuddly:
Monster is moving! Monster is moving!
We now have two dragons and they'll hang around until with call `quit()` to exit this Python We now have two dragons and they'll hang around until with call `quit()` to exit this Python
instance. We can have them move as many times as we want. But no matter how many dragons we instance. We can have them move as many times as we want. But no matter how many dragons we create, they will all show the same printout since `key` is always fixed as "Monster".
create, they will all show the same printout since `key` is always fixed as "Monster".
Let's make the class a little more flexible: Let's make the class a little more flexible:
@ -259,13 +258,11 @@ Either way you'll need to go into `py` again:
fluffy.move_around() fluffy.move_around()
Fluffy is moving! Fluffy is moving!
Now we passed `"Fluffy"` as an argument to the class. This went into `__init__` and set `self.key`, which we Now we passed `"Fluffy"` as an argument to the class. This went into `__init__` and set `self.key`, which we later used to print with the right name!
later used to print with the right name! Again, note that we didn't include `self` when calling.
### What's so good about objects? ### What's so good about objects?
So far all we've seen a class do is to behave our first `hello_world` function but more complex. We So far all we've seen a class do is to behave like our first `hello_world` function but being more complex. We could just have made a function:
could just have made a function:
```python ```python
def monster_move_around(key): def monster_move_around(key):
@ -276,13 +273,12 @@ The difference between the function and an instance of a class (the object), is
object retains _state_. Once you called the function it forgets everything about what you called object retains _state_. Once you called the function it forgets everything about what you called
it with last time. The object, on the other hand, remembers changes: it with last time. The object, on the other hand, remembers changes:
> fluffy.key = "Cuddly" > fluffy.key = "Fluffy, the red dragon"
> fluffy.move_around() > fluffy.move_around()
Cuddly is moving! Fluffy, the red dragon is moving!
The `fluffy` object's `key` was changed to "Cuddly" for as long as it's around. This makes objects The `fluffy` object's `key` was changed for as long as it's around. This makes objects extremely useful for representing and remembering collections of data - some of which can be other
extremely useful for representing and remembering collections of data - some of which can be other objects in turn. Some examples:
objects in turn:
- A player character with all its stats - A player character with all its stats
- A monster with HP - A monster with HP
@ -295,8 +291,7 @@ objects in turn:
### Classes can have children ### Classes can have children
Classes can _inherit_ from each other. A "child" class will inherit everything from its "parent" class. But if Classes can _inherit_ from each other. A "child" class will inherit everything from its "parent" class. But if the child adds something with the same name as its parent, it will _override_ whatever it got from its parent.
the child adds something with the same name as its parent, it will _override_ whatever it got from its parent.
Let's expand `mygame/typeclasses/monsters.py` with another class: Let's expand `mygame/typeclasses/monsters.py` with another class:
@ -316,7 +311,7 @@ class Monster:
class Dragon(Monster): class Dragon(Monster):
""" """
This is a dragon-specific monster. This is a dragon monster.
""" """
def move_around(self): def move_around(self):
@ -330,8 +325,7 @@ class Dragon(Monster):
``` ```
We added some docstrings for clarity. It's always a good idea to add doc strings; you can do so also for methods, We added some docstrings for clarity. It's always a good idea to add doc strings; you can do so also for methods, as exemplified for the new `firebreath` method.
as exemplified for the new `firebreath` method.
We created the new class `Dragon` but we also specified that `Monster` is the _parent_ of `Dragon` but adding We created the new class `Dragon` but we also specified that `Monster` is the _parent_ of `Dragon` but adding
the parent in parenthesis. `class Classname(Parent)` is the way to do this. the parent in parenthesis. `class Classname(Parent)` is the way to do this.
@ -342,7 +336,7 @@ It's possible to add more comma-separated parents to a class. You should usually
``` ```
Let's try out our new class. First `reload` the server and the do Let's try out our new class. First `reload` the server and then:
> py > py
> from typeclasses.monsters import Dragon > from typeclasses.monsters import Dragon
@ -352,13 +346,9 @@ Let's try out our new class. First `reload` the server and the do
> smaug.firebreath() > smaug.firebreath()
Smaug breathes fire! Smaug breathes fire!
Because we didn't implement `__init__` in `Dragon`, we got the one from `Monster` instead. But since we Because we didn't (re)implement `__init__` in `Dragon`, we got the one from `Monster`. We did implement our own `move_around` in `Dragon`, so it _overrides_ the one in `Monster`. And `firebreath` is only available for `Dragon`s. Having that on `Monster` would not have made much sense, since not every monster can breathe fire.
implemented our own `move_around` in `Dragon`, it _overrides_ the one in `Monster`. And `firebreath` is only
available for `Dragon`s of course. Having that on `Monster` would not have made much sense, since not every monster
can breathe fire.
One can also force a class to use resources from the parent even if you are overriding some of it. This is done One can also force a class to use resources from the parent even if you are overriding some of it. This is done with the `super()` method. Modify your `Dragon` class as follows:
with the `super()` method. Modify your `Dragon` class as follows:
```python ```python
@ -372,13 +362,12 @@ class Dragon(Monster):
# ... # ...
``` ```
> Keep `Monster` and the `firebreath` method, `# ...` indicates the rest of the code is untouched.
>
The `super().move_around()` line means that we are calling `move_around()` on the parent of the class. So in this > Keep `Monster` and the `firebreath` method. The `# ...` above indicates the rest of the code is unchanged.
case, we will call `Monster.move_around` first, before doing our own thing.
Now `reload` the server and then: The `super().move_around()` line means that we are calling `move_around()` on the parent of the class. So in this case, we will call `Monster.move_around` first, before doing our own thing.
To see, `reload` the server and then:
> py > py
> from typeclasses.monsters import Dragon > from typeclasses.monsters import Dragon
@ -387,18 +376,13 @@ Now `reload` the server and then:
Smaug is moving! Smaug is moving!
The world trembles. The world trembles.
We can see that `Monster.move_around()` is calls first and prints "Smaug is moving!", followed by the extra bit We can see that `Monster.move_around()` is called first and prints "Smaug is moving!", followed by the extra bit about the trembling world from the `Dragon` class.
about the trembling world we added in the `Dragon` class.
Inheritance is very powerful because it allows you to organize and re-use code while only adding the special things Inheritance is a powerful concept. It allows you to organize and re-use code while only adding the special things you want to change. Evennia uses this a lot.
you want to change. Evennia uses this concept a lot.
## Summary ## Summary
We have created our first dragons from classes. We have learned a little about how you _instantiate_ a class We have created our first dragons from classes. We have learned a little about how you _instantiate_ a class into an _object_. We have seen some examples of _inheritance_ and we tested to _override_ a method in the parent with one in the child class. We also used `super()` to good effect.
into an _object_. We have seen some examples of _inheritance_ and we tested to _override_ a method in the parent
with one in the child class. We also used `super()` to good effect.
We have used pretty much raw Python so far. In the coming lessons we'll start to look at the extra bits that Evennia We have used pretty much raw Python so far. In the coming lessons we'll start to look at the extra bits that Evennia provides. But first we need to learn just where to find everything.
provides. But first we need to learn just where to find everything.

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@ -32,6 +32,7 @@ Only LOSERS and QUITTERS use the `give up` command.
## Gameplay ## Gameplay
![the castle off the moor](https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/22916c25-6299-453d-a221-446ec839f567/da2pmzu-46d63c6d-9cdc-41dd-87d6-1106db5a5e1a.jpg/v1/fill/w_600,h_849,q_75,strp/the_castle_off_the_moor_by_griatch_art_da2pmzu-fullview.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3siaGVpZ2h0IjoiPD04NDkiLCJwYXRoIjoiXC9mXC8yMjkxNmMyNS02Mjk5LTQ1M2QtYTIyMS00NDZlYzgzOWY1NjdcL2RhMnBtenUtNDZkNjNjNmQtOWNkYy00MWRkLTg3ZDYtMTEwNmRiNWE1ZTFhLmpwZyIsIndpZHRoIjoiPD02MDAifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6aW1hZ2Uub3BlcmF0aW9ucyJdfQ.omuS3D1RmFiZCy9OSXiIita-HxVGrBok3_7asq0rflw) ![the castle off the moor](https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/22916c25-6299-453d-a221-446ec839f567/da2pmzu-46d63c6d-9cdc-41dd-87d6-1106db5a5e1a.jpg/v1/fill/w_600,h_849,q_75,strp/the_castle_off_the_moor_by_griatch_art_da2pmzu-fullview.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3siaGVpZ2h0IjoiPD04NDkiLCJwYXRoIjoiXC9mXC8yMjkxNmMyNS02Mjk5LTQ1M2QtYTIyMS00NDZlYzgzOWY1NjdcL2RhMnBtenUtNDZkNjNjNmQtOWNkYy00MWRkLTg3ZDYtMTEwNmRiNWE1ZTFhLmpwZyIsIndpZHRoIjoiPD02MDAifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6aW1hZ2Uub3BlcmF0aW9ucyJdfQ.omuS3D1RmFiZCy9OSXiIita-HxVGrBok3_7asq0rflw)
(image by Griatch)
*To get into the mood of this miniature quest, imagine you are an adventurer out to find fame and *To get into the mood of this miniature quest, imagine you are an adventurer out to find fame and
fortune. You have heard rumours of an old castle ruin by the coast. In its depth a warrior princess fortune. You have heard rumours of an old castle ruin by the coast. In its depth a warrior princess

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@ -12,6 +12,7 @@ evennia.contrib.rpg
:maxdepth: 6 :maxdepth: 6
evennia.contrib.rpg.buffs evennia.contrib.rpg.buffs
evennia.contrib.rpg.character_creator
evennia.contrib.rpg.dice evennia.contrib.rpg.dice
evennia.contrib.rpg.health_bar evennia.contrib.rpg.health_bar
evennia.contrib.rpg.rpsystem evennia.contrib.rpg.rpsystem