Change to MyST parser
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[prev lesson](../../../Unimplemented) | [next lesson](../../../Unimplemented)
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[prev lesson](../../../Unimplemented.md) | [next lesson](../../../Unimplemented.md)
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# Making a sittable object
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# Making a sittable object
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In this lesson we will go through how to make a chair you can sit on. Sounds easy, right?
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Well it is. But in the process of making the chair we will need to consider the various ways
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to do it depending on how we want our game to work.
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In this lesson we will go through how to make a chair you can sit on. Sounds easy, right?
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Well it is. But in the process of making the chair we will need to consider the various ways
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to do it depending on how we want our game to work.
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The goals of this lesson are as follows:
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- We want a new 'sittable' object, a Chair in particular".
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- We want to be able to use a command to sit in the chair.
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- We want to be able to use a command to sit in the chair.
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- Once we are sitting in the chair it should affect us somehow. To demonstrate this we'll
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set a flag "Resting" on the Character sitting in the Chair.
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set a flag "Resting" on the Character sitting in the Chair.
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- When you sit down you should not be able to walk to another room without first standing up.
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- A character should be able to stand up and move away from the chair.
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- A character should be able to stand up and move away from the chair.
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There are two main ways to design the commands for sitting and standing up.
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- You can store the commands on the chair so they are only available when a chair is in the room
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- You can store the commands on the Character so they are always available and you must always specify
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which chair to sit on.
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Both of these are very useful to know about, so in this lesson we'll try both. But first
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we need to handle some basics.
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we need to handle some basics.
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## Don't move us when resting
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When you are sitting in a chair you can't just walk off without first standing up.
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When you are sitting in a chair you can't just walk off without first standing up.
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This requires a change to our Character typeclass. Open `mygame/typeclasses/characters.py`:
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```python
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@ -39,7 +39,7 @@ class Character(DefaultCharacter):
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def at_before_move(self, destination):
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"""
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Called by self.move_to when trying to move somewhere. If this returns
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False, the move is immediately cancelled.
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False, the move is immediately cancelled.
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"""
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if self.db.is_resting:
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self.msg("You can't go anywhere while resting.")
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@ -48,15 +48,15 @@ class Character(DefaultCharacter):
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```
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When moving somewhere, [character.move_to](api.objects.objects#Object.move_to) is called. This in turn
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When moving somewhere, [character.move_to](evennia.objects.objects.DefaultObject.move_to) is called. This in turn
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will call `character.at_before_move`. Here we look for an Attribute `is_resting` (which we will assign below)
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to determine if we are stuck on the chair or not.
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to determine if we are stuck on the chair or not.
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## Making the Chair itself
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## Making the Chair itself
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Next we need the Chair itself, or rather a whole family of "things you can sit on" that we will call
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_sittables_. We can't just use a default Object since we want a sittable to contain some custom code. We need
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a new, custom Typeclass. Create a new module `mygame/typeclasses/sittables.py` with the following content:
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Next we need the Chair itself, or rather a whole family of "things you can sit on" that we will call
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_sittables_. We can't just use a default Object since we want a sittable to contain some custom code. We need
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a new, custom Typeclass. Create a new module `mygame/typeclasses/sittables.py` with the following content:
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```python
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@ -69,8 +69,8 @@ class Sittable(DefaultObject):
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def do_sit(self, sitter):
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"""
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Called when trying to sit on/in this object.
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Called when trying to sit on/in this object.
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Args:
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sitter (Object): The one trying to sit down.
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@ -78,43 +78,43 @@ class Sittable(DefaultObject):
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current = self.db.sitter
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if current:
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if current == sitter:
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sitter.msg("You are already sitting on {self.key}.")
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sitter.msg("You are already sitting on {self.key}.")
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else:
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sitter.msg(f"You can't sit on {self.key} "
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f"- {current.key} is already sitting there!")
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return
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return
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self.db.sitting = sitter
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sitter.db.is_resting = True
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sitter.msg(f"You sit on {self.key}")
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def do_stand(self, stander):
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"""
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Called when trying to stand from this object.
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Called when trying to stand from this object.
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Args:
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stander (Object): The one trying to stand up.
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"""
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current = self.db.sitter
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current = self.db.sitter
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if not stander == current:
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stander.msg(f"You are not sitting on {self.key}.")
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else:
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self.db.sitting = None
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stander.db.is_resting = False
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stander.db.is_resting = False
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stander.msg(f"You stand up from {self.key}")
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```
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Here we have a small Typeclass that handles someone trying to sit on it. It has two methods that we can simply
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Here we have a small Typeclass that handles someone trying to sit on it. It has two methods that we can simply
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call from a Command later. We set the `is_resting` Attribute on the one sitting down.
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One could imagine that one could have the future `sit` command check if someone is already sitting in the
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One could imagine that one could have the future `sit` command check if someone is already sitting in the
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chair instead. This would work too, but letting the `Sittable` class handle the logic around who can sit on it makes
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logical sense.
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logical sense.
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We let the typeclass handle the logic, and also let it do all the return messaging. This makes it easy to churn out
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a bunch of chairs for people to sit on. But it's not perfect. The `Sittable` class is general. What if you want to
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make an armchair. You sit "in" an armchair rather than "on" it. We _could_ make a child class of `Sittable` named
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`SittableIn` that makes this change, but that feels excessive. Instead we will make it so that Sittables can
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`SittableIn` that makes this change, but that feels excessive. Instead we will make it so that Sittables can
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modify this per-instance:
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@ -126,13 +126,13 @@ class Sittable(DefaultObject):
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def at_object_creation(self):
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self.db.sitter = None
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# do you sit "on" or "in" this object?
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# do you sit "on" or "in" this object?
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self.db.adjective = "on"
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def do_sit(self, sitter):
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"""
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Called when trying to sit on/in this object.
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Called when trying to sit on/in this object.
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Args:
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sitter (Object): The one trying to sit down.
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@ -141,46 +141,46 @@ class Sittable(DefaultObject):
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current = self.db.sitter
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if current:
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if current == sitter:
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sitter.msg(f"You are already sitting {adjective} {self.key}.")
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sitter.msg(f"You are already sitting {adjective} {self.key}.")
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else:
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sitter.msg(
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f"You can't sit {adjective} {self.key} "
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f"- {current.key} is already sitting there!")
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return
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return
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self.db.sitting = sitter
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sitter.db.is_resting = True
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sitter.msg(f"You sit {adjective} {self.key}")
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def do_stand(self, stander):
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"""
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Called when trying to stand from this object.
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Called when trying to stand from this object.
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Args:
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stander (Object): The one trying to stand up.
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"""
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current = self.db.sitter
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current = self.db.sitter
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if not stander == current:
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stander.msg(f"You are not sitting {self.db.adjective} {self.key}.")
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else:
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self.db.sitting = None
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stander.db.is_resting = False
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stander.db.is_resting = False
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stander.msg(f"You stand up from {self.key}")
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```
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We added a new Attribute `adjective` which will probably usually be `in` or `on` but could also be `at` if you
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want to be able to sit _at a desk_ for example. A regular builder would use it like this:
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want to be able to sit _at a desk_ for example. A regular builder would use it like this:
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> create/drop armchair : sittables.Sittable
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> set armchair/adjective = in
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This is probably enough. But all those strings are hard-coded. What if we want some more dramatic flair when you
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sit down?
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sit down?
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You sit down and a whoopie cushion makes a loud fart noise!
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You sit down and a whoopie cushion makes a loud fart noise!
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For this we need to allow some further customization. Let's let the current strings be defaults that
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we can replace.
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For this we need to allow some further customization. Let's let the current strings be defaults that
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we can replace.
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```python
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@ -188,13 +188,13 @@ from evennia import DefaultObject
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class Sittable(DefaultObject):
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"""
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An object one can sit on
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An object one can sit on
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Customizable Attributes:
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Customizable Attributes:
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adjective: How to sit (on, in, at etc)
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Return messages (set as Attributes):
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msg_already_sitting: Already sitting here
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format tokens {adjective} and {key}
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format tokens {adjective} and {key}
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msg_other_sitting: Someone else is sitting here.
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format tokens {adjective}, {key} and {other}
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msg_sitting_down: Successfully sit down
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@ -207,13 +207,13 @@ class Sittable(DefaultObject):
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"""
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def at_object_creation(self):
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self.db.sitter = None
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# do you sit "on" or "in" this object?
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# do you sit "on" or "in" this object?
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self.db.adjective = "on"
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def do_sit(self, sitter):
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"""
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Called when trying to sit on/in this object.
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Called when trying to sit on/in this object.
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Args:
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sitter (Object): The one trying to sit down.
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@ -235,7 +235,7 @@ class Sittable(DefaultObject):
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else:
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sitter.msg(f"You can't sit {adjective} {self.key} "
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f"- {current.key} is already sitting there!")
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return
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return
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self.db.sitting = sitter
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sitter.db.is_resting = True
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if self.db.msg_sitting_down:
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@ -245,13 +245,13 @@ class Sittable(DefaultObject):
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def do_stand(self, stander):
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"""
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Called when trying to stand from this object.
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Called when trying to stand from this object.
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Args:
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stander (Object): The one trying to stand up.
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"""
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current = self.db.sitter
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current = self.db.sitter
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if not stander == current:
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if self.db.msg_standing_fail:
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stander.msg(self.db.msg_standing_fail.format(
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@ -260,7 +260,7 @@ class Sittable(DefaultObject):
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stander.msg(f"You are not sitting {self.db.adjective} {self.key}")
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else:
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self.db.sitting = None
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stander.db.is_resting = False
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stander.db.is_resting = False
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if self.db.msg_standing_up:
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stander.msg(self.db.msg_standing_up.format(
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adjective=self.db.adjective, key=self.key))
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@ -268,55 +268,55 @@ class Sittable(DefaultObject):
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stander.msg(f"You stand up from {self.key}")
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```
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Here we really went all out with flexibility. If you need this much is up to you.
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We added a bunch of optional Attributes to hold alternative versions of all the messages.
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There are some things to note:
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Here we really went all out with flexibility. If you need this much is up to you.
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We added a bunch of optional Attributes to hold alternative versions of all the messages.
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There are some things to note:
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- We don't actually initiate those Attributes in `at_object_creation`. This is a simple
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optimization. The assumption is that _most_ chairs will probably not be this customized.
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So initiating a bunch of Attributes to, say, empty strings would be a lot of useless database calls.
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- We don't actually initiate those Attributes in `at_object_creation`. This is a simple
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optimization. The assumption is that _most_ chairs will probably not be this customized.
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So initiating a bunch of Attributes to, say, empty strings would be a lot of useless database calls.
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The drawback is that the available Attributes become less visible when reading the code. So we add a long
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describing docstring to the end to explain all you can use.
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describing docstring to the end to explain all you can use.
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- We use `.format` to inject formatting-tokens in the text. The good thing about such formatting
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markers is that they are _optional_. They are there if you want them, but Python will not complain
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if you don't include some or any of them. Let's see an example:
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markers is that they are _optional_. They are there if you want them, but Python will not complain
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if you don't include some or any of them. Let's see an example:
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> reload # if you have new code
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> create/drop armchair : sittables.Sittable
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> create/drop armchair : sittables.Sittable
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> set armchair/adjective = in
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> set armchair/msg_sitting_down = As you sit down {adjective} {key}, life feels easier.
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> set armchair/msg_standing_up = You stand up from {key}. Life resumes.
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The `{key}` and `{adjective}` are examples of optional formatting markers. Whenever the message is
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returned, the format-tokens within will be replaced with `armchair` and `in` respectively. Should we
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The `{key}` and `{adjective}` are examples of optional formatting markers. Whenever the message is
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returned, the format-tokens within will be replaced with `armchair` and `in` respectively. Should we
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rename the chair later, this will show in the messages automatically (since `{key}` will change).
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We have no Command to use this chair yet. But we can try it out with `py`:
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> py self.search("armchair").do_sit(self)
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As you sit down in armchair, life feels easier.
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> self.db.resting
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As you sit down in armchair, life feels easier.
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> self.db.resting
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True
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> py self.search("armchair").do_stand(self)
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You stand up from armchair. Life resumes
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> self.db.resting
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False
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If you follow along and get a result like this, all seems to be working well!
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You stand up from armchair. Life resumes
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> self.db.resting
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False
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If you follow along and get a result like this, all seems to be working well!
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## Command variant 1: Commands on the chair
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This way to implement `sit` and `stand` puts new cmdsets on the Sittable itself.
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As we've learned before, commands on objects are made available to others in the room.
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This makes the command easy but instead adds some complexity in the management of the CmdSet.
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As we've learned before, commands on objects are made available to others in the room.
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This makes the command easy but instead adds some complexity in the management of the CmdSet.
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This is how it will look if `armchair` is in the room:
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This is how it will look if `armchair` is in the room:
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> sit
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As you sit down in armchair, life feels easier.
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> sit
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As you sit down in armchair, life feels easier.
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What happens if there are sittables `sofa` and `barstool` also in the room? Evennia will automatically
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handle this for us and allow us to specify which one we want:
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handle this for us and allow us to specify which one we want:
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> sit
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More than one match for 'sit' (please narrow target):
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@ -325,24 +325,24 @@ handle this for us and allow us to specify which one we want:
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sit-3 (barstool)
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> sit-1
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As you sit down in armchair, life feels easier.
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To keep things separate we'll make a new module `mygame/commands/sittables.py`:
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```sidebar:: Separate Commands and Typeclasses?
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```{sidebar} Separate Commands and Typeclasses?
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You can organize these things as you like. If you wanted you could put the sit-command + cmdset
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together with the `Sittable` typeclass in `mygame/typeclasses/sittables.py`. That has the advantage of
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keeping everything related to sitting in one place. But there is also some organizational merit to
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keeping all Commands in one place as we do here.
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together with the `Sittable` typeclass in `mygame/typeclasses/sittables.py`. That has the advantage of
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keeping everything related to sitting in one place. But there is also some organizational merit to
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keeping all Commands in one place as we do here.
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```
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```python
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from evennia import Command, CmdSet
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class CmdSit(Command):
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class CmdSit(Command):
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"""
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Sit down.
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Sit down.
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"""
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key = "sit"
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@ -366,65 +366,65 @@ class CmdSetSit(CmdSet):
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```
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As seen, the commands are nearly trivial. `self.obj` is the object to which we added the cmdset with this
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Command (so for example a chair). We just call the `do_sit/stand` on that object and the `Sittable` will
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As seen, the commands are nearly trivial. `self.obj` is the object to which we added the cmdset with this
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Command (so for example a chair). We just call the `do_sit/stand` on that object and the `Sittable` will
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do the rest.
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Why that `priority = 1` on `CmdSetSit`? This makes same-named Commands from this cmdset merge with a bit higher
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priority than Commands from the Character-cmdset. Why this is a good idea will become clear shortly.
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priority than Commands from the Character-cmdset. Why this is a good idea will become clear shortly.
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We also need to make a change to our `Sittable` typeclass. Open `mygame/typeclasses/sittables.py`:
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```python
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from evennia import DefaultObject
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from commands.sittables import CmdSetSit # <- new
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from commands.sittables import CmdSetSit # <- new
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class Sittable(DefaultObject):
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class Sittable(DefaultObject):
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"""
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(docstring)
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"""
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"""
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def at_object_creation(self):
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self.db.sitter = None
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# do you sit "on" or "in" this object?
|
||||
# do you sit "on" or "in" this object?
|
||||
self.db.adjective = "on"
|
||||
self.cmdset.add_default(CmdSetSit) # <- new
|
||||
```
|
||||
```
|
||||
|
||||
Any _new_ Sittables will now have your `sit` Command. Your existing `armchair` will not,
|
||||
since `at_object_creation` will not re-run for already existing objects. We can update it manually:
|
||||
Any _new_ Sittables will now have your `sit` Command. Your existing `armchair` will not,
|
||||
since `at_object_creation` will not re-run for already existing objects. We can update it manually:
|
||||
|
||||
> reload
|
||||
> update armchair
|
||||
|
||||
> reload
|
||||
> update armchair
|
||||
|
||||
We could also update all existing sittables (all on one line):
|
||||
|
||||
> py from typeclasses.sittables import Sittable ;
|
||||
> py from typeclasses.sittables import Sittable ;
|
||||
[sittable.at_object_creation() for sittable in Sittable.objects.all()]
|
||||
|
||||
> The above shows an example of a _list comprehension_. Think of it as an efficient way to construct a new list
|
||||
all in one line. You can read more about list comprehensions
|
||||
|
||||
> The above shows an example of a _list comprehension_. Think of it as an efficient way to construct a new list
|
||||
all in one line. You can read more about list comprehensions
|
||||
[here in the Python docs](https://docs.python.org/3/tutorial/datastructures.html#list-comprehensions).
|
||||
|
||||
|
||||
We should now be able to use `sit` while in the room with the armchair.
|
||||
|
||||
> sit
|
||||
> sit
|
||||
As you sit down in armchair, life feels easier.
|
||||
> stand
|
||||
> stand
|
||||
You stand up from armchair.
|
||||
|
||||
One issue with placing the `sit` (or `stand`) Command "on" the chair is that it will not be available when in a
|
||||
room without a Sittable object:
|
||||
One issue with placing the `sit` (or `stand`) Command "on" the chair is that it will not be available when in a
|
||||
room without a Sittable object:
|
||||
|
||||
> sit
|
||||
> sit
|
||||
Command 'sit' is not available. ...
|
||||
|
||||
This is practical but not so good-looking; it makes it harder for the user to know a `sit` action is at all
|
||||
possible. Here is a trick for fixing this. Let's add _another_ Command to the bottom
|
||||
|
||||
This is practical but not so good-looking; it makes it harder for the user to know a `sit` action is at all
|
||||
possible. Here is a trick for fixing this. Let's add _another_ Command to the bottom
|
||||
of `mygame/commands/sittables.py`:
|
||||
|
||||
```python
|
||||
# ...
|
||||
# ...
|
||||
|
||||
class CmdNoSitStand(Command):
|
||||
"""
|
||||
|
|
@ -441,15 +441,15 @@ class CmdNoSitStand(Command):
|
|||
|
||||
```
|
||||
|
||||
Here we have a Command that is actually two - it will answer to both `sit` and `stand` since we
|
||||
added `stand` to its `aliases`. In the command we look at `self.cmdname`, which is the string
|
||||
_actually used_ to call this command. We use this to return different messages.
|
||||
Here we have a Command that is actually two - it will answer to both `sit` and `stand` since we
|
||||
added `stand` to its `aliases`. In the command we look at `self.cmdname`, which is the string
|
||||
_actually used_ to call this command. We use this to return different messages.
|
||||
|
||||
We don't need a separate CmdSet for this, instead we will add this
|
||||
We don't need a separate CmdSet for this, instead we will add this
|
||||
to the default Character cmdset. Open `mygame/commands/default_cmdsets.py`:
|
||||
|
||||
```python
|
||||
# ...
|
||||
# ...
|
||||
from commands import sittables
|
||||
|
||||
class CharacterCmdSet(CmdSet):
|
||||
|
|
@ -462,36 +462,36 @@ class CharacterCmdSet(CmdSet):
|
|||
|
||||
```
|
||||
|
||||
To test we'll build a new location without any comfy armchairs and go there:
|
||||
To test we'll build a new location without any comfy armchairs and go there:
|
||||
|
||||
> reload
|
||||
> tunnel n = kitchen
|
||||
north
|
||||
> sit
|
||||
> reload
|
||||
> tunnel n = kitchen
|
||||
north
|
||||
> sit
|
||||
You have nothing to sit on.
|
||||
> south
|
||||
sit
|
||||
> south
|
||||
sit
|
||||
As you sit down in armchair, life feels easier.
|
||||
|
||||
We now have a fully functioning `sit` action that is contained with the chair itself. When no chair is around, a
|
||||
default error message is shown.
|
||||
|
||||
How does this work? There are two cmdsets at play, both of which have a `sit` Command. As you may remember we
|
||||
set the chair's cmdset to `priority = 1`. This is where that matters. The default Character cmdset has a
|
||||
We now have a fully functioning `sit` action that is contained with the chair itself. When no chair is around, a
|
||||
default error message is shown.
|
||||
|
||||
How does this work? There are two cmdsets at play, both of which have a `sit` Command. As you may remember we
|
||||
set the chair's cmdset to `priority = 1`. This is where that matters. The default Character cmdset has a
|
||||
priority of 0. This means that whenever we enter a room with a Sittable thing, the `sit` command
|
||||
from _its_ cmdset will take _precedence_ over the Character cmdset's version. So we are actually picking
|
||||
from _its_ cmdset will take _precedence_ over the Character cmdset's version. So we are actually picking
|
||||
_different_ `sit` commands depending on circumstance! The user will never be the wiser.
|
||||
|
||||
So this handles `sit`. What about `stand`? That will work just fine:
|
||||
|
||||
So this handles `sit`. What about `stand`? That will work just fine:
|
||||
|
||||
> stand
|
||||
You stand up from armchair.
|
||||
You stand up from armchair.
|
||||
> north
|
||||
> stand
|
||||
You are not sitting down.
|
||||
|
||||
We have one remaining problem with `stand` though - what happens when you are sitting down and try to
|
||||
`stand` in a room with more than one chair:
|
||||
> stand
|
||||
You are not sitting down.
|
||||
|
||||
We have one remaining problem with `stand` though - what happens when you are sitting down and try to
|
||||
`stand` in a room with more than one chair:
|
||||
|
||||
> stand
|
||||
More than one match for 'stand' (please narrow target):
|
||||
|
|
@ -499,12 +499,12 @@ We have one remaining problem with `stand` though - what happens when you are si
|
|||
stand-2 (sofa)
|
||||
stand-3 (barstool)
|
||||
|
||||
Since all the sittables have the `stand` Command on them, you'll get a multi-match error. This _works_ ... but
|
||||
Since all the sittables have the `stand` Command on them, you'll get a multi-match error. This _works_ ... but
|
||||
you could pick _any_ of those sittables to "stand up from". That's really weird and non-intuitive. With `sit` it
|
||||
was okay to get a choice - Evennia can't know which chair we intended to sit on. But we know which chair we
|
||||
sit on so we should only get _its_ `stand` command.
|
||||
was okay to get a choice - Evennia can't know which chair we intended to sit on. But we know which chair we
|
||||
sit on so we should only get _its_ `stand` command.
|
||||
|
||||
We will fix this with a `lock` and a custom `lock function`. We want a lock on the `stand` Command that only
|
||||
We will fix this with a `lock` and a custom `lock function`. We want a lock on the `stand` Command that only
|
||||
makes it available when the caller is actually sitting on the chair the `stand` command is on.
|
||||
|
||||
First let's add the lock so we see what we want. Open `mygame/commands/sittables.py`:
|
||||
|
|
@ -518,37 +518,37 @@ class CmdStand(Command):
|
|||
"""
|
||||
key = "stand"
|
||||
lock = "cmd:sitsonthis()" # < this is new
|
||||
|
||||
|
||||
def func(self):
|
||||
self.obj.do_stand(self.caller)
|
||||
# ...
|
||||
```
|
||||
|
||||
We define a [Lock](../../../Components/Locks) on the command. The `cmd:` is in what situation Evennia will check
|
||||
the lock. The `cmd` means that it will check the lock when determining if a user has access to this command or not.
|
||||
What will be checked is the `sitsonthis` _lock function_ which doesn't exist yet.
|
||||
We define a [Lock](../../../Components/Locks.md) on the command. The `cmd:` is in what situation Evennia will check
|
||||
the lock. The `cmd` means that it will check the lock when determining if a user has access to this command or not.
|
||||
What will be checked is the `sitsonthis` _lock function_ which doesn't exist yet.
|
||||
|
||||
Open `mygame/server/conf/lockfuncs.py` to add it!
|
||||
Open `mygame/server/conf/lockfuncs.py` to add it!
|
||||
|
||||
```python
|
||||
"""
|
||||
(module lockstring)
|
||||
"""
|
||||
# ...
|
||||
# ...
|
||||
|
||||
def sitsonthis(accessing_obj, accessed_obj, *args, **kwargs):
|
||||
"""
|
||||
True if accessing_obj is sitting on/in the accessed_obj.
|
||||
True if accessing_obj is sitting on/in the accessed_obj.
|
||||
"""
|
||||
return accessed_obj.db.sitting == accessing_obj
|
||||
|
||||
# ...
|
||||
# ...
|
||||
```
|
||||
|
||||
Evennia knows that all functions in `mygame/server/conf/lockfuncs` should be possible to use in a lock definition.
|
||||
The arguments are required and Evennia will pass all relevant objects to them:
|
||||
The arguments are required and Evennia will pass all relevant objects to them:
|
||||
|
||||
```sidebar:: Lockfuncs
|
||||
```{sidebar} Lockfuncs
|
||||
|
||||
Evennia provides a large number of default lockfuncs, such as checking permission-levels,
|
||||
if you are carrying or are inside the accessed object etc. There is no concept of 'sitting'
|
||||
|
|
@ -556,53 +556,53 @@ The arguments are required and Evennia will pass all relevant objects to them:
|
|||
|
||||
```
|
||||
|
||||
- `accessing_obj` is the one trying to access the lock. So us, in this case.
|
||||
- `accessing_obj` is the one trying to access the lock. So us, in this case.
|
||||
- `accessed_obj` is the entity we are trying to gain a particular type of access to. So the chair.
|
||||
- `args` is a tuple holding any arguments passed to the lockfunc. Since we use `sitsondthis()` this will
|
||||
- `args` is a tuple holding any arguments passed to the lockfunc. Since we use `sitsondthis()` this will
|
||||
be empty (and if we add anything, it will be ignored).
|
||||
- `kwargs` is a tuple of keyword arguments passed to the lockfuncs. This will be empty as well in our example.
|
||||
|
||||
If you are superuser, it's important that you `quell` yourself before trying this out. This is because the superuser
|
||||
If you are superuser, it's important that you `quell` yourself before trying this out. This is because the superuser
|
||||
bypasses all locks - it can never get locked out, but it means it will also not see the effects of a lock like this.
|
||||
|
||||
> reload
|
||||
> quell
|
||||
> stand
|
||||
You stand up from armchair
|
||||
|
||||
None of the other sittables' `stand` commands passed the lock and only the one we are actually sitting on did.
|
||||
> reload
|
||||
> quell
|
||||
> stand
|
||||
You stand up from armchair
|
||||
|
||||
None of the other sittables' `stand` commands passed the lock and only the one we are actually sitting on did.
|
||||
|
||||
Adding a Command to the chair object like this is powerful and a good technique to know. It does come with some
|
||||
caveats though that one needs to keep in mind.
|
||||
caveats though that one needs to keep in mind.
|
||||
|
||||
We'll now try another way to add the `sit/stand` commands.
|
||||
|
||||
## Command variant 2: Command on Character
|
||||
## Command variant 2: Command on Character
|
||||
|
||||
Before we start with this, delete the chairs you've created (`del armchair` etc) and then do the following
|
||||
changes:
|
||||
Before we start with this, delete the chairs you've created (`del armchair` etc) and then do the following
|
||||
changes:
|
||||
|
||||
- In `mygame/typeclasses/sittables.py`, comment out the line `self.cmdset.add_default(CmdSetSit)`.
|
||||
- In `mygame/commands/default_cmdsets.py`, comment out the line `self.add(sittables.CmdNoSitStand)`.
|
||||
- In `mygame/commands/default_cmdsets.py`, comment out the line `self.add(sittables.CmdNoSitStand)`.
|
||||
|
||||
This disables the on-object command solution so we can try an alternative. Make sure to `reload` so the
|
||||
changes are known to Evennia.
|
||||
This disables the on-object command solution so we can try an alternative. Make sure to `reload` so the
|
||||
changes are known to Evennia.
|
||||
|
||||
In this variation we will put the `sit` and `stand` commands on the `Character` instead of on the chair. This
|
||||
makes some things easier, but makes the Commands themselves more complex because they will not know which
|
||||
chair to sit on. We can't just do `sit` anymore. This is how it will work.
|
||||
makes some things easier, but makes the Commands themselves more complex because they will not know which
|
||||
chair to sit on. We can't just do `sit` anymore. This is how it will work.
|
||||
|
||||
> sit <chair>
|
||||
> sit <chair>
|
||||
You sit on chair.
|
||||
> stand
|
||||
> stand
|
||||
You stand up from chair.
|
||||
|
||||
Open `mygame/commands.sittables.py` again. We'll add a new sit-command. We name the class `CmdSit2` since
|
||||
we already have `CmdSit` from the previous example. We put everything at the end of the module to
|
||||
keep it separate.
|
||||
|
||||
Open `mygame/commands.sittables.py` again. We'll add a new sit-command. We name the class `CmdSit2` since
|
||||
we already have `CmdSit` from the previous example. We put everything at the end of the module to
|
||||
keep it separate.
|
||||
|
||||
```python
|
||||
from evennia import Command, CmdSet
|
||||
from evennia import Command, CmdSet
|
||||
from evennia import InterruptCommand # <- this is new
|
||||
|
||||
class CmdSit(Command):
|
||||
|
|
@ -610,18 +610,18 @@ class CmdSit(Command):
|
|||
|
||||
# ...
|
||||
|
||||
# new from here
|
||||
# new from here
|
||||
|
||||
class CmdSit2(Command):
|
||||
"""
|
||||
Sit down.
|
||||
|
||||
Usage:
|
||||
Usage:
|
||||
sit <sittable>
|
||||
|
||||
"""
|
||||
|
||||
"""
|
||||
key = "sit"
|
||||
|
||||
|
||||
def parse(self):
|
||||
self.args = self.args.strip()
|
||||
if not self.args:
|
||||
|
|
@ -641,7 +641,7 @@ class CmdSit2(Command):
|
|||
|
||||
```
|
||||
|
||||
With this Command-variation we need to search for the sittable. A series of methods on the Command
|
||||
With this Command-variation we need to search for the sittable. A series of methods on the Command
|
||||
are run in sequence:
|
||||
|
||||
1. `Command.at_pre_command` - this is not used by default
|
||||
|
|
@ -649,77 +649,77 @@ are run in sequence:
|
|||
3. `Command.func` - this should implement the actual Command functionality
|
||||
4. `Command.at_post_func` - this is not used by default
|
||||
|
||||
So if we just `return` in `.parse`, `.func` will still run, which is not what we want. To immediately
|
||||
So if we just `return` in `.parse`, `.func` will still run, which is not what we want. To immediately
|
||||
abort this sequence we need to `raise InterruptCommand`.
|
||||
|
||||
```sidebar:: Raising exceptions
|
||||
```{sidebar} Raising exceptions
|
||||
|
||||
Raising an exception allows for immediately interrupting the current program flow. Python
|
||||
automatically raises error-exceptions when detecting problems with the code. It will be
|
||||
Raising an exception allows for immediately interrupting the current program flow. Python
|
||||
automatically raises error-exceptions when detecting problems with the code. It will be
|
||||
raised up through the sequence of called code (the 'stack') until it's either `caught` with
|
||||
a `try ... except` or reaches the outermost scope where it'll be logged or displayed.
|
||||
|
||||
```
|
||||
|
||||
`InterruptCommand` is an _exception_ that the Command-system catches with the understanding that we want
|
||||
to do a clean abort. In the `.parse` method we strip any whitespaces from the argument and
|
||||
sure there actuall _is_ an argument. We abort immediately if there isn't.
|
||||
`InterruptCommand` is an _exception_ that the Command-system catches with the understanding that we want
|
||||
to do a clean abort. In the `.parse` method we strip any whitespaces from the argument and
|
||||
sure there actuall _is_ an argument. We abort immediately if there isn't.
|
||||
|
||||
We we get to `.func` at all, we know that we have an argument. We search for this and abort if we there was
|
||||
a problem finding the target.
|
||||
a problem finding the target.
|
||||
|
||||
> We could have done `raise InterruptCommand` in `.func` as well, but `return` is a little shorter to write
|
||||
> and there is no harm done if `at_post_func` runs since it's empty.
|
||||
|
||||
Next we call the found sittable's `do_sit` method. Note that we wrap this call like this:
|
||||
Next we call the found sittable's `do_sit` method. Note that we wrap this call like this:
|
||||
|
||||
```python
|
||||
|
||||
try:
|
||||
# code
|
||||
# code
|
||||
except AttributeError:
|
||||
# stuff to do if AttributeError exception was raised
|
||||
```
|
||||
|
||||
The reason is that `caller.search` has no idea we are looking for a Sittable. The user could have tried
|
||||
The reason is that `caller.search` has no idea we are looking for a Sittable. The user could have tried
|
||||
`sit wall` or `sit sword`. These don't have a `do_sit` method _but we call it anyway and handle the error_.
|
||||
This is a very "Pythonic" thing to do. The concept is often called "leap before you look" or "it's easier to
|
||||
ask for forgiveness than for permission". If `sittable.do_sit` does not exist, Python will raise an `AttributeError`.
|
||||
We catch this with `try ... except AttributeError` and convert it to a proper error message.
|
||||
We catch this with `try ... except AttributeError` and convert it to a proper error message.
|
||||
|
||||
While it's useful to learn about `try ... except`, there is also a way to leverage Evennia to do this without
|
||||
`try ... except`:
|
||||
|
||||
```python
|
||||
|
||||
# ...
|
||||
# ...
|
||||
|
||||
def func(self):
|
||||
|
||||
# self.search handles all error messages etc.
|
||||
sittable = self.caller.search(
|
||||
self.args,
|
||||
self.args,
|
||||
typeclass="typeclasses.sittables.Sittable")
|
||||
if not sittable:
|
||||
return
|
||||
sittable.do_sit(self.caller)
|
||||
```
|
||||
|
||||
```sidebar:: Continuing across multiple lines
|
||||
```{sidebar} Continuing across multiple lines
|
||||
|
||||
Note how the `.search()` method's arguments are spread out over multiple
|
||||
lines. This works for all lists, tuples and other listings and is
|
||||
lines. This works for all lists, tuples and other listings and is
|
||||
a good way to avoid very long and hard-to-read lines.
|
||||
|
||||
```
|
||||
|
||||
The `caller.search` method has an keyword argument `typeclass` that can take either a python-path to a
|
||||
The `caller.search` method has an keyword argument `typeclass` that can take either a python-path to a
|
||||
typeclass, the typeclass itself, or a list of either to widen the allowed options. In this case we know
|
||||
for sure that the `sittable` we get is actually a `Sittable` class and we can call `sittable.do_sit` without
|
||||
needing to worry about catching errors.
|
||||
needing to worry about catching errors.
|
||||
|
||||
Let's do the `stand` command while we are at it. Again, since the Command is external to the chair we don't
|
||||
know which object we are sitting in and have to search for it.
|
||||
know which object we are sitting in and have to search for it.
|
||||
|
||||
```python
|
||||
|
||||
|
|
@ -727,43 +727,43 @@ class CmdStand2(Command):
|
|||
"""
|
||||
Stand up.
|
||||
|
||||
Usage:
|
||||
Usage:
|
||||
stand
|
||||
|
||||
"""
|
||||
|
||||
"""
|
||||
key = "stand"
|
||||
|
||||
|
||||
def func(self):
|
||||
|
||||
caller = self.caller
|
||||
caller = self.caller
|
||||
# find the thing we are sitting on/in, by finding the object
|
||||
# in the current location that as an Attribute "sitter" set
|
||||
# in the current location that as an Attribute "sitter" set
|
||||
# to the caller
|
||||
sittable = caller.search(
|
||||
caller,
|
||||
caller,
|
||||
candidates=caller.location.contents,
|
||||
attribute_name="sitter",
|
||||
attribute_name="sitter",
|
||||
typeclass="typeclasses.sittables.Sittable")
|
||||
# if this is None, the error was already reported to user
|
||||
if not sittable:
|
||||
return
|
||||
return
|
||||
|
||||
sittable.do_stand(caller)
|
||||
|
||||
|
||||
```
|
||||
|
||||
This forced us to to use the full power of the `caller.search` method. If we wanted to search for something
|
||||
more complex we would likely need to break out a [Django query](../Part1/Django-queries) to do it. The key here is that
|
||||
we know that the object we are looking for is a `Sittable` and that it must have an Attribute named `sitter`
|
||||
which should be set to us, the one sitting on/in the thing. Once we have that we just call `.do_stand` on it
|
||||
and let the Typeclass handle the rest.
|
||||
This forced us to to use the full power of the `caller.search` method. If we wanted to search for something
|
||||
more complex we would likely need to break out a [Django query](../Part1/Django-queries.md) to do it. The key here is that
|
||||
we know that the object we are looking for is a `Sittable` and that it must have an Attribute named `sitter`
|
||||
which should be set to us, the one sitting on/in the thing. Once we have that we just call `.do_stand` on it
|
||||
and let the Typeclass handle the rest.
|
||||
|
||||
All that is left now is to make this available to us. This type of Command should be available to us all the time
|
||||
so we can put it in the default Cmdset` on the Character. Open `mygame/default_cmdsets.py`
|
||||
|
||||
|
||||
```python
|
||||
# ...
|
||||
# ...
|
||||
from commands import sittables
|
||||
|
||||
class CharacterCmdSet(CmdSet):
|
||||
|
|
@ -777,26 +777,26 @@ class CharacterCmdSet(CmdSet):
|
|||
|
||||
```
|
||||
|
||||
Now let's try it out:
|
||||
Now let's try it out:
|
||||
|
||||
> reload
|
||||
> reload
|
||||
> create/drop sofa : sittables.Sittable
|
||||
> sit sofa
|
||||
You sit down on sofa.
|
||||
> stand
|
||||
> stand
|
||||
You stand up from sofa.
|
||||
|
||||
|
||||
## Conclusions
|
||||
|
||||
In this lesson we accomplished quite a bit:
|
||||
In this lesson we accomplished quite a bit:
|
||||
|
||||
- We modified our `Character` class to avoid moving when sitting down.
|
||||
- We made a new `Sittable` typeclass
|
||||
- We tried two ways to allow a user to interact with sittables using `sit` and `stand` commands.
|
||||
- We tried two ways to allow a user to interact with sittables using `sit` and `stand` commands.
|
||||
|
||||
Eagle-eyed readers will notice that the `stand` command sitting "on" the chair (variant 1) would work just fine
|
||||
together with the `sit` command sitting "on" the Character (variant 2). There is nothing stopping you from
|
||||
mixing them, or even try a third solution that better fits what you have in mind.
|
||||
Eagle-eyed readers will notice that the `stand` command sitting "on" the chair (variant 1) would work just fine
|
||||
together with the `sit` command sitting "on" the Character (variant 2). There is nothing stopping you from
|
||||
mixing them, or even try a third solution that better fits what you have in mind.
|
||||
|
||||
[prev lesson](../../../Unimplemented) | [next lesson](../../../Unimplemented)
|
||||
[prev lesson](../../../Unimplemented.md) | [next lesson](../../../Unimplemented.md)
|
||||
|
|
|
|||
|
|
@ -45,12 +45,12 @@ makes it easier to change and update things in one place later.
|
|||
values for Health, a list of skills etc, store those things on the Character - don't store how to
|
||||
roll or change them.
|
||||
- Next is to determine just how you want to store things on your Objects and Characters. You can
|
||||
choose to either store things as individual [Attributes](../../../Components/Attributes), like `character.db.STR=34` and
|
||||
choose to either store things as individual [Attributes](../../../Components/Attributes.md), like `character.db.STR=34` and
|
||||
`character.db.Hunting_skill=20`. But you could also use some custom storage method, like a
|
||||
dictionary `character.db.skills = {"Hunting":34, "Fishing":20, ...}`. A much more fancy solution is
|
||||
to look at the Ainneve [Trait
|
||||
handler](https://github.com/evennia/ainneve/blob/master/world/traits.py). Finally you could even go
|
||||
with a [custom django model](../../../Concepts/New-Models). Which is the better depends on your game and the
|
||||
with a [custom django model](../../../Concepts/New-Models.md). Which is the better depends on your game and the
|
||||
complexity of your system.
|
||||
- Make a clear [API](https://en.wikipedia.org/wiki/Application_programming_interface) into your
|
||||
rules. That is, make methods/functions that you feed with, say, your Character and which skill you
|
||||
|
|
|
|||
|
|
@ -1,6 +1,8 @@
|
|||
# Evennia Starting Tutorial (Part 3)
|
||||
|
||||
```sidebar:: Tutorial Parts
|
||||
```{eval-rst}
|
||||
|
||||
sidebar:: Tutorial Parts
|
||||
|
||||
Part 1: `What we have <../Part1/Starting-Part1.html>`_
|
||||
A tour of Evennia and how to use the tools, including an introduction to Python.
|
||||
|
|
@ -13,33 +15,33 @@
|
|||
Part 5: `Showing the world <../Part5/Starting-Part5.html>`_
|
||||
Taking our new game online and let players try it out
|
||||
```
|
||||
In part three of the Evennia Starting tutorial we will go through the creation of several key parts
|
||||
of our tutorial game _EvAdventure_. As we go, we will test each part and create a simple "tech demo" to
|
||||
show off all the moving parts.
|
||||
In part three of the Evennia Starting tutorial we will go through the creation of several key parts
|
||||
of our tutorial game _EvAdventure_. As we go, we will test each part and create a simple "tech demo" to
|
||||
show off all the moving parts.
|
||||
|
||||
1. Introduction & Overview (you are here)
|
||||
1. [Changing settings](../../../Unimplemented)
|
||||
1. [Applying contribs](../../../Unimplemented)
|
||||
1. [Creating a rule module](../../../Unimplemented)
|
||||
1. [Tweaking the base Typeclasses](../../../Unimplemented)
|
||||
1. [Character creation menu](../../../Unimplemented)
|
||||
1. [Wearing armor and wielding weapons](../../../Unimplemented)
|
||||
1. [Two types of combat](../../../Unimplemented)
|
||||
1. [Monsters and AI](../../../Unimplemented)
|
||||
1. [Questing and rewards](../../../Unimplemented)
|
||||
1. [Overview of Tech demo](../../../Unimplemented)
|
||||
1. [Changing settings](../../../Unimplemented.md)
|
||||
1. [Applying contribs](../../../Unimplemented.md)
|
||||
1. [Creating a rule module](../../../Unimplemented.md)
|
||||
1. [Tweaking the base Typeclasses](../../../Unimplemented.md)
|
||||
1. [Character creation menu](../../../Unimplemented.md)
|
||||
1. [Wearing armor and wielding weapons](../../../Unimplemented.md)
|
||||
1. [Two types of combat](../../../Unimplemented.md)
|
||||
1. [Monsters and AI](../../../Unimplemented.md)
|
||||
1. [Questing and rewards](../../../Unimplemented.md)
|
||||
1. [Overview of Tech demo](../../../Unimplemented.md)
|
||||
|
||||
If you followed the previous parts of this tutorial you will have some notions about Python and where to find
|
||||
and make use of things in Evennia. We also have a good idea of the type of game we want.
|
||||
Even if this is not the game-style you are interested in, following along will give you a lot of experience
|
||||
with using Evennia. This be of much use when doing your own thing later.
|
||||
and make use of things in Evennia. We also have a good idea of the type of game we want.
|
||||
Even if this is not the game-style you are interested in, following along will give you a lot of experience
|
||||
with using Evennia. This be of much use when doing your own thing later.
|
||||
|
||||
_TODO_
|
||||
|
||||
|
||||
```toctree::
|
||||
:hidden:
|
||||
```{toctree}
|
||||
:hidden:
|
||||
|
||||
../../../Unimplemented
|
||||
../../../Unimplemented
|
||||
|
||||
```
|
||||
```
|
||||
|
|
|
|||
|
|
@ -31,8 +31,8 @@ allows for emoting as part of combat which is an advantage for roleplay-heavy ga
|
|||
To implement a freeform combat system all you need is a dice roller and a roleplaying rulebook. See
|
||||
[contrib/dice.py](https://github.com/evennia/evennia/blob/master/evennia/contrib/dice.py) for an
|
||||
example dice roller. To implement at twitch-based system you basically need a few combat
|
||||
[commands](../../../Components/Commands), possibly ones with a [cooldown](../../Command-Cooldown). You also need a [game rule
|
||||
module](Implementing-a-game-rule-system) that makes use of it. We will focus on the turn-based
|
||||
[commands](../../../Components/Commands.md), possibly ones with a [cooldown](../../Command-Cooldown.md). You also need a [game rule
|
||||
module](./Implementing-a-game-rule-system.md) that makes use of it. We will focus on the turn-based
|
||||
variety here.
|
||||
|
||||
## Tutorial overview
|
||||
|
|
@ -61,22 +61,22 @@ reported. A new turn then begins.
|
|||
|
||||
For creating the combat system we will need the following components:
|
||||
|
||||
- A combat handler. This is the main mechanic of the system. This is a [Script](../../../Components/Scripts) object
|
||||
- A combat handler. This is the main mechanic of the system. This is a [Script](../../../Components/Scripts.md) object
|
||||
created for each combat. It is not assigned to a specific object but is shared by the combating
|
||||
characters and handles all the combat information. Since Scripts are database entities it also means
|
||||
that the combat will not be affected by a server reload.
|
||||
- A combat [command set](../../../Components/Command-Sets) with the relevant commands needed for combat, such as the
|
||||
- A combat [command set](../../../Components/Command-Sets.md) with the relevant commands needed for combat, such as the
|
||||
various attack/defend options and the `flee/disengage` command to leave the combat mode.
|
||||
- A rule resolution system. The basics of making such a module is described in the [rule system
|
||||
tutorial](Implementing-a-game-rule-system). We will only sketch such a module here for our end-turn
|
||||
tutorial](./Implementing-a-game-rule-system.md). We will only sketch such a module here for our end-turn
|
||||
combat resolution.
|
||||
- An `attack` [command](../../../Components/Commands) for initiating the combat mode. This is added to the default
|
||||
- An `attack` [command](../../../Components/Commands.md) for initiating the combat mode. This is added to the default
|
||||
command set. It will create the combat handler and add the character(s) to it. It will also assign
|
||||
the combat command set to the characters.
|
||||
|
||||
## The combat handler
|
||||
|
||||
The _combat handler_ is implemented as a stand-alone [Script](../../../Components/Scripts). This Script is created when
|
||||
The _combat handler_ is implemented as a stand-alone [Script](../../../Components/Scripts.md). This Script is created when
|
||||
the first Character decides to attack another and is deleted when no one is fighting any more. Each
|
||||
handler represents one instance of combat and one combat only. Each instance of combat can hold any
|
||||
number of characters but each character can only be part of one combat at a time (a player would
|
||||
|
|
@ -89,7 +89,7 @@ don't use this very much here this might allow the combat commands on the charac
|
|||
update the combat handler state directly.
|
||||
|
||||
_Note: Another way to implement a combat handler would be to use a normal Python object and handle
|
||||
time-keeping with the [TickerHandler](../../../Components/TickerHandler). This would require either adding custom hook
|
||||
time-keeping with the [TickerHandler](../../../Components/TickerHandler.md). This would require either adding custom hook
|
||||
methods on the character or to implement a custom child of the TickerHandler class to track turns.
|
||||
Whereas the TickerHandler is easy to use, a Script offers more power in this case._
|
||||
|
||||
|
|
@ -507,7 +507,7 @@ class CmdAttack(Command):
|
|||
```
|
||||
|
||||
The `attack` command will not go into the combat cmdset but rather into the default cmdset. See e.g.
|
||||
the [Adding Command Tutorial](../Part1/Adding-Commands) if you are unsure about how to do this.
|
||||
the [Adding Command Tutorial](../Part1/Adding-Commands.md) if you are unsure about how to do this.
|
||||
|
||||
## Expanding the example
|
||||
|
||||
|
|
|
|||
|
|
@ -7,7 +7,7 @@ focused on free form storytelling. Even if you are not interested in MUSH:es, th
|
|||
first game-type to try since it's not so code heavy. You will be able to use the same principles for
|
||||
building other types of games.
|
||||
|
||||
The tutorial starts from scratch. If you did the [First Steps Coding](../Part1/Starting-Part1) tutorial
|
||||
The tutorial starts from scratch. If you did the [First Steps Coding](../Part1/Starting-Part1.md) tutorial
|
||||
already you should have some ideas about how to do some of the steps already.
|
||||
|
||||
The following are the (very simplistic and cut-down) features we will implement (this was taken from
|
||||
|
|
@ -61,7 +61,7 @@ class Character(DefaultCharacter):
|
|||
self.db.combat_score = 1
|
||||
```
|
||||
|
||||
We defined two new [Attributes](../../../Components/Attributes) `power` and `combat_score` and set them to default
|
||||
We defined two new [Attributes](../../../Components/Attributes.md) `power` and `combat_score` and set them to default
|
||||
values. Make sure to `@reload` the server if you had it already running (you need to reload every
|
||||
time you update your python code, don't worry, no accounts will be disconnected by the reload).
|
||||
|
||||
|
|
@ -94,8 +94,8 @@ check it. Using this method however will make it easy to add more functionality
|
|||
|
||||
What we need are the following:
|
||||
|
||||
- One character generation [Command](../../../Components/Commands) to set the "Power" on the `Character`.
|
||||
- A chargen [CmdSet](../../../Components/Command-Sets) to hold this command. Lets call it `ChargenCmdset`.
|
||||
- One character generation [Command](../../../Components/Commands.md) to set the "Power" on the `Character`.
|
||||
- A chargen [CmdSet](../../../Components/Command-Sets.md) to hold this command. Lets call it `ChargenCmdset`.
|
||||
- A custom `ChargenRoom` type that makes this set of commands available to players in such rooms.
|
||||
- One such room to test things in.
|
||||
|
||||
|
|
@ -104,7 +104,7 @@ What we need are the following:
|
|||
For this tutorial we will add all our new commands to `mygame/commands/command.py` but you could
|
||||
split your commands into multiple module if you prefered.
|
||||
|
||||
For this tutorial character generation will only consist of one [Command](../../../Components/Commands) to set the
|
||||
For this tutorial character generation will only consist of one [Command](../../../Components/Commands.md) to set the
|
||||
Character s "power" stat. It will be called on the following MUSH-like form:
|
||||
|
||||
+setpower 4
|
||||
|
|
@ -156,7 +156,7 @@ This is a pretty straightforward command. We do some error checking, then set th
|
|||
We use a `help_category` of "mush" for all our commands, just so they are easy to find and separate
|
||||
in the help list.
|
||||
|
||||
Save the file. We will now add it to a new [CmdSet](../../../Components/Command-Sets) so it can be accessed (in a full
|
||||
Save the file. We will now add it to a new [CmdSet](../../../Components/Command-Sets.md) so it can be accessed (in a full
|
||||
chargen system you would of course have more than one command here).
|
||||
|
||||
Open `mygame/commands/default_cmdsets.py` and import your `command.py` module at the top. We also
|
||||
|
|
@ -210,7 +210,7 @@ class ChargenRoom(Room):
|
|||
```
|
||||
Note how new rooms created with this typeclass will always start with `ChargenCmdset` on themselves.
|
||||
Don't forget the `persistent=True` keyword or you will lose the cmdset after a server reload. For
|
||||
more information about [Command Sets](../../../Components/Command-Sets) and [Commands](../../../Components/Commands), see the respective
|
||||
more information about [Command Sets](../../../Components/Command-Sets.md) and [Commands](../../../Components/Commands.md), see the respective
|
||||
links.
|
||||
|
||||
### Testing chargen
|
||||
|
|
@ -242,7 +242,7 @@ between fixes. Don't continue until the creation seems to have worked okay.
|
|||
This should bring you to the chargen room. Being in there you should now have the `+setpower`
|
||||
command available, so test it out. When you leave (via the `finish` exit), the command will go away
|
||||
and trying `+setpower` should now give you a command-not-found error. Use `ex me` (as a privileged
|
||||
user) to check so the `Power` [Attribute](../../../Components/Attributes) has been set correctly.
|
||||
user) to check so the `Power` [Attribute](../../../Components/Attributes.md) has been set correctly.
|
||||
|
||||
If things are not working, make sure your typeclasses and commands are free of bugs and that you
|
||||
have entered the paths to the various command sets and commands correctly. Check the logs or command
|
||||
|
|
@ -397,7 +397,7 @@ There are a few ways to define the NPC class. We could in theory create a custom
|
|||
and put a custom NPC-specific cmdset on all NPCs. This cmdset could hold all manipulation commands.
|
||||
Since we expect NPC manipulation to be a common occurrence among the user base however, we will
|
||||
instead put all relevant NPC commands in the default command set and limit eventual access with
|
||||
[Permissions and Locks](../../../Components/Locks#Permissions).
|
||||
[Permissions and Locks](../../../Components/Permissions.md).
|
||||
|
||||
### Creating an NPC with +createNPC
|
||||
|
||||
|
|
@ -454,13 +454,13 @@ class CmdCreateNPC(Command):
|
|||
), exclude=caller)
|
||||
```
|
||||
Here we define a `+createnpc` (`+createNPC` works too) that is callable by everyone *not* having the
|
||||
`nonpcs` "[permission](../../../Components/Locks#Permissions)" (in Evennia, a "permission" can just as well be used to
|
||||
`nonpcs` "[permission](../../../Components/Permissions.md)" (in Evennia, a "permission" can just as well be used to
|
||||
block access, it depends on the lock we define). We create the NPC object in the caller's current
|
||||
location, using our custom `Character` typeclass to do so.
|
||||
|
||||
We set an extra lock condition on the NPC, which we will use to check who may edit the NPC later --
|
||||
we allow the creator to do so, and anyone with the Builders permission (or higher). See
|
||||
[Locks](../../../Components/Locks) for more information about the lock system.
|
||||
[Locks](../../../Components/Locks.md) for more information about the lock system.
|
||||
|
||||
Note that we just give the object default permissions (by not specifying the `permissions` keyword
|
||||
to the `create_object()` call). In some games one might want to give the NPC the same permissions
|
||||
|
|
@ -475,7 +475,7 @@ Since we re-used our custom character typeclass, our new NPC already has a *Powe
|
|||
defaults to 1. How do we change this?
|
||||
|
||||
There are a few ways we can do this. The easiest is to remember that the `power` attribute is just a
|
||||
simple [Attribute](../../../Components/Attributes) stored on the NPC object. So as a Builder or Admin we could set this
|
||||
simple [Attribute](../../../Components/Attributes.md) stored on the NPC object. So as a Builder or Admin we could set this
|
||||
right away with the default `@set` command:
|
||||
|
||||
@set mynpc/power = 6
|
||||
|
|
@ -660,6 +660,6 @@ The simple "Power" game mechanic should be easily expandable to something more f
|
|||
useful, same is true for the combat score principle. The `+attack` could be made to target a
|
||||
specific player (or npc) and automatically compare their relevant attributes to determine a result.
|
||||
|
||||
To continue from here, you can take a look at the [Tutorial World](../Part1/Tutorial-World-Introduction). For
|
||||
more specific ideas, see the [other tutorials and hints](../../Howto-Overview) as well
|
||||
as the [Evennia Component overview](../../../Components/Components-Overview).
|
||||
To continue from here, you can take a look at the [Tutorial World](../Part1/Tutorial-World-Introduction.md). For
|
||||
more specific ideas, see the [other tutorials and hints](../../Howto-Overview.md) as well
|
||||
as the [Evennia Component overview](../../../Components/Components-Overview.md).
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue