Complete permanent->persistent rename of cmdset kwarg for consistency
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@ -1,30 +1,30 @@
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# Our own commands
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In this lesson we'll learn how to create our own Evennia _Commands_. If you are new to Python you'll
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also learn some more basics about how to manipulate strings and get information out of Evennia.
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In this lesson we'll learn how to create our own Evennia _Commands_. If you are new to Python you'll
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also learn some more basics about how to manipulate strings and get information out of Evennia.
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A Command is something that handles the input from a user and causes a result to happen.
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An example is `look`, which examines your current location and tells how it looks like and
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what is in it.
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what is in it.
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```sidebar:: Commands are not typeclassed
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If you just came from the previous lesson, you might want to know that Commands and
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CommandSets are not `typeclassed`. That is, instances of them are not saved to the
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If you just came from the previous lesson, you might want to know that Commands and
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CommandSets are not `typeclassed`. That is, instances of them are not saved to the
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database. They are "just" normal Python classes.
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```
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In Evennia, a Command is a Python _class_. If you are unsure about what a class is, review the
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In Evennia, a Command is a Python _class_. If you are unsure about what a class is, review the
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previous lessons! A Command inherits from `evennia.Command` or from one of the alternative command-
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classes, such as `MuxCommand` which is what most default commands use.
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classes, such as `MuxCommand` which is what most default commands use.
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All Commands are in turn grouped in another class called a _Command Set_. Think of a Command Set
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as a bag holding many different commands. One CmdSet could for example hold all commands for
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combat, another for building etc. By default, Evennia groups all character-commands into one
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big cmdset.
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as a bag holding many different commands. One CmdSet could for example hold all commands for
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combat, another for building etc. By default, Evennia groups all character-commands into one
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big cmdset.
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Command-Sets are then associated with objects, for example with your Character. Doing so makes the
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commands in that cmdset available to the object. So, to summarize:
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Command-Sets are then associated with objects, for example with your Character. Doing so makes the
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commands in that cmdset available to the object. So, to summarize:
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- Commands are classes
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- A group of Commands is stored in a CmdSet
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@ -45,25 +45,25 @@ from evennia import Command as BaseCommand
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class Command(BaseCommand):
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"""
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(class docstring)
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"""
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"""
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pass
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# (lots of commented-out stuff)
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# ...
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```
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Ignoring the docstrings (which you can read if you want), this is the only really active code in the module.
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We can see that we import `Command` from `evennia` and use the `from ... import ... as ...` form to rename it
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to `BaseCommand`. This is so we can let our child class also be named `Command` for reference. The class
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itself doesn't do anything, it just has `pass`. So in the same way as `Object` in the previous lesson, this
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class is identical to its parent.
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itself doesn't do anything, it just has `pass`. So in the same way as `Object` in the previous lesson, this
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class is identical to its parent.
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> The commented out `default_cmds` gives us access to Evennia's default commands for easy overriding. We'll try
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> that a little later.
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> that a little later.
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We could modify this module directly, but to train imports we'll work in a separate module. Open a new file
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`mygame/commands/mycommands.py` and add the following code:
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`mygame/commands/mycommands.py` and add the following code:
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```python
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@ -74,8 +74,8 @@ class CmdEcho(Command):
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```
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This is the simplest form of command you can imagine. It just gives itself a name, "echo". This is
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what you will use to call this command later.
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This is the simplest form of command you can imagine. It just gives itself a name, "echo". This is
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what you will use to call this command later.
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Next we need to put this in a CmdSet. It will be a one-command CmdSet for now! Change your file as such:
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@ -96,24 +96,24 @@ class MyCmdSet(CmdSet):
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```
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Our `EchoCmdSet` class must have an `at_cmdset_creation` method, named exactly
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like this - this is what Evennia will be looking for when setting up the cmdset later, so
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if you didn't set it up, it will use the parent's version, which is empty. Inside we add the
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command class to the cmdset by `self.add()`. If you wanted to add more commands to this CmdSet you
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could just add more lines of `self.add` after this.
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Our `EchoCmdSet` class must have an `at_cmdset_creation` method, named exactly
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like this - this is what Evennia will be looking for when setting up the cmdset later, so
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if you didn't set it up, it will use the parent's version, which is empty. Inside we add the
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command class to the cmdset by `self.add()`. If you wanted to add more commands to this CmdSet you
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could just add more lines of `self.add` after this.
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Finally, let's add this command to ourselves so we can try it out. In-game you can experiment with `py` again:
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> py self.cmdset.add("commands.mycommands.MyCmdSet")
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Now try
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> echo
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Now try
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> echo
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Command echo has no defined `func()` - showing on-command variables:
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...
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...
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You should be getting a long list of outputs. The reason for this is that your `echo` function is not really
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You should be getting a long list of outputs. The reason for this is that your `echo` function is not really
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"doing" anything yet and the default function is then to show all useful resources available to you when you
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use your Command. Let's look at some of those listed:
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@ -124,7 +124,7 @@ use your Command. Let's look at some of those listed:
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cmdname (<class 'str'>): echo
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raw_cmdname (<class 'str'>): echo
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cmdstring (<class 'str'>): echo
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args (<class 'str'>):
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args (<class 'str'>):
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cmdset (<class 'evennia.commands.cmdset.CmdSet'>): @mail, about, access, accounts, addcom, alias, allcom, ban, batchcode, batchcommands, boot, cboot, ccreate,
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cdesc, cdestroy, cemit, channels, charcreate, chardelete, checklockstring, clientwidth, clock, cmdbare, cmdsets, color, copy, cpattr, create, cwho, delcom,
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desc, destroy, dig, dolphin, drop, echo, emit, examine, find, force, get, give, grapevine2chan, help, home, ic, inventory, irc2chan, ircstatus, link, lock,
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@ -133,7 +133,7 @@ use your Command. Let's look at some of those listed:
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tickers, time, tunnel, typeclass, unban, unlink, up, up, userpassword, wall, whisper, who, wipe
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session (<class 'evennia.server.serversession.ServerSession'>): Griatch(#1)@1:2:7:.:0:.:0:.:1
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account (<class 'typeclasses.accounts.Account'>): Griatch(account 1)
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raw_string (<class 'str'>): echo
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raw_string (<class 'str'>): echo
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--------------------------------------------------
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echo - Command variables from evennia:
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@ -147,16 +147,16 @@ use your Command. Let's look at some of those listed:
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command string given (self.cmdstring): echo
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current cmdset (self.cmdset): ChannelCmdSet
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These are all properties you can access with `.` on the Command instance, such as `.key`, `.args` and so on.
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Evennia makes these available to you and they will be different every time a command is run. The most
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important ones we will make use of now are:
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These are all properties you can access with `.` on the Command instance, such as `.key`, `.args` and so on.
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Evennia makes these available to you and they will be different every time a command is run. The most
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important ones we will make use of now are:
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- `caller` - this is 'you', the person calling the command.
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- `args` - this is all arguments to the command. Now it's empty, but if you tried `echo foo bar` you'd find
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- `args` - this is all arguments to the command. Now it's empty, but if you tried `echo foo bar` you'd find
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that this would be `" foo bar"`.
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- `obj` - this is object on which this Command (and CmdSet) "sits". So you, in this case.
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The reason our command doesn't do anything yet is because it's missing a `func` method. This is what Evennia
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The reason our command doesn't do anything yet is because it's missing a `func` method. This is what Evennia
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looks for to figure out what a Command actually does. Modify your `CmdEcho` class:
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```python
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@ -165,47 +165,47 @@ looks for to figure out what a Command actually does. Modify your `CmdEcho` clas
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class CmdEcho(Command):
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"""
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A simple echo command
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Usage:
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echo <something>
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echo <something>
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"""
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key = "echo"
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def func(self):
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self.caller.msg(f"Echo: '{self.args}'")
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self.caller.msg(f"Echo: '{self.args}'")
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# ...
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```
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First we added a docstring. This is always a good thing to do in general, but for a Command class, it will also
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automatically become the in-game help entry! Next we add the `func` method. It has one active line where it
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makes use of some of those variables we found the Command offers to us. If you did the
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First we added a docstring. This is always a good thing to do in general, but for a Command class, it will also
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automatically become the in-game help entry! Next we add the `func` method. It has one active line where it
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makes use of some of those variables we found the Command offers to us. If you did the
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[basic Python tutorial](./Python-basic-introduction), you will recognize `.msg` - this will send a message
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to the object it is attached to us - in this case `self.caller`, that is, us. We grab `self.args` and includes
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that in the message.
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that in the message.
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Since we haven't changed `MyCmdSet`, that will work as before. Reload and re-add this command to ourselves to
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try out the new version:
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> reload
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Since we haven't changed `MyCmdSet`, that will work as before. Reload and re-add this command to ourselves to
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try out the new version:
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> reload
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> py self.cmdset.add("commands.mycommands.MyCmdSet")
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> echo
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> echo
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Echo: ''
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Try to pass an argument:
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Try to pass an argument:
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> echo Woo Tang!
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Echo: ' Woo Tang!'
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Note that there is an extra space before `Woo!`. That is because self.args contains the _everything_ after
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the command name, including spaces. Evennia will happily understand if you skip that space too:
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the command name, including spaces. Evennia will happily understand if you skip that space too:
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> echoWoo Tang!
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Echo: 'Woo Tang!'
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There are ways to force Evennia to _require_ an initial space, but right now we want to just ignore it since
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it looks a bit weird for our echo example. Tweak the code:
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There are ways to force Evennia to _require_ an initial space, but right now we want to just ignore it since
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it looks a bit weird for our echo example. Tweak the code:
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```python
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# ...
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@ -213,15 +213,15 @@ it looks a bit weird for our echo example. Tweak the code:
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class CmdEcho(Command):
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"""
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A simple echo command
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Usage:
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echo <something>
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echo <something>
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"""
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key = "echo"
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def func(self):
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self.caller.msg(f"Echo: '{self.args.strip()}'")
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self.caller.msg(f"Echo: '{self.args.strip()}'")
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# ...
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```
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@ -230,25 +230,25 @@ The only difference is that we called `.strip()` on `self.args`. This is a helpe
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strings - it strips out all whitespace before and after the string. Now the Command-argument will no longer
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have any space in front of it.
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> reload
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> reload
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> py self.cmdset.add("commands.mycommands.MyCmdSet")
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> echo Woo Tang!
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Echo: 'Woo Tang!'
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Don't forget to look at the help for the echo command:
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> help echo
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You will get the docstring you put in your Command-class.
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Don't forget to look at the help for the echo command:
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> help echo
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You will get the docstring you put in your Command-class.
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### Making our cmdset persistent
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It's getting a little annoying to have to re-add our cmdset every time we reload, right? It's simple
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enough to make `echo` a _permanent_ change though:
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enough to make `echo` a _persistent_ change though:
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> py self.cmdset.add("commands.mycommands.MyCmdSet", permanent=True)
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Now you can `reload` as much as you want and your code changes will be available directly without
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> py self.cmdset.add("commands.mycommands.MyCmdSet", persistent=True)
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Now you can `reload` as much as you want and your code changes will be available directly without
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needing to re-add the MyCmdSet again. To remove the cmdset again, do
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> py self.cmdset.remove("commands.mycommands.MyCmdSet")
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@ -258,18 +258,18 @@ But for now, keep it around, we'll expand it with some more examples.
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### Figuring out who to hit
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Let's try something a little more exciting than just echo. Let's make a `hit` command, for punching
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someone in the face! This is how we want it to work:
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someone in the face! This is how we want it to work:
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> hit <target>
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You hit <target> with full force!
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You hit <target> with full force!
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Not only that, we want the <target> to see
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You got hit by <hitter> with full force!
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You got hit by <hitter> with full force!
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Here, `<hitter>` would be the one using the `hit` command and `<target>` is the one doing the punching.
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Here, `<hitter>` would be the one using the `hit` command and `<target>` is the one doing the punching.
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Still in `mygame/commands/mycommands.py`, add a new class, between `CmdEcho` and `MyCmdSet`.
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Still in `mygame/commands/mycommands.py`, add a new class, between `CmdEcho` and `MyCmdSet`.
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```python
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# ...
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@ -277,7 +277,7 @@ Still in `mygame/commands/mycommands.py`, add a new class, between `CmdEcho` and
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class CmdHit(Command):
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"""
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Hit a target.
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Usage:
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hit <target>
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@ -288,11 +288,11 @@ class CmdHit(Command):
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args = self.args.strip()
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if not args:
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self.caller.msg("Who do you want to hit?")
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return
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return
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target = self.caller.search(args)
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if not target:
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return
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self.caller.msg(f"You hit {target.key} with full force!")
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return
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self.caller.msg(f"You hit {target.key} with full force!")
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target.msg(f"You got hit by {self.caller.key} with full force!")
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# ...
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@ -302,46 +302,46 @@ A lot of things to dissect here:
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- **Line 4**: The normal `class` header. We inherit from `Command` which we imported at the top of this file.
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- **Lines 5**-11: The docstring and help-entry for the command. You could expand on this as much as you wanted.
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- **Line 12**: We want to write `hit` to use this command.
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- **Line 15**: We strip the whitespace from the argument like before. Since we don't want to have to do
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- **Line 15**: We strip the whitespace from the argument like before. Since we don't want to have to do
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`self.args.strip()` over and over, we store the stripped version
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in a _local variable_ `args`. Note that we don't modify `self.args` by doing this, `self.args` will still
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have the whitespace and is not the same as `args` in this example.
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```sidebar:: if-statements
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The full form of the if statement is
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The full form of the if statement is
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if condition:
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...
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elif othercondition:
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...
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else:
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else:
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...
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There can be any number of `elifs` to mark when different branches of the code should run. If
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the `else` condition is given, it will run if none of the other conditions was truthy. In Python
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the `if..elif..else` structure also serves the same function as `case` in some other languages.
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There can be any number of `elifs` to mark when different branches of the code should run. If
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the `else` condition is given, it will run if none of the other conditions was truthy. In Python
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the `if..elif..else` structure also serves the same function as `case` in some other languages.
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```
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- **Line 16** has our first _conditional_, an `if` statement. This is written on the form `if <condition>:` and only
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if that condition is 'truthy' will the indented code block under the `if` statement run. To learn what is truthy in
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Python it's usually easier to learn what is "falsy":
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Python it's usually easier to learn what is "falsy":
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- `False` - this is a reserved boolean word in Python. The opposite is `True`.
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- `None` - another reserved word. This represents nothing, a null-result or value.
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- `0` or `0.0`
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- `0` or `0.0`
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- The empty string `""` or `''` or `""""""` or `''''''`
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- Empty _iterables_ we haven't seen yet, like empty lists `[]`, empty tuples `()` and empty dicts `{}`.
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- Everything else is "truthy".
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- Everything else is "truthy".
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Line 16's condition is `not args`. The `not` _inverses_ the result, so if `args` is the empty string (falsy), the
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whole conditional becomes truthy. Let's continue in the code:
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whole conditional becomes truthy. Let's continue in the code:
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- **Lines 17-18**: This code will only run if the `if` statement is truthy, in this case if `args` is the empty string.
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- **Line 18**: `return` is a reserved Python word that exits `func` immediately.
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- **Line 18**: `return` is a reserved Python word that exits `func` immediately.
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- **Line 19**: We use `self.caller.search` to look for the target in the current location.
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- **Lines 20-21**: A feature of `.search` is that it will already inform `self.caller` if it couldn't find the target.
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In that case, `target` will be `None` and we should just directly `return`.
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In that case, `target` will be `None` and we should just directly `return`.
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- **Lines 22-23**: At this point we have a suitable target and can send our punching strings to each.
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Finally we must also add this to a CmdSet. Let's add it to `MyCmdSet` which we made permanent earlier.
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Finally we must also add this to a CmdSet. Let's add it to `MyCmdSet` which we made persistent earlier.
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```python
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# ...
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@ -357,17 +357,17 @@ class MyCmdSet(CmdSet):
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```sidebar:: Errors in your code
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With longer code snippets to try, it gets more and more likely you'll
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make an error and get a `traceback` when you reload. This will either appear
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directly in-game or in your log (view it with `evennia -l` in a terminal).
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Don't panic; tracebacks are your friends - they are to be read bottom-up and usually describe
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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).
|
||||
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 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:
|
||||
|
||||
> reload
|
||||
> reload
|
||||
hit
|
||||
Who do you want to hit?
|
||||
hit me
|
||||
|
|
@ -377,7 +377,7 @@ Next we reload to let Evennia know of these code changes and try it out:
|
|||
Lacking a target, we hit ourselves. If you have one of the dragons still around from the previous lesson
|
||||
you could try to hit it (if you dare):
|
||||
|
||||
hit smaug
|
||||
hit smaug
|
||||
You hit Smaug with full force!
|
||||
|
||||
You won't see the second string. Only Smaug sees that (and is not amused).
|
||||
|
|
@ -385,8 +385,8 @@ You won't see the second string. Only Smaug sees that (and is not amused).
|
|||
|
||||
## Summary
|
||||
|
||||
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.
|
||||
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.
|
||||
|
||||
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.
|
||||
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.
|
||||
|
|
|
|||
|
|
@ -1,25 +1,25 @@
|
|||
# More about Commands
|
||||
|
||||
In this lesson we learn some basics about parsing the input of Commands. We will
|
||||
also learn how to add, modify and extend Evennia's default commands.
|
||||
In this lesson we learn some basics about parsing the input of Commands. We will
|
||||
also learn how to add, modify and extend Evennia's default commands.
|
||||
|
||||
## More advanced parsing
|
||||
## More advanced parsing
|
||||
|
||||
In the last lesson we made a `hit` Command and hit a dragon with it. You should have the code
|
||||
from that still around.
|
||||
In the last lesson we made a `hit` Command and hit a dragon with it. You should have the code
|
||||
from that still around.
|
||||
|
||||
Let's expand our simple `hit` command to accept a little more complex input:
|
||||
Let's expand our simple `hit` command to accept a little more complex input:
|
||||
|
||||
hit <target> [[with] <weapon>]
|
||||
|
||||
|
||||
That is, we want to support all of these forms
|
||||
|
||||
hit target
|
||||
hit target
|
||||
hit target weapon
|
||||
hit target with weapon
|
||||
|
||||
If you don't specify a weapon you'll use your fists. It's also nice to be able to skip "with" if
|
||||
you are in a hurry. Time to modify `mygame/commands/mycommands.py` again. Let us break out the parsing
|
||||
If you don't specify a weapon you'll use your fists. It's also nice to be able to skip "with" if
|
||||
you are in a hurry. Time to modify `mygame/commands/mycommands.py` again. Let us break out the parsing
|
||||
a little, in a new method `parse`:
|
||||
|
||||
|
||||
|
|
@ -29,19 +29,19 @@ a little, in a new method `parse`:
|
|||
class CmdHit(Command):
|
||||
"""
|
||||
Hit a target.
|
||||
|
||||
|
||||
Usage:
|
||||
hit <target>
|
||||
|
||||
"""
|
||||
key = "hit"
|
||||
|
||||
def parse(self):
|
||||
def parse(self):
|
||||
self.args = self.args.strip()
|
||||
target, *weapon = self.args.split(" with ", 1)
|
||||
if not weapon:
|
||||
target, *weapon = target.split(" ", 1)
|
||||
self.target = target.strip()
|
||||
target, *weapon = target.split(" ", 1)
|
||||
self.target = target.strip()
|
||||
if weapon:
|
||||
self.weapon = weapon.strip()
|
||||
else:
|
||||
|
|
@ -50,162 +50,162 @@ class CmdHit(Command):
|
|||
def func(self):
|
||||
if not self.args:
|
||||
self.caller.msg("Who do you want to hit?")
|
||||
return
|
||||
return
|
||||
# get the target for the hit
|
||||
target = self.caller.search(self.target)
|
||||
target = self.caller.search(self.target)
|
||||
if not target:
|
||||
return
|
||||
# get and handle the weapon
|
||||
return
|
||||
# get and handle the weapon
|
||||
weapon = None
|
||||
if self.weapon:
|
||||
weapon = self.caller.search(self.weapon)
|
||||
if weapon:
|
||||
if weapon:
|
||||
weaponstr = f"{weapon.key}"
|
||||
else:
|
||||
weaponstr = "bare fists"
|
||||
|
||||
self.caller.msg(f"You hit {target.key} with {weaponstr}!")
|
||||
|
||||
self.caller.msg(f"You hit {target.key} with {weaponstr}!")
|
||||
target.msg(f"You got hit by {self.caller.key} with {weaponstr}!")
|
||||
# ...
|
||||
|
||||
```
|
||||
|
||||
The `parse` method is called before `func` and has access to all the same on-command variables as in `func`. Using
|
||||
`parse` not only makes things a little easier to read, it also means you can easily let other Commands _inherit_
|
||||
`parse` not only makes things a little easier to read, it also means you can easily let other Commands _inherit_
|
||||
your parsing - if you wanted some other Command to also understand input on the form `<arg> with <arg>` you'd inherit
|
||||
from this class and just implement the `func` needed for that command without implementing `parse` anew.
|
||||
|
||||
```sidebar:: Tuples and Lists
|
||||
```sidebar:: Tuples and Lists
|
||||
|
||||
- A `list` is written as `[a, b, c, d, ...]`. You can add and grow/shrink a list after it was first created.
|
||||
- A `tuple` is written as `(a, b, c, d, ...)`. A tuple cannot be modified once it is created.
|
||||
- A `list` is written as `[a, b, c, d, ...]`. You can add and grow/shrink a list after it was first created.
|
||||
- A `tuple` is written as `(a, b, c, d, ...)`. A tuple cannot be modified once it is created.
|
||||
|
||||
```
|
||||
- **Line 14** - We do the stripping of `self.args` once and for all here. We also store the stripped version back
|
||||
- **Line 14** - We do the stripping of `self.args` once and for all here. We also store the stripped version back
|
||||
into `self.args`, overwriting it. So there is no way to get back the non-stripped version from here on, which is fine
|
||||
for this command.
|
||||
for this command.
|
||||
- **Line 15** - This makes use of the `.split` method of strings. `.split` will, well, split the string by some criterion.
|
||||
`.split(" with ", 1)` means "split the string once, around the substring `" with "` if it exists". The result
|
||||
of this split is a _list_. Just how that list looks depends on the string we are trying to split:
|
||||
1. If we entered just `hit smaug`, we'd be splitting just `"smaug"` which would give the result `["smaug"]`.
|
||||
2. `hit smaug sword` gives `["smaug sword"]`
|
||||
3. `hit smaug with sword` gives `["smaug", "sword"]`
|
||||
|
||||
So we get a list of 1 or 2 elements. We assign it to two variables like this, `target, *weapon = `. That
|
||||
|
||||
So we get a list of 1 or 2 elements. We assign it to two variables like this, `target, *weapon = `. That
|
||||
asterisk in `*weapon` is a nifty trick - it will automatically become a list of _0 or more_ values. It sorts of
|
||||
"soaks" up everything left over.
|
||||
1. `target` becomes `"smaug"` and `weapon` becomes `[]`
|
||||
2. `target` becomes `"smaug sword"` and `weapon` becomes `[]`
|
||||
3. `target` becomes `"smaug"` and `weapon` becomes `sword`
|
||||
- **Lines 16-17** - In this `if` condition we check if `weapon` is falsy (that is, the empty list). This can happen
|
||||
under two conditions (from the example above):
|
||||
under two conditions (from the example above):
|
||||
1. `target` is simply `smaug`
|
||||
2. `target` is `smaug sword`
|
||||
|
||||
To separate these cases we split `target` once again, this time by empty space `" "`. Again we store the
|
||||
|
||||
To separate these cases we split `target` once again, this time by empty space `" "`. Again we store the
|
||||
result back with `target, *weapon =`. The result will be one of the following:
|
||||
1. `target` remains `smaug` and `weapon` remains `[]`
|
||||
2. `target` becomes `smaug` and `weapon` becomes `sword`
|
||||
- **Lines 18-22** - We now store `target` and `weapon` into `self.target` and `self.weapon`. We must do this in order
|
||||
for these local variables to made available in `func` later. Note how we need to check so `weapon` is not falsy
|
||||
before running `strip()` on it. This is because we know that if it's falsy, it's an empty list `[]` and lists
|
||||
before running `strip()` on it. This is because we know that if it's falsy, it's an empty list `[]` and lists
|
||||
don't have the `.strip()` method on them (so if we tried to use it, we'd get an error).
|
||||
|
||||
Now onto the `func` method. The main difference is we now have `self.target` and `self.weapon` available for
|
||||
convenient use.
|
||||
- **Lines 29 and 35** - We make use of the previously parsed search terms for the target and weapon to find the
|
||||
respective resource.
|
||||
- **Lines 34-39** - Since the weapon is optional, we need to supply a default (use our fists!) if it's not set. We
|
||||
|
||||
Now onto the `func` method. The main difference is we now have `self.target` and `self.weapon` available for
|
||||
convenient use.
|
||||
- **Lines 29 and 35** - We make use of the previously parsed search terms for the target and weapon to find the
|
||||
respective resource.
|
||||
- **Lines 34-39** - Since the weapon is optional, we need to supply a default (use our fists!) if it's not set. We
|
||||
use this to create a `weaponstr` that is different depending on if we have a weapon or not.
|
||||
- **Lines 41-42** - We merge the `weaponstr` with our attack text.
|
||||
|
||||
Let's try it out!
|
||||
|
||||
> reload
|
||||
> hit smaug with sword
|
||||
> reload
|
||||
> hit smaug with sword
|
||||
Could not find 'sword'.
|
||||
You hit smaug with bare fists!
|
||||
|
||||
Oops, our `self.caller.search(self.weapon)` is telling us that it found no sword. Since we are not `return`ing
|
||||
in this situation (like we do if failing to find `target`) we still continue fighting with our bare hands.
|
||||
This won't do. Let's make ourselves a sword.
|
||||
|
||||
> create sword
|
||||
|
||||
Since we didn't specify `/drop`, the sword will end up in our inventory and can seen with the `i` or
|
||||
`inventory` command. The `.search` helper will still find it there. There is no need to reload to see this
|
||||
Oops, our `self.caller.search(self.weapon)` is telling us that it found no sword. Since we are not `return`ing
|
||||
in this situation (like we do if failing to find `target`) we still continue fighting with our bare hands.
|
||||
This won't do. Let's make ourselves a sword.
|
||||
|
||||
> create sword
|
||||
|
||||
Since we didn't specify `/drop`, the sword will end up in our inventory and can seen with the `i` or
|
||||
`inventory` command. The `.search` helper will still find it there. There is no need to reload to see this
|
||||
change (no code changed, only stuff in the database).
|
||||
|
||||
> hit smaug with sword
|
||||
You hit smaug with sword!
|
||||
> hit smaug with sword
|
||||
You hit smaug with sword!
|
||||
|
||||
|
||||
## Adding a Command to an object
|
||||
## Adding a Command to an object
|
||||
|
||||
The commands of a cmdset attached to an object with `obj.cmdset.add()` will by default be made available to that object
|
||||
but _also to those in the same location as that object_. If you did the [Building introduction](./Building-Quickstart)
|
||||
you've seen an example of this with the "Red Button" object. The [Tutorial world](./Tutorial-World-Introduction)
|
||||
also has many examples of objects with commands on them.
|
||||
you've seen an example of this with the "Red Button" object. The [Tutorial world](./Tutorial-World-Introduction)
|
||||
also has many examples of objects with commands on them.
|
||||
|
||||
To show how this could work, let's put our 'hit' Command on our simple `sword` object from the previous section.
|
||||
|
||||
> self.search("sword").cmdset.add("commands.mycommands.MyCmdSet", permanent=True)
|
||||
> self.search("sword").cmdset.add("commands.mycommands.MyCmdSet", persistent=True)
|
||||
|
||||
We find the sword (it's still in our inventory so `self.search` should be able to find it), then
|
||||
add `MyCmdSet` to it. This actually adds both `hit` and `echo` to the sword, which is fine.
|
||||
We find the sword (it's still in our inventory so `self.search` should be able to find it), then
|
||||
add `MyCmdSet` to it. This actually adds both `hit` and `echo` to the sword, which is fine.
|
||||
|
||||
Let's try to swing it!
|
||||
|
||||
> hit
|
||||
> hit
|
||||
More than one match for 'hit' (please narrow target):
|
||||
hit-1 (sword #11)
|
||||
hit-2
|
||||
|
||||
```sidebar:: Multi-matches
|
||||
|
||||
|
||||
Some game engines will just pick the first hit when finding more than one.
|
||||
Evennia will always give you a choice. The reason for this is that Evennia
|
||||
cannot know if `hit` and `hit` are different or the same - maybe it behaves
|
||||
differently depending on the object it sits on? Besides, imagine if you had
|
||||
differently depending on the object it sits on? Besides, imagine if you had
|
||||
a red and a blue button both with the command `push` on it. Now you just write
|
||||
`push`. Wouldn't you prefer to be asked `which` button you really wanted to push?
|
||||
```
|
||||
Woah, that didn't go as planned. Evennia actually found _two_ `hit` commands to didn't know which one to use
|
||||
(_we_ know they are the same, but Evennia can't be sure of that). As we can see, `hit-1` is the one found on
|
||||
the sword. The other one is from adding `MyCmdSet` to ourself earlier. It's easy enough to tell Evennia which
|
||||
one you meant:
|
||||
Woah, that didn't go as planned. Evennia actually found _two_ `hit` commands to didn't know which one to use
|
||||
(_we_ know they are the same, but Evennia can't be sure of that). As we can see, `hit-1` is the one found on
|
||||
the sword. The other one is from adding `MyCmdSet` to ourself earlier. It's easy enough to tell Evennia which
|
||||
one you meant:
|
||||
|
||||
> hit-1
|
||||
> hit-1
|
||||
Who do you want to hit?
|
||||
> hit-2
|
||||
Who do you want to hit?
|
||||
|
||||
In this case we don't need both command-sets, so let's just keep the one on the sword:
|
||||
Who do you want to hit?
|
||||
|
||||
In this case we don't need both command-sets, so let's just keep the one on the sword:
|
||||
|
||||
> self.cmdset.remove("commands.mycommands.MyCmdSet")
|
||||
> hit
|
||||
Who do you want to hit?
|
||||
|
||||
Now try this:
|
||||
Now try this:
|
||||
|
||||
> tunnel n = kitchen
|
||||
> n
|
||||
> drop sword
|
||||
> n
|
||||
> drop sword
|
||||
> s
|
||||
> hit
|
||||
Command 'hit' is not available. Maybe you meant ...
|
||||
> n
|
||||
> hit
|
||||
Who do you want to hit?
|
||||
|
||||
The `hit` command is now only available if you hold or are in the same room as the sword.
|
||||
> hit
|
||||
Who do you want to hit?
|
||||
|
||||
The `hit` command is now only available if you hold or are in the same room as the sword.
|
||||
|
||||
### You need to hold the sword!
|
||||
|
||||
Let's get a little ahead of ourselves and make it so you have to _hold_ the sword for the `hit` command to
|
||||
Let's get a little ahead of ourselves and make it so you have to _hold_ the sword for the `hit` command to
|
||||
be available. This involves a _Lock_. We've cover locks in more detail later, just know that they are useful
|
||||
for limiting the kind of things you can do with an object, including limiting just when you can call commands on
|
||||
it.
|
||||
it.
|
||||
```sidebar:: Locks
|
||||
|
||||
Evennia Locks are defined as a mini-language defined in `lockstrings`. The lockstring
|
||||
|
|
@ -215,49 +215,49 @@ it.
|
|||
```
|
||||
|
||||
> py self.search("sword").locks.add("call:holds()")
|
||||
|
||||
We added a new lock to the sword. The _lockstring_ `"call:holds()"` means that you can only _call_ commands on
|
||||
this object if you are _holding_ the object (that is, it's in your inventory).
|
||||
|
||||
We added a new lock to the sword. The _lockstring_ `"call:holds()"` means that you can only _call_ commands on
|
||||
this object if you are _holding_ the object (that is, it's in your inventory).
|
||||
|
||||
For locks to work, you cannot be _superuser_, since the superuser passes all locks. You need to `quell` yourself
|
||||
first:
|
||||
first:
|
||||
```sidebar:: quell/unquell
|
||||
|
||||
Quelling allows you as a developer to take on the role of players with less
|
||||
priveleges. This is useful for testing and debugging, in particular since a
|
||||
priveleges. This is useful for testing and debugging, in particular since a
|
||||
superuser has a little `too` much power sometimes.
|
||||
Use `unquell` to get back to your normal self.
|
||||
```
|
||||
|
||||
> quell
|
||||
|
||||
|
||||
If the sword lies on the ground, try
|
||||
|
||||
> hit
|
||||
Command 'hit' is not available. ..
|
||||
> get sword
|
||||
> hit
|
||||
> get sword
|
||||
> hit
|
||||
> Who do you want to hit?
|
||||
|
||||
|
||||
Finally, we get rid of ours sword so we have a clean slate with no more `hit` commands floating around.
|
||||
We can do that in two ways:
|
||||
|
||||
delete sword
|
||||
|
||||
or
|
||||
delete sword
|
||||
|
||||
py self.search("sword").delete()
|
||||
or
|
||||
|
||||
py self.search("sword").delete()
|
||||
|
||||
|
||||
## Adding the Command to a default Cmdset
|
||||
|
||||
|
||||
As we have seen we can use `obj.cmdset.add()` to add a new cmdset to objects, whether that object
|
||||
is ourself (`self`) or other objects like the `sword`.
|
||||
As we have seen we can use `obj.cmdset.add()` to add a new cmdset to objects, whether that object
|
||||
is ourself (`self`) or other objects like the `sword`.
|
||||
|
||||
This is how all commands in Evennia work, including default commands like `look`, `dig`, `inventory` and so on.
|
||||
All these commands are in just loaded on the default objects that Evennia provides out of the box.
|
||||
This is how all commands in Evennia work, including default commands like `look`, `dig`, `inventory` and so on.
|
||||
All these commands are in just loaded on the default objects that Evennia provides out of the box.
|
||||
|
||||
- Characters (that is 'you' in the gameworld) has the `CharacterCmdSet`.
|
||||
- Accounts (the thing that represents your out-of-character existence on the server) has the `AccountCmdSet`
|
||||
|
|
@ -266,7 +266,7 @@ All these commands are in just loaded on the default objects that Evennia provid
|
|||
|
||||
The thing must commonly modified is the `CharacterCmdSet`.
|
||||
|
||||
The default cmdset are defined in `mygame/commands/default_cmdsets.py`. Open that file now:
|
||||
The default cmdset are defined in `mygame/commands/default_cmdsets.py`. Open that file now:
|
||||
|
||||
```python
|
||||
"""
|
||||
|
|
@ -321,19 +321,19 @@ class SessionCmdSet(default_cmds.SessionCmdSet):
|
|||
```
|
||||
|
||||
```sidebar:: super()
|
||||
|
||||
|
||||
The `super()` function refers to the parent of the current class and is commonly
|
||||
used to call same-named methods on the parent.
|
||||
used to call same-named methods on the parent.
|
||||
```
|
||||
`evennia.default_cmds` is a container that holds all of Evennia's default commands and cmdsets. In this module
|
||||
`evennia.default_cmds` is a container that holds all of Evennia's default commands and cmdsets. In this module
|
||||
we can see that this was imported and then a new child class was made for each cmdset. Each class looks familiar
|
||||
(except the `key`, that's mainly used to easily identify the cmdset in listings). In each `at_cmdset_creation` all
|
||||
we do is call `super().at_cmdset_creation` which means that we call `at_cmdset_creation() on the _parent_ CmdSet.
|
||||
This is what adds all the default commands to each CmdSet.
|
||||
This is what adds all the default commands to each CmdSet.
|
||||
|
||||
To add even more Commands to a default cmdset, we can just add them below the `super()` line. Usefully, if we were to
|
||||
add a Command with the same `.key` as a default command, it would completely replace that original. So if you were
|
||||
to add a command with a key `look`, the original `look` command would be replaced by your own version.
|
||||
add a Command with the same `.key` as a default command, it would completely replace that original. So if you were
|
||||
to add a command with a key `look`, the original `look` command would be replaced by your own version.
|
||||
|
||||
For now, let's add our own `hit` and `echo` commands to the `CharacterCmdSet`:
|
||||
|
||||
|
|
@ -358,9 +358,9 @@ class CharacterCmdSet(default_cmds.CharacterCmdSet):
|
|||
|
||||
```
|
||||
|
||||
> reload
|
||||
> reload
|
||||
> hit
|
||||
Who do you want to hit?
|
||||
Who do you want to hit?
|
||||
|
||||
Your new commands are now available for all player characters in the game. There is another way to add a bunch
|
||||
of commands at once, and that is to add a _CmdSet_ to the other cmdset. All commands in that cmdset will then be added:
|
||||
|
|
@ -381,19 +381,19 @@ class CharacterCmdSet(default_cmds.CharacterCmdSet):
|
|||
self.add(mycommands.MyCmdSet)
|
||||
```
|
||||
|
||||
Which way you use depends on how much control you want, but if you already have a CmdSet,
|
||||
Which way you use depends on how much control you want, but if you already have a CmdSet,
|
||||
this is practical. A Command can be a part of any number of different CmdSets.
|
||||
|
||||
### Removing Commands
|
||||
|
||||
To remove your custom commands again, you of course just delete the change you did to
|
||||
`mygame/commands/default_cmdsets.py`. But what if you want to remove a default command?
|
||||
To remove your custom commands again, you of course just delete the change you did to
|
||||
`mygame/commands/default_cmdsets.py`. But what if you want to remove a default command?
|
||||
|
||||
We already know that we use `cmdset.remove()` to remove a cmdset. It turns out you can
|
||||
do the same in `at_cmdset_creation`. For example, let's remove the default `get` Command
|
||||
We already know that we use `cmdset.remove()` to remove a cmdset. It turns out you can
|
||||
do the same in `at_cmdset_creation`. For example, let's remove the default `get` Command
|
||||
from Evennia. We happen to know this can be found as `default_cmds.CmdGet`.
|
||||
|
||||
|
||||
|
||||
```python
|
||||
# ...
|
||||
from commands import mycommands
|
||||
|
|
@ -413,16 +413,16 @@ class CharacterCmdSet(default_cmds.CharacterCmdSet):
|
|||
# ...
|
||||
```
|
||||
|
||||
> reload
|
||||
> reload
|
||||
> get
|
||||
Command 'get' is not available ...
|
||||
|
||||
## Replace a default command
|
||||
|
||||
At this point you already have all the pieces for how to do this! We just need to add a new
|
||||
command with the same `key` in the `CharacterCmdSet` to replace the default one.
|
||||
At this point you already have all the pieces for how to do this! We just need to add a new
|
||||
command with the same `key` in the `CharacterCmdSet` to replace the default one.
|
||||
|
||||
Let's combine this with what we know about classes and
|
||||
Let's combine this with what we know about classes and
|
||||
how to _override_ a parent class. Open `mygame/commands/mycommands.py` and lets override
|
||||
that `CmdGet` command.
|
||||
|
||||
|
|
@ -430,7 +430,7 @@ that `CmdGet` command.
|
|||
# up top, by the other imports
|
||||
from evennia import default_cmds
|
||||
|
||||
# somewhere below
|
||||
# somewhere below
|
||||
class MyCmdGet(default_cmds.CmdGet):
|
||||
|
||||
def func(self):
|
||||
|
|
@ -440,20 +440,20 @@ class MyCmdGet(default_cmds.CmdGet):
|
|||
```
|
||||
|
||||
- **Line2**: We import `default_cmds` so we can get the parent class.
|
||||
We made a new class and we make it _inherit_ `default_cmds.CmdGet`. We don't
|
||||
need to set `.key` or `.parse`, that's already handled by the parent.
|
||||
In `func` we call `super().func()` to let the parent do its normal thing,
|
||||
We made a new class and we make it _inherit_ `default_cmds.CmdGet`. We don't
|
||||
need to set `.key` or `.parse`, that's already handled by the parent.
|
||||
In `func` we call `super().func()` to let the parent do its normal thing,
|
||||
- **Line 7**: By adding our own `func` we replace the one in the parent.
|
||||
- **Line 8**: For this simple change we still want the command to work the
|
||||
- **Line 8**: For this simple change we still want the command to work the
|
||||
same as before, so we use `super()` to call `func` on the parent.
|
||||
- **Line 9**: `.location` is the place an object is at. `.contents` contains, well, the
|
||||
contents of an object. If you tried `py self.contents` you'd get a list that equals
|
||||
your inventory. For a room, the contents is everything in it.
|
||||
- **Line 9**: `.location` is the place an object is at. `.contents` contains, well, the
|
||||
contents of an object. If you tried `py self.contents` you'd get a list that equals
|
||||
your inventory. For a room, the contents is everything in it.
|
||||
So `self.caller.location.contents` gets the contents of our current location. This is
|
||||
a _list_. In order send this to us with `.msg` we turn the list into a string. Python
|
||||
has a special function `str()` to do this.
|
||||
|
||||
We now just have to add this so it replaces the default `get` command. Open
|
||||
|
||||
We now just have to add this so it replaces the default `get` command. Open
|
||||
`mygame/commands/default_cmdsets.py` again:
|
||||
|
||||
```python
|
||||
|
|
@ -476,22 +476,22 @@ class CharacterCmdSet(default_cmds.CharacterCmdSet):
|
|||
```
|
||||
```sidebar:: Another way
|
||||
|
||||
Instead of adding `MyCmdGet` explicitly in default_cmdset.py,
|
||||
you could also add it to `mycommands.MyCmdSet` and let it be
|
||||
Instead of adding `MyCmdGet` explicitly in default_cmdset.py,
|
||||
you could also add it to `mycommands.MyCmdSet` and let it be
|
||||
added automatically for you.
|
||||
```
|
||||
|
||||
> reload
|
||||
> get
|
||||
> reload
|
||||
> get
|
||||
Get What?
|
||||
[smaug, fluffy, YourName, ...]
|
||||
[smaug, fluffy, YourName, ...]
|
||||
|
||||
We just made a new `get`-command that tells us everything we could pick up (well, we can't pick up ourselves, so
|
||||
there's some room for improvement there).
|
||||
We just made a new `get`-command that tells us everything we could pick up (well, we can't pick up ourselves, so
|
||||
there's some room for improvement there).
|
||||
|
||||
## Summary
|
||||
|
||||
In this lesson we got into some more advanced string formatting - many of those tricks will help you a lot in
|
||||
the future! We also made a functional sword. Finally we got into how to add to, extend and replace a default
|
||||
In this lesson we got into some more advanced string formatting - many of those tricks will help you a lot in
|
||||
the future! We also made a functional sword. Finally we got into how to add to, extend and replace a default
|
||||
command on ourselves.
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue