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Making a sittable object

In this lesson we will go through how to make a chair you can sit on. Sounds easy, right? Well it is. But in the process of making the chair we will need to consider the various ways to do it depending on how we want our game to work.

The goals of this lesson are as follows:

  • We want a new ‘sittable’ object, a Chair in particular”.

  • We want to be able to use a command to sit in the chair.

  • Once we are sitting in the chair it should affect us somehow. To demonstrate this we’ll set a flag “Resting” on the Character sitting in the Chair.

  • When you sit down you should not be able to walk to another room without first standing up.

  • A character should be able to stand up and move away from the chair.

There are two main ways to design the commands for sitting and standing up.

  • You can store the commands on the chair so they are only available when a chair is in the room

  • You can store the commands on the Character so they are always available and you must always specify which chair to sit on.

Both of these are very useful to know about, so in this lesson we’ll try both. But first we need to handle some basics.

Don’t move us when resting

When you are sitting in a chair you can’t just walk off without first standing up. This requires a change to our Character typeclass. Open mygame/typeclasses/characters.py:


# ...

class Character(DefaultCharacter):
    # ...

    def at_pre_move(self, destination):
       """
       Called by self.move_to when trying to move somewhere. If this returns
       False, the move is immediately cancelled.
       """
       if self.db.is_resting:
           self.msg("You can't go anywhere while resting.")
           return False
       return True

When moving somewhere, character.move_to is called. This in turn will call character.at_pre_move. Here we look for an Attribute is_resting (which we will assign below) to determine if we are stuck on the chair or not.

Making the Chair itself

Next we need the Chair itself, or rather a whole family of “things you can sit on” that we will call sittables. We can’t just use a default Object since we want a sittable to contain some custom code. We need a new, custom Typeclass. Create a new module mygame/typeclasses/sittables.py with the following content:


from evennia import DefaultObject

class Sittable(DefaultObject):

    def at_object_creation(self):
        self.db.sitter = None

    def do_sit(self, sitter):
        """
        Called when trying to sit on/in this object.

        Args:
            sitter (Object): The one trying to sit down.

        """
        current = self.db.sitter
        if current:
            if current == sitter:
                sitter.msg("You are already sitting on {self.key}.")
            else:
                sitter.msg(f"You can't sit on {self.key} "
                        f"- {current.key} is already sitting there!")
            return
        self.db.sitting = sitter
        sitter.db.is_resting = True
        sitter.msg(f"You sit on {self.key}")

    def do_stand(self, stander):
        """
        Called when trying to stand from this object.

        Args:
            stander (Object): The one trying to stand up.

        """
        current = self.db.sitter
        if not stander == current:
            stander.msg(f"You are not sitting on {self.key}.")
        else:
            self.db.sitting = None
            stander.db.is_resting = False
            stander.msg(f"You stand up from {self.key}")

Here we have a small Typeclass that handles someone trying to sit on it. It has two methods that we can simply call from a Command later. We set the is_resting Attribute on the one sitting down.

One could imagine that one could have the future sit command check if someone is already sitting in the chair instead. This would work too, but letting the Sittable class handle the logic around who can sit on it makes logical sense.

We let the typeclass handle the logic, and also let it do all the return messaging. This makes it easy to churn out a bunch of chairs for people to sit on. But it’s not perfect. The Sittable class is general. What if you want to make an armchair. You sit “in” an armchair rather than “on” it. We could make a child class of Sittable named SittableIn that makes this change, but that feels excessive. Instead we will make it so that Sittables can modify this per-instance:


from evennia import DefaultObject

class Sittable(DefaultObject):

    def at_object_creation(self):
        self.db.sitter = None
        # do you sit "on" or "in" this object?
        self.db.adjective = "on"

    def do_sit(self, sitter):
        """
        Called when trying to sit on/in this object.

        Args:
            sitter (Object): The one trying to sit down.

        """
        adjective = self.db.adjective
        current = self.db.sitter
        if current:
            if current == sitter:
                sitter.msg(f"You are already sitting {adjective} {self.key}.")
            else:
                sitter.msg(
                    f"You can't sit {adjective} {self.key} "
                    f"- {current.key} is already sitting there!")
            return
        self.db.sitting = sitter
        sitter.db.is_resting = True
        sitter.msg(f"You sit {adjective} {self.key}")

    def do_stand(self, stander):
        """
        Called when trying to stand from this object.

        Args:
            stander (Object): The one trying to stand up.

        """
        current = self.db.sitter
        if not stander == current:
            stander.msg(f"You are not sitting {self.db.adjective} {self.key}.")
        else:
            self.db.sitting = None
            stander.db.is_resting = False
            stander.msg(f"You stand up from {self.key}")

We added a new Attribute adjective which will probably usually be in or on but could also be at if you want to be able to sit at a desk for example. A regular builder would use it like this:

> create/drop armchair : sittables.Sittable
> set armchair/adjective = in

This is probably enough. But all those strings are hard-coded. What if we want some more dramatic flair when you sit down?

You sit down and a whoopie cushion makes a loud fart noise!

For this we need to allow some further customization. Let’s let the current strings be defaults that we can replace.


from evennia import DefaultObject

class Sittable(DefaultObject):
    """
    An object one can sit on

    Customizable Attributes:
       adjective: How to sit (on, in, at etc)
    Return messages (set as Attributes):
       msg_already_sitting: Already sitting here
            format tokens {adjective} and {key}
       msg_other_sitting: Someone else is sitting here.
            format tokens {adjective}, {key} and {other}
       msg_sitting_down: Successfully sit down
            format tokens {adjective}, {key}
       msg_standing_fail: Fail to stand because not sitting.
            format tokens {adjective}, {key}
       msg_standing_up: Successfully stand up
            format tokens {adjective}, {key}

    """
    def at_object_creation(self):
        self.db.sitter = None
        # do you sit "on" or "in" this object?
        self.db.adjective = "on"

    def do_sit(self, sitter):
        """
        Called when trying to sit on/in this object.

        Args:
            sitter (Object): The one trying to sit down.

        """
        adjective = self.db.adjective
        current = self.db.sitter
        if current:
            if current == sitter:
                if self.db.msg_already_sitting:
                    sitter.msg(
                        self.db.msg_already_sitting.format(
                            adjective=self.db.adjective, key=self.key))
                else:
                    sitter.msg(f"You are already sitting {adjective} {self.key}.")
            else:
                if self.db.msg_other_sitting:
                    sitter.msg(self.db.msg_already_sitting.format(
                        other=current.key, adjective=self.db.adjective, key=self.key))
                else:
                    sitter.msg(f"You can't sit {adjective} {self.key} "
                               f"- {current.key} is already sitting there!")
            return
        self.db.sitting = sitter
        sitter.db.is_resting = True
        if self.db.msg_sitting_down:
            sitter.msg(self.db.msg_sitting_down.format(adjective=adjective, key=self.key))
        else:
            sitter.msg(f"You sit {adjective} {self.key}")

    def do_stand(self, stander):
        """
        Called when trying to stand from this object.

        Args:
            stander (Object): The one trying to stand up.

        """
        current = self.db.sitter
        if not stander == current:
            if self.db.msg_standing_fail:
                stander.msg(self.db.msg_standing_fail.format(
                    adjective=self.db.adjective, key=self.key))
            else:
                stander.msg(f"You are not sitting {self.db.adjective} {self.key}")
        else:
            self.db.sitting = None
            stander.db.is_resting = False
            if self.db.msg_standing_up:
                stander.msg(self.db.msg_standing_up.format(
                                adjective=self.db.adjective, key=self.key))
            else:
                stander.msg(f"You stand up from {self.key}")

Here we really went all out with flexibility. If you need this much is up to you. We added a bunch of optional Attributes to hold alternative versions of all the messages. There are some things to note:

  • We don’t actually initiate those Attributes in at_object_creation. This is a simple optimization. The assumption is that most chairs will probably not be this customized. So initiating a bunch of Attributes to, say, empty strings would be a lot of useless database calls. The drawback is that the available Attributes become less visible when reading the code. So we add a long describing docstring to the end to explain all you can use.

  • We use .format to inject formatting-tokens in the text. The good thing about such formatting markers is that they are optional. They are there if you want them, but Python will not complain if you don’t include some or any of them. Let’s see an example:

    reload # if you have new code create/drop armchair : sittables.Sittable set armchair/adjective = in set armchair/msg_sitting_down = As you sit down {adjective} {key}, life feels easier. set armchair/msg_standing_up = You stand up from {key}. Life resumes.

The {key} and {adjective} are examples of optional formatting markers. Whenever the message is returned, the format-tokens within will be replaced with armchair and in respectively. Should we rename the chair later, this will show in the messages automatically (since {key} will change).

We have no Command to use this chair yet. But we can try it out with py:

> py self.search("armchair").do_sit(self)
As you sit down in armchair, life feels easier.
> self.db.resting
True
> py self.search("armchair").do_stand(self)
You stand up from armchair. Life resumes
> self.db.resting
False

If you follow along and get a result like this, all seems to be working well!

Command variant 1: Commands on the chair

This way to implement sit and stand puts new cmdsets on the Sittable itself. As we’ve learned before, commands on objects are made available to others in the room. This makes the command easy but instead adds some complexity in the management of the CmdSet.

This is how it will look if armchair is in the room:

> sit
As you sit down in armchair, life feels easier.

What happens if there are sittables sofa and barstool also in the room? Evennia will automatically handle this for us and allow us to specify which one we want:

> sit
More than one match for 'sit' (please narrow target):
 sit-1 (armchair)
 sit-2 (sofa)
 sit-3 (barstool)
> sit-1
As you sit down in armchair, life feels easier.

To keep things separate we’ll make a new module mygame/commands/sittables.py:

from evennia import Command, CmdSet

class CmdSit(Command):
    """
    Sit down.
    """
    key = "sit"

    def func(self):
        self.obj.do_sit(self.caller)

class CmdStand(Command):
     """
     Stand up.
     """
     key = "stand"
     def func(self):
         self.obj.do_stand(self.caller)


class CmdSetSit(CmdSet):
    priority = 1
    def at_cmdset_creation(self):
        self.add(CmdSit)
        self.add(CmdStand)

As seen, the commands are nearly trivial. self.obj is the object to which we added the cmdset with this Command (so for example a chair). We just call the do_sit/stand on that object and the Sittable will do the rest.

Why that priority = 1 on CmdSetSit? This makes same-named Commands from this cmdset merge with a bit higher priority than Commands from the Character-cmdset. Why this is a good idea will become clear shortly.

We also need to make a change to our Sittable typeclass. Open mygame/typeclasses/sittables.py:

from evennia import DefaultObject
from commands.sittables import CmdSetSit  # <- new

class Sittable(DefaultObject):
    """
    (docstring)
    """
    def at_object_creation(self):

        self.db.sitter = None
        # 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:

> reload
> update armchair

We could also update all existing sittables (all on one line):

> 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 here in the Python docs.

We should now be able to use sit while in the room with the armchair.

> sit
As you sit down in armchair, life feels easier.
> 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:

> 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 of mygame/commands/sittables.py:

# ...

class CmdNoSitStand(Command):
    """
    Sit down or Stand up
    """
    key = "sit"
    aliases = ["stand"]

    def func(self):
        if self.cmdname == "sit":
            self.msg("You have nothing to sit on.")
        else:
            self.msg("You are not sitting down.")

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 to the default Character cmdset. Open mygame/commands/default_cmdsets.py:

# ...
from commands import sittables

class CharacterCmdSet(CmdSet):
    """
    (docstring)
    """
    def at_cmdset_creation(self):
        # ...
        self.add(sittables.CmdNoSitStand)

To test we’ll build a new location without any comfy armchairs and go there:

> reload
> tunnel n = kitchen
north
> sit
You have nothing to sit on.
> 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 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 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:

> stand
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
More than one match for 'stand' (please narrow target):
 stand-1 (armchair)
 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 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.

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:

# ...

class CmdStand(Command):
     """
     Stand up.
     """
     key = "stand"
     lock = "cmd:sitsonthis()"  # < this is new

     def func(self):
         self.obj.do_stand(self.caller)
# ...

We define a Lock 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!

"""
(module lockstring)
"""
# ...

def sitsonthis(accessing_obj, accessed_obj, *args, **kwargs):
    """
    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:

  • 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 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 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.

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.

We’ll now try another way to add the sit/stand commands.

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:

  • 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).

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.

> sit <chair>
You sit on chair.
> 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.

from evennia import Command, CmdSet
from evennia import InterruptCommand  # <- this is new

class CmdSit(Command):
    # ...

# ...

# new from here

class CmdSit2(Command):
    """
    Sit down.

    Usage:
        sit <sittable>

    """
    key = "sit"

    def parse(self):
        self.args = self.args.strip()
        if not self.args:
            self.caller.msg("Sit on what?")
            raise InterruptCommand

    def func(self):

        # self.search handles all error messages etc.
        sittable = self.caller.search(self.args)
        if not sittable:
            return
        try:
            sittable.do_sit(self.caller)
        except AttributeError:
            self.caller.msg("You can't sit on that!")

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

  2. Command.parse - this should parse the input

  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 abort this sequence we need to raise InterruptCommand.

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.

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:


try:
    # 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 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.

While it’s useful to learn about try ... except, there is also a way to leverage Evennia to do this without try ... except:


    # ...

    def func(self):

        # self.search handles all error messages etc.
        sittable = self.caller.search(
                         self.args,
                         typeclass="typeclasses.sittables.Sittable")
        if not sittable:
            return
        sittable.do_sit(self.caller)

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.

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.


class CmdStand2(Command):
    """
    Stand up.

    Usage:
        stand

    """
    key = "stand"

    def func(self):

        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
        # to the caller
        sittable = caller.search(
                         caller,
                         candidates=caller.location.contents,
                         attribute_name="sitter",
                         typeclass="typeclasses.sittables.Sittable")
        # if this is None, the error was already reported to user
        if not sittable:
            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 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 Cmdseton the Character. Openmygame/default_cmdsets.py`

# ...
from commands import sittables

class CharacterCmdSet(CmdSet):
    """
    (docstring)
    """
    def at_cmdset_creation(self):
        # ...
        self.add(sittables.CmdSit2)
        self.add(sittables.CmdStand2)

Now let’s try it out:

> reload
> create/drop sofa : sittables.Sittable
> sit sofa
You sit down on sofa.
> stand
You stand up from sofa.

Conclusions

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.

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.

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