Objects¶
All in-game objects in Evennia, be it characters, chairs, monsters, rooms or hand grenades are represented by an Evennia Object. Objects form the core of Evennia and is probably what you’ll spend most time working with. Objects are Typeclassed entities.
How to create your own object types¶
An Evennia Object is, per definition, a Python class that includes evennia.DefaultObject
among its
parents. In mygame/typeclasses/objects.py
there is already a class Object
that inherits from
DefaultObject
and that you can inherit from. You can put your new typeclass directly in that
module or you could organize your code in some other way. Here we assume we make a new module
mygame/typeclasses/flowers.py
:
# mygame/typeclasses/flowers.py
from typeclasses.objects import Object
class Rose(Object):
"""
This creates a simple rose object
"""
def at_object_creation(self):
"this is called only once, when object is first created"
# add a persistent attribute 'desc'
# to object (silly example).
self.db.desc = "This is a pretty rose with thorns."
You could save this in the mygame/typeclasses/objects.py
(then you’d not need to import Object
)
or you can put it in a new module. Let’s say we do the latter, making a module
typeclasses/flowers.py
. Now you just need to point to the class Rose with the @create
command
to make a new rose:
@create/drop MyRose:flowers.Rose
What the @create
command actually does is to use evennia.create_object
. You can do the same
thing yourself in code:
from evennia import create_object
new_rose = create_object("typeclasses.flowers.Rose", key="MyRose")
(The @create
command will auto-append the most likely path to your typeclass, if you enter the
call manually you have to give the full path to the class. The create.create_object
function is
powerful and should be used for all coded object creating (so this is what you use when defining
your own building commands). Check out the ev.create_*
functions for how to build other entities
like Scripts).
This particular Rose class doesn’t really do much, all it does it make sure the attribute
desc
(which is what the look
command looks for) is pre-set, which is pretty pointless since you
will usually want to change this at build time (using the @desc
command or using the
Spawner). The Object
typeclass offers many more hooks that is available
to use though - see next section.
Properties and functions on Objects¶
Beyond the properties assigned to all typeclassed objects (see that page for a list of those), the Object also has the following custom properties:
aliases
- a handler that allows you to add and remove aliases from this object. Usealiases.add()
to add a new alias andaliases.remove()
to remove one.location
- a reference to the object currently containing this object.home
is a backup location. The main motivation is to have a safe place to move the object to if itslocation
is destroyed. All objects should usually have a home location for safety.destination
- this holds a reference to another object this object links to in some way. Its main use is for Exits, it’s otherwise usually unset.nicks
- as opposed to aliases, a Nick holds a convenient nickname replacement for a real name, word or sequence, only valid for this object. This mainly makes sense if the Object is used as a game character - it can then store briefer shorts, example so as to quickly reference game commands or other characters. Use nicks.add(alias, realname) to add a new one.account
- this holds a reference to a connected Account controlling this object (if any). Note that this is set also if the controlling account is not currently online - to test if an account is online, use thehas_account
property instead.sessions
- ifaccount
field is set and the account is online, this is a list of all active sessions (server connections) to contact them through (it may be more than one if multiple connections are allowed in settings).has_account
- a shorthand for checking if an online account is currently connected to this object.contents
- this returns a list referencing all objects ‘inside’ this object (i,e. which has this object set as theirlocation
).exits
- this returns all objects inside this object that are Exits, that is, has thedestination
property set.
The last two properties are special:
cmdset
- this is a handler that stores all command sets defined on the object (if any).scripts
- this is a handler that manages Scripts attached to the object (if any).
The Object also has a host of useful utility functions. See the function headers in
src/objects/objects.py
for their arguments and more details.
msg()
- this function is used to send messages from the server to an account connected to this object.msg_contents()
- callsmsg
on all objects inside this object.search()
- this is a convenient shorthand to search for a specific object, at a given location or globally. It’s mainly useful when defining commands (in which case the object executing the command is namedcaller
and one can docaller.search()
to find objects in the room to operate on).execute_cmd()
- Lets the object execute the given string as if it was given on the command line.move_to
- perform a full move of this object to a new location. This is the main move method and will call all relevant hooks, do all checks etc.clear_exits()
- will delete all Exits to and from this object.clear_contents()
- this will not delete anything, but rather move all contents (except Exits) to their designatedHome
locations.delete()
- deletes this object, first callingclear_exits()
andclear_contents()
.
The Object Typeclass defines many more hook methods beyond at_object_creation
. Evennia calls
these hooks at various points. When implementing your custom objects, you will inherit from the
base parent and overload these hooks with your own custom code. See evennia.objects.objects
for an
updated list of all the available hooks or the API for DefaultObject
here.
Subclasses of Object
¶
There are three special subclasses of Object in default Evennia - Characters, Rooms and Exits. The reason they are separated is because these particular object types are fundamental, something you will always need and in some cases requires some extra attention in order to be recognized by the game engine (there is nothing stopping you from redefining them though). In practice they are all pretty similar to the base Object.
Characters¶
Characters are objects controlled by Accounts. When a new Account
logs in to Evennia for the first time, a new Character
object is created and
the Account object is assigned to the account
attribute. A Character
object
must have a Default Commandset set on itself at
creation, or the account will not be able to issue any commands! If you just
inherit your own class from evennia.DefaultCharacter
and make sure to use
super()
to call the parent methods you should be fine. In
mygame/typeclasses/characters.py
is an empty Character
class ready for you
to modify.
Rooms¶
Rooms are the root containers of all other objects. The only thing really separating a room from
any other object is that they have no location
of their own and that default commands like @dig
creates objects of this class - so if you want to expand your rooms with more functionality, just
inherit from ev.DefaultRoom
. In mygame/typeclasses/rooms.py
is an empty Room
class ready for
you to modify.
Exits¶
Exits are objects connecting other objects (usually Rooms) together. An object named North or in might be an exit, as well as door, portal or jump out the window. An exit has two things that separate them from other objects. Firstly, their destination property is set and points to a valid object. This fact makes it easy and fast to locate exits in the database. Secondly, exits define a special Transit Command on themselves when they are created. This command is named the same as the exit object and will, when called, handle the practicalities of moving the character to the Exits’s destination - this allows you to just enter the name of the exit on its own to move around, just as you would expect.
The exit functionality is all defined on the Exit typeclass, so you could in principle completely
change how exits work in your game (it’s not recommended though, unless you really know what you are
doing). Exits are locked using an access_type called traverse and also make use of a few
hook methods for giving feedback if the traversal fails. See evennia.DefaultExit
for more info.
In mygame/typeclasses/exits.py
there is an empty Exit
class for you to modify.
The process of traversing an exit is as follows:
The traversing
obj
sends a command that matches the Exit-command name on the Exit object. The cmdhandler detects this and triggers the command defined on the Exit. Traversal always involves the “source” (the current location) and thedestination
(this is stored on the Exit object).The Exit command checks the
traverse
lock on the Exit objectThe Exit command triggers
at_traverse(obj, destination)
on the Exit object.In
at_traverse
,object.move_to(destination)
is triggered. This triggers the following hooks, in order:obj.at_before_move(destination)
- if this returns False, move is aborted.origin.at_object_leave(obj, destination)
obj.announce_move_from(destination)
Move is performed by changing
obj.location
from source location todestination
.obj.announce_move_to(source)
destination.at_object_receive(obj, source)
obj.at_after_move(source)
On the Exit object,
at_after_traverse(obj, source)
is triggered.
If the move fails for whatever reason, the Exit will look for an Attribute err_traverse
on itself
and display this as an error message. If this is not found, the Exit will instead call
at_failed_traverse(obj)
on itself.