Tags¶
A common task of a game designer is to organize and find groups of objects and do operations on them. A classic example is to have a weather script affect all “outside” rooms. Another would be for a player casting a magic spell that affects every location “in the dungeon”, but not those “outside”. Another would be to quickly find everyone joined with a particular guild or everyone currently dead.
Tags are short text labels that you attach to objects so as to easily be able to retrieve and group them. An Evennia entity can be tagged with any number of Tags. On the database side, Tag entities are shared between all objects with that tag. This makes them very efficient but also fundamentally different from Attributes, each of which always belongs to one single object.
In Evennia, Tags are technically also used to implement Aliases
(alternative names for objects)
and Permissions
(simple strings for Locks to check for).
Searching for objects with a given tag¶
Usually tags are used as a quick way to find tagged database entities. You can retrieve all objects with a given Tag like this in code:
import evennia
# all methods return Querysets
# search for objects
objs = evennia.search_tag("furniture")
objs2 = evennia.search_tag("furniture", category="luxurious")
dungeon = evennia.search_tag("dungeon#01")
forest_rooms = evennia.search_tag(category="forest")
forest_meadows = evennia.search_tag("meadow", category="forest")
magic_meadows = evennia.search_tag("meadow", category="magical")
# search for scripts
weather = evennia.search_tag_script("weather")
climates = evennia.search_tag_script(category="climate")
# search for accounts
accounts = evennia.search_tag_account("guestaccount")
Note that searching for just “furniture” will only return the objects tagged with the “furniture” tag that has a category of
None
. We must explicitly give the category to get the “luxurious” furniture.
Using any of the search_tag
variants will all return Django
Querysets, including if you only have
one match. You can treat querysets as lists and iterate over them, or continue building search
queries with them.
Remember when searching that not setting a category means setting it to None
- this does not
mean that category is undefined, rather None
is considered the default, unnamed category.
import evennia
myobj1.tags.add("foo") # implies category=None
myobj2.tags.add("foo", category="bar")
# this returns a queryset with *only* myobj1
objs = evennia.search_tag("foo")
# these return a queryset with *only* myobj2
objs = evennia.search_tag("foo", category="bar")
# or
objs = evennia.search_tag(category="bar")
There is also an in-game command that deals with assigning and using (Object-) tags:
@tag/search furniture
Using Aliases and Permissions¶
Aliases and Permissions are implemented using normal TagHandlers that simply save Tags with a
different tagtype
. These handlers are named aliases
and permissions
on all Objects. They are
used in the same way as Tags above:
boy.aliases.add("rascal")
boy.permissions.add("Builders")
boy.permissions.remove("Builders")
all_aliases = boy.aliases.all()
and so on. Similarly to how @tag
works in-game, there is also the @perm
command for assigning
permissions and @alias
command for aliases.
Assorted notes¶
Generally, tags are enough on their own for grouping objects. Having no tag category
is perfectly
fine and the normal operation. Simply adding a new Tag for grouping objects is often better than
making a new category. So think hard before deciding you really need to categorize your Tags.
That said, tag categories can be useful if you build some game system that uses tags. You can then use tag categories to make sure to separate tags created with this system from any other tags created elsewhere. You can then supply custom search methods that only find objects tagged with tags of that category. An example of this is found in the Zone tutorial.