Tutorial NPCs listening¶
This tutorial shows the implementation of an NPC object that responds to characters speaking in their location. In this example the NPC parrots what is said, but any actions could be triggered this way.
It is assumed that you already know how to create custom room and character typeclasses, please see the Basic Game tutorial if you haven’t already done this.
What we will need is simply a new NPC typeclass that can react when someone speaks.
# mygame/typeclasses/npc.py
from characters import Character
class Npc(Character):
"""
A NPC typeclass which extends the character class.
"""
def at_heard_say(self, message, from_obj):
"""
A simple listener and response. This makes it easy to change for
subclasses of NPCs reacting differently to says.
"""
# message will be on the form `<Person> says, "say_text"`
# we want to get only say_text without the quotes and any spaces
message = message.split('says, ')[1].strip(' "')
# we'll make use of this in .msg() below
return "%s said: '%s'" % (from_obj, message)
When someone in the room speaks to this NPC, its msg
method will be called. We will modify the
NPCs .msg
method to catch says so the NPC can respond.
# mygame/typeclasses/npc.py
from characters import Character
class Npc(Character):
# [at_heard_say() goes here]
def msg(self, text=None, from_obj=None, **kwargs):
"Custom msg() method reacting to say."
if from_obj != self:
# make sure to not repeat what we ourselves said or we'll create a loop
try:
# if text comes from a say, `text` is `('say_text', {'type': 'say'})`
say_text, is_say = text[0], text[1]['type'] == 'say'
except Exception:
is_say = False
if is_say:
# First get the response (if any)
response = self.at_heard_say(say_text, from_obj)
# If there is a response
if response != None:
# speak ourselves, using the return
self.execute_cmd("say %s" % response)
# this is needed if anyone ever puppets this NPC - without it you would never
# get any feedback from the server (not even the results of look)
super().msg(text=text, from_obj=from_obj, **kwargs)
So if the NPC gets a say and that say is not coming from the NPC itself, it will echo it using the
at_heard_say
hook. Some things of note in the above example:
The
text
input can be on many different forms depending on where thismsg
is called from. Instead of trying to analyzetext
in detail with a range ofif
statements we just assume the form we want and catch the error if it does not match. This simplifies the code considerably. It’s called ‘leap before you look’ and is a Python paradigm that may feel unfamiliar if you are used to other languages. Here we ‘swallow’ the error silently, which is fine when the code checked is simple. If not we may want to importevennia.logger.log_trace
and addlog_trace()
in theexcept
clause.
If you would like to learn more about thetext
list used above refer to the Out-Of-Band documentation.We use
execute_cmd
to fire thesay
command back. We could also have calledself.location.msg_contents
directly but using the Command makes sure all hooks are called (so those seeing the NPC’ssay
can in turn react if they want).Note the comments about
super
at the end. This will trigger the ‘default’msg
(in the parent class) as well. It’s not really necessary as long as no one puppets the NPC (by@ic <npcname>
) but it’s wise to keep in there since the puppeting player will be totally blind ifmsg()
is never returning anything to them!
Now that’s done, let’s create an NPC and see what it has to say for itself.
@reload
@create/drop Guild Master:npc.Npc
(you could also give the path as typeclasses.npc.Npc
, but Evennia will look into the typeclasses
folder automatically so this is a little shorter).
> say hi
You say, "hi"
Guild Master says, "Anna said: 'hi'"
Assorted notes¶
There are many ways to implement this kind of functionality. An alternative example to overriding
msg
would be to modify the at_say
hook on the Character instead. It could detect that it’s
sending to an NPC and call the at_heard_say
hook directly.
While the tutorial solution has the advantage of being contained only within the NPC class, combining this with using the Character class gives more direct control over how the NPC will react. Which way to go depends on the design requirements of your particular game.