# EvMenu


## Introduction

The `EvMenu` utility class is located in
[evennia/utils/evmenu.py](https://github.com/evennia/evennia/blob/master/evennia/utils/evmenu.py).
It allows for easily adding interactive menus to the game; for example to implement Character
creation, building commands or similar. Below is an example of offering NPC conversation choices:

```
The guard looks at you suspiciously.
"No one is supposed to be in here ..."
he says, a hand on his weapon.
_______________________________________________
 1. Try to bribe him [Cha + 10 gold]
 2. Convince him you work here [Int]
 3. Appeal to his vanity [Cha]
 4. Try to knock him out [Luck + Dex]
 5. Try to run away [Dex]

```

This is an example of a menu *node*. Think of a node as a point where the menu stops printing text
and waits for user to give some input. By jumping to different nodes depending on the input, a menu
is constructed.

## Ways to create the menu

### node functions

The native way to define an EvMenu is to define Python functions, one per node. It will load all
those
functions/nodes either from a module or by being passed a dictionary mapping the node's names to
said functions, like `{"nodename": <function>, ...}`. Since you are dealing with raw code, this is
by
far the most powerful way - for example you could have dynamic nodes that change content depending
on game context, time and what you picked before.

### menu templating

For a simpler menu you often don't need the full flexibility you get from defining each node as a
Python function. For that, there is the _EvMenu templating_ language. This allows you to define the
menu
in a more human-readable string with a simple format. This is then parsed to produce the
`{"nodename": <function>, ...}` mapping for you, for the EvMenu to use normally. The templating
language is described in the [Menu templating section](./EvMenu.md#evmenu-templating-language).


## Launching the menu

Initializing the menu is done using a call to the `evennia.utils.evmenu.EvMenu` class. This is the
most common way to do so - from inside a [Command](./Commands.md):

```python
# in, for example gamedir/commands/command.py

from evennia.utils.evmenu import EvMenu

class CmdTestMenu(Command):

    key = "testcommand"

    def func(self):

        EvMenu(caller, "world.mymenu")

```

When running this command, the menu will start using the menu nodes loaded from
`mygame/world/mymenu.py` and use this to build the menu-tree - each function name becomes
the name of a node in the tree. See next section on how to define menu nodes.

Alternatively, you could pass the menu-tree to EvMenu directly:

```python

  menutree = {"start": nodestartfunc,
              "node1": nodefunc1,
              "node2": nodefunc2,, ...}
  EvMenu(caller, menutree)

```
This menutree can also be generated from an *EvMenu template*

```python
   from evennia.utils.evmenu import parse_menu_template
  
   menutree = parse_menu_template(caller, template_string, goto_callables)
   EvMenu(caller, menutree)
```

The `template_string` and `goto_callables` are described in [Template language
section](./EvMenu.md#evmenu-templating-language).


## The EvMenu class

The `EvMenu` has the following optional callsign:

```python
EvMenu(caller, menu_data,
       startnode="start",
       cmdset_mergetype="Replace", cmdset_priority=1,
       auto_quit=True, auto_look=True, auto_help=True,
       cmd_on_exit="look",
       persistent=False,
       startnode_input="",
       session=None,
       debug=False,
       **kwargs)

```

 - `caller` (Object or Account): is a reference to the object using the menu. This object will get a
   new [CmdSet](./Command-Sets.md) assigned to it, for handling the menu.
 - `menu_data` (str, module or dict): is a module or python path to a module where the global-level
   functions will each be considered to be a menu node. Their names in the module will be the names
   by which they are referred to in the module. Importantly, function names starting with an
underscore
   `_` will be ignored by the loader. Alternatively, this can be a direct mapping
`{"nodename":function, ...}`.
 - `startnode` (str): is the name of the menu-node to start the menu at. Changing this means that
   you can jump into a menu tree at different positions depending on circumstance and thus possibly
   re-use menu entries.
 - `cmdset_mergetype` (str): This is usually one of "Replace" or "Union" (see [CmdSets](Command-
Sets).
   The first means that the menu is exclusive - the user has no access to any other commands while
   in the menu. The Union mergetype means the menu co-exists with previous commands (and may
overload
   them, so be careful as to what to name your menu entries in this case).
 - `cmdset_priority` (int): The priority with which to merge in the menu cmdset. This allows for
   advanced usage.
 - `auto_quit`, `auto_look`, `auto_help` (bool): If either of these are `True`, the menu
   automatically makes a `quit`, `look` or `help` command available to the user. The main reason why
   you'd want to turn this off is if  you want to use the aliases "q", "l" or "h" for something in
your
   menu. Nevertheless, at least `quit` is highly recommend - if `False`, the menu *must* itself
supply
   an "exit node" (a node without any options), or the user will be stuck in the menu until the
server
   reloads (or eternally if the menu is `persistent`)!
 - `cmd_on_exit` (str): This command string will be executed right *after* the menu has closed down.
   From experience, it's useful to trigger a "look" command to make sure the user is aware of the
   change of state; but any command can be used. If set to `None`, no command will be triggered
after
   exiting the menu.
 - `persistent` (bool) - if `True`, the menu will survive a reload (so the user will not be kicked
   out by the reload - make sure they can exit on their own!)
 - `startnode_input` (str or (str, dict) tuple): Pass an input text or a input text + kwargs to the
   start node as if it was entered on a fictional previous node. This can be very useful in order to
   start a menu differently depending on the Command's arguments in which it was initialized.
 - `session` (Session): Useful when calling the menu from an [Account](./Accounts.md) in
   `MULTISESSION_MODDE` higher than 2, to make sure only the right Session sees the menu output.
 - `debug` (bool): If set, the `menudebug` command will be made available in the menu. Use it to
   list the current state of the menu and use `menudebug <variable>` to inspect a specific state
   variable from the list.
 - All other keyword arguments will be available as initial data for the nodes. They will be
   available in all nodes as properties on `caller.ndb._menutree` (see below). These will also
survive a `@reload` if the menu is `persistent`.

You don't need to store the EvMenu instance anywhere - the very act of initializing it will store it
as `caller.ndb._menutree` on the `caller`. This object will be deleted automatically when the menu
is exited and you can also use it to store your own temporary variables for access throughout the
menu. Temporary variables you store on a persistent `_menutree` as it runs will
*not* survive a `@reload`, only those you set as part of the original `EvMenu` call.


## The Menu nodes

The EvMenu nodes consist of functions on one of these forms.

```python
def menunodename1(caller):
    # code
    return text, options

def menunodename2(caller, raw_string):
    # code
    return text, options

def menunodename3(caller, raw_string, **kwargs):
    # code
    return text, options

```

> While all of the above forms are okay, it's recommended to stick to the third and last form since
it
> gives the most flexibility. The previous forms are mainly there for backwards compatibility with
> existing menus from a time when EvMenu was less able.


### Input arguments to the node

 - `caller` (Object or Account): The object using the menu - usually a Character but could also be a
   Session or Account depending on where the menu is used.
 - `raw_string` (str): If this is given, it will be set to the exact text the user entered on the
   *previous* node (that is, the command entered to get to this node). On the starting-node of the
   menu, this will be an empty string, unless `startnode_input` was set.
 - `kwargs` (dict): These extra keyword arguments are extra optional arguments passed to the node
   when the user makes a choice on the *previous* node. This may include things like status flags
   and details about which exact option was chosen (which can be impossible to determine from
   `raw_string` alone). Just what is passed in `kwargs` is up to you when you create the previous
   node.

### Return values from the node

Each function must return two variables, `text` and `options`.


#### text

The `text` variable is a string or tuple. This text is what will be displayed when the user reaches
this node. If this is a tuple, then the first element of the tuple will be considered the displayed
text and the second the help-text to display when the user enters the `help` command on this node.

```python
    text = ("This is the text to display", "This is the help text for this node")
```

Returning a `None` text is allowed and simply leads to a node with no text and only options.  If the
help text is not given, the menu will give a generic error message when using `help`.


#### options

The `options` list describe all the choices available to the user when viewing this node. If
`options` is
returned as `None`, it means that this node is an *Exit node* - any text is displayed and then the
menu immediately exits, running the `exit_cmd` if given.

Otherwise, `options` should be a list (or tuple) of dictionaries, one for each option. If only one
option is
available, a single dictionary can also be returned. This is how it could look:


```python
def node_test(caller, raw_string, **kwargs):

    text = "A goblin attacks you!"

    options = (
        {"key": ("Attack", "a", "att"),
         "desc": "Strike the enemy with all your might",
         "goto": "node_attack"},
        {"key": ("Defend", "d", "def"),
         "desc": "Hold back and defend yourself",
         "goto": (_defend, {"str": 10, "enemyname": "Goblin"})})

    return text, options

```

This will produce a menu node looking like this:


```
A goblin attacks you!
________________________________

Attack: Strike the enemy with all your might
Defend: Hold back and defend yourself

```

##### option-key 'key'

The option's `key` is what the user should enter in order to choose that option. If given as a
tuple, the
first string of that tuple will be what is shown on-screen while the rest are aliases for picking
that option. In the above example, the user could enter "Attack" (or "attack", it's not
case-sensitive), "a" or "att" in order to attack the goblin. Aliasing is useful for adding custom
coloring to the choice. The first element of the aliasing tuple should then be the colored version,
followed by a version without color - since otherwise the user would have to enter the color codes
to select that choice.

Note that the `key` is *optional*. If no key is given, it will instead automatically be replaced
with a running number starting from `1`. If removing the `key` part of each option, the resulting
menu node would look like this instead:


```
A goblin attacks you!
________________________________

1: Strike the enemy with all your might
2: Hold back and defend yourself

```

Whether you want to use a key or rely on numbers is mostly
a matter of style and the type of menu.

EvMenu accepts one important special `key` given only as `"_default"`. This key is used when a user
enters something that does not match any other fixed keys. It is particularly useful for getting
user input:

```python
def node_readuser(caller, raw_string, **kwargs):
    text = "Please enter your name"

    options = {"key": "_default",
               "goto": "node_parse_input"}

    return text, options

```

A `"_default"` option does not show up in the menu, so the above will just be a node saying
`"Please enter your name"`. The name they entered will appear as `raw_string` in the next node.


#### option-key 'desc'

This simply contains the description as to what happens when selecting the menu option. For
`"_default"` options or if the `key` is already long or descriptive, it is not strictly needed. But
usually it's better to keep the `key` short and put more detail in `desc`.


#### option-key 'goto'

This is the operational part of the option and fires only when the user chooses said option. Here
are three ways to write it

```python

def _action_two(caller, raw_string, **kwargs):
    # do things ...
    return "calculated_node_to_go_to"

def _action_three(caller, raw_string, **kwargs):
    # do things ...
    return "node_four", {"mode": 4}

def node_select(caller, raw_string, **kwargs):

    text = ("select one",
            "help - they all do different things ...")

    options = ({"desc": "Option one",
                            "goto": "node_one"},
                     {"desc": "Option two",
                            "goto": _action_two},
                     {"desc": "Option three",
                            "goto": (_action_three, {"key": 1, "key2": 2})}
              )

    return text, options

```

As seen above, `goto` could just be pointing to a single `nodename` string - the name of the node to
go to. When given like this, EvMenu will look for a node named like this and call its associated
function as

```python
    nodename(caller, raw_string, **kwargs)
```

Here, `raw_string` is always the input the user entered to make that choice and `kwargs` are the
same as those `kwargs` that already entered the *current* node (they are passed on).

Alternatively the `goto` could point to a "goto-callable". Such callables are usually defined in the
same
module as the menu nodes and given names starting with `_` (to avoid being parsed as nodes
themselves). These callables will be called the same as a node function - `callable(caller,
raw_string, **kwargs)`, where `raw_string` is what the user entered on this node and `**kwargs` is
forwarded from the node's own input.

The `goto` option key could also point to a tuple `(callable, kwargs)` - this allows for customizing
the kwargs passed into the goto-callable, for example you could use the same callable but change the
kwargs passed into it depending on which option was actually chosen.

The "goto callable" must either return a string `"nodename"` or a tuple `("nodename", mykwargs)`.
This will lead to the next node being called as either `nodename(caller, raw_string, **kwargs)` or
`nodename(caller, raw_string, **mykwargs)` - so this allows changing (or replacing) the options
going
into the next node depending on what option was chosen.

There is one important case - if the goto-callable returns `None` for a `nodename`, *the current
node will run again*, possibly with different kwargs. This makes it very easy to re-use a node over
and over, for example allowing different options to update some text form being passed and
manipulated for every iteration.


> The EvMenu also supports the `exec` option key. This allows for running a callable *before* the
> goto-callable. This functionality comes from a time before goto could be a callable and is
> *deprecated* as of Evennia 0.8. Use `goto` for all functionality where you'd before use `exec`.


## Temporary storage

When the menu starts, the EvMenu instance is stored on the caller as `caller.ndb._menutree`. Through
this object you can in principle reach the menu's internal state if you know what you are doing.
This is also a good place to store temporary, more global variables that may be cumbersome to keep
passing from node to node via the `**kwargs`. The `_menutree` will be deleted automatically when the
menu closes, meaning you don't need to worry about cleaning anything up.

If you want *permanent* state storage, it's instead better to use an Attribute on `caller`. Remember
that this will remain after the menu closes though, so you need to handle any needed cleanup
yourself.


## Customizing Menu formatting

The `EvMenu` display of nodes, options etc are controlled by a series of formatting methods on the
`EvMenu` class. To customize these, simply create a new child class of `EvMenu` and override as
needed. Here is an example:

```python
from evennia.utils.evmenu import EvMenu

class MyEvMenu(EvMenu):

    def nodetext_formatter(self, nodetext):
        """
        Format the node text itself.

        Args:
            nodetext (str): The full node text (the text describing the node).

        Returns:
            nodetext (str): The formatted node text.

        """

    def helptext_formatter(self, helptext):
        """
        Format the node's help text

        Args:
            helptext (str): The unformatted help text for the node.

        Returns:
            helptext (str): The formatted help text.

        """

    def options_formatter(self, optionlist):
        """
        Formats the option block.

        Args:
            optionlist (list): List of (key, description) tuples for every
                option related to this node.
            caller (Object, Account or None, optional): The caller of the node.

        Returns:
            options (str): The formatted option display.

        """

    def node_formatter(self, nodetext, optionstext):
        """
        Formats the entirety of the node.

        Args:
            nodetext (str): The node text as returned by `self.nodetext_formatter`.
            optionstext (str): The options display as returned by `self.options_formatter`.
            caller (Object, Account or None, optional): The caller of the node.

        Returns:
            node (str): The formatted node to display.

        """

```
See `evennia/utils/evmenu.py` for the details of their default implementations.



## Evmenu templating language

The EvMenu is very powerful and flexible. But often your menu is simple enough to
not require the full power of EvMenu. For this you can use the Evmenu templating language.

This is how the templating is used:

```python
from evennia.utils.evmenu import parse_menu_template, EvMenu

template_string = "(will be described below)"
# this could be empty if you don't need to access any callables
# in your template
goto_callables = {"mycallable1": function, ...}

# generate the menutree
menutree = parse_menu_template(caller, template_string, goto_callables)
# a normal EvMenu call
EvMenu(caller, menutree, ...)

```

... So the `parse_menu_template` is just another way to generate the `menutree` dict needed by
EvMenu - after this EvMenu works normally.

The good thing with this two-step procedude is that you can mix- and match - if you wanted
you could insert a normal, fully flexible function-based node-function in the `menutree` before
passing
the whole thing into `EvMenu` and get the best of both worlds. It also makes it
easy to substitute base EvMenu with a child class that changes the menu display.

... But if you really don't need any such customization, you can also apply the template in one step
using
the `template2menu` helper:


```python
from evennia.utils.evmenu import template2menu

template_string = "(will be described below)"
goto_callables = {"mycallable1": function, ...}

template2menu(caller, template_string, goto_callables, startnode="start", ...)

```
In addition to the template-related arguments, `template2menu` takes all the same `**kwargs`
as `EvMenu` and will parse the template and start the menu for you in one go.

### The templating string

The template is a normal string with a very simple format. Each node begins
with a marker `## Node <name of node>`, follwowed by a `## Options` separator (the `Node` and
`Options` are
case-insensitive).

```python
template_string = """

## NODE start

<text for the node>

## OPTIONS

# this is a comment. Only line-comments are allowed.

key;alias;alias: description -> goto_str_or_callable
key;alias;alias: goto_str_or_callable
>pattern: goto_str_or_callable

"""
```

- The text after `## NODE` defines the name of the node. This must be unique within the
  menu because this is what you use for `goto` statements. The name could have spaces.
- The area between `## NODE` and `## OPTIONS` contains the text of the node. It can have
  normal formatting and will retain intentation.
- The `## OPTIONS` section, until the next `## NODE` or the end of the string,
  holds the options, one per line.
- Option-indenting is ignored but can be useful for readability.
- The options-section can also have line-comments, marked by starting the line with `#`.
- A node without a following `## OPTIONS` section indicates an end node, and reaching
  it will print the text and immediately exit the menu (same as for regular EvMenu).

### Templating options format

The normal, full syntax is:

    key;alias;alias: description -> goto_str_or_callable

An example would be

    next;n: Go to node Two -> node2

In the menu, this will become an option

    next: Go to node Two

where you can enter `next` or `n` to go to the menu node named `node2`.

To skip the description, just add the goto without the `->`:

    next;n: node2

This will create a menu option without any description:

    next

A special key is `>`. This acts as a _pattern matcher_. Between `>`  and the `:` one
can fit an optional _pattern_. This
pattern will first be parsed with [glob-style
parsing](https://docs.python.org/2/library/fnmatch.html) and then
with [regex](https://docs.python.org/3/library/re.html#module-re), and only if
the player's input matches either will the option be chosen. An input-matching
option cannot have a description.

```
  # this matches the empty string (just pressing return)
  >: node2

  # this matches input starting with 'test' (regex match)
  > ^test.+?: testnode

  # this matches any number input (regex match)
  > [0-9]+?: countnode

  # this matches everything not covered by previous options
  # (glob-matching, space is stripped without quotes)
  > *: node3
```

You can have multiple pattern-matchers for a node but remember that options are
checked in the order they are listed. So make sure to put your pattern-matchers
in decending order of generality; if you have a 'catch-all' pattern,
it should be put last or those behind it will never be tried.

```
   next;n: node2
   back;b: node1
   >: node2
```

The above would give you the option to write next/back but you can also just press return to move on
to the next node.

### Templating goto-callables

Instead of giving the name of a node to go to, you can also give the name
of a _goto_callable_, which in turn returns the name of the node to go to. You
tell the template it's a callable by simply adding `()` at the end.

    next: Go to node 2 -> goto_node2()

You can also add keyword arguments:

    back: myfunction(from=foo)

> Note: ONLY keyword-arguments are supported! Trying to pass a positional
> argument will lead to an error.

The contents of the kwargs-values will be evaluated by `literal_eval` so
you don't need to add quotes to strings _unless they have spaces in them_. Numbers
will be converted correctly, but more complex input structures (like lists or dicts) will
_not_ - if you want more complex input you should use a full function-based EvMenu
node instead.

The goto-callable is defined just like any Evmenu goto-func. You must always
use the full form (including `**kwargs`):

```python
def mygotocallable(caller, raw_string, **kwargs):
  # ...
  return "nodename_to_goto"

```

Return `None` to re-run the current node. Any keyword arguments you specify in
your template will be passed to your goto-callable in `**kwargs`.  Unlike in
regular EvMenu nodes you _can't_ return kwargs to pass it between nodes and other dynamic
tricks.

All goto-callables you use in your menu-template must be added to the
`goto_callable` mapping that you pass to `parse_menu_template` or
`template2menu`.

### Templating example to show all possible options:


```python

template_string = """

## NODE start

This is the text of the start node.
Both ## NODE, ## node or ## Node works. The node-name can have
spaces.

The text area can have multiple lines, line breaks etc.

## OPTIONS

    # here starts the option-defition
    # comments are only allowed from beginning of line.
    # Indenting is not necessary, but good for readability

    1: Option number 1 -> node1
    2: Option number 2 -> node2
    next: This steps next -> go_back()
    # the -> can be ignored if there is no desc
    back: go_back(from_node=start)
    abort: abort

# ----------------------------------- this is ignored

## NODE node1

Text for Node1. Enter a message!
<return> to go back.

## options

    # Starting the option-line with >
    # allows to perform different actions depending on
    # what is inserted.

    # this catches everything starting with foo
    > foo*: handle_foo_message()

    # regex are also allowed (this catches number inputs)
    > [0-9]+?: handle_numbers()

    # this catches the empty return
    >: start

    # this catches everything else
    > *: handle_message(from_node=node1)

# -----------------------------------------

## NODE node2

Text for Node2. Just go back.

## options

    >: start

# node abort

This exits the menu since there is no `## options` section.


"""

# we assume the callables are defined earlier
goto_callables = {"go_back": go_back_func,
                  "handle_foo_message": handle_message,
                  "handle_numbers": my_number_handler,
                  "handle_message": handle_message2}

# boom - a menu
template2menu(caller, template_string, goto_callables)

```


## Examples:

- **[Simple branching menu](./EvMenu.md#example-simple-branching-menu)** - choose from options
- **[Dynamic goto](./EvMenu.md#example-dynamic-goto)** - jumping to different nodes based on response
- **[Set caller properties](./EvMenu.md#example-set-caller-properties)** - a menu that changes things
- **[Getting arbitrary input](./EvMenu.md#example-get-arbitrary-input)** - entering text
- **[Storing data between nodes](./EvMenu.md#example-storing-data-between-nodes)** - keeping states and
information while in the menu
- **[Repeating the same node](./EvMenu.md#example-repeating-the-same-node)** - validating within the node
before moving to the next
- **[Yes/No prompt](./EvMenu.md#example-yesno-prompt)** - entering text with limited possible responses
(this is *not* using EvMenu but the conceptually similar yet technically unrelated `get_input`
helper function accessed as `evennia.utils.evmenu.get_input`).


### Example: Simple branching menu

Below is an example of a simple branching menu node leading to different other nodes depending on
choice:

```python
# in mygame/world/mychargen.py

def define_character(caller):
    text = \
    """
    What aspect of your character do you want
    to change next?
    """
    options = ({"desc": "Change the name",
                "goto": "set_name"},
               {"desc": "Change the description",
                "goto": "set_description"})
    return text, options

EvMenu(caller, "world.mychargen", startnode="define_character")

```

This will result in the following node display:

```
What aspect of your character do you want
to change next?
_________________________
1: Change the name
2: Change the description
```

Note that since we didn't specify the "name" key, EvMenu will let the user enter numbers instead. In
the following examples we will not include the `EvMenu` call but just show nodes running inside the
menu. Also, since `EvMenu` also takes a dictionary to describe the menu, we could have called it
like this instead in the example:

```python
EvMenu(caller, {"define_character": define_character}, startnode="define_character")

```

### Example: Dynamic goto

```python

def _is_in_mage_guild(caller, raw_string, **kwargs):
    if caller.tags.get('mage', category="guild_member"):
        return "mage_guild_welcome"
    else:
        return "mage_guild_blocked"

def enter_guild:
    text = 'You say to the mage guard:'
    options ({'desc': 'I need to get in there.',
              'goto': _is_in_mage_guild},
             {'desc': 'Never mind',
              'goto': 'end_conversation'})
    return text, options
```

This simple callable goto will analyse what happens depending on who the `caller` is.  The
`enter_guild` node will give you a choice of what to say to the guard. If you try to enter, you will
end up in different nodes depending on (in this example) if you have the right [Tag](./Tags.md) set on
yourself or not. Note that since we don't include any 'key's in the option dictionary, you will just
get to pick between numbers.

### Example: Set caller properties

Here is an example of passing arguments into the `goto` callable and use that to influence
which node it should go to next:

```python

def _set_attribute(caller, raw_string, **kwargs):
    "Get which attribute to modify and set it"

    attrname, value = kwargs.get("attr", (None, None))
    next_node = kwargs.get("next_node")

    caller.attributes.add(attrname, attrvalue)

    return next_node


def node_background(caller):
    text = \
    """
    {} experienced a traumatic event
    in their childhood. What was it?
    """.format(caller.key}

    options = ({"key": "death",
                "desc": "A violent death in the family",
                "goto": (_set_attribute, {"attr": ("experienced_violence", True),
                                          "next_node": "node_violent_background"})},
               {"key": "betrayal",
                "desc": "The betrayal of a trusted grown-up",
                "goto": (_set_attribute, {"attr": ("experienced_betrayal", True),
                                          "next_node": "node_betrayal_background"})})
    return text, options
```

This will give the following output:

```
Kovash the magnificent experienced a traumatic event
in their childhood. What was it?
____________________________________________________
death: A violent death in the family
betrayal: The betrayal of a trusted grown-up

```

Note above how we use the `_set_attribute` helper function to set the attribute depending on the
User's choice. In thie case the helper function doesn't know anything about what node called it - we
even tell it which nodename it should return, so the choices leads to different paths in the menu.
We could also imagine the helper function analyzing what other choices


### Example: Get arbitrary input

An example of the menu asking the user for input - any input.

```python

def _set_name(caller, raw_string, **kwargs):

    inp = raw_string.strip()

    prev_entry = kwargs.get("prev_entry")

    if not inp:
        # a blank input either means OK or Abort
        if prev_entry:
            caller.key = prev_entry
            caller.msg("Set name to {}.".format(prev_entry))
            return "node_background"
        else:
            caller.msg("Aborted.")
            return "node_exit"
    else:
        # re-run old node, but pass in the name given
        return None, {"prev_entry": inp}


def enter_name(caller, raw_string, **kwargs):

    # check if we already entered a name before
    prev_entry = kwargs.get("prev_entry")

    if prev_entry:
        text = "Current name: {}.\nEnter another name or <return> to accept."
    else:
        text = "Enter your character's name or <return> to abort."

    options = {"key": "_default",
               "goto": (_set_name, {"prev_entry": prev_entry})}

    return text, options

```

This will display as

```
Enter your character's name or <return> to abort.

> Gandalf

Current name: Gandalf
Enter another name or <return> to accept.

>

Set name to Gandalf.

```

Here we re-use the same node twice for reading the input data from the user. Whatever we enter will
be caught by the `_default` option and passed into the helper function. We also pass along whatever
name we have entered before. This allows us to react correctly on an "empty" input - continue to the
node named `"node_background"` if we accept the input or go to an exit node if we presses Return
without entering anything. By returning `None` from the helper function we automatically re-run the
previous node, but updating its ingoing kwargs to tell it to display a different text.



### Example: Storing data between nodes

A convenient way to store data is to store it on the `caller.ndb._menutree` which you can reach from
every node. The advantage of doing this is that the `_menutree` NAttribute will be deleted
automatically when you exit the menu.

```python

def _set_name(caller, raw_string, **kwargs):

    caller.ndb._menutree.charactersheet = {}
    caller.ndb._menutree.charactersheet['name'] = raw_string
    caller.msg("You set your name to {}".format(raw_string)
    return "background"

def node_set_name(caller):
    text = 'Enter your name:'
    options = {'key': '_default',
               'goto': _set_name}

    return text, options

...


def node_view_sheet(caller):
    text = "Character sheet:\n {}".format(self.ndb._menutree.charactersheet)

    options = ({"key": "Accept",
                "goto": "finish_chargen"},
               {"key": "Decline",
                "goto": "start_over"})

    return text, options

```

Instead of passing the character sheet along from node to node through the `kwargs` we instead
set it up temporarily on `caller.ndb._menutree.charactersheet`. This makes it easy to reach from
all nodes. At the end we look at it and, if we accept the character the menu will likely save the
result to permanent storage and exit.

> One point to remember though is that storage on `caller.ndb._menutree` is not persistent across
> `@reloads`. If you are using a persistent menu (using `EvMenu(..., persistent=True)` you should
use
> `caller.db` to store in-menu data like this as well. You must then yourself make sure to clean it
> when the user exits the menu.


### Example: Repeating the same node

Sometimes you want to make a chain of menu nodes one after another, but you don't want the user to
be able to continue to the next node until you have verified that what they input in the previous
node is ok. A common example is a login menu:


```python

def _check_username(caller, raw_string, **kwargs):
    # we assume lookup_username() exists
    if not lookup_username(raw_string):
        # re-run current node by returning `None`
        caller.msg("|rUsername not found. Try again.")
        return None
    else:
        # username ok - continue to next node
        return "node_password"


def node_username(caller):
    text = "Please enter your user name."
    options = {"key": "_default",
               "goto": _check_username}
    return text, options


def _check_password(caller, raw_string, **kwargs):

    nattempts = kwargs.get("nattempts", 0)
    if nattempts > 3:
        caller.msg("Too many failed attempts. Logging out")
        return "node_abort"
    elif not validate_password(raw_string):
        caller.msg("Password error. Try again.")
        return None, {"nattempts", nattempts + 1}
    else:
        # password accepted
        return "node_login"

def node_password(caller, raw_string, **kwargs):
    text = "Enter your password."
    options = {"key": "_default",
               "goto": _check_password}
    return text, options

```

This will display something like


```
---------------------------
Please enter your username.
---------------------------

> Fo

------------------------------
Username not found. Try again.
______________________________
abort: (back to start)
------------------------------

> Foo

---------------------------
Please enter your password.
---------------------------

> Bar

--------------------------
Password error. Try again.
--------------------------
```

And so on.

Here the goto-callables will return to the previous node if there is an error. In the case of
password attempts, this will tick up the `nattempts` argument that will get passed on from iteration
to iteration until too many attempts have been made.


### Defining nodes in a dictionary

You can also define your nodes directly in a dictionary to feed into the `EvMenu` creator.

```python
def mynode(caller):
   # a normal menu node function
   return text, options

menu_data = {"node1": mynode,
             "node2": lambda caller: (
                      "This is the node text",
                     ({"key": "lambda node 1",
                       "desc": "go to node 1 (mynode)",
                       "goto": "node1"},
                      {"key": "lambda node 2",
                       "desc": "go to thirdnode",
                       "goto": "node3"})),
             "node3": lambda caller, raw_string: (
                       # ... etc ) }

# start menu, assuming 'caller' is available from earlier
EvMenu(caller, menu_data, startnode="node1")

```

The keys of the dictionary become the node identifiers. You can use any callable on the right form
to describe each node. If you use Python `lambda` expressions you can make nodes really on the fly.
If you do, the lambda expression must accept one or two arguments and always return a tuple with two
elements (the text of the node and its options), same as any menu node function.

Creating menus like this is one way to present a menu that changes with the circumstances - you
could for example remove or add nodes before launching the menu depending on some criteria. The
drawback is that a `lambda` expression [is much more
limited](https://docs.python.org/2/tutorial/controlflow.html#lambda-expressions) than a full
function - for example you can't use other Python keywords like `if` inside the body of the
`lambda`.

Unless you are dealing with a relatively simple dynamic menu, defining menus with lambda's is
probably more work than it's worth: You can create dynamic menus by instead making each node
function more clever. See the [NPC shop tutorial](./NPC-shop-Tutorial.md) for an example of this.


## Ask for simple input

This describes two ways for asking for simple questions from the user. Using Python's `input`
will *not* work in Evennia. `input` will *block* the entire server for *everyone* until that one
player has entered their text, which is not what you want.

### The `yield` way

In the `func` method of your Commands (only) you can use Python's built-in `yield` command to
request input in a similar way to `input`. It looks like this:

```python
result = yield("Please enter your answer:")
```

This will send "Please enter your answer" to the Command's `self.caller` and then pause at that
point. All other players at the server will be unaffected. Once caller enteres a reply, the code
execution will continue and you can do stuff with the `result`. Here is an example:

```python
from evennia import Command
class CmdTestInput(Command):
    key = "test"
    def func(self):
        result = yield("Please enter something:")
        self.caller.msg(f"You entered {result}.")
        result2 = yield("Now enter something else:")
        self.caller.msg(f"You now entered {result2}.")
```

Using `yield` is simple and intuitive, but it will only access input from `self.caller` and you
cannot abort or time out the pause until the player has responded. Under the hood, it is actually
just a wrapper calling `get_input` described in the following section.

> Important Note: In Python you *cannot mix `yield` and `return <value>` in the same method*. It has
> to do with `yield` turning the method into a
> [generator](https://www.learnpython.org/en/Generators). A `return` without an argument works, you
> can just not do `return <value>`. This is usually not something you need to do in `func()` anyway,
> but worth keeping in mind.

### The `get_input` way

The evmenu module offers a helper function named `get_input`. This is wrapped by the `yield`
statement which is often easier and more intuitive to use. But `get_input` offers more flexibility
and power if you need it. While in the same module as `EvMenu`, `get_input` is technically unrelated
to it. The `get_input` allows you to ask and receive simple one-line input from the user without
launching the full power of a menu to do so. To use, call `get_input` like this:

```python
get_input(caller, prompt, callback)
```

Here `caller` is the entity that should receive the prompt for input given as `prompt`. The
`callback` is a callable `function(caller, prompt, user_input)` that you define to handle the answer
from the user. When run, the caller will see `prompt` appear on their screens and *any* text they
enter will be sent into the callback for whatever processing you want.

Below is a fully explained callback and example call:

```python
from evennia import Command
from evennia.utils.evmenu import get_input

def callback(caller, prompt, user_input):
    """
    This is a callback you define yourself.

    Args:
        caller (Account or Object): The one being asked
          for input
        prompt (str): A copy of the current prompt
        user_input (str): The input from the account.

    Returns:
        repeat (bool): If not set or False, exit the
          input prompt and clean up. If returning anything
          True, stay in the prompt, which means this callback
          will be called again with the next user input.
    """
    caller.msg(f"When asked '{prompt}', you answered '{user_input}'.")

get_input(caller, "Write something! ", callback)
```

This will show as

```
Write something!
> Hello
When asked 'Write something!', you answered 'Hello'.

```

Normally, the `get_input` function quits after any input, but as seen in the example docs, you could
return True from the callback to repeat the prompt until you pass whatever check you want.

> Note: You *cannot* link consecutive questions by putting a new `get_input` call inside the
> callback. If you want that you should use an EvMenu instead (see the [Repeating the same
> node](./EvMenu.md#example-repeating-the-same-node) example above). Otherwise you can either peek at the
> implementation of `get_input` and implement your own mechanism (it's just using cmdset nesting) or
> you can look at [this extension suggested on the mailing
> list](https://groups.google.com/forum/#!category-topic/evennia/evennia-questions/16pi0SfMO5U).


#### Example: Yes/No prompt

Below is an example of a Yes/No prompt using the `get_input` function:

```python
def yesno(caller, prompt, result):
    if result.lower() in ("y", "yes", "n", "no"):
        # do stuff to handle the yes/no answer
        # ...
        # if we return None/False the prompt state
        # will quit after this
    else:
        # the answer is not on the right yes/no form
        caller.msg("Please answer Yes or No. \n{prompt}")
@        # returning True will make sure the prompt state is not exited
        return True

# ask the question
get_input(caller, "Is Evennia great (Yes/No)?", yesno)
```

## The `@list_node` decorator

The `evennia.utils.evmenu.list_node` is an advanced decorator for use with `EvMenu` node functions.
It is used to quickly create menus for manipulating large numbers of items.


```
text here
______________________________________________

1. option1     7. option7      13. option13
2. option2     8. option8      14. option14
3. option3     9. option9      [p]revius page
4. option4    10. option10      page 2
5. option5    11. option11     [n]ext page
6. option6    12. option12

```

The menu will automatically create an multi-page option listing that one can flip through. One can
inpect each entry and then select them with prev/next. This is how it is used:


```python
from evennia.utils.evmenu import list_node


...

_options(caller):
    return ['option1', 'option2', ... 'option100']

_select(caller, menuchoice, available_choices):
    # analyze choice
    return node_matching_the_choice

@list_node(_options, select=_select, pagesize=10)
def node_mylist(caller, raw_string, **kwargs):
    ...

    # the decorator auto-creates the options; any options
    # returned here would be appended to the auto-options
    return node_text, {}
```

The `options` argument to `list_node` is either a list, a generator or a callable returning a list
of strings for each option that should be displayed in the node.

The `select` is a callable in the example above but could also be the name of a menu node. If a
callable, the `menuchoice` argument holds the selection done and `available_choices` holds all the
options available. The callable should return the menu to go to depending on the selection (or
`None` to rerun the same node). If the name of a menu node, the selection will be passed as
`selection` kwarg to that node.

The decorated node itself should return `text` to display in the node. It must return at least an
empty dictionary for its options. It returning options, those will supplement the options
auto-created by the `list_node` decorator.


## Assorted notes

The EvMenu is implemented using [Commands](./Commands.md). When you start a new EvMenu, the user of the
menu will be assigned a [CmdSet](./Command-Sets.md) with the commands they need to navigate the menu.
This means that if you were to, from inside the menu, assign a new command set to the caller, *you
may override the Menu Cmdset and kill the menu*. If you want to assign cmdsets to the caller as part
of the menu, you should store the cmdset on `caller.ndb._menutree` and wait to actually assign it
until the exit node.