11. Searching for things¶
We have gone through how to create the various entities in Evennia. But creating something is of little use if we cannot find and use it afterwards.
To test out the examples in this tutorial, let’s create a few objects we can search for in the current location.
> create/drop Rose
11.1. Searching using Object.search¶
On the DefaultObject
is a .search
method which we have already tried out when we made Commands. For this to be used you must already have an object available, and if you are using py
you can use yourself:
py self.search("rose")
Rose
This searches by
key
oralias
of the object. Strings are always case-insensitive, so searching for"rose"
,"Rose"
or"rOsE"
give the same results.By default it will always search for objects among those in
obj.location.contents
andobj.contents
(that is, things in obj’s inventory or in the same room).It will always return exactly one match. If it found zero or more than one match, the return is
None
. This is different fromevennia.search
(see below), which always returns a list.On a no-match or multimatch,
.search
will automatically send an error message toobj
. So you don’t have to worry about reporting messages if the result isNone
.
In other words, this method handles error messaging for you. A very common way to use it is in commands:
# in for example mygame/commands/command.py
from evennia import Command
class CmdQuickFind(Command):
"""
Find an item in your current location.
Usage:
quickfind <query>
"""
key = "quickfind"
def func(self):
query = self.args
result = self.caller.search(query)
if not result:
return
self.caller.msg(f"Found match for {query}: {result}")
If you want to test this command out, add it to the default cmdset (see the Command tutorial for more details) and then reload the server with reload
:
# in mygame/commands/default_cmdsets.py
# ...
from commands.command import CmdQuickFind # <-------
class CharacterCmdSet(default_cmds.CharacterCmdSet):
# ...
def at_cmdset_creation(self):
# ...
self.add(CmdQuickFind()) # <------
Remember, self.caller
is the one calling the command. This is usually a Character, which
inherits from DefaultObject
. So it has .search()
available on it.
This simple little Command takes its arguments and searches for a match. If it can’t find it, result
will be None
. The error has already been reported to self.caller
so we just abort with return
.
With the global_search
flag, you can use .search
to find anything, not just stuff in the same room:
volcano = self.caller.search("Vesuvio", global_search=True)
You can limit your matches to particular typeclasses:
water_glass = self.caller.search("glass", typeclass="typeclasses.objects.WaterGlass")
If you only want to search for a specific list of things, you can do so too:
stone = self.caller.search("MyStone", candidates=[obj1, obj2, obj3, obj4])
This will only return a match if “MyStone” is in the room (or in your inventory) and is one of the four provided candidate objects. This is quite powerful, here’s how you’d find something only in your inventory:
potion = self.caller.search("Healing potion", candidates=self.caller.contents)
You can also turn off the automatic error handling:
swords = self.caller.search("Sword", quiet=True) # returns a list!
With quiet=True
the user will not be notified on zero or multi-match errors. Instead you are expected to handle this yourself. Furthermore, what is returned is now a list of zero, one or more matches!
11.2. Main search functions¶
The base search tools of Evennia are the evennia.search_*
functions, such as evennia.search_object
. These are normally used in your code, but you can also try them out in-game using py
:
> py evennia.search_object("rose")
<Queryset [Rose]>
This searches for objects based on key
or alias
. The .search
method we talked about in the previous section in fact wraps evennia.search_object
and handles its output in various ways. Here’s the same example in Python code, for example as part of a command or coded system:
import evennia
roses = evennia.search_object("rose")
accts = evennia.search_account("YourName")
Above we find first the rose and then an Account. You can try both using py
:
> py evennia.search_object("rose")[0]
Rose
> py evennia.search_account("YourName")[0]
<Player: YourName>
In the example above we used [0]
to only get the first match of the queryset, which in this case gives us the rose and your Account respectively. Note that if you don’t find any matches, using [0]
like this leads to an error, so it’s mostly useful for debugging.
If you you really want all matches to the search parameters you specify. In other situations, having zero or more than one match is a sign of a problem and you need to handle this case yourself. This is too detailed for testing out just with py
, but good to know if you want to make your own search methods:
the_one_ring = evennia.search_object("The one Ring")
if not the_one_ring:
# handle not finding the ring at all
elif len(the_one_ring) > 1:
# handle finding more than one ring
else:
# ok - exactly one ring found
the_one_ring = the_one_ring[0]
There are equivalent search functions for all the main resources. You can find a listing of them in the Search functions section of the API front page.
11.3. What can be searched for¶
These are the main database entities one can search for:
Messages (used by
page
command by default)Help Entries (help entries created manually)
Most of the time you’ll likely spend your time searching for Objects and the occasional Accounts.
So to find an entity, what can be searched for?
11.3.1. Search by key¶
The key
is the name of the entity. Searching for this is always case-insensitive.
11.3.2. Search by aliases¶
Objects and Accounts can have any number of aliases. When searching for key
these will searched too, you can’t easily search only for aliases. Let’s add an alias to our rose with the default alias
command:
> alias rose = flower
Alternatively you can achieve the same thing manually (this is what the alias
command does for you automatically):
> py self.search("rose").aliases.add("flower")
If the above example rose
has a key
"Rose"
, it can now also be found by searching for its alias flower
.
> py self.search("flower")
Rose
All default commands uses the same search functionality, so you can now do
look flower
to look at the rose as well.
11.3.3. Search by location¶
Only Objects (things inheriting from evennia.DefaultObject
) has a .location
property.
The Object.search
method will automatically limit its search by the object’s location, so assuming you are in the same room as the rose, this will work:
> py self.search("rose")
Rose
Let’s make another location and move to it - you will no longer find the rose:
> tunnel n = kitchen
north
> py self.search("rose")
Could not find "rose"
However, using search_object
will find the rose wherever it’s located:
> py evennia.search_object("rose")
<QuerySet [Rose]>
However, if you demand that the room is in the current room, it won’t be found:
> py evennia.search_object("rose", location=here)
<QuerySet []>
In general, the Object.search
is a shortcut for doing the very common searches of things in the same location, whereas the search_object
finds objects anywhere.
11.3.5. Search by Attribute¶
We can also search by the Attributes associated with entities.
For example, let’s say our plants have a ‘growth state’ that updates as it grows:
> py self.search("rose").db.growth_state = "blooming"
> py self.search("daffodil").db.growth_state = "withering"
Now we can find the things that have a given growth state:
> py evennia.search_object_attribute("growth_state", "withering")
<QuerySet [Rose]>
Searching by Attribute can be very practical. But if you want to group entities or search very often, using Tags and search by Tags is faster and more resource-efficient.
11.3.6. Search by Typeclass¶
Sometimes it’s useful to limit your search by which Typeclass they have.
Let’s say you for example have two types of flower, CursedFlower
and BlessedFlower
defined under mygame/typeclasses.flowers.py
. Each class contains custom code that grants curses and blessings respectively. You may have two rose
objects, and the player doesn’t know which one is the bad or the good one. To separate them in your search, you can make sure to get the right one like this (in Python code)
cursed_roses = evennia.search_object("rose", typeclass="typeclasses.flowers.CursedFlower")
If you e.g. have the BlessedRose
class already imported you can also pass it directly:
from typeclasses.flowers import BlessedFlower
blessed_roses = evennia.search_object("rose", typeclass=BlessedFlower)
A common use case is finding all items of a given typeclass, no matter what they are named. For this you don’t use search_object
, but search with the typeclass directly:
from typeclasses.objects.flowers import Rose
all_roses = Rose.objects.all()
This last way of searching is a simple form of a Django query. This is a way to express SQL queries using Python. See the next lesson, where we’ll explore this way to searching in more detail.
11.3.7. Search by dbref¶
The database id or #dbref
is unique and never-reused within each database table. In search methods you can replace the search for key
with the dbref to search for. This must be written as a string #dbref
:
the_answer = self.caller.search("#42")
eightball = evennia.search_object("#8")
Since #dbref
is always unique, this search is always global.
Warning
Relying on #dbrefs
In legacy code bases you may be used to relying a lot on #dbrefs to find and track things. Looking something up by #dbref can be practical - if used occationally. It is however considered bad practice to rely on hard-coded #dbrefs in Evennia. Especially to expect end users to know them. It makes your code fragile and hard to maintain, while tying your code to the exact layout of the database. In 99% of use cases you should organize your code such that you pass the actual objects around and search by key/tags/attribute instead.
11.4. Finding objects relative each other¶
It’s important to understand how objects relate to one another when searching.
Let’s consider a chest
with a coin
inside it. The chest stands in a room dungeon
. In the dungeon is also a door
. This is an exit leading outside.
┌───────────────────────┐
│dungeon │
│ ┌─────────┐ │
│ │chest │ ┌────┐ │
│ │ ┌────┐ │ │door│ │
│ │ │coin│ │ └────┘ │
│ │ └────┘ │ │
│ │ │ │
│ └─────────┘ │
│ │
└───────────────────────┘
coin.location
ischest
.chest.location
isdungeon
.door.location
isdungeon
.room.location
isNone
since it’s not inside something else.
One can use this to find what is inside what. For example, coin.location.location
is the dungeon
.
We can also find what is inside each object. This is a list of things.
room.contents
is[chest, door]
chest.contents
is[coin]
coin.contents
is[]
, the empty list since there’s nothing ‘inside’ the coin.door.contents
is[]
too.
A convenient helper is .contents_get
- this allows to restrict what is returned:
room.contents_get(exclude=chest)
- this returns everything in the room except the chest (maybe it’s hidden?)
There is a special property for finding exits:
room.exits
is[door]
coin.exits
is[]
(same for all the other objects)
There is a property .destination
which is only used by exits:
door.destination
isoutside
(or wherever the door leads)room.destination
isNone
(same for all the other non-exit objects)
You can also include this information in searches:
from evennia import search_object
# we assume only one match of each
dungeons = search_object("dungeon", typeclass="typeclasses.rooms.Room")
chests = search_object("chest", location=dungeons[0])
# find if there are any skulls in the chest
skulls = search_object("Skull", candidates=chests[0].contents)
More advanced, nested queries like this can however often be made more efficient by using the hints in the next lesson.
11.5. Summary¶
Knowing how to find things is important and the tools from this section will serve you well. These tools will cover most of your needs …
… but not always. In the next lesson we will dive further into more complex searching when we look at Django queries and querysets in earnest.