Commands that take time to finish

> craft fine sword 
You start crafting a fine sword. 
> north 
You are too focused on your crafting, and can't move!
You create the blade of the sword. 
You create the pommel of the sword. 
You finish crafting a Fine Sword.

In some types of games a command should not start and finish immediately.

Loading a crossbow might take a bit of time to do - time you don’t have when the enemy comes rushing at you. Crafting that armour will not be immediate either. For some types of games the very act of moving or changing pose all comes with a certain time associated with it.

There are two main suitable ways to introduce a ‘delay’ in a Command’s execution:

  • Using yield in the Command’s func method.

  • Using the evennia.utils.delay utility function.

We’ll simplify both below.

Pause commands with yield

The yield keyword is a reserved word in Python. It’s used to create generators, which are interesting in their own right. For the purpose of this howto though, we just need to know that Evennia will use it to ‘pause’ the execution of the command for a certain time.

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class CmdTest(Command):

    """
    A test command just to test waiting.

    Usage:
        test

    """

    key = "test"

    def func(self):
        self.msg("Before ten seconds...")
        yield 10
        self.msg("Afterwards.")
  • Line 15 : This is the important line. The yield 10 tells Evennia to “pause” the command and to wait for 10 seconds to execute the rest. If you add this command and run it, you’ll see the first message, then, after a pause of ten seconds, the next message. You can use yield several times in your command.

This syntax will not “freeze” all commands. While the command is “pausing”, you can execute other commands (or even call the same command again). And other players aren’t frozen either.

Using yield is non-persistent. If you reload the game while a command is “paused”, that pause state is lost and it will not resume after the server has reloaded.

Pause commands with utils.delay

The yield syntax is easy to read, easy to understand, easy to use. But it’s non-persistent and not that flexible if you want more advanced options.

The evennia.utils.delay represents is a more powerful way to introduce delays. Unlike yield, it
can be made persistent and also works outside of Command.func. It’s however a little more cumbersome to write since unlike yield it will not actually stop at the line it’s called.

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from evennia import default_cmds, utils
    
class CmdEcho(default_cmds.MuxCommand):
    """
    Wait for an echo
    
    Usage: 
      echo <string>
    
    Calls and waits for an echo.
    """
    key = "echo"
    
    def echo(self):
        "Called after 10 seconds."
        shout = self.args
        self.caller.msg(
            "You hear an echo: "
            f"{shout.upper()} ... "
            f"{shout.capitalize()} ... "
            f"{shout.lower()}"
        )
    
    def func(self):
        """
         This is called at the initial shout.            
        """
        self.caller.msg(f"You shout '{self.args}' and wait for an echo ...")
        # this waits non-blocking for 10 seconds, then calls self.echo
        utils.delay(10, self.echo) # call echo after 10 seconds
    

Import this new echo command into the default command set and reload the server. You will find that it will take 10 seconds before you see your shout coming back.

  • Line 14: We add a new method echo. This is a callback - a method/function we will call after a certain time.

  • Line 30: Here we use utils.delay to tell Evennia “Please wait for 10 seconds, then call “self.echo”. Note how we pass self.echo and not self.echo()! If we did the latter, echo would fire immediately. Instead we let Evennia do this call for us ten seconds later.

You will also find that this is a non-blocking effect; you can issue other commands in the interim and the game will go on as usual. The echo will come back to you in its own time.

The call signature for utils.delay is:

utils.delay(timedelay, callback, persistent=False, *args, **kwargs) 

If you set persistent=True, this delay will survive a reload. If you pass *args and/or **kwargs, they will be passed on into the callback. So this way you can pass more complex arguments to the delayed function.

It’s important to remember that the delay() call will not “pause” at that point when it is called (the way yield does in the previous section). The lines after the delay() call will actually execute right away. What you must do is to tell it which function to call after the time has passed (its “callback”). This may sound strange at first, but it is normal practice in asynchronous systems. You can also link such calls together:

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from evennia import default_cmds, utils
    
class CmdEcho(default_cmds.MuxCommand):
    """
    waits for an echo
    
    Usage: 
      echo <string>
    
    Calls and waits for an echo
    """
    key = "echo"
    
    def func(self):
        "This sets off a chain of delayed calls"
        self.caller.msg(f"You shout '{self.args}', waiting for an echo ...")

        # wait 2 seconds before calling self.echo1
        utils.delay(2, self.echo1)
    
    # callback chain, started above
    def echo1(self):
        "First echo"
        self.caller.msg(f"... {self.args.upper()}")
        # wait 2 seconds for the next one
        utils.delay(2, self.echo2)

    def echo2(self):
        "Second echo"
        self.caller.msg(f"... {self.args.capitalize()}")
        # wait another 2 seconds
        utils.delay(2, callback=self.echo3)

    def echo3(self):
        "Last echo"
        self.caller.msg(f"... {self.args.lower()} ...")

The above version will have the echoes arrive one after another, each separated by a two second delay.

  • Line 19: This sets off the chain, telling Evennia to wait 2 seconds before calling self.echo1.

  • Line 22: This is called after 2 seconds. It tells Evennia to wait another 2 seconds before calling self.echo2.

  • Line 28: This is called after yet another 2 seonds (4s total). It tells Evennia to wait another 2 seconds before calling, self.echo3.

  • Line34 Called after another 2 seconds (6s total). This ends the delay-chain.

> echo Hello!
... HELLO!
... Hello!
... hello! ...

Warning

What about time.sleep?

You may be aware of the time.sleep function coming with Python. Doing `time.sleep(10) pauses Python for 10 seconds. Do not use this, it will not work with Evennia. If you use it, you will block the entire server (everyone!) for ten seconds!

If you want specifics, utils.delay is a thin wrapper around a Twisted Deferred. This is an asynchronous concept.

Making a blocking command

Both yield or utils.delay() pauses the command but allows the user to use other commands while the first one waits to finish.

In some cases you want to instead have that command ‘block’ other commands from running. An example is crafting a helmet: most likely you should not be able to start crafting a shield at the same time. Or even walk out of the smithy.

The simplest way of implementing blocking is to use the technique covered in the How to implement a Command Cooldown tutorial. In that tutorial we cooldowns are implemented by comparing the current time with the last time the command was used. This is the best approach if you can get away with it. It could work well for our crafting example … if you don’t want to automatically update the player on their progress.

In short: - If you are fine with the player making an active input to check their status, compare timestamps as done in the Command-cooldown tutorial. On-demand is by far the most efficent. - If you want Evennia to tell the user their status without them taking a further action, you need to use yield , delay (or some other active time-keeping method).

Here is an example where we will use utils.delay to tell the player when the cooldown has passed:

from evennia import utils, default_cmds
    
class CmdBigSwing(default_cmds.MuxCommand):
    """
    swing your weapon in a big way

    Usage:
      swing <target>
    
    Makes a mighty swing. Doing so will make you vulnerable
    to counter-attacks before you can recover. 
    """
    key = "bigswing"
    locks = "cmd:all()"
    
    def func(self):
        "Makes the swing" 

        if self.caller.ndb.off_balance:
            # we are still off-balance.
            self.caller.msg("You are off balance and need time to recover!")
            return      
      
        # [attack/hit code goes here ...]
        self.caller.msg("You swing big! You are off balance now.")   

        # set the off-balance flag
        self.caller.ndb.off_balance = True
            
        # wait 8 seconds before we can recover. During this time 
        # we won't be able to swing again due to the check at the top.        
        utils.delay(8, self.recover)
    
    def recover(self):
        "This will be called after 8 secs"
        del self.caller.ndb.off_balance            
        self.caller.msg("You regain your balance.")

Note how, after the cooldown, the user will get a message telling them they are now ready for another swing.

By storing the off_balance flag on the character (rather than on, say, the Command instance itself) it can be accessed by other Commands too. Other attacks may also not work when you are off balance. You could also have an enemy Command check your off_balance status to gain bonuses, to take another example.

Make a Command possible to Abort

One can imagine that you will want to abort a long-running command before it has a time to finish. If you are in the middle of crafting your armor you will probably want to stop doing that when a monster enters your smithy.

You can implement this in the same way as you do the “blocking” command above, just in reverse. Below is an example of a crafting command that can be aborted by starting a fight:

from evennia import utils, default_cmds
    
class CmdCraftArmour(default_cmds.MuxCommand):
    """
    Craft armour
    
    Usage:
       craft <name of armour>
    
    This will craft a suit of armour, assuming you
    have all the components and tools. Doing some
    other action (such as attacking someone) will 
    abort the crafting process. 
    """
    key = "craft"
    locks = "cmd:all()"
    
    def func(self):
        "starts crafting"

        if self.caller.ndb.is_crafting:
            self.caller.msg("You are already crafting!")
            return 
        if self._is_fighting():
            self.caller.msg("You can't start to craft "
                            "in the middle of a fight!")
            return
            
        # [Crafting code, checking of components, skills etc]          

        # Start crafting
        self.caller.ndb.is_crafting = True
        self.caller.msg("You start crafting ...")
        utils.delay(60, self.step1)
    
    def _is_fighting(self):
        "checks if we are in a fight."
        if self.caller.ndb.is_fighting:                
            del self.caller.ndb.is_crafting 
            return True
      
    def step1(self):
        "first step of armour construction"
        if self._is_fighting(): 
            return
        self.msg("You create the first part of the armour.")
        utils.delay(60, callback=self.step2)

    def step2(self):
        "second step of armour construction"
        if self._is_fighting(): 
            return
        self.msg("You create the second part of the armour.")            
        utils.delay(60, step3)

    def step3(self):
        "last step of armour construction"
        if self._is_fighting():
            return          
    
        # [code for creating the armour object etc]

        del self.caller.ndb.is_crafting
        self.msg("You finalize your armour.")
    
    
# example of a command that aborts crafting
    
class CmdAttack(default_cmds.MuxCommand):
    """
    attack someone
    
    Usage:
        attack <target>
    
    Try to cause harm to someone. This will abort
    eventual crafting you may be currently doing. 
    """
    key = "attack"
    aliases = ["hit", "stab"]
    locks = "cmd:all()"
    
    def func(self):
        "Implements the command"

        self.caller.ndb.is_fighting = True
    
        # [...]

The above code creates a delayed crafting command that will gradually create the armour. If the attack command is issued during this process it will set a flag that causes the crafting to be quietly canceled next time it tries to update.