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<li><a class="reference internal" href="#">Wilderness system</a><ul>
<li><a class="reference internal" href="#installation">Installation</a></li>
<li><a class="reference internal" href="#usage">Usage</a></li>
<li><a class="reference internal" href="#customisation">Customisation</a></li>
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<section class="tex2jax_ignore mathjax_ignore" id="wilderness-system">
<h1>Wilderness system<a class="headerlink" href="#wilderness-system" title="Permalink to this headline"></a></h1>
<p>Contribution by titeuf87, 2017</p>
<p>This contrib provides a wilderness map without actually creating a large number
of rooms - as you move, you instead end up back in the same room but its description
changes. This means you can make huge areas with little database use as
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long as the rooms are relatively similar (e.g. only the names/descs changing).</p>
<section id="installation">
<h2>Installation<a class="headerlink" href="#installation" title="Permalink to this headline"></a></h2>
<p>This contrib does not provide any new commands. Instead the default <code class="docutils literal notranslate"><span class="pre">py</span></code> command
is used to call functions/classes in this contrib directly.</p>
</section>
<section id="usage">
<h2>Usage<a class="headerlink" href="#usage" title="Permalink to this headline"></a></h2>
<p>A wilderness map needs to created first. There can be different maps, all
with their own name. If no name is provided, then a default one is used. Internally,
the wilderness is stored as a Script with the name you specify. If you dont
specify the name, a script named “default” will be created and used.</p>
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<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>py from evennia.contrib.grid import wilderness; wilderness.create_wilderness()
</pre></div>
</div>
<p>Once created, it is possible to move into that wilderness map:</p>
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<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>py from evennia.contrib.grid import wilderness; wilderness.enter_wilderness(me)
</pre></div>
</div>
<p>All coordinates used by the wilderness map are in the format of <code class="docutils literal notranslate"><span class="pre">(x,</span> <span class="pre">y)</span></code>
tuples. x goes from left to right and y goes from bottom to top. So <code class="docutils literal notranslate"><span class="pre">(0,</span> <span class="pre">0)</span></code>
is the bottom left corner of the map.</p>
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<blockquote>
<div><p>You can also add a wilderness by defining a WildernessScript in your GLOBAL_SCRIPT
settings. If you do, make sure define the map provider.</p>
</div></blockquote>
</section>
<section id="customisation">
<h2>Customisation<a class="headerlink" href="#customisation" title="Permalink to this headline"></a></h2>
<p>The defaults, while useable, are meant to be customised. When creating a
new wilderness map it is possible to give a “map provider”: this is a
python object that is smart enough to create the map.</p>
<p>The default provider, <code class="docutils literal notranslate"><span class="pre">WildernessMapProvider</span></code>, just creates a grid area that
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is unlimited in size.</p>
<p><code class="docutils literal notranslate"><span class="pre">WildernessMapProvider</span></code> can be subclassed to create more interesting
maps and also to customize the room/exit typeclass used.</p>
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<p>The <code class="docutils literal notranslate"><span class="pre">WildernessScript</span></code> also has an optional <code class="docutils literal notranslate"><span class="pre">preserve_items</span></code> property, which
when set to <code class="docutils literal notranslate"><span class="pre">True</span></code> will not recycle rooms that contain any objects. By default,
a wilderness room is recycled whenever there are no players left in it.</p>
<p>There is also no command that allows players to enter the wilderness. This
still needs to be added: it can be a command or an exit, depending on your
needs.</p>
</section>
<section id="example">
<h2>Example<a class="headerlink" href="#example" title="Permalink to this headline"></a></h2>
<p>To give an example of how to customize, we will create a very simple (and
small) wilderness map that is shaped like a pyramid. The map will be
provided as a string: a “.” symbol is a location we can walk on.</p>
<p>Lets create a file <code class="docutils literal notranslate"><span class="pre">world/pyramid.py</span></code>:</p>
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="c1"># mygame/world/pyramid.py</span>
<span class="n">map_str</span> <span class="o">=</span> <span class="s1">&#39;&#39;&#39;</span>
<span class="s1"> .</span>
<span class="s1"> ...</span>
<span class="s1"> .....</span>
<span class="s1"> .......</span>
<span class="s1">&#39;&#39;&#39;</span>
<span class="kn">from</span> <span class="nn">evennia.contrib.grid</span> <span class="kn">import</span> <span class="n">wilderness</span>
<span class="k">class</span> <span class="nc">PyramidMapProvider</span><span class="p">(</span><span class="n">wilderness</span><span class="o">.</span><span class="n">WildernessMapProvider</span><span class="p">):</span>
<span class="k">def</span> <span class="nf">is_valid_coordinates</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">wilderness</span><span class="p">,</span> <span class="n">coordinates</span><span class="p">):</span>
<span class="s2">&quot;Validates if these coordinates are inside the map&quot;</span>
<span class="n">x</span><span class="p">,</span> <span class="n">y</span> <span class="o">=</span> <span class="n">coordinates</span>
<span class="k">try</span><span class="p">:</span>
<span class="n">lines</span> <span class="o">=</span> <span class="n">map_str</span><span class="o">.</span><span class="n">split</span><span class="p">(</span><span class="s2">&quot;</span><span class="se">\n</span><span class="s2">&quot;</span><span class="p">)</span>
<span class="c1"># The reverse is needed because otherwise the pyramid will be</span>
<span class="c1"># upside down</span>
<span class="n">lines</span><span class="o">.</span><span class="n">reverse</span><span class="p">()</span>
<span class="n">line</span> <span class="o">=</span> <span class="n">lines</span><span class="p">[</span><span class="n">y</span><span class="p">]</span>
<span class="n">column</span> <span class="o">=</span> <span class="n">line</span><span class="p">[</span><span class="n">x</span><span class="p">]</span>
<span class="k">return</span> <span class="n">column</span> <span class="o">==</span> <span class="s2">&quot;.&quot;</span>
<span class="k">except</span> <span class="ne">IndexError</span><span class="p">:</span>
<span class="k">return</span> <span class="kc">False</span>
<span class="k">def</span> <span class="nf">get_location_name</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">coordinates</span><span class="p">):</span>
<span class="s2">&quot;Set the location name&quot;</span>
<span class="n">x</span><span class="p">,</span> <span class="n">y</span> <span class="o">=</span> <span class="n">coordinates</span>
<span class="k">if</span> <span class="n">y</span> <span class="o">==</span> <span class="mi">3</span><span class="p">:</span>
<span class="k">return</span> <span class="s2">&quot;Atop the pyramid.&quot;</span>
<span class="k">else</span><span class="p">:</span>
<span class="k">return</span> <span class="s2">&quot;Inside a pyramid.&quot;</span>
<span class="k">def</span> <span class="nf">at_prepare_room</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">coordinates</span><span class="p">,</span> <span class="n">caller</span><span class="p">,</span> <span class="n">room</span><span class="p">):</span>
<span class="s2">&quot;Any other changes done to the room before showing it&quot;</span>
<span class="n">x</span><span class="p">,</span> <span class="n">y</span> <span class="o">=</span> <span class="n">coordinates</span>
<span class="n">desc</span> <span class="o">=</span> <span class="s2">&quot;This is a room in the pyramid.&quot;</span>
<span class="k">if</span> <span class="n">y</span> <span class="o">==</span> <span class="mi">3</span> <span class="p">:</span>
<span class="n">desc</span> <span class="o">=</span> <span class="s2">&quot;You can see far and wide from the top of the pyramid.&quot;</span>
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<span class="n">room</span><span class="o">.</span><span class="n">ndb</span><span class="o">.</span><span class="n">active_desc</span> <span class="o">=</span> <span class="n">desc</span>
</pre></div>
</div>
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<p>Note that the currently active description is stored as <code class="docutils literal notranslate"><span class="pre">.ndb.active_desc</span></code>. When
looking at the room, this is what will be pulled and shown.</p>
<blockquote>
<div><p>Exits on a room are always present, but locks hide those not used for a
location. So make sure to <code class="docutils literal notranslate"><span class="pre">quell</span></code> if you are a superuser (since the superuser ignores
locks, those exits will otherwise not be hidden)</p>
</div></blockquote>
<p>Now we can use our new pyramid-shaped wilderness map. From inside Evennia we
create a new wilderness (with the name “default”) but using our new map provider:</p>
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>py from world import pyramid as p; p.wilderness.create_wilderness(mapprovider=p.PyramidMapProvider())
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py from evennia.contrib.grid import wilderness; wilderness.enter_wilderness(me, coordinates=(4, 1))
</pre></div>
</div>
</section>
<section id="implementation-details">
<h2>Implementation details<a class="headerlink" href="#implementation-details" title="Permalink to this headline"></a></h2>
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<p>When a character moves into the wilderness, they get their own room. If
they move, instead of moving the character, the room changes to match the
new coordinates.</p>
<p>If a character meets another character in the wilderness, then their room
merges. When one of the character leaves again, they each get their own
separate rooms.</p>
<p>Rooms are created as needed. Unneeded rooms are stored away to avoid the
overhead cost of creating new rooms again in the future.</p>
<hr class="docutils" />
<p><small>This document page is generated from <code class="docutils literal notranslate"><span class="pre">evennia/contrib/grid/wilderness/README.md</span></code>. Changes to this
file will be overwritten, so edit that file rather than this one.</small></p>
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