Make entire wiki compile; still with many errors

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Griatch 2020-06-06 19:38:34 +02:00
parent 17dfb93b32
commit 13df0adebf
74 changed files with 395 additions and 317 deletions

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@ -297,7 +297,7 @@ class Room(DefaultRoom):
Obviously this method of generating maps doesn't take into account of any doors or exits that are hidden.. etc.. but hopefully it serves as a good base to start with. Like previously mentioned, it is very important to have a solid foundation on rooms before implementing this. You can try this on vanilla evennia by using @tunnel and essentially you can just create a long straight/edgy non-looping rooms that will show on your in-game map.
The above example will display the map above the room description. You could also use an [EvTable](https://github.com/evennia/evennia/wiki/evennia.utils.evtable) to place description and map next to each other. Some other things you can do is to have a [Command](Commands) that displays with a larger radius, maybe with a legend and other features.
The above example will display the map above the room description. You could also use an [EvTable](code:evennia.utils.evtable) to place description and map next to each other. Some other things you can do is to have a [Command](Commands) that displays with a larger radius, maybe with a legend and other features.
Below is the whole `map.py` for your reference. You need to update your `Room` typeclass (see above) to actually call it. Remember that to see different symbols for a location you also need to set the `sector_type` Attribute on the room to one of the keys in the `SYMBOLS` dictionary. So in this example, to make a room be mapped as `[.]` you would set the room's `sector_type` to `"SECT_INSIDE"`. Try it out with `@set here/sector_type = "SECT_INSIDE"`. If you wanted all new rooms to have a given sector symbol, you could change the default in the `SYMBOLS´ dictionary below, or you could add the Attribute in the Room's `at_object_creation` method.