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@ -14,6 +14,8 @@
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<script src="../_static/underscore.js"></script>
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<script src="../_static/doctools.js"></script>
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<script src="../_static/language_data.js"></script>
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<script async="async" src="https://cdnjs.cloudflare.com/ajax/libs/mathjax/2.7.7/latest.js?config=TeX-AMS-MML_HTMLorMML"></script>
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<script type="text/x-mathjax-config">MathJax.Hub.Config({"tex2jax": {"processClass": "tex2jax_process|mathjax_process|math|output_area"}})</script>
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<link rel="shortcut icon" href="../_static/favicon.ico"/>
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<link rel="index" title="Index" href="../genindex.html" />
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<link rel="search" title="Search" href="../search.html" />
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@ -47,11 +49,11 @@
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<div class="bodywrapper">
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<div class="body" role="main">
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<section id="dynamic-in-game-map">
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<section class="tex2jax_ignore mathjax_ignore" id="dynamic-in-game-map">
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<h1>Dynamic In Game Map<a class="headerlink" href="#dynamic-in-game-map" title="Permalink to this headline">¶</a></h1>
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<section id="introduction">
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<h2>Introduction<a class="headerlink" href="#introduction" title="Permalink to this headline">¶</a></h2>
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<p>An often desired feature in a MUD is to show an in-game map to help navigation. The <a class="reference internal" href="Static-In-Game-Map.html"><span class="doc">Static in-game
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<p>An often desired feature in a MUD is to show an in-game map to help navigation. The <a class="reference internal" href="Static-In-Game-Map.html"><span class="doc std std-doc">Static in-game
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map</span></a> tutorial solves this by creating a <em>static</em> map, meaning the map is pre-
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drawn once and for all - the rooms are then created to match that map. When walking around, parts of
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the static map is then cut out and displayed next to the room description.</p>
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@ -67,9 +69,9 @@ world to be ‘logically’ impossible with rooms looping to themselves or exits
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side of the map. Exits can also be named anything, from “jumping out the window” to “into the fifth
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dimension”. This tutorial assumes you can only move in the cardinal directions (N, E, S and W).</p></li>
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<li><p>Rooms must be connected and linked together for the map to be generated correctly. Vanilla
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Evennia comes with a admin command <a class="reference external" href="Components/Default-Command-Help#tunnel-cmdtunnel">@tunnel</a> that allows a
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Evennia comes with a admin command <a class="reference internal" href="../api/evennia.commands.default.building.html#evennia.commands.default.building.CmdTunnel" title="evennia.commands.default.building.CmdTunnel"><span class="xref myst py py-class">tunnel</span></a> that allows a
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user to create rooms in the cardinal directions, but additional work is needed to assure that rooms
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are connected. For example, if you <code class="docutils literal notranslate"><span class="pre">@tunnel</span> <span class="pre">east</span></code> and then immediately do <code class="docutils literal notranslate"><span class="pre">@tunnel</span> <span class="pre">west</span></code> you’ll find
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are connected. For example, if you <code class="docutils literal notranslate"><span class="pre">tunnel</span> <span class="pre">east</span></code> and then immediately do <code class="docutils literal notranslate"><span class="pre">tunnel</span> <span class="pre">west</span></code> you’ll find
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that you have created two completely stand-alone rooms. So care is needed if you want to create a
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“logical” layout. In this tutorial we assume you have such a grid of rooms that we can generate the
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map from.</p></li>
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@ -107,13 +109,7 @@ this tutorial we understand two symbols - a normal room and the room with us in
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fallback symbol for rooms without said Attribute - that way the map will still work even if we
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didn’t prepare the room correctly. Assuming your game folder is named <code class="docutils literal notranslate"><span class="pre">mygame</span></code>, we create this code
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in <code class="docutils literal notranslate"><span class="pre">mygame/world/map.py.</span></code></p>
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<div class="highlight-python notranslate"><table class="highlighttable"><tr><td class="linenos"><div class="linenodiv"><pre><span class="normal">1</span>
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<span class="normal">2</span>
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<span class="normal">3</span>
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<span class="normal">4</span>
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<span class="normal">5</span>
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<span class="normal">6</span>
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<span class="normal">7</span></pre></div></td><td class="code"><div class="highlight"><pre><span></span><span class="c1"># in mygame/world/map.py</span>
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<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="c1"># in mygame/world/map.py</span>
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<span class="c1"># the symbol is identified with a key "sector_type" on the </span>
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<span class="c1"># Room. Keys None and "you" must always exist. </span>
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@ -121,21 +117,11 @@ in <code class="docutils literal notranslate"><span class="pre">mygame/world/map
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<span class="s1">'you'</span> <span class="p">:</span> <span class="s1">'[@]'</span><span class="p">,</span>
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<span class="s1">'SECT_INSIDE'</span><span class="p">:</span> <span class="s1">'[.]'</span> <span class="p">}</span>
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</pre></div>
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</td></tr></table></div>
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</div>
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<p>Since trying to access an unset Attribute returns <code class="docutils literal notranslate"><span class="pre">None</span></code>, this means rooms without the <code class="docutils literal notranslate"><span class="pre">sector_type</span></code>
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Atttribute will show as <code class="docutils literal notranslate"><span class="pre">.</span></code>. Next we start building the custom class <code class="docutils literal notranslate"><span class="pre">Map</span></code>. It will hold all
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methods we need.</p>
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<div class="highlight-python notranslate"><table class="highlighttable"><tr><td class="linenos"><div class="linenodiv"><pre><span class="normal"> 1</span>
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<span class="normal"> 2</span>
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<span class="normal"> 3</span>
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<span class="normal"> 4</span>
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<span class="normal"> 8</span>
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<span class="normal"> 9</span>
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<span class="normal">10</span>
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<span class="normal">11</span></pre></div></td><td class="code"><div class="highlight"><pre><span></span><span class="c1"># in mygame/world/map.py</span>
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<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="c1"># in mygame/world/map.py</span>
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<span class="k">class</span> <span class="nc">Map</span><span class="p">(</span><span class="nb">object</span><span class="p">):</span>
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@ -147,7 +133,7 @@ methods we need.</p>
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<span class="bp">self</span><span class="o">.</span><span class="n">curX</span> <span class="o">=</span> <span class="kc">None</span>
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<span class="bp">self</span><span class="o">.</span><span class="n">curY</span> <span class="o">=</span> <span class="kc">None</span>
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</pre></div>
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</td></tr></table></div>
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</div>
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<ul class="simple">
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<li><p><code class="docutils literal notranslate"><span class="pre">self.caller</span></code> is normally your Character object, the one using the map.</p></li>
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<li><p><code class="docutils literal notranslate"><span class="pre">self.max_width/length</span></code> determine the max width and length of the map that will be generated. Note
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@ -161,26 +147,7 @@ worm has been and what it has mapped so far.</p></li>
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</ul>
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<p>Before any sort of mapping can actually be done we need to create an empty display area and do some
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sanity checks on it by using the following methods.</p>
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<div class="highlight-python notranslate"><table class="highlighttable"><tr><td class="linenos"><div class="linenodiv"><pre><span class="normal"> 1</span>
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<span class="normal">19</span>
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<span class="normal">20</span></pre></div></td><td class="code"><div class="highlight"><pre><span></span><span class="c1"># in mygame/world/map.py</span>
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<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="c1"># in mygame/world/map.py</span>
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<span class="k">class</span> <span class="nc">Map</span><span class="p">(</span><span class="nb">object</span><span class="p">):</span>
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<span class="c1"># [... continued]</span>
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@ -201,24 +168,10 @@ sanity checks on it by using the following methods.</p>
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<span class="k">return</span> <span class="kc">True</span> <span class="k">if</span> <span class="bp">self</span><span class="o">.</span><span class="n">max_length</span> <span class="o">%</span> <span class="mi">2</span> <span class="o">!=</span> <span class="mi">0</span> <span class="ow">or</span> <span class="bp">self</span><span class="o">.</span><span class="n">max_width</span> <span class="o">%</span> <span class="mi">2</span> <span class="o">!=</span> <span class="mi">0</span>\
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<span class="k">else</span> <span class="kc">False</span>
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</pre></div>
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</td></tr></table></div>
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</div>
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<p>Before we can set our worm on its way, we need to know some of the computer science behind all this
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called ‘Graph Traversing’. In Pseudo code what we are trying to accomplish is this:</p>
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<div class="highlight-python notranslate"><table class="highlighttable"><tr><td class="linenos"><div class="linenodiv"><pre><span class="normal"> 1</span>
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<span class="normal"> 2</span>
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<span class="normal">15</span></pre></div></td><td class="code"><div class="highlight"><pre><span></span><span class="c1"># pseudo code</span>
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<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="c1"># pseudo code</span>
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<span class="k">def</span> <span class="nf">draw_room_on_map</span><span class="p">(</span><span class="n">room</span><span class="p">,</span> <span class="n">max_distance</span><span class="p">):</span>
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<span class="bp">self</span><span class="o">.</span><span class="n">draw</span><span class="p">(</span><span class="n">room</span><span class="p">)</span>
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@ -234,7 +187,7 @@ called ‘Graph Traversing’. In Pseudo code what we are trying to accomplish i
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<span class="c1"># first time here!</span>
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<span class="bp">self</span><span class="o">.</span><span class="n">draw_room_on_map</span><span class="p">(</span><span class="n">exit</span><span class="o">.</span><span class="n">destination</span><span class="p">,</span> <span class="n">max_distance</span> <span class="o">-</span> <span class="mi">1</span><span class="p">)</span>
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</pre></div>
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</td></tr></table></div>
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</div>
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<p>The beauty of Python is that our actual code of doing this doesn’t differ much if at all from this
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Pseudo code example.</p>
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<ul class="simple">
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@ -272,24 +225,7 @@ location in the middle of the grid</p></li>
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</ul>
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<p>Now that we know which methods we need, let’s refine our initial <code class="docutils literal notranslate"><span class="pre">__init__(self)</span></code> to pass some
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conditional statements and set it up to start building the display.</p>
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<div class="highlight-python notranslate"><table class="highlighttable"><tr><td class="linenos"><div class="linenodiv"><pre><span class="normal"> 1</span>
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<span class="normal">18</span></pre></div></td><td class="code"><div class="highlight"><pre><span></span><span class="c1">#mygame/world/map.py</span>
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<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="c1">#mygame/world/map.py</span>
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<span class="k">class</span> <span class="nc">Map</span><span class="p">(</span><span class="nb">object</span><span class="p">):</span>
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@ -307,31 +243,14 @@ conditional statements and set it up to start building the display.</p>
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<span class="c1"># we use the algebraic relationship</span>
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<span class="bp">self</span><span class="o">.</span><span class="n">draw_room_on_map</span><span class="p">(</span><span class="n">caller</span><span class="o">.</span><span class="n">location</span><span class="p">,</span>
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<span class="p">((</span><span class="nb">min</span><span class="p">(</span><span class="n">max_width</span><span class="p">,</span> <span class="n">max_length</span><span class="p">)</span> <span class="o">-</span><span class="mi">1</span> <span class="p">)</span> <span class="o">/</span> <span class="mi">2</span><span class="p">)</span>
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</pre></div>
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</td></tr></table></div>
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</div>
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<p>Here we check to see if the parameters for the grid are okay, then we create an empty canvas and map
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our initial location as the first room!</p>
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<p>As mentioned above, the code for the <code class="docutils literal notranslate"><span class="pre">self.draw_room_on_map()</span></code> is not much different than the Pseudo
|
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code. The method is shown below:</p>
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<div class="highlight-python notranslate"><table class="highlighttable"><tr><td class="linenos"><div class="linenodiv"><pre><span class="normal"> 1</span>
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<span class="normal"> 2</span>
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||||
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<span class="normal">19</span></pre></div></td><td class="code"><div class="highlight"><pre><span></span><span class="c1"># in mygame/world/map.py, in the Map class</span>
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<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="c1"># in mygame/world/map.py, in the Map class</span>
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<span class="k">def</span> <span class="nf">draw_room_on_map</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">room</span><span class="p">,</span> <span class="n">max_distance</span><span class="p">):</span>
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<span class="bp">self</span><span class="o">.</span><span class="n">draw</span><span class="p">(</span><span class="n">room</span><span class="p">)</span>
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@ -351,20 +270,9 @@ code. The method is shown below:</p>
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<span class="bp">self</span><span class="o">.</span><span class="n">update_pos</span><span class="p">(</span><span class="n">room</span><span class="p">,</span> <span class="n">exit</span><span class="o">.</span><span class="n">name</span><span class="o">.</span><span class="n">lower</span><span class="p">())</span>
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<span class="bp">self</span><span class="o">.</span><span class="n">draw_room_on_map</span><span class="p">(</span><span class="n">exit</span><span class="o">.</span><span class="n">destination</span><span class="p">,</span> <span class="n">max_distance</span> <span class="o">-</span> <span class="mi">1</span><span class="p">)</span>
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||||
</pre></div>
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</td></tr></table></div>
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</div>
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<p>The first thing the “worm” does is to draw your current location in <code class="docutils literal notranslate"><span class="pre">self.draw</span></code>. Lets define that…</p>
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<div class="highlight-python notranslate"><table class="highlighttable"><tr><td class="linenos"><div class="linenodiv"><pre><span class="normal"> 1</span>
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<span class="normal"> 2</span>
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<span class="normal"> 3</span>
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<span class="normal">12</span></pre></div></td><td class="code"><div class="highlight"><pre><span></span><span class="c1">#in mygame/word/map.py, in the Map class </span>
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<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="c1">#in mygame/word/map.py, in the Map class </span>
|
||||
|
||||
<span class="k">def</span> <span class="nf">draw</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">room</span><span class="p">):</span>
|
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<span class="c1"># draw initial ch location on map first!</span>
|
||||
|
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@ -377,22 +285,9 @@ code. The method is shown below:</p>
|
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<span class="c1"># this will use the sector_type Attribute or None if not set.</span>
|
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<span class="bp">self</span><span class="o">.</span><span class="n">grid</span><span class="p">[</span><span class="bp">self</span><span class="o">.</span><span class="n">curX</span><span class="p">][</span><span class="bp">self</span><span class="o">.</span><span class="n">curY</span><span class="p">]</span> <span class="o">=</span> <span class="n">SYMBOLS</span><span class="p">[</span><span class="n">room</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">sector_type</span><span class="p">]</span>
|
||||
</pre></div>
|
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</td></tr></table></div>
|
||||
</div>
|
||||
<p>In <code class="docutils literal notranslate"><span class="pre">self.start_loc_on_grid()</span></code>:</p>
|
||||
<div class="highlight-python notranslate"><table class="highlighttable"><tr><td class="linenos"><div class="linenodiv"><pre><span class="normal"> 1</span>
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|
||||
<span class="normal">14</span></pre></div></td><td class="code"><div class="highlight"><pre><span></span><span class="k">def</span> <span class="nf">median</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">num</span><span class="p">):</span>
|
||||
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="k">def</span> <span class="nf">median</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">num</span><span class="p">):</span>
|
||||
<span class="n">lst</span> <span class="o">=</span> <span class="nb">sorted</span><span class="p">(</span><span class="nb">range</span><span class="p">(</span><span class="mi">0</span><span class="p">,</span> <span class="n">num</span><span class="p">))</span>
|
||||
<span class="n">n</span> <span class="o">=</span> <span class="nb">len</span><span class="p">(</span><span class="n">lst</span><span class="p">)</span>
|
||||
<span class="n">m</span> <span class="o">=</span> <span class="n">n</span> <span class="o">-</span><span class="mi">1</span>
|
||||
|
|
@ -407,35 +302,19 @@ code. The method is shown below:</p>
|
|||
<span class="bp">self</span><span class="o">.</span><span class="n">grid</span><span class="p">[</span><span class="n">x</span><span class="p">][</span><span class="n">y</span><span class="p">]</span> <span class="o">=</span> <span class="n">SYMBOLS</span><span class="p">[</span><span class="s1">'you'</span><span class="p">]</span>
|
||||
<span class="bp">self</span><span class="o">.</span><span class="n">curX</span><span class="p">,</span> <span class="bp">self</span><span class="o">.</span><span class="n">curY</span> <span class="o">=</span> <span class="n">x</span><span class="p">,</span> <span class="n">y</span> <span class="c1"># updating worms current location</span>
|
||||
</pre></div>
|
||||
</td></tr></table></div>
|
||||
</div>
|
||||
<p>After the system has drawn the current map it checks to see if the <code class="docutils literal notranslate"><span class="pre">max_distance</span></code> is <code class="docutils literal notranslate"><span class="pre">0</span></code> (since this
|
||||
is the inital start phase it is not). Now we handle the iteration once we have each individual exit
|
||||
in the room. The first thing it does is check if the room the Worm is in has been mapped already..
|
||||
in the room. The first thing it does is check if the room the Worm is in has been mapped already…
|
||||
lets define that…</p>
|
||||
<div class="highlight-python notranslate"><table class="highlighttable"><tr><td class="linenos"><div class="linenodiv"><pre><span class="normal">1</span>
|
||||
<span class="normal">2</span></pre></div></td><td class="code"><div class="highlight"><pre><span></span><span class="k">def</span> <span class="nf">has_drawn</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">room</span><span class="p">):</span>
|
||||
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="k">def</span> <span class="nf">has_drawn</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">room</span><span class="p">):</span>
|
||||
<span class="k">return</span> <span class="kc">True</span> <span class="k">if</span> <span class="n">room</span> <span class="ow">in</span> <span class="bp">self</span><span class="o">.</span><span class="n">worm_has_mapped</span><span class="o">.</span><span class="n">keys</span><span class="p">()</span> <span class="k">else</span> <span class="kc">False</span>
|
||||
</pre></div>
|
||||
</td></tr></table></div>
|
||||
</div>
|
||||
<p>If <code class="docutils literal notranslate"><span class="pre">has_drawn</span></code> returns <code class="docutils literal notranslate"><span class="pre">False</span></code> that means the worm has found a room that hasn’t been mapped yet. It
|
||||
will then ‘move’ there. The self.curX/Y sort of lags behind, so we have to make sure to track the
|
||||
position of the worm; we do this in <code class="docutils literal notranslate"><span class="pre">self.update_pos()</span></code> below.</p>
|
||||
<div class="highlight-python notranslate"><table class="highlighttable"><tr><td class="linenos"><div class="linenodiv"><pre><span class="normal"> 1</span>
|
||||
<span class="normal"> 2</span>
|
||||
<span class="normal"> 3</span>
|
||||
<span class="normal"> 4</span>
|
||||
<span class="normal"> 5</span>
|
||||
<span class="normal"> 6</span>
|
||||
<span class="normal"> 7</span>
|
||||
<span class="normal"> 8</span>
|
||||
<span class="normal"> 9</span>
|
||||
<span class="normal">10</span>
|
||||
<span class="normal">11</span>
|
||||
<span class="normal">12</span>
|
||||
<span class="normal">13</span>
|
||||
<span class="normal">14</span>
|
||||
<span class="normal">15</span>
|
||||
<span class="normal">16</span></pre></div></td><td class="code"><div class="highlight"><pre><span></span><span class="k">def</span> <span class="nf">update_pos</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">room</span><span class="p">,</span> <span class="n">exit_name</span><span class="p">):</span>
|
||||
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="k">def</span> <span class="nf">update_pos</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">room</span><span class="p">,</span> <span class="n">exit_name</span><span class="p">):</span>
|
||||
<span class="c1"># this ensures the coordinates stays up to date </span>
|
||||
<span class="c1"># to where the worm is currently at.</span>
|
||||
<span class="bp">self</span><span class="o">.</span><span class="n">curX</span><span class="p">,</span> <span class="bp">self</span><span class="o">.</span><span class="n">curY</span> <span class="o">=</span> \
|
||||
|
|
@ -452,18 +331,12 @@ position of the worm; we do this in <code class="docutils literal notranslate"><
|
|||
<span class="k">elif</span> <span class="n">exit_name</span> <span class="o">==</span> <span class="s1">'south'</span><span class="p">:</span>
|
||||
<span class="bp">self</span><span class="o">.</span><span class="n">curX</span> <span class="o">+=</span> <span class="mi">1</span>
|
||||
</pre></div>
|
||||
</td></tr></table></div>
|
||||
</div>
|
||||
<p>Once the system updates the position of the worm it feeds the new room back into the original
|
||||
<code class="docutils literal notranslate"><span class="pre">draw_room_on_map()</span></code> and starts the process all over again..</p>
|
||||
<code class="docutils literal notranslate"><span class="pre">draw_room_on_map()</span></code> and starts the process all over again…</p>
|
||||
<p>That is essentially the entire thing. The final method is to bring it all together and make a nice
|
||||
presentational string out of it using the <code class="docutils literal notranslate"><span class="pre">self.show_map()</span></code> method.</p>
|
||||
<div class="highlight-python notranslate"><table class="highlighttable"><tr><td class="linenos"><div class="linenodiv"><pre><span class="normal">1</span>
|
||||
<span class="normal">2</span>
|
||||
<span class="normal">3</span>
|
||||
<span class="normal">4</span>
|
||||
<span class="normal">5</span>
|
||||
<span class="normal">6</span>
|
||||
<span class="normal">7</span></pre></div></td><td class="code"><div class="highlight"><pre><span></span><span class="k">def</span> <span class="nf">show_map</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
|
||||
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="k">def</span> <span class="nf">show_map</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
|
||||
<span class="n">map_string</span> <span class="o">=</span> <span class="s2">""</span>
|
||||
<span class="k">for</span> <span class="n">row</span> <span class="ow">in</span> <span class="bp">self</span><span class="o">.</span><span class="n">grid</span><span class="p">:</span>
|
||||
<span class="n">map_string</span> <span class="o">+=</span> <span class="s2">" "</span><span class="o">.</span><span class="n">join</span><span class="p">(</span><span class="n">row</span><span class="p">)</span>
|
||||
|
|
@ -471,7 +344,7 @@ presentational string out of it using the <code class="docutils literal notransl
|
|||
|
||||
<span class="k">return</span> <span class="n">map_string</span>
|
||||
</pre></div>
|
||||
</td></tr></table></div>
|
||||
</div>
|
||||
</section>
|
||||
<section id="using-the-map">
|
||||
<h2>Using the Map<a class="headerlink" href="#using-the-map" title="Permalink to this headline">¶</a></h2>
|
||||
|
|
@ -481,20 +354,7 @@ presentational string out of it using the <code class="docutils literal notransl
|
|||
<div><p><code class="docutils literal notranslate"><span class="pre">return_appearance</span></code> is a default Evennia hook available on all objects; it is called e.g. by the
|
||||
<code class="docutils literal notranslate"><span class="pre">look</span></code> command to get the description of something (the room in this case).</p>
|
||||
</div></blockquote>
|
||||
<div class="highlight-python notranslate"><table class="highlighttable"><tr><td class="linenos"><div class="linenodiv"><pre><span class="normal"> 1</span>
|
||||
<span class="normal"> 2</span>
|
||||
<span class="normal"> 3</span>
|
||||
<span class="normal"> 4</span>
|
||||
<span class="normal"> 5</span>
|
||||
<span class="normal"> 6</span>
|
||||
<span class="normal"> 7</span>
|
||||
<span class="normal"> 8</span>
|
||||
<span class="normal"> 9</span>
|
||||
<span class="normal">10</span>
|
||||
<span class="normal">11</span>
|
||||
<span class="normal">12</span>
|
||||
<span class="normal">13</span>
|
||||
<span class="normal">14</span></pre></div></td><td class="code"><div class="highlight"><pre><span></span><span class="c1"># in mygame/typeclasses/rooms.py</span>
|
||||
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="c1"># in mygame/typeclasses/rooms.py</span>
|
||||
|
||||
<span class="kn">from</span> <span class="nn">evennia</span> <span class="kn">import</span> <span class="n">DefaultRoom</span>
|
||||
<span class="kn">from</span> <span class="nn">world.map</span> <span class="kn">import</span> <span class="n">Map</span>
|
||||
|
|
@ -509,15 +369,15 @@ presentational string out of it using the <code class="docutils literal notransl
|
|||
<span class="n">string</span> <span class="o">+=</span> <span class="s2">"</span><span class="se">\n</span><span class="s2">"</span> <span class="o">+</span> <span class="nb">super</span><span class="p">()</span><span class="o">.</span><span class="n">return_appearance</span><span class="p">(</span><span class="n">looker</span><span class="p">)</span>
|
||||
<span class="k">return</span> <span class="n">string</span>
|
||||
</pre></div>
|
||||
</td></tr></table></div>
|
||||
</div>
|
||||
<p>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
|
||||
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.</p>
|
||||
<p>The above example will display the map above the room description. You could also use an
|
||||
<a class="reference external" href="https://github.com/evennia/evennia/blob/master/evennia.utils.evtable">EvTable</a> to place description and map next to each other. Some other
|
||||
things you can do is to have a <a class="reference internal" href="../Components/Commands.html"><span class="doc">Command</span></a> that displays with a larger radius, maybe with a
|
||||
things you can do is to have a <a class="reference internal" href="../Components/Commands.html"><span class="doc std std-doc">Command</span></a> that displays with a larger radius, maybe with a
|
||||
legend and other features.</p>
|
||||
<p>Below is the whole <code class="docutils literal notranslate"><span class="pre">map.py</span></code> for your reference. You need to update your <code class="docutils literal notranslate"><span class="pre">Room</span></code> typeclass (see above)
|
||||
to actually call it. Remember that to see different symbols for a location you also need to set the
|
||||
|
|
@ -525,119 +385,7 @@ to actually call it. Remember that to see different symbols for a location you a
|
|||
example, to make a room be mapped as <code class="docutils literal notranslate"><span class="pre">[.]</span></code> you would set the room’s <code class="docutils literal notranslate"><span class="pre">sector_type</span></code> to
|
||||
<code class="docutils literal notranslate"><span class="pre">"SECT_INSIDE"</span></code>. Try it out with <code class="docutils literal notranslate"><span class="pre">@set</span> <span class="pre">here/sector_type</span> <span class="pre">=</span> <span class="pre">"SECT_INSIDE"</span></code>. If you wanted all new
|
||||
rooms to have a given sector symbol, you could change the default in the <code class="docutils literal notranslate"><span class="pre">SYMBOLS´</span> <span class="pre">dictionary</span> <span class="pre">below,</span> <span class="pre">or</span> <span class="pre">you</span> <span class="pre">could</span> <span class="pre">add</span> <span class="pre">the</span> <span class="pre">Attribute</span> <span class="pre">in</span> <span class="pre">the</span> <span class="pre">Room's</span> </code>at_object_creation` method.</p>
|
||||
<div class="highlight-python notranslate"><table class="highlighttable"><tr><td class="linenos"><div class="linenodiv"><pre><span class="normal"> 1</span>
|
||||
<span class="normal"> 2</span>
|
||||
<span class="normal"> 3</span>
|
||||
<span class="normal"> 4</span>
|
||||
<span class="normal"> 5</span>
|
||||
<span class="normal"> 6</span>
|
||||
<span class="normal"> 7</span>
|
||||
<span class="normal"> 8</span>
|
||||
<span class="normal"> 9</span>
|
||||
<span class="normal"> 10</span>
|
||||
<span class="normal"> 11</span>
|
||||
<span class="normal"> 12</span>
|
||||
<span class="normal"> 13</span>
|
||||
<span class="normal"> 14</span>
|
||||
<span class="normal"> 15</span>
|
||||
<span class="normal"> 16</span>
|
||||
<span class="normal"> 17</span>
|
||||
<span class="normal"> 18</span>
|
||||
<span class="normal"> 19</span>
|
||||
<span class="normal"> 20</span>
|
||||
<span class="normal"> 21</span>
|
||||
<span class="normal"> 22</span>
|
||||
<span class="normal"> 23</span>
|
||||
<span class="normal"> 24</span>
|
||||
<span class="normal"> 25</span>
|
||||
<span class="normal"> 26</span>
|
||||
<span class="normal"> 27</span>
|
||||
<span class="normal"> 28</span>
|
||||
<span class="normal"> 29</span>
|
||||
<span class="normal"> 30</span>
|
||||
<span class="normal"> 31</span>
|
||||
<span class="normal"> 32</span>
|
||||
<span class="normal"> 33</span>
|
||||
<span class="normal"> 34</span>
|
||||
<span class="normal"> 35</span>
|
||||
<span class="normal"> 36</span>
|
||||
<span class="normal"> 37</span>
|
||||
<span class="normal"> 38</span>
|
||||
<span class="normal"> 39</span>
|
||||
<span class="normal"> 40</span>
|
||||
<span class="normal"> 41</span>
|
||||
<span class="normal"> 42</span>
|
||||
<span class="normal"> 43</span>
|
||||
<span class="normal"> 44</span>
|
||||
<span class="normal"> 45</span>
|
||||
<span class="normal"> 46</span>
|
||||
<span class="normal"> 47</span>
|
||||
<span class="normal"> 48</span>
|
||||
<span class="normal"> 49</span>
|
||||
<span class="normal"> 50</span>
|
||||
<span class="normal"> 51</span>
|
||||
<span class="normal"> 52</span>
|
||||
<span class="normal"> 53</span>
|
||||
<span class="normal"> 54</span>
|
||||
<span class="normal"> 55</span>
|
||||
<span class="normal"> 56</span>
|
||||
<span class="normal"> 57</span>
|
||||
<span class="normal"> 58</span>
|
||||
<span class="normal"> 59</span>
|
||||
<span class="normal"> 60</span>
|
||||
<span class="normal"> 61</span>
|
||||
<span class="normal"> 62</span>
|
||||
<span class="normal"> 63</span>
|
||||
<span class="normal"> 64</span>
|
||||
<span class="normal"> 65</span>
|
||||
<span class="normal"> 66</span>
|
||||
<span class="normal"> 67</span>
|
||||
<span class="normal"> 68</span>
|
||||
<span class="normal"> 69</span>
|
||||
<span class="normal"> 70</span>
|
||||
<span class="normal"> 71</span>
|
||||
<span class="normal"> 72</span>
|
||||
<span class="normal"> 73</span>
|
||||
<span class="normal"> 74</span>
|
||||
<span class="normal"> 75</span>
|
||||
<span class="normal"> 76</span>
|
||||
<span class="normal"> 77</span>
|
||||
<span class="normal"> 78</span>
|
||||
<span class="normal"> 79</span>
|
||||
<span class="normal"> 80</span>
|
||||
<span class="normal"> 81</span>
|
||||
<span class="normal"> 82</span>
|
||||
<span class="normal"> 83</span>
|
||||
<span class="normal"> 84</span>
|
||||
<span class="normal"> 85</span>
|
||||
<span class="normal"> 86</span>
|
||||
<span class="normal"> 87</span>
|
||||
<span class="normal"> 88</span>
|
||||
<span class="normal"> 89</span>
|
||||
<span class="normal"> 90</span>
|
||||
<span class="normal"> 91</span>
|
||||
<span class="normal"> 92</span>
|
||||
<span class="normal"> 93</span>
|
||||
<span class="normal"> 94</span>
|
||||
<span class="normal"> 95</span>
|
||||
<span class="normal"> 96</span>
|
||||
<span class="normal"> 97</span>
|
||||
<span class="normal"> 98</span>
|
||||
<span class="normal"> 99</span>
|
||||
<span class="normal">100</span>
|
||||
<span class="normal">101</span>
|
||||
<span class="normal">102</span>
|
||||
<span class="normal">103</span>
|
||||
<span class="normal">104</span>
|
||||
<span class="normal">105</span>
|
||||
<span class="normal">106</span>
|
||||
<span class="normal">107</span>
|
||||
<span class="normal">108</span>
|
||||
<span class="normal">109</span>
|
||||
<span class="normal">110</span>
|
||||
<span class="normal">111</span>
|
||||
<span class="normal">112</span>
|
||||
<span class="normal">113</span></pre></div></td><td class="code"><div class="highlight"><pre><span></span><span class="c1">#mygame/world/map.py</span>
|
||||
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="c1">#mygame/world/map.py</span>
|
||||
|
||||
<span class="c1"># These are keys set with the Attribute sector_type on the room.</span>
|
||||
<span class="c1"># The keys None and "you" must always exist.</span>
|
||||
|
|
@ -751,7 +499,7 @@ rooms to have a given sector symbol, you could change the default in the <code c
|
|||
|
||||
<span class="k">return</span> <span class="n">map_string</span>
|
||||
</pre></div>
|
||||
</td></tr></table></div>
|
||||
</div>
|
||||
</section>
|
||||
<section id="final-comments">
|
||||
<h2>Final Comments<a class="headerlink" href="#final-comments" title="Permalink to this headline">¶</a></h2>
|
||||
|
|
@ -821,7 +569,7 @@ also look into up/down directions and figure out how to display that in a good w
|
|||
<h3>Versions</h3>
|
||||
<ul>
|
||||
<li><a href="Dynamic-In-Game-Map.html">1.0-dev (develop branch)</a></li>
|
||||
<li><a href="../../0.9.5/index.html">0.9.5 (v0.9.5 branch)</a></li>
|
||||
<li><a href="../../0.95/index.html">0.95 (v0.9.5 branch)</a></li>
|
||||
</ul>
|
||||
|
||||
</div>
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue