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@ -14,6 +14,8 @@
<script src="../_static/underscore.js"></script>
<script src="../_static/doctools.js"></script>
<script src="../_static/language_data.js"></script>
<script async="async" src="https://cdnjs.cloudflare.com/ajax/libs/mathjax/2.7.7/latest.js?config=TeX-AMS-MML_HTMLorMML"></script>
<script type="text/x-mathjax-config">MathJax.Hub.Config({"tex2jax": {"processClass": "tex2jax_process|mathjax_process|math|output_area"}})</script>
<link rel="shortcut icon" href="../_static/favicon.ico"/>
<link rel="index" title="Index" href="../genindex.html" />
<link rel="search" title="Search" href="../search.html" />
@ -47,11 +49,11 @@
<div class="bodywrapper">
<div class="body" role="main">
<section id="dynamic-in-game-map">
<section class="tex2jax_ignore mathjax_ignore" id="dynamic-in-game-map">
<h1>Dynamic In Game Map<a class="headerlink" href="#dynamic-in-game-map" title="Permalink to this headline"></a></h1>
<section id="introduction">
<h2>Introduction<a class="headerlink" href="#introduction" title="Permalink to this headline"></a></h2>
<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
<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
map</span></a> tutorial solves this by creating a <em>static</em> map, meaning the map is pre-
drawn once and for all - the rooms are then created to match that map. When walking around, parts of
the static map is then cut out and displayed next to the room description.</p>
@ -67,9 +69,9 @@ world to be logically impossible with rooms looping to themselves or exits
side of the map. Exits can also be named anything, from “jumping out the window” to “into the fifth
dimension”. This tutorial assumes you can only move in the cardinal directions (N, E, S and W).</p></li>
<li><p>Rooms must be connected and linked together for the map to be generated correctly. Vanilla
Evennia comes with a admin command <a class="reference external" href="Components/Default-Command-Help#tunnel-cmdtunnel">&#64;tunnel</a> that allows a
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
user to create rooms in the cardinal directions, but additional work is needed to assure that rooms
are connected. For example, if you <code class="docutils literal notranslate"><span class="pre">&#64;tunnel</span> <span class="pre">east</span></code> and then immediately do <code class="docutils literal notranslate"><span class="pre">&#64;tunnel</span> <span class="pre">west</span></code> youll find
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> youll find
that you have created two completely stand-alone rooms. So care is needed if you want to create a
“logical” layout. In this tutorial we assume you have such a grid of rooms that we can generate the
map from.</p></li>
@ -107,13 +109,7 @@ this tutorial we understand two symbols - a normal room and the room with us in
fallback symbol for rooms without said Attribute - that way the map will still work even if we
didnt 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
in <code class="docutils literal notranslate"><span class="pre">mygame/world/map.py.</span></code></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="c1"># in mygame/world/map.py</span>
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="c1"># in mygame/world/map.py</span>
<span class="c1"># the symbol is identified with a key &quot;sector_type&quot; on the </span>
<span class="c1"># Room. Keys None and &quot;you&quot; must always exist. </span>
@ -121,21 +117,11 @@ in <code class="docutils literal notranslate"><span class="pre">mygame/world/map
<span class="s1">&#39;you&#39;</span> <span class="p">:</span> <span class="s1">&#39;[@]&#39;</span><span class="p">,</span>
<span class="s1">&#39;SECT_INSIDE&#39;</span><span class="p">:</span> <span class="s1">&#39;[.]&#39;</span> <span class="p">}</span>
</pre></div>
</td></tr></table></div>
</div>
<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>
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
methods we need.</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></pre></div></td><td class="code"><div class="highlight"><pre><span></span><span class="c1"># in mygame/world/map.py</span>
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="c1"># in mygame/world/map.py</span>
<span class="k">class</span> <span class="nc">Map</span><span class="p">(</span><span class="nb">object</span><span class="p">):</span>
@ -147,7 +133,7 @@ methods we need.</p>
<span class="bp">self</span><span class="o">.</span><span class="n">curX</span> <span class="o">=</span> <span class="kc">None</span>
<span class="bp">self</span><span class="o">.</span><span class="n">curY</span> <span class="o">=</span> <span class="kc">None</span>
</pre></div>
</td></tr></table></div>
</div>
<ul class="simple">
<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>
<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
@ -161,26 +147,7 @@ worm has been and what it has mapped so far.</p></li>
</ul>
<p>Before any sort of mapping can actually be done we need to create an empty display area and do some
sanity checks on it by using the following methods.</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></pre></div></td><td class="code"><div class="highlight"><pre><span></span><span class="c1"># in mygame/world/map.py</span>
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="c1"># in mygame/world/map.py</span>
<span class="k">class</span> <span class="nc">Map</span><span class="p">(</span><span class="nb">object</span><span class="p">):</span>
<span class="c1"># [... continued]</span>
@ -201,24 +168,10 @@ sanity checks on it by using the following methods.</p>
<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>\
<span class="k">else</span> <span class="kc">False</span>
</pre></div>
</td></tr></table></div>
</div>
<p>Before we can set our worm on its way, we need to know some of the computer science behind all this
called Graph Traversing. In Pseudo code what we are trying to accomplish is this:</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></pre></div></td><td class="code"><div class="highlight"><pre><span></span><span class="c1"># pseudo code</span>
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="c1"># pseudo code</span>
<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>
<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>
@ -234,7 +187,7 @@ called Graph Traversing. In Pseudo code what we are trying to accomplish i
<span class="c1"># first time here!</span>
<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>
</pre></div>
</td></tr></table></div>
</div>
<p>The beauty of Python is that our actual code of doing this doesnt differ much if at all from this
Pseudo code example.</p>
<ul class="simple">
@ -272,24 +225,7 @@ location in the middle of the grid</p></li>
</ul>
<p>Now that we know which methods we need, lets refine our initial <code class="docutils literal notranslate"><span class="pre">__init__(self)</span></code> to pass some
conditional statements and set it up to start building the display.</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></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="k">class</span> <span class="nc">Map</span><span class="p">(</span><span class="nb">object</span><span class="p">):</span>
@ -307,31 +243,14 @@ conditional statements and set it up to start building the display.</p>
<span class="c1"># we use the algebraic relationship</span>
<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>
<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>
</pre></div>
</td></tr></table></div>
</div>
<p>Here we check to see if the parameters for the grid are okay, then we create an empty canvas and map
our initial location as the first room!</p>
<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
code. The method is shown 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>
<span class="normal">17</span>
<span class="normal">18</span>
<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>
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="c1"># in mygame/world/map.py, in the Map class</span>
<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>
<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>
@ -351,20 +270,9 @@ code. The method is shown below:</p>
<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>
<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>
</pre></div>
</td></tr></table></div>
</div>
<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>
<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></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>
<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>
<span class="c1"># draw initial ch location on map first!</span>
@ -377,22 +285,9 @@ code. The method is shown below:</p>
<span class="c1"># this will use the sector_type Attribute or None if not set.</span>
<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>
</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>
<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="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">&#39;you&#39;</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 hasnt 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">&#39;south&#39;</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">&quot;&quot;</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">&quot; &quot;</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>
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<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">&quot;</span><span class="se">\n</span><span class="s2">&quot;</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 doesnt 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 &#64;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 rooms <code class="docutils literal notranslate"><span class="pre">sector_type</span></code> to
<code class="docutils literal notranslate"><span class="pre">&quot;SECT_INSIDE&quot;</span></code>. Try it out with <code class="docutils literal notranslate"><span class="pre">&#64;set</span> <span class="pre">here/sector_type</span> <span class="pre">=</span> <span class="pre">&quot;SECT_INSIDE&quot;</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>
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<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 &quot;you&quot; 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>
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