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<section class="tex2jax_ignore mathjax_ignore" id="evscaperoom">
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<h1>EvscapeRoom<a class="headerlink" href="#evscaperoom" title="Link to this heading">¶</a></h1>
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<p>Contribution by Griatch, 2019</p>
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<p>A full engine for creating multiplayer escape-rooms in Evennia. Allows players to
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spawn and join puzzle rooms that track their state independently. Any number of players
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can join to solve a room together. This is the engine created for ‘EvscapeRoom’, which won
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the MUD Coders Guild “One Room” Game Jam in April-May, 2019. The contrib has only
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very minimal game content, it contains the utilities and base classes and an empty example room.</p>
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<section id="introduction">
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<h2>Introduction<a class="headerlink" href="#introduction" title="Link to this heading">¶</a></h2>
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<p>Evscaperoom is, as it sounds, an <a class="reference external" href="https://en.wikipedia.org/wiki/Escape_room">escape room</a> in text form. You start locked into
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a room and have to figure out how to get out. This contrib contains everything
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needed to make a fully-featured puzzle game of this type. It also contains a
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‘lobby’ for creating new rooms, allowing players to join another person’s room
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to collaborate solving it!</p>
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<p>This is the game engine for the original <em>EvscapeRoom</em>. It
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allows you to recreate the same game experience, but it doesn’t contain any of
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the story content created for the game jam. If you want to see the full game
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(where you must escape the cottage of a very tricky jester girl or lose the
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village’s pie-eating contest…), you can find it at Griatch’s github page <a class="reference external" href="https://github.com/Griatch/evscaperoom">here</a>,
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(but the recommended version is the one that used to run on the Evennia demo server which has
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some more bug fixes, found <a class="reference external" href="https://github.com/evennia/evdemo/tree/master/evdemo/evscaperoom">here instead</a>).</p>
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<p>If you want to read more about how <em>EvscapeRoom</em> was created and designed, you can read the
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dev blog, <a class="reference external" href="https://www.evennia.com/devblog/2019.html#2019-05-18-creating-evscaperoom-part-1">part 1</a> and <a class="reference external" href="https://www.evennia.com/devblog/2019.html#2019-05-26-creating-evscaperoom-part-2">part 2</a>.</p>
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</section>
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<section id="installation">
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<h2>Installation<a class="headerlink" href="#installation" title="Link to this heading">¶</a></h2>
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<p>The Evscaperoom is installed by adding the <code class="docutils literal notranslate"><span class="pre">evscaperoom</span></code> command to your
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character cmdset. When you run that command in-game you’re ready to play!</p>
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<p>In <code class="docutils literal notranslate"><span class="pre">mygame/commands/default_cmdsets.py</span></code>:</p>
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<div class="highlight-python notranslate"><div class="highlight"><pre><span></span>
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<span class="kn">from</span><span class="w"> </span><span class="nn">evennia.contrib.full_systems.evscaperoom.commands</span><span class="w"> </span><span class="kn">import</span> <span class="n">CmdEvscapeRoomStart</span>
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<span class="k">class</span><span class="w"> </span><span class="nc">CharacterCmdSet</span><span class="p">(</span><span class="o">...</span><span class="p">):</span>
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<span class="c1"># ...</span>
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<span class="bp">self</span><span class="o">.</span><span class="n">add</span><span class="p">(</span><span class="n">CmdEvscapeRoomStart</span><span class="p">())</span>
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</pre></div>
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</div>
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<p>Reload the server and the <code class="docutils literal notranslate"><span class="pre">evscaperoom</span></code> command will be available. The contrib
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comes with a small (very small) escape room as an example.</p>
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</section>
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<section id="making-your-own-evscaperoom">
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<h2>Making your own evscaperoom<a class="headerlink" href="#making-your-own-evscaperoom" title="Link to this heading">¶</a></h2>
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<p>To do this, you need to make your own states. First make sure you can play the
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simple example room installed above.</p>
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<p>Copy <code class="docutils literal notranslate"><span class="pre">evennia/contrib/full_systems/evscaperoom/states</span></code> to somewhere in your game folder (let’s
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assume you put it under <code class="docutils literal notranslate"><span class="pre">mygame/world/</span></code>).</p>
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<p>Next you need to re-point Evennia to look for states in this new location. Add
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the following to your <code class="docutils literal notranslate"><span class="pre">mygame/server/conf/settings.py</span></code> file:</p>
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<div class="highlight-python notranslate"><div class="highlight"><pre><span></span> <span class="n">EVSCAPEROOM_STATE_PACKAGE</span> <span class="o">=</span> <span class="s2">"world.states"</span>
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</pre></div>
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</div>
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<p>Reload and the example evscaperoom should still work, but you can now modify and
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expand it from your game dir!</p>
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<section id="other-useful-settings">
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<h3>Other useful settings<a class="headerlink" href="#other-useful-settings" title="Link to this heading">¶</a></h3>
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<p>There are a few other settings that may be useful:</p>
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<ul class="simple">
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<li><p><code class="docutils literal notranslate"><span class="pre">EVSCAPEROOM_START_STATE</span></code> - default is <code class="docutils literal notranslate"><span class="pre">state_001_start</span></code> and is the name of
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the state-module to start from (without <code class="docutils literal notranslate"><span class="pre">.py</span></code>). You can change this if you
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want some other naming scheme.</p></li>
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<li><p><code class="docutils literal notranslate"><span class="pre">HELP_SUMMARY_TEXT</span></code> - this is the help blurb shown when entering <code class="docutils literal notranslate"><span class="pre">help</span></code> in
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the room without an argument. The original is found at the top of
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<code class="docutils literal notranslate"><span class="pre">evennia/contrib/full_systems/evscaperoom/commands.py</span></code>.</p></li>
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</ul>
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</section>
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</section>
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<section id="playing-the-game">
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<h2>Playing the game<a class="headerlink" href="#playing-the-game" title="Link to this heading">¶</a></h2>
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<p>You should start by <code class="docutils literal notranslate"><span class="pre">look</span></code>ing around and at objects.</p>
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<p>The <code class="docutils literal notranslate"><span class="pre">examine</span> <span class="pre"><object></span></code> command allows you to ‘focus’ on an object. When you do
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you’ll learn actions you could try for the object you are focusing on, such as
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turning it around, read text on it or use it with some other object. Note that
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more than one player can focus on the same object, so you won’t block anyone
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when you focus. Focusing on another object or use <code class="docutils literal notranslate"><span class="pre">examine</span></code> again will remove
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focus.</p>
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<p>There is also a full hint system.</p>
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</section>
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<section id="technical">
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<h2>Technical<a class="headerlink" href="#technical" title="Link to this heading">¶</a></h2>
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<p>When connecting to the game, the user has the option to join an existing room
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(which may already be in some state of ongoing progress), or may create a fresh
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room for them to start solving on their own (but anyone may still join them later).</p>
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<p>The room will go through a series of ‘states’ as the players progress through
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its challenges. These states are describes as modules in .states/ and the
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room will load and execute the State-object within each module to set up
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and transition between states as the players progress. This allows for isolating
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the states from each other and will hopefully make it easier to track
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the logic and (in principle) inject new puzzles later.</p>
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<p>Once no players remain in the room, the room and its state will be wiped.</p>
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</section>
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<section id="design-philosophy">
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<h2>Design Philosophy<a class="headerlink" href="#design-philosophy" title="Link to this heading">¶</a></h2>
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<p>Some basic premises inspired the design of this.</p>
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<ul class="simple">
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<li><p>You should be able to resolve the room alone. So no puzzles should require the
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collaboration of multiple players. This is simply because there is no telling
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if others will actually be online at a given time (or stay online throughout).</p></li>
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<li><p>You should never be held up by the actions/inactions of other players. This
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is why you cannot pick up anything (no inventory system) but only
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focus/operate on items. This avoids the annoying case of a player picking up
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a critical piece of a puzzle and then logging off.</p></li>
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<li><p>A room’s state changes for everyone at once. My first idea was to have a given
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room have different states depending on who looked (so a chest could be open
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and closed to two different players at the same time). But not only does this
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add a lot of extra complexity, it also defeats the purpose of having multiple
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players. This way people can help each other and collaborate like in a ‘real’
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escape room. For people that want to do it all themselves I instead made it
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easy to start “fresh” rooms for them to take on.</p></li>
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</ul>
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<p>All other design decisions flowed from these.</p>
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<hr class="docutils" />
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<p><small>This document page is generated from <code class="docutils literal notranslate"><span class="pre">evennia/contrib/full_systems/evscaperoom/README.md</span></code>. Changes to this
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file will be overwritten, so edit that file rather than this one.</small></p>
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<h3><a href="../index.html">Table of Contents</a></h3>
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<ul>
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<li><a class="reference internal" href="#">EvscapeRoom</a><ul>
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<li><a class="reference internal" href="#introduction">Introduction</a></li>
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<li><a class="reference internal" href="#installation">Installation</a></li>
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<li><a class="reference internal" href="#making-your-own-evscaperoom">Making your own evscaperoom</a><ul>
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<li><a class="reference internal" href="#other-useful-settings">Other useful settings</a></li>
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</ul>
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</li>
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<li><a class="reference internal" href="#playing-the-game">Playing the game</a></li>
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<li><a class="reference internal" href="#technical">Technical</a></li>
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<li><a class="reference internal" href="#design-philosophy">Design Philosophy</a></li>
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