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