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 Entire forum ➜ MUSHclient ➜ Plugins ➜ MUSHclient generic graphical mapper module

MUSHclient generic graphical mapper module

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Posted by Killergate   Denmark  (4 posts)  Bio
Date Reply #75 on Sun 04 Apr 2010 11:31 AM (UTC)
Message
Hi,

Is there any way to make this work with an lpmud-style mud like 3-Kingdoms, if anyone is familiar with that mud?

Theres no visible roomnumbers or otherwise uniqueness to the rooms visible to the player. Altho its mappable with for instance the zmud/cmud-mapper, setting it up to grab room exits/short description etc.

Any input/thought on this?

/kg
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Posted by Stellit   (1 post)  Bio
Date Reply #76 on Sun 04 Apr 2010 08:55 PM (UTC)
Message
is there any way to customize the connection between rooms?
for instance, enter a room needs a few actions or/and wait some reaction of NPC.
is it possible of implementing those "complex connection" with current lua mapper module?
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Posted by Nick Gammon   Australia  (23,102 posts)  Bio   Forum Administrator
Date Reply #77 on Mon 05 Apr 2010 06:52 AM (UTC)
Message
Killergate said:

Hi,

Is there any way to make this work with an lpmud-style mud like 3-Kingdoms, if anyone is familiar with that mud?

Theres no visible roomnumbers or otherwise uniqueness to the rooms visible to the player.


Well it won't be totally trivial. The mapper module itself will draw stuff when it knows the room identifier. If you can detect the room name/description in a trigger you might be able to hash that to give each room a unique hash id.

Then you need to detect exits (eg. if you go east you need to remember that, so that when going east from room 1234, and you find yourself in room 1235, you remember that so next time you can tell the mapper where the east exit from room 1234 goes).

- Nick Gammon

www.gammon.com.au, www.mushclient.com
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Posted by Nick Gammon   Australia  (23,102 posts)  Bio   Forum Administrator
Date Reply #78 on Mon 05 Apr 2010 06:53 AM (UTC)
Message
Stellit said:

is there any way to customize the connection between rooms?
for instance, enter a room needs a few actions or/and wait some reaction of NPC.
is it possible of implementing those "complex connection" with current lua mapper module?


There is no provision for that at present. Waiting for NPC interaction can be a bit tricky. That is more something you would do with a trigger, and then attempt to keep speedwalking from that point.

- Nick Gammon

www.gammon.com.au, www.mushclient.com
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Posted by AaronM86   (42 posts)  Bio
Date Reply #79 on Mon 05 Apr 2010 07:07 PM (UTC)
Message
I dream of one day having a map like this for Dark-Legacy haha :P Cept, I'd have to set it up a bit different. It has a world map and then areas and dungeons that you enter on the map itself. Would cool to have the entire world map mapped and every area mapped... *drools* or better yet every dungeon lol I should totally hire an experienced coder rofl
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Posted by Larkin   (278 posts)  Bio
Date Reply #80 on Tue 13 Apr 2010 01:15 PM (UTC)
Message
Any chance of getting a render function that takes advantage of the pre-calculated X,Y[,Z] coordinates to properly space rooms and avoid the "broken" exit thing?


And, if I want to leverage this module/plugin, making my own customizations on top of the script, how would I best do that? I mean, I don't want to edit your code directly because I would like to include any future enhancements without having to merge yours and mine. So, I want to essentially wrap your mapper script, add a few things, override one or two things, and use that in my own plugin. Suggestions?
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Posted by LupusFatalis   (154 posts)  Bio
Date Reply #81 on Tue 20 Apr 2010 02:16 AM (UTC)
Message
Ok, so I'm looking at this mapper. And I'll be honest, I haven't a clue how it works. I'm hoping to puzzle that out later. As I learn some Lua maybe in a month or so. I think the first step is to get triggers to feed this thing the necessary raw room information (and I can worry about fixing it later). I have working triggers that can capture room info for another project I had started prior to seeing this mapper. So... how do I adapt them for this?


<triggers>
  <trigger
   enabled="y"
   lines_to_match="3"
   keep_evaluating="y"
   match="^([A-Za-z\'\,\- ]+)\n([^\n]*)\nThere are no obvious exits\.$"
   multi_line="y"
   regexp="y"
   script="ProcessRoom0"
   sequence="100"
  >
  </trigger>
  <trigger
   enabled="y"
   lines_to_match="3"
   keep_evaluating="y"
   match="^([A-Za-z\'\,\- ]+)\n([^\n]*)\nThere (is|are) (\w+) (obvious exit|exits)\: (.[^\.]+)\.$"
   multi_line="y"
   regexp="y"
   script="ProcessRoom1"
   sequence="100"
  >
  </trigger>
  <trigger
   enabled="y"
   lines_to_match="4"
   keep_evaluating="y"
   match="^([A-Za-z\'\,\- ]+)\n([^\n]*)\nThere (is|are) (\w+) (obvious exit|exits)\: (.[^\.]+)\n(.[^\.]+)\.$"
   multi_line="y"
   regexp="y"
   script="ProcessRoom2"
   sequence="100"
  >
  </trigger>
  <trigger
   enabled="y"
   lines_to_match="5"
   keep_evaluating="y"
   match="^([A-Za-z\'\,\- ]+)\n([^\n]*)\nThere (is|are) (\w+) (obvious exit|exits)\: (.[^\.]+)\n(.[^\.]+)\n(.[^\.]+)\.$"
   multi_line="y"
   regexp="y"
   script="ProcessRoom3"
   sequence="100"
  >
  </trigger>


The old version is written in python, and I'll have to convert the specifics later. But here are those functions:


def ProcessRoom0(TriggerName, trig_line, wildcards):
	ProcessRoom(str(wildcards[0]), str(wildcards[1]), 'There are no obvious exits.')

def ProcessRoom1(TriggerName, trig_line, wildcards):
	ProcessRoom(str(wildcards[0]), str(wildcards[1]), str(wildcards[5]))

def ProcessRoom2(TriggerName, trig_line, wildcards):
	ProcessRoom(str(wildcards[0]), str(wildcards[1]), str(wildcards[5])+str(wildcards[6]))

def ProcessRoom3(TriggerName, trig_line, wildcards):
	ProcessRoom(str(wildcards[0]), str(wildcards[1]), str(wildcards[5])+str(wildcards[6])+str(wildcards[7]))

def ProcessRoom(tName, tDesc, tExits):
	global gRoomName, gRoomDescription, gExitDescription
	
	world.Note('Debug Note: Room Trigger Fired')
	
	gRoomName = tName
	gRoomDescription = tDesc
	gExitDescription = tExits
	ProcessText()


As you can expect I have further code that does all sorts of things to get these to be the same every time you go to a room (i.e. extract information that is character dependent/time of day dependent/etc...)

For now, I'd be ecstatic if I can get that working, the rest is a matter of me figuring out Lua enough to rewrite my python code.
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Posted by Larkin   (278 posts)  Bio
Date Reply #82 on Tue 20 Apr 2010 06:32 PM (UTC)
Message
You should give the ATCP mapper module a try first before you write too many unnecessary triggers.
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Posted by LupusFatalis   (154 posts)  Bio
Date Reply #83 on Thu 22 Apr 2010 02:53 AM (UTC)
Message
Well, I gave it a whirl for the hell of it--as suggested. Doesn't throw any errors, but also doesn't seem to work. Probably because the mud isn't ATCP, whatever that is. Or maybe because I can't figure out how to create a new database.
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Posted by David Haley   USA  (3,881 posts)  Bio
Date Reply #84 on Thu 22 Apr 2010 04:18 AM (UTC)
Message
If it's not an IRE, chances are extremely small that it uses ATCP (Achaea Telnet Client Protocol).

David Haley aka Ksilyan
Head Programmer,
Legends of the Darkstone

http://david.the-haleys.org
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Posted by Larkin   (278 posts)  Bio
Date Reply #85 on Thu 22 Apr 2010 03:19 PM (UTC)
Message
I was 99% sure LupusFatalis was an IRE gamer, and those triggers look suspiciously like every IRE game I've seen so far. (Note: if it is an IRE game, you need to install the plugin before you connect or the ATCP won't be enabled.)



Okay, I've been looking at the room rendering code, and what should (in theory) be an easy change is giving me a small headache.

I want to draw the rooms are their game-supplied x,y coordinates instead of assuming standard exit lengths. I changed a couple of lines in draw_room to make this happen, but I'm terrible with coordinate systems...

local dist_x = room.x - rooms[current_room].x
local dist_y = room.y - rooms[current_room].y

local next_x = x + (ROOM_SIZE + DISTANCE_TO_NEXT_ROOM) * dist_x
local next_y = y + (ROOM_SIZE + DISTANCE_TO_NEXT_ROOM) * dist_y


Any clues on what I should be doing instead?
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Posted by LupusFatalis   (154 posts)  Bio
Date Reply #86 on Thu 22 Apr 2010 05:24 PM (UTC)
Message
nah, I believe the code is heavily modified LPmud. First came about in 1991, I think the ATCP thing came about after that, as the mud that bears its name says its ~9 years old.

Anyhow, assuming with triggers I can determine the appropriate room name, description, and exits how can I set it, etc...

I suppose a better question might be, has anyone modified the code to work for something other than ATCP? And if so, is it somewhere that I can take a peek at it?
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Posted by LupusFatalis   (154 posts)  Bio
Date Reply #87 on Thu 22 Apr 2010 05:43 PM (UTC)
Message
Larkin said:
Any clues on what I should be doing instead?


Sure, that is something I can figure out pretty easily if you can let me know what the variables you actually want are...

i.e. specifically what are:
dist_x := ?
next_x := ?
DISTANCE_TO_NEXT_ROOM := ?
ROOM_SIZE := ?

i.e. I'm assuming you have the current coordinates
(x,y) and new coordinates (x',y')

that for dist_x you want the distance between the points if they were both projected onto the x axis? dist_y similar.
if so... |x'-x| will do. y similar. But if your actually looking for the length of the line segment connecting:
(x',y') and (x,y) then you'll want:
length = sqrt( (x'-x)^2 + (y'-y)^2)

In short, what specifically do you know, and what do you want to find?
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Posted by Larkin   (278 posts)  Bio
Date Reply #88 on Thu 22 Apr 2010 05:47 PM (UTC)
Message
Well, Nick isn't using the room coordinates to draw the rooms (IRE games now provide room coordinates for us, which implicitly defines the length of the exit connectors when drawing a map), instead assuming all exits are of "length 1," essentially.

I want to render the room boxes at the coordinates as they're known, relative to the box in the center. So, if you draw(1234), you have X and Y for room 1234 as your center on that map.

Nick picks up the X, Y, and even Z coordinates from the game, but they're not actually used to render the map. I'm just trying to fix that.
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Posted by LupusFatalis   (154 posts)  Bio
Date Reply #89 on Thu 22 Apr 2010 06:08 PM (UTC)
Message
Ah, I see. What your trying to do.

Ok, for simplicity, consider the center of the map to have pixel coordinates (0,0). Its simple enough to translate everything accordingly after you get the other part working (as this probably isn't the case).

So your current room A has coordinates (x,y) room B has coordinates (x',y').

Your location on the map for A is going to be (0,0). But its more than 1 pixel, so lets say its the square formed by: (-d,d), (-d,-d), (d,-d), (d,d)

Your 'local' coordinates for (x',y') are going to be Length*(x'-x,y'-y). I.E. whatever you want the spacing to be between the center of the squares. So your square for that will be drawn inside: (l(x'-x)-d,l(y'-y)+d), (l(x'-x)-d,l(y'-y)-d), (l(x'-x)+d,l(y'-y)-d), (l(x'-x)+d,l(y'-y)+d)

Hope that helps somewhat, I gotta run, but I'll peek back here later.
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