Quote: Supposing you use a coordinate system, you could just specify what was at which coordinates. Every island/landmass would have different ones.
That doesn't seem quite right, though - a landmass has multiple landing points. I suppose you could fake it by making a landing point be a specific beach and not allowing random landing (not necessarily a bad idea) but for fairly large landmasses or even islands you'd have to go in and specify a whole lot of landing points if you wanted it to be realistic. But if you mean generated in the sense of rooms, then yes, that makes sense. I would 'generate' it by hand much like overland maps are rendered, and let ships navigate that space.
David Haley aka Ksilyan
Head Programmer,
Legends of the Darkstone
Longbow -
Seems like you might have luck with modifying Mount command.
Create a mount that looks like a boat for small boats (rowboat, canoe, etc.) and make an if check for entering the water with it or leaving the water. When leaving the water, force a dismount. Change the mount message to something like "[PCname] climbs into a [boatname]"
Then the player can move the boat just like riding a horse.
If they go to leave a water area, force the dismount with a message like "[PCname] climbs out of a [boatname]"
That sort of thing.
For bigger ships, make the actual ship a room, or even a couple of rooms (top deck, belowdeck). This room is only accessible at certain times in certain locations. Have a creature named "A schooner" or whatever, that spawns on the water near a dock, with a message like, "A schooner arrives in port." or whatnot. At the time when the boat is in port, allow the command to 'enter schooner'. This will jump the player to the ship area(s). Until the ship leaves port the player can 'exit schooner' and be jumped back to the dock. Once the ship despawns (message like "A schooner sets sail.") any player in the schooner area cannot exit until the schooner creature spawns into the next port of call.
All this stuff might not be that much actual help to you, just some ideas on vehicles. It would be possible to require a ticket to enter any ship as well.
Gadush
Oh, right. I was thinking that since an ocean is much more constrained than space, with islands and coasts etc., at least that much would have to be specified one way or another. I'm not sure the planet paradigm would smoothly transfer for that kind of thing, and some amount of building work would have to be done setting it up.
Supposing you use a coordinate system, you could just specify what was at which coordinates. Every island/landmass would have different ones.
Quote:
I am wanting to add vehicles to my mud as well. Want to have some seige engines and wagons etc. Been looking over swr code trying to figure out how to port it over to smaug.
You would probably do better to write your own and use ideas from SWR if you get stuck.
I am wanting to add vehicles to my mud as well. Want to have some seige engines and wagons etc. Been looking over swr code trying to figure out how to port it over to smaug.
Oh, right. I was thinking that since an ocean is much more constrained than space, with islands and coasts etc., at least that much would have to be specified one way or another. I'm not sure the planet paradigm would smoothly transfer for that kind of thing, and some amount of building work would have to be done setting it up.
David Haley aka Ksilyan
Head Programmer,
Legends of the Darkstone
Like I said, relatively the same way SWR has ships in space. Use coordinates for the boat instead of rooms. If you really wanted it (say your mud was based on boating or something) you could easily warp SWR's ships into boats.
So yeah, just use coordinates or some other system rather than actual rooms.
Well, Longbow, one reason you might find it hard to port is that it might be in Java and/or C++ and/or Lua. :-) The other reason is that the data structures will be so completely different that porting just isn't an option. I imagine that it's always a valuable learning experience to look at code, but as far as short-term gain is concerned it wouldn't be useful at all.
Whiteknight:
Quote: and I'd rather not make an ocean area by hand or have it generated.
Sounds to me like you're stuck, then - with no ocean made by hand and no generated ocean, how are you going to have a boat in the ocean? :-)
David Haley aka Ksilyan
Head Programmer,
Legends of the Darkstone
My boating system would be a bit more complex. You wouldnt be able to carry your boat, you'd have to leave it in the port. When you get in you can walk around (supposing its big enough) and what not, but you have to be in a certain navigation room to see the heading.
I imagine that "driving" the boat would be a bit more like SWR (only in 2 dimensions of course) or some other kooky system, as typing, "sail north" would be annoying, and I'd rather not make an ocean area by hand or have it generated.
I've been thinking of a while about implementing boats as "portable rooms" of sorts - in fact, vehicles in general would be implemented as portable rooms. BabbleMUD will have this feature, at least, but that is so far from stock SMAUG as to be entirely useless to SMAUG programmers.
David Haley aka Ksilyan
Head Programmer,
Legends of the Darkstone
Well, I'd appreciate all the snippet sites I can get. See, I'm learning as I go and one of the ways I do is by examining the code of the various sites. Unfortunately most of these are down and I lose the opportunity to get much wisdom and much code. :(
Sides, if I got an error I can just post it here, like I've been doing for the last half-year. :)
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