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Is there a way of overcoming this problem? For example, if room A and B have the same hash, and A's north exit is B, I'd want different uids.
The problem is, rooms should be identifiable in their own right. That is, to know that A's north exit is B, you would actually have to walk north and see what happened. And if B happens to be full of angry mobs, you may not want to do that.
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If this is impossible to do, how would it affect pathfinding if the calculated path passes through such rooms - would it just get stuck there?
If you have rooms that are different but "look" the same, then the mapper will get confused. For example, if you had something like:
Village
^
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v
A narrow path
^
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v
A narrow path
^
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v
A narrow path
^
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v
The Town
As you go north from the town, it thinks that you reach "A narrow path" (which you do). Then when you go north again it thinks that north from "A narrow path" leads back to itself. Ditto when you go north a third time. Finally when you hit the village, it would correct the north exit for "A narrow path" so that its view of that part of the MUD is now:
Village
^
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v
A narrow path
^
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v
The Town
Which is obviously incorrect. Attempts to speed-walk or path-find will fail for that segment. However once you clear the problem spot everything should be OK after that.
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The mud provides the ability to set different colours for room name, exits and description, providing an easy way of extracting this information. However, when the incoming text is printed to screen, I don't actually want the colour to be shown as that would interfere with my screen reader.
I don't see why colours would affect the screen reader. The screen-reading plugin uses a callback that gets the raw text as displayed, without colours.
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How exactly does an exit of a room get mapped so that it points to another room when you walk?
As described in this post:
http://www.gammon.com.au/forum/?id=12635
The mapper is "MUD agnostic" (the mapper module). It is supported by other functions in a plugin, those functions call functions like "get_room" to get room information. These would vary from MUD to MUD (eg. depending on whether you have room numbers, or have to create your own).
If the MUD doesn't tell you where each exit leads, what I normally do is remember when the user types an exit (eg. "east") and then when we end up in a new room we deduce that going east from the previous room must lead to this room, hence we can add that exit link to the database for that room.
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What about custom exits like "inn" or "shop"?
They won't work unless you allow for them somehow. In any case the drawing part of the mapper only draws the main directions (n/s/e/w) plus the ones inbetween (ne/nw/se/sw) and the two directions "up" and "down".
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Is teleportation supported for pathfinding?
Not in the version I did, however I believe some people have added portals - I'm not sure how. I think Aardwolf does that, you could ask Fiendish how he did it. |