Hi,
I'd like to use the mapper module.
1. If the mud doesn't send unique room numbers, I know that an uid can be generated by hashing the room's title, exits, and description. But in some cases there would be collisions caused by e.g 2 different rooms having identical name/description/exits. 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. 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?
2. 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. How can I get the best of both worlds?
3. How exactly does an exit of a room get mapped so that it points to another room when you walk? I know that conceptually, when you type east and you are in a new room, that it should update appropriately - but how does it associate typed commands with responses? What about custom exits like "inn" or "shop"?
4. Is teleportation supported for pathfinding? E.g, casting a spell to recall? In another mud, you can either walk, or use waypoints. Waypoints are rooms that allow instant travel to other waypoints.
I'd like to use the mapper module.
1. If the mud doesn't send unique room numbers, I know that an uid can be generated by hashing the room's title, exits, and description. But in some cases there would be collisions caused by e.g 2 different rooms having identical name/description/exits. 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. 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?
2. 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. How can I get the best of both worlds?
3. How exactly does an exit of a room get mapped so that it points to another room when you walk? I know that conceptually, when you type east and you are in a new room, that it should update appropriately - but how does it associate typed commands with responses? What about custom exits like "inn" or "shop"?
4. Is teleportation supported for pathfinding? E.g, casting a spell to recall? In another mud, you can either walk, or use waypoints. Waypoints are rooms that allow instant travel to other waypoints.