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Gnord
Beginner


Joined: 05 Jul 2006
Posts: 15

PostPosted: Wed Jul 05, 2006 4:46 pm   

Interesting Automapper problem - Have any suggestions?
 
I have an interesting automapper problem.

I play Duris:Land of the Bloodlust.

They have a worldmap that is 300x300, including all of the surface world, continents, and oceans.

I had over 75% of this surface world mapped, and most of it is still relevant, but the admins of this game went and changed A LOT of the worldmap anyways. I need some way to rename, recolor, reflag, and restring specific rooms on the worldmap.

I keep the terrain type in the "User defined string" and I know that EVERY instance of "Hills" on the worldmap has had it's name reset. Now, I would like to somehow set ALL of the rooms, in a specific zone (the worldmap) as follows:
Check Reload Room Name
Clear/Erase current room name
set color of the room to black (this is my "needs to be fixed" color)
I know how to set the color (see script at end of post)

However, this is a daunting task. It needs to be in a SPECIFIC zone only, because all of the other hills terrain is still just fine, everywhere else in the mud. I don't want to run around deleting all of the hills either, because there's many hundreds of them, as well as the room is still there, it just has a different name now.

Also, if I try to walk into the room, the room name does not match what is in the mapper, so the mapper does not automatically follow me into that room. Which means, changing each room name manually is.... well... difficult. It requires several mouse and keyboard input steps per room, I can't just run to each room and it automatically updates the name.

Perhaps a piece of my code will help somebody get started, because I'm stumped on how to get it to restrict to just one zone, as well as how to check "Reload Room Name" field from an alias.

#trigger {Your current terrain is: (*).} {
Code:
#var curRoomColor "$000000"
#var CustomTerrainString %1
#math curRoomWalk 0
#if ("%1"="City") {
  #var curRoomColor "$96c3c6"
  #math curRoomWalk 1
  }
#if ("%1"="Castle") {
  #var curRoomColor "$96c3c6"
  #math curRoomWalk 1
  }
#if ("%1"="Desert") {
  #var curRoomColor "$dc9a0a"
  #math curRoomWalk 1
  }
#if ("%1"="Field") {
  #var curRoomColor "$00d700"
  #math curRoomWalk 2
  }
#if ("%1"="Forest") {
  #var curRoomColor "$008200"
  #math curRoomWalk 2
  }
#if ("%1"="Hills") {
  #var curRoomColor "$606000"
  #math curRoomWalk 4
  }
#if ("%1"="Inside") {
  #var curRoomColor "$ffff00"
  #math curRoomWalk 1
  }
#if ("%1"="Mountains") {
  #if (@worldmap="false") {
    #var curRoomColor "$840084"
    #math curRoomWalk 4
    } {
    #var curRoomColor "$909000"
    #math curRoomWalk 10000
    #var CustomTerrainString WorldMountains
    }
  #echo worldmap=@worldmap
  }
#if ("%1"="No-Ground") {
  #var curRoomColor "$ff7700"
  #math curRoomWalk 25
  }
#if ("%1"="Ocean") {
  #var curRoomColor "$0000bb"
  #math curRoomWalk 80
  }
#if ("%1"="Patrolled Road") {
  #var curRoomColor "$b0b0b0"
  #math curRoomWalk 0
  #var CustomTerrainString Patrolled_Road
  }
#if ("%1"="Plane-of-Air") {
  #var curRoomColor "$ff7700"
  #math curRoomWalk 25
  }
#if ("%1"="Plane-of-Astral") {
  #var curRoomColor "$ffff88"
  #math curRoomWalk 4
  }
#if ("%1"="Plane-of-Earth") {
  #var curRoomColor "$a68e40"
  #math curRoomWalk 4
  }
#if ("%1"="Plane-of-Fire") {
  #var curRoomColor "$ff0000"
  #math curRoomWalk 4
  }
#if ("%1"="Plane-of-Water") {
  #var curRoomColor "$446a96"
  #math curRoomWalk 4
  }
#if ("%1"="Swamp") {
  #var curRoomColor "$9b12ed"
  #math curRoomWalk 5
  }
#if ("%1"="Tundra/Ice") {
  #var curRoomColor "$99ffff"
  #math curRoomWalk 5
  }
#if ("%1"="UD-City") {
  #var curRoomColor "$af244c"
  #math curRoomWalk 1
  }
#if ("%1"="UD-Inside") {
  #var curRoomColor "$7c3942"
  #math curRoomWalk 2
  }
#if ("%1"="UD-Low Ceilings") {
  #var curRoomColor "$727272"
  #math curRoomWalk 4
  #var CustomTerrainString UD-Low_Ceilings
  }
#if ("%1"="UD-Mountains") {
  #if (@worldmap="false") {
    #var curRoomColor "$840084"
    #math curRoomWalk 4
    } {
    #var curRoomColor "$848200"
    #math curRoomWalk 10000
    #var CustomTerrainString WorldMountains
    }
  #echo worldmap=@worldmap
  }
#if ("%1"="UD-Mushroom Forest") {
  #var curRoomColor "$ff00ff"
  #math curRoomWalk 5
  #var CustomTerrainString UD-Mushroom_Forest
  }
#if ("%1"="UD-No-Ground") {
  #var curRoomColor "$ff7700"
  #math curRoomWalk 1
  }
#if ("%1"="UD-Slime") {
  #var curRoomColor "$60DD34"
  #math curRoomWalk 4
  }
#if ("%1"="UD-Water-NoSwim") {
  #var curRoomColor "$345a56"
  #math curRoomWalk 5
  }
#if ("%1"="UD-Water-Swim") {
  #var curRoomColor "$446a96"
  #math curRoomWalk 5
  }
#if ("%1"="UD-Wild") {
  #var curRoomColor "$d85b9e"
  #math curRoomWalk 2
  }
#if ("%1"="Underwater-Ground") {
  #var curRoomColor "$5667c9"
  #math curRoomWalk 5
  }
#if ("%1"="Underwater") {
  #var curRoomColor "$5667c9"
  #math curRoomWalk 5
  }
#if ("%1"="Water-NoSwim") {
  #var curRoomColor "$0064c8"
  #math curRoomWalk 12
  }
#if ("%1"="Water-Swim") {
  #var curRoomColor "$00cfff"
  #math curRoomWalk 6
  }
#if (@curRoomColor="$000000") {#Echo THIS TERRAIN NOT CLASSIFIED!}
#echo %roomflags( ,@CustomTerrainString)
#NOOP %roomcol( ,@curRoomColor) %roomcost( ,@curRoomWalk)
}

Note, mountains on the worldmap are not walkable for mortal characters, but I used to have an admin character that could walk on the mountains. That char is gone now, but that is the purpose of having 2 colors for mountains, and the distinction between worldmap mountains and normal mountains. Black is my "something is wrong here" color, and generally means that I've not properly mapped that location, or that I need to revisit that room and flag it. All of the terrains above are all of the terrains I have encountered so far, but every few months, in a new zone I've not been in (Duris has millions of rooms, many of which are almost always unused) and I find a new terrain, hence the default color being black.
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Gnord
Beginner


Joined: 05 Jul 2006
Posts: 15

PostPosted: Thu Jul 13, 2006 4:25 pm   
 
Ok, New idea then.

Is there an efficient way to delete 90,000 rooms?
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chris-74269
Magician


Joined: 23 Nov 2004
Posts: 364

PostPosted: Sat Jul 15, 2006 11:16 pm   
 
zoom out really far, select then with the drag and delete
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Gnord
Beginner


Joined: 05 Jul 2006
Posts: 15

PostPosted: Tue Jul 18, 2006 10:11 pm   
 
Yea, that's what I did eventually. Took over an hour.
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