[MUD-Dev] Autogenerating maps from muds using cardinal directions for exits?
Ben Greear
greear at cyberhighway.net
Wed May 12 23:14:39 CEST 1999
J C Lawrence wrote:
>
> In a long prior life I hacked a tool to build maps from telnet game
> logs. The algorithm was simple:
>
> 1) Pull out all command lines which contain a directional command
> (U/D/N/NE/E/SE/S/SW/W/NW) and the next line of output (the room
> desciption of the room moved to).
>
> 2) Trim out all error/"You can't do that" entries.
I will be working from my world database, and so can make complex, and
arbitrarily correct assumptions about the exits et al. I can also
do things like stop at zone boundaries and so on...
> 4) Build a graph of nodes representing thr trimmed log (just walk
> down the log, adding nodes as new locations are found).
Care to elaborate on that part?
> 5) In the case that a reverse direction not being symmetric,
> branch (I then fixed such by hand later).
Yep, I'll probably be able to read in some kind of script that has commands
for specific rooms/exits that I want to behave in non-standard ways....
>
> 5) Print.
Was this ASCII, or something more advanced? I know very little about
graphics programming, could it be programatically similar to writing to
a Canvas provided by normal GUI libraries??
> --
> J C Lawrence Home: claw at kanga.nu
> ---------(*) Linux/IA64 - Work: claw at varesearch.com
--
Ben Greear (greear at cyberhighway.net) http://www.primenet.com/~greear
Author of ScryMUD: mud.primenet.com 4444 (Released under GPL)
http://www.primenet.com/~greear/ScryMUD/scry.html
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