XYZ grid + mapping #6
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brad/evennia-pyora#6
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The contrib way of doing this seems overly complicated (making ASCII maps, then importing and interpreting those).
In a discussion on their Discord, these changes to the builder commands were linked. This modifies
tunnelto incorporate an xyz grid and also sharing those coordinates over GCMP so that MUD clients can pick it up.https://github.com/RodRitter/Evennia-Doodads/blob/main/Evennia%20Mudlet%20Mapper/builder_cmds.py
https://github.com/evennia/evennia/discussions/2718
https://discord.com/channels/246323978879107073/980878618685231194/1306670614727360552
Dude on their Discord is using godot and out of band messages to create a visual representation
https://github.com/user-attachments/assets/8a037671-8fe3-489c-a14a-051f3a0a1994
I've done a lot of research on this. The xyz contrib is a good data model to use and I can probably use it's mapping/pathfinding functions if I copy that. However I hate the x,y,asciimap input. Ideally there would be a pipeline where writing would be separate from code-as-content and then test and deploy from dev->prod. The way Evennia works out of box with dig/tunnel is that building essentially happens on the live server.
So, what alternative tools are out there? Quite a few, none perfect for this purpose:
Rooms need to have absolute (x,y,z) coordinates within one world space relative to one another. If Trizbort supported z-axis or layers, it would be perfect, but it doesn't.
Easiest path? - adopt xyzcontrib data model on Room type, make dig/tunnel xyz aware, use Trizbort for area building then generate batch commands