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"Grassy Meadow" Area #70
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…n Ainneve updated at_initial_setup.py to reflect the new build script locations, as well as incorporate the new color codes using '|'
build components of Ainneve, or the entire world (once it has been created). | ||
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Build scripts are in the {wworld/build/{n directory and have {w*.ev{n or {w*.py{n extensions. | ||
Build scripts are in the |wworld/content/{area name}/|n directories and have |w*.ev|n or |w*.py|n extensions. | ||
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""") | ||
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thanks for updating the ansi characters.
Thanks @feend78 ! |
So on the ordered numbering / id question... I think you're right, that having some sort of global or zone-based numbering system that crosses build scripts would be cumbersome. However, I think we need to include some unique alias for rooms to enable stuff like the Perhaps we don't worry about having unique numbered ids on the zone or region level, but allow each batchcommand script to define its own sequence. So for example, instead of riverport#01-riverport#13 in this PR, since this file is "central.ev", they would be rp_central#01-rp_central#13 or similar (adding the 'rp' since just 'central' could conflict with another area's "central" build script). If this approach works for you, I'll go ahead and modify my ID aliases to rp_central#00 format |
@feend78 yes an internal numbering for an area file seems like it would work, I'll do that for my own building now. |
Would love to see the items on this that are outstanding resolved and the PR brought in. |
fixed a typo in the detail text on the large tree in central Riverport
The tests that are failing don't appear to be failing because of any of the content of this PR, but rather from changes to upstream Evennia. In most cases, I think the tests can be updated to accommodate this. |
@feend78 Yeah, saw the break. Would agree. Next steps? |
I modified the tests to jive with the updated evennia/master. Next steps are we leave the PR open for maybe a day to give @ergodicbreak a chance to review it and comment if he wants, and I'll merge it in tomorrow evening, central time, if not before. |
It sounds like a few of us have been working on some initial rooms for Ainneve. This is my contribution toward issue #67. It contains 13 rooms starting with the bridge at the center of Riverport and extends to the east and north of there. The rooms are fairly sparse, and I haven't really come up with a good narrative tying them together, so I expect they will be modified as things come together. In any case, this should be a reasonable example of build script organization and an implementation of the standards described in the Ainneve Builder Docs wiki page.
One other thing, I noticed in @ergodicbreak 's recent commit that the settings file had been modified to include 'evennia.contrib' as a batch file location. I'm not sure the reasoning behind this, but it seems like it might be in order to keep the tutorial_world build script functional. I think we had a discussion about discouraging people from using tutorial_world from within Ainneve, so I have removed that location from BASE_BATCHPROCESS_PATHS.