demonnic wrote: ↑
Tue Aug 15, 2023 5:19 pm
That being said I seem to recall Stack got the mudlet mapper working with Proc Realms
Indeed. While I don't feel that Procedural Realms Script
is necessarily mine in some way -- although I've certainly been the maintainer of the repo and responsible for generating releases, coordinating, etc the package that Grrtt is modifying here. The PRS package deftly uses GMCP to build the mudlet map file and works perfectly as intended thanks to blizzard, the game's admin himself, and Dalem who helped in reworking the core of the script when major changes occurred with the room numbering system some months ago.
There are open repo issues requesting both element of this script, (1) (Issue #49)
adding the symbols to the existing package's mapper output as well as (Issue #90
) help with adding the replication of particular dynamic, game-specific features that are present on the game's web client only. The latter involves continuously updating the ascii symbols for varied ranges surrounding the player. The game server does send GMCP symbol data on refresh for ~28 tiles at a time, and this is called the "minimap" that is displayed in-line with each room description but is not dynamic on the server, only the web-client implementation of the game. This map has been repeatedly requested as an addition to PRS, but no one has taken up the work.
However, what Grrtt is wanting is actually a different map yet another dynamic map available in a dynamic form on the game's web-client, but also statically on the game server itself by issuing the 'map' command. So, basically,
after every prompt or movement, although this is still not dynamic as in the game's ascii minimap because it is only updating on prompt (basically what Mudlet's included generic mapping script package does) or, in this case, reading results of the 'map' command on any movement. Queuing on prompt like the old generic mapping script would increase the dynamism of this 'map' spammer but would still not allow for realtime movement of NPC's, PC, and any user-altered GMCP environment data change as occurs on the game's VUE-based web client .
Grrtt - I'd discourage you from modifying the existing mapper of our package, and invite you to contribute to what we have been working toward. If collaboration is not something you're interested in and you're going to be making a derivative work of PRS, I'd encourage you not to use the miniconsole approach as you've done but rather the more flexible 'adjustable container
' approach which we recently converted to in order to allow multi/alts to be run with PRS as miniconsoles previously broke such functionality. There's a number of other more technically related open issues (#94
, and #50
) that you might be interested in considering w/r/t optimizing the gmcp mapping procedures for efficiency that have been raised by both you, @demonnic, and @Vadi previously, but that have not yet been tackled and I fear will be lost to regressive derivative works. We'd all very much enjoy and support your collaboration on the work here, Grrtt!