Rooms
In Ranvier, all rooms for an area are defined in a single file within the area folder: rooms.yml
Example File¶
Rooms without coordinates¶
This is an example file of rooms that don't use coordinates and always explicitly define their exits. This is pretty standard for old MUDs. However, described below is a way to describe a room using coordinates and such you can use the coordinates to infer the allowable exits for a room for you, doors work all the same.
bundles/ranvier-areas/areas/limbo/rooms.yml
- id: white title: "White Room" description: "A featureless white room. A pitch black void in the shape of archway can be seen on the east side of the room." npcs: ["limbo:rat" ] items: - id: "limbo:woodenchest" respawnChance: 20 replaceOnRespawn: true # when this chest respawns completely replace it so its contents get refreshed script: "white" exits: - roomId: "limbo:black" direction: east leaveMessage: " steps into the void and disappears." - id: black title: "Black Room" description: >- A completely black room. Somehow all of the light that should be coming from the room to the west does not pass through the archway. A single lightbulb hangs from the ceiling illuminating a small area. items: - id: "limbo:sliceofcheese" respawnChance: 10 maxLoad: 5 npcs: ["limbo:wiseoldman"] exits: - roomId: "limbo:white" direction: west leaveMessage: " steps into the light and disappears." doors: "limbo:white": # The player encounters a door when trying to move between "limbo:white" and this room lockedBy: "limbo:test_key" # this room can only be locked/unlocked with this item locked: true # if the door is locked by default closed: true # if the door is closed by default
Rooms with coordinates¶
- id: start title: Begin coordinates: [0, 0, 0] description: "You are in the start of this area. There are hallways to the north and south." - id: hallway-north-1 title: Hallway North 1 coordinates: [0, 1, 0] description: "You are in the north hallway." - id: hallway-north-2 title: Hallway North 2 coordinates: [0, 2, 0] description: "You are in the north hallway." - id: hallway-south-1 title: Hallway South 1 coordinates: [0, -1, 0] description: "You are in the south hallway." - id: hallway-south-2 title: Hallway South 2 coordinates: [0, -2, 0] description: "You are in the south hallway." - id: attic-south title: Attic coordinates: [0, -2, 1] description: "You are in the attic." # this room has inferred exits from its coordinates and also manually specifies an exit to leave the area exits: - direction: east roomId: "limbo:white" # Note that this room doesn't have coordinates, that's completely fine. # It will still exist in the area but it will not be on the map and will only be # reachable by explicitly defining an exit that leads to this room like above # or by having a script send the player to this room. - id: other-room title: Secret Room description: "Welcome to the secret room"
Doors¶
Doors are specified with the doors config on the room you want to block access to. Meaning if I want the player in
Room A to run into a door when going east to Room B you specify the door config on Room B, not on Room A. It should be
noted that, while the Room object allows the definition of doors/locks, nothing in the core (or rooms themselves)
block access based on these doors/locks, that is done inside the bundles. See the move command in the
bundle-example-commands bundle for an demonstration of how access is blocked or the lock/open commands to see how
the doors are controlled.
Note: When defining doors be careful to make sure you don't accidentally define a double door like a hotel room where Room A has a door blocking access to Room B and Room B has another door blocking access from Room A as this could cause the player to have to open two doors every time they moved between the rooms.
Determining exits in scripts¶
As seen above in the example definitions an area's Rooms may have coordinate based exits or explicitly defined exits or
both. This makes determining the exits for a given Room a little tricky. To help with this the Room#getExits()
method will return a list of both explicitly defined exits as well as exits it infers from coordinates.
The room definition below has both coordinates and an explicitly defined "east" direction:
# let's say this in the area called "mapped" - id: hallway-south-2 title: Hallway South 2 coordinates: [0, -2, 0] description: "You are in the south hallway." - id: attic-south title: Attic coordinates: [0, -2, 1] description: "You are in the attic." # this room has inferred exits from its coordinates and also manually # specifies an exit to leave the area exits: - direction: east roomId: "limbo:white"
// The `room` variable here will refer to the instance of the above defined room console.log(room.getExits()); // Room#getExits returns an array of both inferred and explicit exits [ { // `roomId` will be the entityReference of the room roomId: 'mapped:hallway-south-2', // if inferred from coordinates `direction` will be one of: north, east, // south, west, up, down, northeast, southeast, southwest, or southeast. // Depending on which makes most sense given the coordinates. direction: 'down', // `inferred` is true if it was discovered from the room's coordinates and // the nearby rooms inferred: true }, { roomId: 'limbo:white', // the explicitly defined exit will have a `direction` specified by its // configuration in the room definition. The string is completely arbitrary // and does _not_ need to be one of the 10 "standard" directions. // NOTE: If there is an explicitly defined exit whose direction is the same // as an inferred exit, the inferred exit will not be included in the list. direction: 'east', // This was an explicitly defined exit, therefor not inferred inferred: false, }, ]
Definition Fields¶
field type (default)
idstring- required Room id, unique among the rooms of the current area
titlestring- required Title of the room, shown on
lookorscan descriptionstring- required Long description of the room, shown under the title on
look coordinatesArray<number>- Optional coordinates for the room in
[x, y, z]format. npcsArray<EntityReference>- List of NPCs to place in this room on initial load. You can customize the number of max instances of the NPC per room and the respawn chance by making the
npcsentry an object as described above in the "Test Room 2" example. itemsArray<EntityReference>- List of items to place in this room on initial load. As with NPCs, you can customize the respawn chance for the
item. For containers there's also
replaceOnRespawnwhich when the item is due to respawn will replace an empty instance will a full one scriptstring- Name of custom script to attach to this room (See Scripting)
behaviorsarray<string>- List of behaviors to attach to this room (See Scripting)
metadataobject- A place to put other data you want to access inside scripts/behaviors/commands/etc. that doesn't fit into one of
the existing properties. See
Room.getMetaandRoom.setMeta. Note: changes to metadata while the server is running will be lost when the server is shut down. exitsArray- Rooms the player can get to from here; each
exitsentry has the following fields:
directionstring- required Movement command the player will use to leave the room (Standard compass directions are recommended)
roomIdEntityReference- required Room the player will end up in when they go this direction
leaveMessagestring- Message shown to the room when the player leaves the room in this direction. In the Room 1 example above, players in the same room will see "Shawn steps into the void and disappears." when Shawn leaves to the east.
doorsobject- Doors blocking access to this room. The key for each door is the room you want to block access from. So if you
want to block access to players coming from
limbo:traininginto the room the key would be"limbo:training"
lockedByEntityReference- Optional item EntityReference of the item that will be the key that locks/unlocks the door
lockedboolean(false)- Whether the door starts locked
closedboolean(false)- Whether the door starts closed