Automatic mapping for guildhalls, temples, houses

Date: 8/5/2013 at 17:55
From: Garryn
To : Everyone
Subj: Automatic mapping for guildhalls, temples, houses

We are gradually adding automatic mapping support for guildhalls, temples, and player city/council and towne houses. This means that these will be mapped (the MAP command), and the map will update itself as rooms are added or changed.

Right now this is in experimental stage without automatic updates (most maps are already in place, though), one important change that some of you will need to prepare to, however, is that the guildhall, house, and temple manipulation commands will soon start requiring that the buildings have correct layout - no weird looping exits, no overlapping room coordinates, and so on.

To that end, a new command now exists - MAPCHECK. It can be used by guildmasters, house owners, and sect members with the ability to build temples. You need to be standing in the house/guildhall/temple to use the command. The command will check the following:
- two rooms sharing the same spot on a map
- looping exits
- exits leading to rooms where they shouldn't (for example, if you have three rooms with east-west exits between them, and a north-south exit between the third and thr first one, the resulting map would not be valid and this check will catch it)
- disconnected rooms

Please check your building layouts when you are able to and start correcting layout issues if possible. This is most important for guildhalls - we don't really care too much if you have unmappable layouts in houses, but as guildhalls are used by many players, they need to be properly mappable.


Penned by my hand on the 11th of Bellum, in the year 24 AM.