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| author | historia <[not public]> | 2026-07-06 23:05:04 -0400 |
|---|---|---|
| committer | historia <[not public]> | 2026-07-06 23:05:04 -0400 |
| commit | 9292634f2f8d71a53879ff07e1330c671b207d51 (patch) | |
| tree | dcffadf7f697e8ad0705d787d8f599bdeeedb812 /building_guide/rooms.md | |
| parent | 911aae15f4e869c93239ef7c630c61e1d9d4ef3f (diff) | |
| download | thehouseoficarus-9292634f2f8d71a53879ff07e1330c671b207d51.tar.gz | |
feat: split the concept of hidden and impassable exits. add player_flag for discovered hidden exits.
Diffstat (limited to 'building_guide/rooms.md')
| -rw-r--r-- | building_guide/rooms.md | 34 |
1 files changed, 34 insertions, 0 deletions
diff --git a/building_guide/rooms.md b/building_guide/rooms.md index d3412de..111404a 100644 --- a/building_guide/rooms.md +++ b/building_guide/rooms.md @@ -90,6 +90,40 @@ exits: boarded_shuttle: true # marks "left this area" on the way out ``` +### Hidden exits + +Hidden exits are invisible in `look` and `verbs` output until the player +discovers them by traversing them once. Even hidden, the exit is still +traversable — just not listed. Once a player moves through a hidden exit, it +becomes "discovered" for that character and appears in listing with a +`(HIDDEN)` tag. On the map, hidden exits (and rooms only reachable via them) +do not appear until the character discovers them. Gods in `god` mode see all +hidden exits regardless of discovery. + +```yaml +exits: + down: + room: 1002 + hidden: true +``` + +### Always-blocked exits + +Always-blocked exits are impassable to players but always visible. They +appear in `look`/`verbs` and render on the map as blocked `X` connectors. +Gods in `god` mode can traverse them. Primarily used for agility course +room-to-room links so the map can lay the course out visually. + +```yaml +exits: + north: + room: 99999221 + always_blocked: true +``` + +Hidden and always_blocked can be combined: the exit is invisible until +discovered (or seen by a god), and then shows as impassable. + ### Map grid & one-way exits All exits (north/south/east/west/ne/nw/se/sw) must form a consistent 3D grid: from |
