From 9292634f2f8d71a53879ff07e1330c671b207d51 Mon Sep 17 00:00:00 2001 From: historia <[not public]> Date: Mon, 6 Jul 2026 23:05:04 -0400 Subject: feat: split the concept of hidden and impassable exits. add player_flag for discovered hidden exits. --- building_guide/rooms.md | 34 ++++++++++++++++++++++++++++++++++ 1 file changed, 34 insertions(+) (limited to 'building_guide/rooms.md') 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 -- cgit v1.2.3