2.2 Overview: Rooms and the Environment Tree.
Rooms are objects created with the @dig command and
having the type flag R.
The syntax for the @dig command is
@dig <room> [=<parent> [=<regname>]]
The position of rooms and the resulting `geography' of the
MUCK is determined in two ways. In addition to named
exits creating the illusion of spatial relationships (e.g. having a room
called `The Village Green' that can be reached by travelling West from
`The Cove'), rooms exist in a hierarchical tree structure known as the
`environment tree'. One can lead a rich VR life without
ever needing to know about the MUCK's environment tree, but
builders and administrators will profit from an understanding of how it
works.
As an analogy, one might think of the rooms on a MUCK as
numerous nested boxes. Room #0, the `global parent', would
in our analogy be a large box containing all the other boxes... all the
other rooms. Rooms inside #0 can also contain rooms: the
boxes can contain other boxes, in an unending series. The boxes (rooms)
can contain items (players, things, etc) as well as other boxes. A room
that contains another room is said to be a `parent room'; a room
contained in another room is said to be a `daughter room'. A given room
can be contained in another and at the same time contain other rooms: in
this case, the room is both a parent and daughter room. Intermediate
rooms of this type are often called `environment rooms'. (Or, another
analogy: rooms are like directories in a computer file system: the root
directory is analogous to Room #0; environment rooms and
rooms are analogous to directories and subdirectories within the root
directory; players and objects in rooms are analogous to files in these
directories.) Environment rooms are used to define areas of a
MUCK and to provide commands or features that should only
be available in certain areas.
You can view the series of rooms containing the room you are located
in by typing @trace here .
====================================
> @trace here
Sinshe Village, by the Pier(#687RJ)
Sinshe Parent Room(#635RA)
Environment: Lowlands(#285RA)
Rainforest Parent Room(#121RWA)
Rainforest: Main Prarent(#118RA)
Master Environment(#101RA)
**Missing**
====================================
In this example, the administrators of the MUCK have
carefully laid out a consistent, hierarchical environment tree. In
addition to the `geographical position' of Sinshe Village, each room on
the MUCK has a specific and meaningful place in the
environment tree. The village pier is nested inside or `parented
to' the Sinshe Parent Room (#635), which presumably
contains all the rooms that make up the village of Sinshe. This room is
in turn parented to Environment: Lowlands (#285), which
would contain the parent rooms for all areas in the lowlands. The series
continues up through rooms #121, #118,
#101, and finally, room #0, which appears on
this list as **Missing** (to mortals, rooms not set
Abode and not controlled by them appear as
**Missing** on a @trace ; for security reasons,
the global parent of a MUCK is usually not set
Abode, and as a result the last item on the list will be
**Missing** .)
In fact, not only rooms but all objects on a MUCK have a
position in the environment tree. Exits are considered to be located in
or on the object to which they are attached. Players and things are
always located in a specific room or thing... but, unlike rooms and
exits, they move around. The @trace command works on any
object. If a player were holding an object called `paper sack',
@trace paper sack would show the sack's current position in
the environment tree.
====================================
> @trace paper sack
paper sack(#5474)
Jessy(#2WQJ)
Sinshe Village, by the Pier(#687RJ)
Sinshe Parent Room(#635RA)
Environment: Lowlands(#285RA)
Rainforest Parent Room(#121RWA)
Rainforest: Main Prarent(#118RA)
Master Environment(#101RA)
**Missing**
====================================
A newly created room is parented to the first room above it that is
set Abode, or the first room controlled by the player
issuing the @dig command. If no rooms in the environment
path meet one of these criteria, it is parented to Room #0.
Keeping parent rooms set Abode will insure that new rooms are correctly
parented: if Jessy stood on the pier and typed @dig Under the
Pier , the new room would be correctly parented to Sinshe
Parent Room(#635RA) , the same parent as that of the pier
proper.
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