Generic Mapper Additions
This is a collection of triggers for the generic mapper script that are too dangerous to be enabled for all games and should only be added on a per-game basis. Eventually we'd like to add the to the generic mapper script when it's able to enable patterns on a per-game basis.
Ashes to Ashes/Alternate Illusions
timetoplaythegame.com:3333
This is for muds with multiline exits similar below:
Temple of Midgaard
You are in the southern end of the temple hall in the Temple of Midgaard.
The temple has been constructed from giant marble blocks, eternal in
appearance, and most of the walls are covered by ancient wall paintings
picturing Gods, Giants and peasants.
Large steps lead down through the grand temple gate, descending the huge
mound upon which the temple is built and ends on the temple square below.
To the west, you see the Reading Room. The donation room is in a small
alcove to your east.
An automatic teller machine has been installed in the wall here.
An announcement board is mounted on the wall here.
Obvious exits:
North - By the Temple Altar
East - Midgaard Donation Room
South - The Temple Square
West - The Reading Room
Down - The ABC's of Ashes to Ashes
Astana 498/498hp 1105/1105m 139/139v 0xp 0%>
Here are the steps:
- On the
generic_mapper -> English Trigger Group
,disable the English Exits Trigger
- There's a disabled
English Multi-Line Exits Trigger
under the same folder. Copy and paste it outside thegeneric_mapper
folder. - Change the trigger filter regex of
English Multi-Line Exits Trigger
to^Obvious exits:
- On the next item
Exit Line Trigger
, change the regex to^([\w\s]+)\s*\-\s[\w ']+
- We want to raise an event of onNewRoom when we're done capturing all the room exits:
- add a new item after
Exit Line Trigger
and add a regex filter^$
- put the call
raiseEvent("onNewRoom",matches[2] or "")
on the new item
- add a new item after
Avatar Mud
avatar.outland.org:3000
Create a new script called SetGMCPRoomName
Add User Event Handler: gmcp.Room.Info
function setGMCPRoomName() -- MUST match the 'name' above
-- if map.getRoomAreaName ~= gmcp.Room.Info.zone then
-- map.set_area(gmcp.Room.Info.zone)
-- end
map.prompt.room = gmcp.Room.Info.name
map.prompt.exits = table.concat(table.keys(gmcp.Room.Info.exits), " ")
raiseEvent("onNewRoom",map.prompt.exits)
end
That's it :) map away! Will update if any more things need to be tweaked - Added by Whiteheat - 9 April 2021
Kingdoms of the Lost
kotl.org: 2222
exit lines:
[inside: south->closed]
[field: north->closed *east *south->open west]
[field: *east west]
[city(very bright): north east south west up northwest]
regex for the above: \[.+: (.+)\]
(regex101)
Reinos de Leyenda
map translate north norte n
map translate south sur s
map translate east este e
map translate west oeste w
map translate northwest noroeste no
map translate northeast noreste ne
map translate southwest suroeste so
map translate southeast sureste se
map translate up arriba ar
map translate down abajo ab
map translate out fuera fu
map translate in dentro de
-- ensure normal prompt is setup in the game that matches this exactly, include the space in the end of the pattern:
map prompt ^PV: %d+/%d+ GP: %d+/%d+;
Aladon
Make a new trigger with this perl regex pattern:
^\s*\[\s*Видимые выходы:\s*(.*)\]
that does this:
raiseEvent("onNewRoom",matches[2] or "")
Then enter the following in the input line:
map translate north север с
map translate south юг ю
map translate east восток в
map translate west запад з
map translate up вверх вв
map translate down вниз вн
That's it! Now you can do start mapping my first area
.
Federation2
play.federation2.com: 30003
Add this pattern to Triggers->generic_Mapper->English Trigger Group->English Exit Triggers
[Ee]xits:\s(.*)
Define the prompt byː
map prompt You can see %.+ exits:
Now you can do start mapping my first area
.
Brutália
telnetbrutalia2.avantek.hu 4444
Make a new trigger, with this perl regex pattern:
^.+kijáratot látsz: (.*)\.$
That does this:
raiseEvent("onNewRoom",matches[2] or "")
Then add another trigger perl regex pattern:
Nem mehetsz abba az iranyba.
That does this:
raiseEvent("onMoveFail")
Then, enter the following to the input line:
map translate north észak e
map translate south dél d
map translate east kelet k
map translate west nyugat n
map translate northwest északnyugat en
map translate northeast északkelet ek
map translate southwest délnyugat dn
map translate southeast délkelet dk
map translate up fel fe
map translate down le le
map translate out ki ki
map translate in be be
Now you can do start mapping my first area
.
MysticalMud
mysticalmud.org:5000
Add this pattern to Triggers->generic_Mapper->English Trigger Group->English Exit Triggers
^\[Exits:\s*(.*)\]
and add to the LUA code ABOVE the existing line:
if (matches[2]) then matches[2] = matches[2]:gsub("."," %0"):sub(2) end
Now you can do start mapping my first area
.
RetroMUD
retromud.org:3000
Disable the in-game line wrapping and let Mudlet do it for you instead - this'll help the mapper recognize exits that span over the course of two lines. You can do it with the in-game command: set WIDTH 150
You should also setup some patterns to ignore to make sure the mapper doesn't get confused when you're not actually moving:
map ignore .+ follows .+ map ignore .+ starts using .+ map ignore .+ arrives from .+ map ignore .+ images of .+
The Two Towers
Host: t2tmud.org:9999
Regex pattern for English Exits Trigger: ^(\X+)\(([\w\s,]+)\)\s*\[?([\w\s,]*)\]?
Lua code for trigger - FYI, the RGB colors are to help with room name detection. For the ones shown, I have the color for my room_shorts set to bright yellow. In the code below, you'll notice I excluded the room "Near a guard flet." That's because this room is inserted randomly at intervals into the Lothlorien area. I set the room names for all rooms that were shown as either Lothlorien or Near a guard flet to "Lothlorien" and then adjusted these triggers to account for them changing names.
Also, add ^Near a guard flet -- regex -- to the English Vision Fail Trigger.
local dirs = {n = 'north', s = 'south', w = 'west', e = 'east', d = 'down', u = 'up', ne = 'northeast', nw = 'northwest', se = 'southeast', sw = 'southwest', enter = 'enter', out = 'out'}
local exits, found_exits
local combined = matches[3]
selectCurrentLine()
local r,g,b = getFgColor()
if r == 255 and g == 255 and b == 0 then
for w in combined:gmatch("%a+") do
if dirs[w] then
found_exits = true
if not exits then
exits = dirs[w]
else
exits = exits .. " " .. dirs[w]
end
else
found_exits=true
if not exits then
exits = w
else
exits = exits .. " " .. w
end
end
end
if found_exits and matches[2] ~= "Near a guard flet" then
map.prompt.exits = exits
map.prompt.room = matches[2]
cecho(matches[2])
raiseEvent("onNewRoom")
print(map.prompt.exits)
end
end
You can create a trigger using the same regex pattern as above to show you the rgb values for whatever color you have your room_short set to.
selectCurrentLine()
local r,g,b = getFgColor()
cecho("\nred " ..r.. " green " ..g.. " blue "..b)
deselect()