Flags - Pinacolada64/NOW GitHub Wiki

Historically:

In the build maps that reflect older MU* types, their flags are displayed as letters following an object's ID number. they are: Wizard, Sticky, Linkable, Dark, Jump OK, Killable, Chown_OK, Haven, Abode, Builder, Vehicle, Zombie, and the flags Room, Exit, and Player are also used. Debug is the same flag as Dark, Silent as Sticky, Color as Chown_OK, and Bound as Builder. F refers to a Muck Forth program, which we will implement in Python instead. An M followed by a 1, 2, or 3 gives the Mucker Level, but applied to exits, give a priority level for exits.

Flags vary by object Types. In the old MUCK scheme, there are 5 types of objects:

  • Players are the objects users log in as; their avatars.
  • Things are objects that can be carried, or that can sit about a room.
  • Rooms are locations that contain players and things and linked exits.
  • Exits are the means by which players move between rooms.
  • Programs are player-written extensions to the game.

The first letter following an object's ID number indicates the type: Player, Exit, Forth program, or Room. Otherwise it's a Thing, which NOW will call an Item.

In our system:

Flags are single-word tags of the flags category. We can add flags dynamically, and easily search based on flags - so the more flags, the better organized we and our objects are. Database objects have a unique numerical ID as they have historically, but most searches can be accomplished by keying on the object's name, tags, flags, and object type.

There can be more than 5 types of objects in the NOW system, and there will be. How an object is used or behaves may be determined more by its flags than what type of object it is, however. Object types will be addressed separately from their flags, however.

On Rooms:

Flag Function
street cars can drive into here, can take taxi from here.
offroad Same as "road" - but unpaved, slower speed.
outside Flyers may land here and ascend into sky.
weather weather occurs here. Weather messages are custom per room.
shelter weather observable here - look outside to see what the weather is.
water there is water here, but also air
aquatic there is water, but to surface for air, one must leave the room.
air flight into here
cloud denser air type
public No locks to get here, all-accessible. Sleepers are hidden.
poll a room or object that polls characters.
portal a portal room, can jump to any other portal from here.
haunt a room that allows dark characters.
diet room has food available. You can not starve here.
drink an unlimited drinkable water source is here.
fuel an unlimited source of vehicle fuel is here.
stealth room does not announce when someone enters or leaves.
carve Grid room w/ solid walls (instead of space) where undefined.

On Exits

  1. stealth    - exit does not announce when someone leaves or enters.
    

On Player accounts

  1. blind      - This player uses a screen reader or Braille device.
    

On Characters

  1. killable   - This character can be killed (sent home).
    

On Items

  1. stack      - Other items can rest on this item in an ordered fashion.
    
  2. contain    - Other items can be contained by this item.
    

On Vehicles

  1. stack      - Riders are external to the vehicle. (bicycle, broom, scooter)
    
  2. contain    - Riders are contained by this vehicle. (Train, plane, auto)
    

On NPCs

  1. killable   - This NPC can be defeated.