Metaroom ID | Name |
0 | Norn Terrarium |
1 | Desert Terrarium |
2 | Marine Terrarium |
3 | Jungle Terrarium |
4 | Main Ship |
5 | <testing area> |
6 | <testing area> |
7 | Learning Room |
8 | Crypt |
9 | Creator display room |
Individual Room ID's are assigned dynamically ... this means you should never assume a particular room number when creating anything that uses specific rooms (for example, doors). You should always calculate the Room ID's needed at the beginning of each session. This only becomes a problem when 3rd party rooms are added to the world.
**Room Types
**Using the RTYP command will allow you to return the type of a room - but what do these numbers mean?
RTYP number | Name |
0 | Atmosphere |
1 | Wooden walkway |
2 | Concrete walkway |
3 | Indoor concrete |
4 | Outdoor concrete |
5 | Normal soil |
6 | Boggy soil |
7 | Drained soil |
8 | Fresh water |
9 | Salt water |
10 | Ettin den |
These divisions of room types are mainly used for defining the Cellular Automata (CA) processing in that room ... for example, the CA element for 'moisture' has a higher disipation rate in 'Drained Soil' than in 'Boggy Soil'.
Other agents can use this division though to detect the kind of room they are in ... for example, many agents perform a check to see whether they are in a water room (either fresh or salt), and to then alter their actions if they are.