{"action":"created","issue":{"url":"https://api.github.com/repos/evennia/ainneve/issues/59","labels_url":"https://api.github.com/repos/evennia/ainneve/issues/59/labels{/name}","comments_url":"https://api.github.com/repos/evennia/ainneve/issues/59/comments","events_url":"https://api.github.com/repos/evennia/ainneve/issues/59/events","html_url":"https://github.com/evennia/ainneve/issues/59","id":124554537,"number":59,"title":"Set up base Room and Exit typeclasses","user":{"login":"feend78","id":317047,"avatar_url":"https://avatars.githubusercontent.com/u/317047?v=3","gravatar_id":"","url":"https://api.github.com/users/feend78","html_url":"https://github.com/feend78","followers_url":"https://api.github.com/users/feend78/followers","following_url":"https://api.github.com/users/feend78/following{/other_user}","gists_url":"https://api.github.com/users/feend78/gists{/gist_id}","starred_url":"https://api.github.com/users/feend78/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/feend78/subscriptions","organizations_url":"https://api.github.com/users/feend78/orgs","repos_url":"https://api.github.com/users/feend78/repos","events_url":"https://api.github.com/users/feend78/events{/privacy}","received_events_url":"https://api.github.com/users/feend78/received_events","type":"User","site_admin":false},"labels":[{"url":"https://api.github.com/repos/evennia/ainneve/labels/design-decision","name":"design-decision","color":"5319e7"},{"url":"https://api.github.com/repos/evennia/ainneve/labels/high%20priority","name":"high priority","color":"f7c6c7"}],"state":"open","locked":false,"assignee":null,"milestone":null,"comments":1,"created_at":"2016-01-01T18:16:55Z","updated_at":"2016-01-01T18:48:37Z","closed_at":null,"body":"In IRC, we've had a few discussions about implementing some baseline typeclass features for rooms and exits. I wanted to continue that here. Some topics that have come up:\r\n\r\n* Using `ExtendedRoom` as the parent class of our `Room` typeclass\r\n* Rooms incorporating a linear range / size that affects room capacity and combat\r\n* Rooms having terrain types and corresponding MV costs to enter\r\n* Use of \"slow exits\"\r\n* Ability to view an exit's destination through a room's Exits"},"comment":{"url":"https://api.github.com/repos/evennia/ainneve/issues/comments/168331876","html_url":"https://github.com/evennia/ainneve/issues/59#issuecomment-168331876","issue_url":"https://api.github.com/repos/evennia/ainneve/issues/59","id":168331876,"user":{"login":"feend78","id":317047,"avatar_url":"https://avatars.githubusercontent.com/u/317047?v=3","gravatar_id":"","url":"https://api.github.com/users/feend78","html_url":"https://github.com/feend78","followers_url":"https://api.github.com/users/feend78/followers","following_url":"https://api.github.com/users/feend78/following{/other_user}","gists_url":"https://api.github.com/users/feend78/gists{/gist_id}","starred_url":"https://api.github.com/users/feend78/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/feend78/subscriptions","organizations_url":"https://api.github.com/users/feend78/orgs","repos_url":"https://api.github.com/users/feend78/repos","events_url":"https://api.github.com/users/feend78/events{/privacy}","received_events_url":"https://api.github.com/users/feend78/received_events","type":"User","site_admin":false},"created_at":"2016-01-01T18:48:37Z","updated_at":"2016-01-01T18:48:37Z","body":"So @ergodicbreak, I was thinking a bit more about how to handle parties, positioning, room capacity, and the linear range. I don't really like the idea of a truly one-dimensional model, with one character per space on the range field, with characters presumably \"jumping over\" one another. \r\n\r\nI think a good balance between a truly linear system and the complexity of tracking positions on a 2D map would perhaps be to specify the range field as a length and width, then consider only the length dimension for combat purposes, and only look at the width dimension for passing and formation considerations between allies. "}}