§7 Automapping from transcripts

This section describes how Trizbort-qt builds a map from a play-session transcript, following the player's movements. The commands are on the Automap menu.

Importing a whole transcript

Import Transcript (one-shot)... reads a complete transcript file and builds the map from it in a single pass. The same command is also on the File menu as Import Transcript.... The questions described under Questions the automapper asks can come up during a one-shot import too.

How moves are mapped

Each compass move places the new room next to the room the player came from. up, down, in, and out are drawn as connections leaving the room from its north-northwest, south-southwest, east-northeast, and west-northwest ports, labeled at both ends (up/down or in/out), so an export keeps them as up, down, inside, and outside exits rather than compass directions. Moving back along a one-way connection makes it two-way, and moving between two rooms that are already connected in a new direction re-docks the existing connection instead of adding a second one.

When Guess exits from room descriptions is on (the default), a room's description is scanned the first time the room appears, and a short dangling exit is drawn for each direction it mentions: the compass words and their variants (northward, northern, fore, aft, starboard, port), up, ascend, above, down, descend, below, and the phrases all directions and every direction. No stub is drawn on a side that already has a connection, and a stub disappears as soon as the player tries that direction, whether or not the move succeeds.

Questions the automapper asks

With Rooms with the same name are the same room off (the default), a room name that matches an existing room whose description differs opens the Disambiguate Rooms dialog. It shows what the transcript said, lists the candidate rooms with their descriptions, and offers This Room, A New Room, and Auto-Choose the Rest, which picks the first candidate for the rest of the session. The dialog never appears for a terse transcript with no descriptions; same-named rooms are then treated as one room.

When the player moves in a direction that already leads somewhere else, a second dialog asks whether to keep the existing room, keep the new one, or keep both. Keeping the existing room leaves the map unchanged, keeping the new room replaces the old one, and keeping both places the new room beside the old.

Live automapping

Start Live Automap... follows a transcript as it's written, adding rooms and connections as the player moves. You can end a session two ways: the Automap menu's Stop Automapping command, or the Stop Automapping button that appears in the status bar while a session is active. The status bar also shows the automapper's progress.

While a live session is running, two commands advance it when it pauses for input: Step (F11) takes a single step, and Run to Completion (Shift+F11) runs to the end.

Stopping a session records everything it mapped as a single undoable step. Starting a new map, opening another, or quitting while a session is running stops it first and treats the mapped rooms as unsaved changes, so you are asked whether to save them. Only complete lines of the transcript are read: a prompt the interpreter has written but not yet finished waits until its command arrives.