the spawn point passed to the most recent enter, for the game to place its player by
Registers how to build a map.
Switches to a map - creating it on first entry, reusing it on every one after unless
it was defined persistent: false, in which case every entry rebuilds it.
Optionalspawn: string
a named entry point within the target map; the game reads it back from
World.spawn to know where to place the player - World does not know what a
position is, only that one was asked for
true once a map has been created, whether or not it is the current one
true if this id was defined with persistent: false
drops a map's live state, so its factory builds a fresh one next time it is entered
Many maps in one world, joined by transitions.
mwgdeliberately does not say what a "map" is here - aTileMapand aLevel, aDialogueStage, or a game's own bundle of the two. WhatWorldowns is the part that is the same regardless: a map is created from a factory registered by id, and by default kept alive for as long as the world exists - so a monster left half-dead in a dungeon room is still half-dead when the player wanders back in, without the game writing that by hand.That default is ADOM's shape, not every game's. A game with SPD's shape - most floors are never revisited, and the ones that are should feel new - marks those maps
persistent: falseatdefinetime:enterthen rebuilds them from the factory every time, discarding whatever was there. Both live in the sameWorld; a game's overworld and towns can stay persistent while its dungeon floors do not.Example