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[FEATURE] Map generation with barriers and calls to tunnelers #207
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These sound good, but I don't understand the second request. By, "Mark some cells for a tunneler to start digging its way to link up with the rest of the map (when its generation proper begins)" do you mean start and end cells for things like It might help me understand what you want if you post some pseudocode for how you would prefer to call this kind of generator (not necessarily any implementation, just how using it would look). I think MixedGenerator can do a lot of this already, but it might not currently expose much of the functionality in a usable way. There is an internally-tracked grid of barriers that block cave and room generators from spreading into them, and some corridors are allowed to break through those barriers to form a door. It's a little complex, but the |
Hi @tommyettinger, For the second request I mean sthg like adding a prefab in an empty map
where The idea of For the implementation I was thinking of a character convention where :
|
So the connection thing, does a I'm also not totally sure where barriers should be placed and if it's OK for "piercing" corridors like those connecting walled rooms to be able to go through those barriers. I think this should be implementable once this is all more clear. |
Hi, It's on purpose I used
The '&' may be used to mean "carve to this position to make it accessible from the map and clear blocks"
I think that "attach to a walkable cell" is the only requirement. Another sign may be used to mean "you may carve throught these but it's not guaranted" like in
which may lead to
but the only guaranteed access will be from the southern side. For the barriers the idea is sthg like that : where you can see 2 prefabs which needs to be connected and 2 vertical barriers (in light grey) wich prevents carving. |
Oh my god. I JUST noticed that there is an incredibly faint dark gray outline around the round shapes; you really need to get your monitor looked at, @rabbitfr if that outline looks like "light grey" (This is what SquidLib calls Light Gray). I knew I was missing something looking at those images, but I couldn't tell what. I think that outline around the round shapes has holes in it, but it's so close to the black background that I can't tell what is intentionally placed in that image. I think a hole explains how a door was attached to the round part of the northwest prefab? I'm not really sure what I should be looking at in any of these images, but I think the idea is that the prefabs will be given during initialization, already placed on a mostly-empty map by someone writing code that calls SquidLib, and then SquidLib's job will be to add rooms and "corridors." The white sections between rooms don't act like the 1-or-2 wide hallways used by other dungeon algos for their corridors, so maybe we should call them something else? Passages? They'll still be categorized as corridors... Anyway, the rooms and corridors can't overlap existing prefabs, so there will probably be some algorithm used that places rooms at random, moves or removes rooms to avoid overlap with prefabs or other rooms, and places corridors between rooms (maybe with a straightening step that chops off sections of non-prefab room that stick too far into a corridor). There is a possibility this algorithm can fail if there are too many prefabs that can't be connected; I think that's fine since people using this code shouldn't be putting in dozens of prefabs into a small map anyway. I'm still really unclear on what the end product will look like, but I think I have enough of an understanding to try now. |
I saw the lines, but there's more of that same color around the other prefabs (the two almost-circles have almost-black and actual-black around their edge). Getting the rooms to line up along straight edges for the corridors will be challenging; is that something you want or just a feature of these examples? |
…t out This is meant to help with #207 , but it isn't close to being done yet.
for the color around the two prefabs see my comment on Mar 28 about "Another sign may be used to mean "you may carve throught these but it's not guaranted"" the 2nd feature "Barriers to prevent pathways from linking areas on either side of them" is a requirement to |
…t out This is meant to help with #207 , but it isn't close to being done yet.
Hi,
It would be really nice to be able to populate a dungeon map before generation to add
these 2 features :
These two features will allow prefabs integration as described in
https://www.gridsagegames.com/blog/2017/01/map-prefabs-in-depth/
https://www.gridsagegames.com/blog/2014/07/dungeon-prefabs/
Secondly, it will also allow cyclic generation :
http://ctrl500.com/tech/handcrafted-feel-dungeon-generation-unexplored-explores-cyclic-dungeon-generation/
See also below screenshot :
Will be happy to discuss the feasibility of these features on IRC or here.
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