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This algorithm is a little rough around the edges right now, but
generally the idea is we find a relatively closed-off region of the map,
and place rooms randomly on it, expanding them until they run into each
other, then we put doors in the walls of the rooms and a single door
opening into the region. Later on, we'll generate friendly (or
unfriendly!) NPCs to put in those rooms.
Change-Id: Ic989b9905f55ad92a01fdf6db11aa57afb4ce383
Reviewed-on: https://cl.tvl.fyi/c/depot/+/726
Reviewed-by: glittershark <grfn@gws.fyi>
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Install the witherable library, expose it in the prelude, and update all
call sites that are broken by that change.
This is a really nice library, and basically the ideal abstraction layer
for what it does.
Change-Id: I640e099318c1ecce0ad483bc336c379698bdab88
Reviewed-on: https://cl.tvl.fyi/c/depot/+/725
Reviewed-by: glittershark <grfn@gws.fyi>
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It's useful, when developing new level gen techniques, to be able to
specially mark certain areas of the map during devlopment. This adds a
Marker entity type, which renders as a red X on the map and provides a
programmable description when examined. In the future it'll probably be
nice to toggle markers on/off just like we do with revealAll, but for
now it'll be fine to just remove the code to render them like we do with
debug traces.
Change-Id: Ief5d090809a0a4cbcc28f90e4902a5e38d42eeb5
Reviewed-on: https://cl.tvl.fyi/c/depot/+/724
Reviewed-by: glittershark <grfn@gws.fyi>
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Speed up the floodFill algorithm by sprinkling in some strictness and
specializing it to the only type it's currently called at anyway.
Change-Id: I4557fc51b1c1036c127bfd5bee50748d8692ae74
Reviewed-on: https://cl.tvl.fyi/c/depot/+/555
Reviewed-by: glittershark <grfn@gws.fyi>
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'53b56744f4335c038724a1bcffc27a7eb8cf6a6d'
git-subtree-dir: users/glittershark/xanthous
git-subtree-mainline: 91f53f02d8479303910abfd3f3690d3ef27e6c4b
git-subtree-split: 53b56744f4335c038724a1bcffc27a7eb8cf6a6d
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