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Random Map Deployment Guide |
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|
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Using random maps: |
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|
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Any exit with "/!" as the destination map will generate a random map. |
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To specify random map parameters, you put parameters in the message field |
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for the exit. |
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To use the standalone random map generator, you do this: |
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random_map inputfile <map path> |
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where "inputfile" is a plaintext file containing the map parameters, andthat |
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<map path> is the destination of the generated map, relative to |
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LIBDIR/maps. |
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|
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How styles work: |
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|
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A "style" is usually a small map which contains only objects which |
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define the "style". For example, a monsterstyle "orc" might be a map |
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generated with crossedit which has six orcs, a kobold, and a troll in it. |
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When monsters are placed, the generator will randomly choose monsters from the |
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"orc" style, and for this example, on average, it will generate 6 orcs/troll |
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and 1 kobold/troll. So orcs will be very common, and there'll be occasional |
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trolls and kobolds. |
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|
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|
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In principle, you may put any object in any style map. However, the map |
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generator will do special things with the object depending on which directory |
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it is in. Style maps are located in |
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maps/styles/*, |
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you may use crossedit to modify the style maps, or create new ones. |
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|
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|
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Style Parameters:: |
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|
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layoutstyle <style> (special!) Pick the layout style for the map. Currently, |
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"rogue", "spiral", "maze", "snake", "onion", |
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and "squarespiral" are allowed. |
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See below for more detail. |
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|
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foorstyle <style> Load /styles/floorstyles/<style> and pick a random |
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floortype from that style map for the random map. |
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The entire map will be tiled with the floortype. |
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|
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wallstyle <style> Load /styles/wallstyles/<style> and pick a random |
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walltype from that style for the random map. All |
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the walls in the map will be of this type. The walls |
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are modified on insertion so that players cannot go |
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through them: this is expected for walls, but |
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the random map generator makes sure of it. A <style> |
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of "none" causes no walls or doors to be generated. |
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|
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doorstyle <style> Load /styles/doorstyles/<style> and pick a random |
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doortype from that style for the random map. A <style> |
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of "none" causes no doors to generated. |
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|
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exitstyle <style> Put one or two exits in the map, one leading back |
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to the map where we entered from (origin_map, |
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origin_x, origin_y), and, if appropriate, one leading |
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to another, harder, random map. A style of "none" |
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causes no exits to be generated. |
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|
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decorstyle <style> Load /styles/decorstyles/<style> and pick the decor |
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objects from that style to insert in the map. Decor |
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objects are modified on insertion so that they do |
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NOT block movement, regardless of the archetype. |
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They are placed randomly. A style of "none" causes no |
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decor objects to be generated. |
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|
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monsterstyle <style> Load /styles/monsterstyles/<style>, if it exists. |
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If it doesn't exist, then it will look for a directory |
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of that name. If it finds a directory, it will choose |
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a style based on dungeon_level. It will pick the style |
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with the name <name>_# with the # closest to the |
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dungeon_level. Monster objects are copied from the |
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style map, so you may form style maps with modified |
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monsters which are weaker or stronger than the default |
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archetype.A style of "none" causes no monsters to be |
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generated. |
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|
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treasurestyle <style> (Special) If the style name chosen is contained in |
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the lib/treasures file, it will use that for making |
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treasures. If it is NOT in the lib/treasures file, |
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it will look up /styles/treasurestyle/<style>, and |
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pick random treasures from there. If <style> matches |
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neither of these, it will generate treasures |
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using the "chest" treasurelist. A style of "none" |
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causes no treasures to be placed. |
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|
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|
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|
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Layout Parameters:: |
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|
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|
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'xsize' size of the map: if not set, random from 10 to 70 |
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|
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|
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'ysize' size of the map: if not set, random from 10 to 70 |
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|
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|
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'expand2x' Do we double the size of the layout? This has |
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the effect of increasing the corridor widths by about |
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2x. Set it to a non-zero integer if this is desired. |
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|
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|
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'symmetry <sym>' symmetry of the layout: You can cause the map generator |
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to generate a symmetrical layout by using this flag. |
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symmetry 0 random symmetry |
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symmetry 1 no symmetry |
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symmetry 2 symmetry about the vertical centerline |
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symmetry 3 symmetry about the horizontal centerline |
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symmetry 4 both 2 and 3 symmetry |
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|
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|
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Layout Style: Parameter: Effect: |
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|
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|
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maze layoutoptions1 0 (default) Sparse maze: a maze with |
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"rooms" will be made |
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|
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|
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maze layoutoptions1 1 Full maze: a maze with |
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no "open" spaces will be made. |
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|
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|
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50% of the time a maze layout will be "doorified", meaning that doors |
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will be placed at random in the maze. |
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|
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|
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onion layoutoptions1 0 (default) Pick random options |
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See "Onion Rooms" below for |
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the rest of the options. |
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|
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onion layoutoptions2 0 (default) Pick a random number of |
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"onion layers" |
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|
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|
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Map generation parameters: |
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|
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|
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'difficulty' Set the map difficulty. Has no relation to the |
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"difficulty" defined in common/*.c. |
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If nonzero, this map and its descendants will |
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have the same difficulty. If zero, it'll be set |
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to the value of dungeon_level and incremeneted with |
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each recursive map. |
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|
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'difficulty_increase' Sets how fast the difficulty increases. This value |
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is a float - the default value is 1.0. Reducing |
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This only applies to map without a default |
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difficulty set (but that could change in the |
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future). For each level of a map, the difficulty |
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is set to depth * difficulty_increase. Setting |
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this parameter to 0.5 (or other values between 0 |
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and 1) is a way to have deep dungeons that do not |
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increase in difficulty all that rapidly. |
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|
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|
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'dungeon_level' Another way of setting the map difficulty. This |
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has no relation to the "difficulty" defined in |
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the common/*.c source code. The effect is to pick |
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which monsters to use: for example, if the |
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monsterstyle |
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is "humanoid" and the dungeonlevel is 9, the style |
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map /styles/monsterstyles/humanoid/humanoid_9 will be |
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the style from which monsters are chosen. After the |
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monsters are placed, the map |
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difficulty is set according |
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to the server's rule, for treasure purposes. |
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|
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'dungeon_depth' The map generated will have an exit to another |
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random map of the same style if |
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dungeon_level < dungeon_depth. The next random map |
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will have dungeon_level incremented. If dungeon_level |
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>= dungeon_depth, no exit to a more difficult map |
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will be made. |
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|
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'orientation' How the exits look: |
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0 random "orientation" |
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1 player arrives in the map at |
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a "stairs up", he goes to harder |
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levels by finding a "stairs down" |
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2 reverse of 1 |
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3-6 exits are horizontal. In the future |
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these will be made to make exits to |
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rightward, leftward, north and south. |
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|
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'origin_x' <You shouldn't need to set this> The exit which |
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leads back from this map will go to this x. |
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|
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'origin_y' Like origin_x |
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|
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'random_seed' Set the random seed number used. This number |
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completely determines the random numbers: a map |
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with the same random seed and other parameters |
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will always produce exactly the same map. |
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|
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'final_map' When dungeon_level >= dungeon_depth, another exit |
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isn't usually made. However, if final_map is set |
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to a map's name, then an exit to this map will |
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be made. |
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|
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'exit_on_final_map' The default action is to place an exit on |
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the final map. When explicitly set to 'no' this will |
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not place a return exit on the final_map. |
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If you use this setting YOU MUST PROVIDE A WAY BACK IN THE FINAL MAP! |
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|
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|
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Misc. Parameters: |
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|
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|
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'decoroptions' <option> Currently, ignored. Possibly in the future it |
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will cause the decor to be patterned in some way, |
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such as <put decor along walls> or <put decor |
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in center of rooms> |
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|
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|
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'treasureoptions' <opt> Parameterizes how the treasure is placed and protected. |
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0 choose random treasure options |
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1 concentrate the treasure on the map in a few locations |
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2 hide the treasure behind hidden doors |
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4 put the treasure in a chest which must be unlocked. |
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(a key will be placed somewhere in the map, probably |
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in a monster.) |
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8 Put locked doors around the treasure (a key to each |
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door will be placed in a monster or somewhere reachable |
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by the player: one key on each side of the door.) |
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In onion maps, the treasure is co-located with the |
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exit to harder levels, so this makes the exit harder |
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to get to. |
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16 Trap the treasure. A trap from /styles/trapstyles/traps |
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is selected and inserted into the treasure chest. |
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32 sparse treasure. 1/2 as much treasure is generated. |
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64 rich treasure. 2x as much treasure is generated. |
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|
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If option 1 is not set, options 2-16 are ignored. Options |
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may be added together: treasureoptions 3 means treasure |
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optons 1 and 2 are set. |
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|
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Map Layout styles: |
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|
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|
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Onion Maps: |
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|
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Onion rooms are like this:: |
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|
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regular random |
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centered, linear onion: bottom/right centered, nonlinear: |
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|
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######################### ######################### |
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# # # # |
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# ######## ########## # # ##################### |
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# # # # # # # |
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# # ###### ######## # # # # # |
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# # # # # # # # ######## ######## |
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# # # #### ###### # # # # # # # |
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# # # # # # # # # # # # |
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# # # ############ # # # # # # ########### ## |
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# # # # # # # # # # # |
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# # ################ # # # # # # ######### |
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# # # # # # # # # |
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# #################### # # # # # # |
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# # # # # # # # |
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######################### ######################### |
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|
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options: |
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0 Pick random options below |
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1 "centered" |
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2 linear doors (default is nonlinear) |
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4 bottom "centered" |
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8 bottom-right centered |
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16 outer wall off: i.e., no outer wall. |
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32 irregularly/randomly spaced layers (default: regular) |
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|
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|
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Maze Maps: |
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|
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Maze maps are like this: |
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|
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A "sparse" maze:: |
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|
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######################################## |
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# # # # # # # # # # # # # # |
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# # # # # # # # # # # # |
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#### ## ## # # ### # ## # # # ## |
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# ##### # ## # # # ## ### ## ### # |
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## ### # # # # |
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# ### # # #### ### # |
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# # ## ## ## # # ### |
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# ###### # ### # # ## # # |
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# # ## #### ## # # # # # |
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# # ## ## ## ### ## # # # # # |
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#### ## ## ## ## ### # ### ### |
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# # ## ##### # ### # |
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## ## # ### # ## ## |
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# ## ## ## # ## # ### # |
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## # # # # # # # ## # |
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# ### ### ## # ## ## #### ## # # |
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## # # # # # # # #### # ### |
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# ### ## ## # ## ## ## # ### # |
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## # ## # # # # # # ## # ## |
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# ##### ## ## #### ## # # # ## # |
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## # # # # ## # ### # |
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# # # # # # # # # # # # # # |
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######################################## |
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|
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A "full" maze:: |
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|
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######################################## |
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# # # # # # # |
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# # # # # # # # # # # # # # # |
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### ## ## ######## ### ### ### # # |
311 |
# # # ## # ### ### # ### ## |
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# ##### ### ##### ## ## ## # # |
313 |
# # # ## # # ## #### # # # ## |
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# #### ## ### #### # ## ## ### # # # |
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# # # # # ### # # # # |
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# ### ## ## ### #### #### ## # ### |
317 |
# # # # # # #### ## # # ## # # |
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# # ## #### ## # ## # ## # # |
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# #### ## # ### #### # ### # #### # |
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# # # # # # # # ## #### # # |
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# ##### #### ## ### # # ## # |
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# ## ## # ## ## ## ##### # # # |
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# # # # ## # # # ## # # ### # # |
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## ### # ## # # #### ### # # # ## # |
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# # # # ## # # # ## ### # # |
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## # #### ## # # ###### # # #### # |
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# # #### # ###### ## ### # # |
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### # ## ## # # # ## # |
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# # # # # # # # # # # # # |
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######################################## |
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|
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|
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Spiral Maps: |
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|
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A Spiral Map:: |
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|
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########################### |
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########################### |
339 |
########### D ########## |
340 |
######### #### ######## |
341 |
######## ######## ####### |
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####### ########## ###### |
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###### ############ ##### |
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###### #### #####D##### |
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##### ### ### #### #### |
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##### #### ##### #### #### |
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#####D#### ###### ####D#### |
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##### ### #C### #### #### |
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###### #### >###D#### #### |
350 |
######D########## ####D#### |
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###### ######## ### #### |
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####### ###### #### ##### |
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######## D D D #### ##### |
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#################### ###### |
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################### ###### |
356 |
################# ####### |
357 |
################# <######## |
358 |
########################### |
359 |
########################### |
360 |
|
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layoutoptions1: |
362 |
|
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0 pick random options |
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1 Regular spiral: distance increases constantly with angle |
365 |
2 Fine spiral: most coils possible are fit in |
366 |
4 Fit Spiral: scale spiral to fit rectanglar region |
367 |
(i.e., the spiral will look elliptical) |
368 |
|
369 |
|
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Rogue-like Maps: |
371 |
|
372 |
A Rogue-like Map:: |
373 |
|
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############################### |
375 |
############# ########### |
376 |
# ## ########### |
377 |
# DD ########### |
378 |
# ## ########### |
379 |
# ## #### ## |
380 |
# #####D####### ## |
381 |
# D D ## |
382 |
###D######D##### ####### ## |
383 |
### ## ### ## ## |
384 |
###D D ### ###D#### |
385 |
### ## D D < ### #### |
386 |
### ######D##### ### #### |
387 |
###D###### ##### #### #### |
388 |
## #### ##### # ##### #### |
389 |
## #### ##### ######### #### |
390 |
## ####D##### ######### #### |
391 |
## ## ### # ### #### |
392 |
## ## ### # ###D#### |
393 |
## ## ### # ### ## |
394 |
######## ### # ### # |
395 |
######## D D D ### > # |
396 |
######## ##### ### # |
397 |
######## ##### ### ## |
398 |
######## ##### ######## |
399 |
################## ######## |
400 |
############################### |
401 |
|
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layoutoptions1: |
403 |
|
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0 pick random room shapes (i.e., mix it up) |
405 |
1 Always use rectangular rooms |
406 |
2 Always use "circular" rooms |
407 |
|
408 |
|
409 |
Snake layouts: |
410 |
|
411 |
No options are available for snake layouts. |
412 |
A player must touch every room to descend deeper in a snake. |
413 |
|
414 |
This is a basic snake layout:: |
415 |
|
416 |
############################ |
417 |
#> # |
418 |
# # |
419 |
# # |
420 |
##########################D# |
421 |
# # |
422 |
# # |
423 |
# # |
424 |
#D########################## |
425 |
# # |
426 |
# # |
427 |
# # |
428 |
##########################D# |
429 |
# # |
430 |
# # |
431 |
# # |
432 |
#D########################## |
433 |
# # |
434 |
# # |
435 |
# # |
436 |
# # |
437 |
# <# |
438 |
############################ |
439 |
|
440 |
This is a roomified, xy-symmetric snake layout:: |
441 |
|
442 |
################################### |
443 |
#> # # # # ># |
444 |
# # # # # # |
445 |
##D####### D D #######D## |
446 |
# # # # # # |
447 |
# # # # # # |
448 |
# D # < # D # |
449 |
# # # # # # |
450 |
# # # # # # |
451 |
##D####### D D #######D## |
452 |
# # # # # # |
453 |
#> # # # # ># |
454 |
################################### |
455 |
|
456 |
|
457 |
Square spirals |
458 |
|
459 |
No options are available for square spirals |
460 |
A player must touch every room to descend in a square spiral. |
461 |
|
462 |
This is a basic square spiral layout:: |
463 |
|
464 |
############################### |
465 |
# # # |
466 |
# D # |
467 |
# #####################D##### |
468 |
# # # # # |
469 |
# # # # # |
470 |
# # D # # |
471 |
# # #############D### # |
472 |
# # # # # # # |
473 |
# # # # # # # |
474 |
# # # D # # # |
475 |
# # # #####D### # # |
476 |
# # # # > # # # # |
477 |
# # # D # # # # |
478 |
# # ######### # # # |
479 |
# # # D # # # |
480 |
# # # # # # # |
481 |
# # D # # # # |
482 |
# ################# # # |
483 |
# # D # # |
484 |
# # # # # |
485 |
# D # # # |
486 |
######################### # |
487 |
# D # |
488 |
# # # |
489 |
# # # |
490 |
#< # # |
491 |
############################### |
492 |
|
493 |
This is an xy-symmetric square spiral layout:: |
494 |
|
495 |
##################################### |
496 |
# # < # # |
497 |
##D##########D# #D##########D## |
498 |
# # # ####D#### # # # |
499 |
# ###DD### # # ###DD### # |
500 |
# # #> # ##D###D## # ># # # |
501 |
# # ####D### ###D#### # # |
502 |
# # D # # D # # |
503 |
# ############D#####D############ # |
504 |
# D D # |
505 |
# # # # |
506 |
# D D # |
507 |
# ############D#####D############ # |
508 |
# # D # # D # # |
509 |
# # ####D### ###D#### # # |
510 |
# # #> # ##D###D## # ># # # |
511 |
# ###DD### # # ###DD### # |
512 |
# # # ####D#### # # # |
513 |
##D##########D# #D##########D## |
514 |
# # < # # |
515 |
##################################### |
516 |
|
517 |
|
518 |
An example input file:: |
519 |
|
520 |
layoutstyle onion |
521 |
monsterstyle humanoid |
522 |
dungeon_depth 3 |
523 |
xsize 15 |
524 |
ysize 15 |
525 |
exitstyle cstair |
526 |
orientation 1 |
527 |
decorstyle furniture |
528 |
floorstyle dirt |
529 |
wallstyle wooden |
530 |
symmetry 1 |
531 |
|
532 |
|
533 |
Below is the original proposal: |
534 |
|
535 |
Random Maps |
536 |
|
537 |
The major thing still missing from Crossfire, I think, is a good facility |
538 |
for generating random maps: |
539 |
|
540 |
1. They can be used by map creators to create a basic layout for his |
541 |
quest or whatever, so that he need not start from a blank canvas. |
542 |
|
543 |
2. Buildings with nothing else in them can have a random map in them. |
544 |
In fact, we could have the same random map generated every time someone |
545 |
enters a particular building (pick the seed off of the parent map name |
546 |
and the entrance location!) This would transform the world from finite |
547 |
to infinite. |
548 |
|
549 |
Needed Features: |
550 |
|
551 |
Styles: |
552 |
|
553 |
Random maps would need to be "styled": walls, doors, monsters, and other |
554 |
decor should be picked from certain subsets of the total object set. An inn |
555 |
has a very different style than a castle, and from a dungeon, in both walls, |
556 |
decor, and monsters. |
557 |
|
558 |
Ubiquity: (map configurable: unspecified==no random maps) |
559 |
|
560 |
Any exit which does not have a destination specified should lead to |
561 |
a random map, but WITH a sign saying "this is a random map". |
562 |
|
563 |
Identifiability: (configurable) |
564 |
|
565 |
Random maps includes a sign |
566 |
which states that the map is random. |
567 |
|
568 |
Recursion: |
569 |
|
570 |
Random maps should optionally have another entrance to a random map of |
571 |
the same style. The depth of recursion should be specifiable. |
572 |
|
573 |
Difficulty: |
574 |
|
575 |
Difficulty should be specifiable. Also, whether the map advances in |
576 |
difficult with recursion should be specified. |
577 |
|
578 |
Quests: |
579 |
|
580 |
It would be cool if random quests could be implemented, too. I won't |
581 |
put this in immediately. |
582 |
|
583 |
Standalone operation: |
584 |
|
585 |
It'd be cool if the random map generator operated standalone, so that |
586 |
map designers could use it easily as well as the server could at exits. |
587 |
|
588 |
Size: |
589 |
|
590 |
Random maps should be sized. A big, multi-square exit should have a bigger |
591 |
random map to it, while a small house should have a small interior. |
592 |
|
593 |
Inheritance: |
594 |
|
595 |
The type and location of the exit should imply something about its random |
596 |
interior. A shop exit should have a shop interior, a house should have a |
597 |
home interior, etc, a difficult map should have difficult sub-maps. |
598 |
|
599 |
Directedness: |
600 |
|
601 |
Buildings should have random maps with stairs up to the next random map, |
602 |
dungeons with stairs down, etc. |
603 |
|
604 |
What does everyone think? Anyone willing to help? Has anyone already |
605 |
made so much progress on this that I should just help them instead of |
606 |
starting one myself? |
607 |
|
608 |
|
609 |
Algorithms: |
610 |
|
611 |
Maze algorithm: start from a wall point, move forward left or right |
612 |
or start from a new wall point, at random, recursively. If blocked, |
613 |
pop the stack until you can walk again. If you return all the way, |
614 |
a maze is generated. |
615 |
|
616 |
|
617 |
Specs for a room algorithm: |
618 |
Can you write for a function: |
619 |
|
620 |
char **room_gen_corridored(int xsize, int ysize, int option); |
621 |
|
622 |
which allocates and returns a char[xsize][ysize], with # being a wall |
623 |
and a char value of 0 indicating nothing. |
624 |
like:: |
625 |
|
626 |
###################### |
627 |
# # # # |
628 |
# # # # |
629 |
# # |
630 |
# # # # |
631 |
######### ########## |
632 |
# # # # |
633 |
# # |
634 |
# # # # |
635 |
# # # # |
636 |
######### ########## |
637 |
# # # # |
638 |
# # |
639 |
# # # # |
640 |
###################### |
641 |
|
642 |
Some suggested options: |
643 |
option: |
644 |
0 random choice of one of the other options below * |
645 |
1 vertical centered corridor * |
646 |
2 horizontal centered corridor * |
647 |
4 vertical corridor on the right-hand wall * |
648 |
8 vertical corridor on the left-hand wall |
649 |
16 horizontal corridor on the bottom wall * |
650 |
32 horizontal corridor on the top wall |
651 |
|
652 |
The *'d ones are the important ones. |
653 |
|
654 |
Options 4 and 16 are important so I can easily create reasonable |
655 |
bilaterally and 4-way symmetric maps, as in a castle. |
656 |
|
657 |
If you're really ambitious, you could make it so you could ADD the |
658 |
options to get something like 10: centered vertical corridor and right-hand |
659 |
corridor. |
660 |
|
661 |
One restriction you must satisfy, however, is that every place on the map |
662 |
be accessible from everywhere else. |
663 |
|
664 |
Feel free to contact me with any questons. |
665 |
|
666 |
peterm@langmuir.eecs.berkeley.edu |