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ID | Category | Severity | Reproducibility | Date Submitted | Last Update | ||||||||
0008156 | [DCSS] Patches | feature | N/A | 2014-02-15 07:35 | 2014-05-13 02:53 | ||||||||
Reporter | infiniplex | View Status | public | ||||||||||
Assigned To | sgrunt | ||||||||||||
Priority | normal | Resolution | done | ||||||||||
Status | resolved | Product Branch | 0.14 ancient branch | ||||||||||
Summary | 0008156: 3 new layouts for Elf | ||||||||||||
Description |
Here are 2 patches: 1. A quick change to the LUA function you.depth_fraction() -> The fraction is now in the range [0, 1] instead of (0, 1]. For example, suppose we have a branch with 5 floors. Previously, the fractions would report as 0.2, 0.4, 0.6, 0.8, 1.0. Now they report as 0.0, 0.25, 0.5, 0.75, 1.0. This is more intuitive and thus should make the function easier to use. -> The Gehenna layouts in layout_pools.des have been updated. The only other place this function was used was in mini_monsters.des, where it was used to not place down stairs on the branch bottom. No changes were needed to this function. -> The function now also returns 1 when the branch depth is 0 at startup. This makes debugging layouts that use the function easier. 2. A new layout generator for Elf with 3 layouts and 2 supporting C++-for-LUA functions. Based on the discussion at https://crawl.develz.org/mantis/view.php?id=7003. [^] -> Generates interconnected rooms with geometric shapes -> Called the "geoelf" (geometric rooms for elf) generator. -> layout_geoelf.des calls 5 dlua files similar to omnigrid and hyper generators. -> Most (deterministically) 1-wide walls between rooms are glass. This lets players sometimes see into rooms before opening doors in. Of course, the elves sometimes open the doors themselves when they see the player. -> Generates correctly around primary vaults (e.g. Elf1 entry and Elf:3 end vault) -> Some "fancy" rooms, increasing from 1/10 at top to 1/5 at bottom (actually a bit more complicated). These rooms can include statues, fountains, trees, bushes, plants, fungus, and glass walls. The bushes, plants, and fungus have the "vault" tag. -> The 2 C++ functions: 1. add_windows: Adds glass windows in 1-thick walls. If this works gameplay-wise, it could theoretically be applied to more (or all) elf layouts. On the other hand, the existing Elf layouts don't generate many suitable walls, and for most of those you can walk around the end in a few cells. 2. remove_disconnected_doors: Turns doors into floor if they are not between walls where they make sense. It has the disadvantage that it also removes all gates. I tried to add code to handle gates, but there were too many special cases. Notes below, for length reasons. |
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Additional Information | |||||||||||||
Tags | No tags attached. | ||||||||||||
Attached Files |
0001-Changed-you.depth_fraction-to-return-in-full-range-0.patch [^] (2,087 bytes) 2014-02-15 07:35 [Show Content]
0002-Added-geoelf-layout-generator.patch [^] (121,666 bytes) 2014-02-15 07:36 Geoelf-layouts.png [^] (85,935 bytes) 2014-02-15 07:36 |
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