Grid Path Steps: Difference between revisions
Created page with "The '''Grid Path Steps''' are a family of floor generation steps. It is used exclusively in Grid Floor Generation. Their typical priority is '''-4'''. == Usage == Grid path steps are used to generate a path of rooms and hallways in grid floors. Each different variant of the step does so through different methods. == Variants == The following different grid path steps can be used. === Spread === Multiple variations may use a spread version, which prioritizes spread..." |
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The '''Grid Path Steps''' are a family of floor generation steps. | The '''Grid Path Steps''' are a family of [[floor generation steps]]. They are used exclusively in [[GridFloorGen]]. Their typical priority is '''-4'''. | ||
== Usage == | == Usage == | ||
| Line 5: | Line 5: | ||
== Variants == | == Variants == | ||
The following different grid path steps | The following different grid path steps exist in PMDO. | ||
== | {| class="wikitable" style="margin:auto" | ||
|- | |||
! Example !! Variation !! Description | |||
|- | |||
| [[File:Beetle Step Example.png|frameless]] || [[Grid Path Beetle|Beetle]] || One large room is generated in the middle. Then, other rooms are generated connecting to this large room. || | |||
|- | |||
| [[File:Grid Branch Step Example.png|frameless]] || [[Grid Path Branch|Branch]] || The rooms and hallways are spawned in a continuous path, which is calculated by the minimum spanning tree algorithm. || | |||
|- | |||
| [[File:Grid Spread Branch Step Example.png|frameless]] || [[Grid Path Branch Spread|Branch Spread]] || The rooms and hallways are spawned in a continuous path, which is calculated by the minimum spanning tree algorithm. It is prioritized to spread them apart as much as possible, in which cells have the least adjacent cells are preferred to be traversed to.|| | |||
|- | |||
| [[File:Circle Step Example.png|frameless]] || [[Grid Path Circle|Circle]] || A ring of rooms is generated on the outer cells of the grid. || | |||
|- | |||
| [[File:Cross Step Example.png|frameless]] || [[Grid Path Cross|Cross]] || One center room with hallways and rooms coming off of it in the four cardinal directions (north, south, west, east) is generated. || | |||
|- | |||
| [[File:Edge Step Example.png|frameless]] || [[Grid Path Edge|Edge]] || All rooms are placed on one side of the map. || | |||
|- | |||
| [[File:Grid Step Example.png|frameless]] || [[Grid Path Grid|Grid]] || A perimeter of rooms is formed on the outside cells, while hallways are formed inside the cells. || | |||
|- | |||
| [[File:Tiered Step Example.png|frameless]] || [[Grid Path Tiered|Tiered]] || The floor is generated in tiers of different rooms. Then, a random value of hallways connect each tier together. || | |||
|- | |||
| [[File:Treads Step Example.png|frameless]] || [[Grid Path Treads|Treads]] || Two large "treads" of rooms are generated on the sides of the grid, with smaller rooms and hallways generating in between them. || | |||
|- | |||
| [[File:Two Sides Step Example.png|frameless]] || [[Grid Path Two Sides|Two Sides]] || A path consisting of rooms on the far right and far left of the grid are generated.|| | |||
|- | |||
|} | |||
== | == Special Variations == | ||
These variations are unique in that they are not meant to be used in the editor, and have several different odd properties about them. | |||
=== Pyramid === | === Pyramid === | ||
A very specific path step. It places a giant room in the center of the floor and a connecting room below it. From that connecting room, it behaves like Grid. '''It is recommended to not use this step, as it is complex and will likely be broken down into separate generators in the future.''' | A very specific path step for generating the pyramid in [[Forsaken Desert]]. It places a giant room in the center of the floor and a connecting room below it. From that connecting room, it behaves like Grid. '''It is recommended to not use this step, as it is complex and will likely be broken down into separate generators in the future.''' | ||
=== Specific === | === Specific === | ||
This populates a room by creating a specific path of rooms. It is '''editor unfriendly'''. | This populates a room by creating a specific path of rooms. It is '''editor unfriendly'''. | ||
[[Category:Floor Generation Step]] | [[Category:Floor Generation Step]] | ||
Latest revision as of 17:29, 9 March 2026
The Grid Path Steps are a family of floor generation steps. They are used exclusively in GridFloorGen. Their typical priority is -4.
Usage
Grid path steps are used to generate a path of rooms and hallways in grid floors. Each different variant of the step does so through different methods.
Variants
The following different grid path steps exist in PMDO.
| Example | Variation | Description | |
|---|---|---|---|
![]() |
Beetle | One large room is generated in the middle. Then, other rooms are generated connecting to this large room. | |
![]() |
Branch | The rooms and hallways are spawned in a continuous path, which is calculated by the minimum spanning tree algorithm. | |
![]() |
Branch Spread | The rooms and hallways are spawned in a continuous path, which is calculated by the minimum spanning tree algorithm. It is prioritized to spread them apart as much as possible, in which cells have the least adjacent cells are preferred to be traversed to. | |
![]() |
Circle | A ring of rooms is generated on the outer cells of the grid. | |
![]() |
Cross | One center room with hallways and rooms coming off of it in the four cardinal directions (north, south, west, east) is generated. | |
![]() |
Edge | All rooms are placed on one side of the map. | |
![]() |
Grid | A perimeter of rooms is formed on the outside cells, while hallways are formed inside the cells. | |
![]() |
Tiered | The floor is generated in tiers of different rooms. Then, a random value of hallways connect each tier together. | |
![]() |
Treads | Two large "treads" of rooms are generated on the sides of the grid, with smaller rooms and hallways generating in between them. | |
![]() |
Two Sides | A path consisting of rooms on the far right and far left of the grid are generated. |
Special Variations
These variations are unique in that they are not meant to be used in the editor, and have several different odd properties about them.
Pyramid
A very specific path step for generating the pyramid in Forsaken Desert. It places a giant room in the center of the floor and a connecting room below it. From that connecting room, it behaves like Grid. It is recommended to not use this step, as it is complex and will likely be broken down into separate generators in the future.
Specific
This populates a room by creating a specific path of rooms. It is editor unfriendly.










