Grid Path Steps: Difference between revisions

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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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Put variants in table (in preparation for adding sample images)
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== Variants ==
== Variants ==
The following different grid path steps can be used.
The following different grid path steps exist in PMDO.


{| class="wikitable" style="margin:auto"
|-
! Example !! Variation !! Description
|-
| image || Beetle || One large room is generated in the middle. Then, other rooms are generated connecting to this large room. ||
|-
| image || Branch || The rooms and hallways are spawned in a continuous path, which is calculated by the minimum spanning tree algorithm. ||
|-
| image || Circle || A ring of rooms is generated on the outer cells of the grid. ||
|-
| image || Cross || One center room with hallways and rooms coming off of it in the four cardinal directions (north, south, west, east) is generated. ||
|-
| image || Edge || All rooms are placed on one side of the map. ||
|-
| image || Grid || A perimeter of rooms is formed on the outside cells, while hallways are formed inside the cells. ||
|-
| image || 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.'''||
|-
| image || Tiered || The floor is generated in tiers of different rooms. Then, a random value of hallways connect each tier together. ||
|-
| image || Treads || Two large "treads" of rooms are generated on the sides of the grid, with smaller rooms and hallways generating in between them. ||
|-
| image || Two Sides || A path consisting of rooms on the far right and far left of the grid are generated.||
|-
|}
=== Spread ===
=== Spread ===
Multiple variations may use a spread version, which prioritizes spreading rooms throughout cells rather than generating them together.  
Multiple variations may use a spread version, which prioritizes spreading rooms throughout cells rather than generating them together.  
=== Beetle ===
One large room is generated in the middle. Then, other rooms are generated connecting to this large room.
=== Branch ===
The rooms and halways are generated in a continuous path generated by the minimum spanning tree algorithm.
=== 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.
=== 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.'''


=== 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'''.
=== 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.


[[Category:Floor Generation Step]]
[[Category:Floor Generation Step]]

Revision as of 19:06, 6 August 2025

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 exist in PMDO.

Example Variation Description
image Beetle One large room is generated in the middle. Then, other rooms are generated connecting to this large room.
image Branch The rooms and hallways are spawned in a continuous path, which is calculated by the minimum spanning tree algorithm.
image Circle A ring of rooms is generated on the outer cells of the grid.
image Cross One center room with hallways and rooms coming off of it in the four cardinal directions (north, south, west, east) is generated.
image Edge All rooms are placed on one side of the map.
image Grid A perimeter of rooms is formed on the outside cells, while hallways are formed inside the cells.
image 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.
image Tiered The floor is generated in tiers of different rooms. Then, a random value of hallways connect each tier together.
image Treads Two large "treads" of rooms are generated on the sides of the grid, with smaller rooms and hallways generating in between them.
image Two Sides A path consisting of rooms on the far right and far left of the grid are generated.

Spread

Multiple variations may use a spread version, which prioritizes spreading rooms throughout cells rather than generating them together.

Specific

This populates a room by creating a specific path of rooms. It is editor unfriendly.