Floor Generation Step: Difference between revisions
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Below is a table of commonly used steps, what priorities PMDO places them in, and what they are used for. | Below is a table of commonly used steps, what priorities PMDO places them in, and what they are used for. | ||
{| class="wikitable | {| class="wikitable" style="margin:auto" | ||
|- | |- | ||
! Priority !! Step !! Description | ! Priority !! Step !! Description | ||
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|- | |- | ||
| 4 || [[Map Dict Texture Step|MapDictTextureStep]] || Defines the tile graphics in a more advanced way, needed if the layout uses grass. | | 4 || [[Map Dict Texture Step|MapDictTextureStep]] || Defines the tile graphics in a more advanced way, needed if the layout uses grass. | ||
|- | |||
| ? | |||
| [[FloorStairsDistanceStep]] | |||
| | |||
|- | |- | ||
|} | |} | ||
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|- | |- | ||
| -2.2 || [[Add Disconnected Rooms Step|AddDisconnectedRoomsStep]] || Adds disconnected rooms to the map. | | -2.2 || [[Add Disconnected Rooms Step|AddDisconnectedRoomsStep]] || Adds disconnected rooms to the map. | ||
|- | |||
| -2.2 | |||
| [[AddDisconnectedRoomsRandStep]] | |||
| Adds disconnected rooms to the map. | |||
|- | |- | ||
| 0.1 || [[Unbreakable Border Step|UnbreakableBorderStep]] || Adds a border of unbreakable tiles at the edge of the map. | | 0.1 || [[Unbreakable Border Step|UnbreakableBorderStep]] || Adds a border of unbreakable tiles at the edge of the map. | ||
|- | |- | ||
| 0.1 || [[Tile Border Step|TileBorderStep]] || Adds a border of the specified tiles at the edge of the map. | | 0.1 || [[Tile Border Step|TileBorderStep]] || Adds a border of the specified tiles at the edge of the map. | ||
|- | |||
| ? | |||
| [[AddBossRoomStep]] | |||
| Creates and attatches a boss room to the pre-exisiting floor plan. | |||
|- | |||
| ? | |||
| [[AddConnectedRoomsRandStep]] | |||
| Creates and attatches connected rooms to the pre-existing floor plan. | |||
|- | |||
| ? | |||
| [[AddConnectedRoomsStep]] | |||
| Creates and attatches connected rooms to the pre-existing floor plan. | |||
|- | |||
|- | |||
| ? | |||
| [[AddLargeRoomStep]] | |||
| Adds a large room to the floor plan, on top of a pre-existing room. | |||
|- | |||
| ? | |||
| [[ClampFloorStep]] | |||
| Clamps the size of the floor to be within a min and a max size. | |||
|- | |||
| ? | |||
| [[ConnectRoomStep]] | |||
| Taking the current floor plan, connects its rooms with other rooms. | |||
|- | |||
| ? | |||
| [[LoadBlobStep]] | |||
| | |||
|- | |||
| ? | |||
| [[MapExtraStatusStep]] | |||
| | |||
|- | |||
| ? | |||
| [[MapMusicStep]] | |||
| Sets the music in the map. | |||
|- | |||
| ? | |||
| [[MapTimeLimitStep]] | |||
| Sets the time limit in the map. | |||
|- | |- | ||
|} | |} | ||
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|- | |- | ||
| 3.2 || [[Erase Isolated Step|EraseIsolatedStep]] || Replaces isolated terrain of the specified type with walls. | | 3.2 || [[Erase Isolated Step|EraseIsolatedStep]] || Replaces isolated terrain of the specified type with walls. | ||
|- | |||
| ? | |||
| [[EraseIsolatedFromSpawnStep]] | |||
| Erases tiles of the given type that are isolated from spawn. | |||
|- | |||
| ? | |||
| [[FillImpassableStep]] | |||
| Fills all tiles that can't be reached with impassable tiles. | |||
|- | |- | ||
|} | |} | ||
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== Tagging Steps == | == Tagging Steps == | ||
These steps are used to tag certain parts of a floor for future identification in other steps. | These steps are used to tag certain parts of a floor for future identification in other steps. | ||
{| class="wikitable sortable" style="margin:auto" | |||
|- | |||
! Priority !! Step !! Description | |||
|- | |||
| ? | |||
| [[MarkAsHallStep]] | |||
| Marks rooms that pass its filters as a hall. | |||
|- | |||
|} | |||
== Feature Step == | == Feature Step == | ||
These steps are used to place various features, such as [[houses]]. | These steps are used to place various features, such as [[houses]]. | ||
{| class="wikitable" | |||
|- | |||
! Priority | |||
! Step | |||
! Description | |||
|- | |||
| ? | |||
| [[ChestStep]] | |||
| Spawns a chest, which contains the contents of a [[house]]. | |||
|- | |||
| ? | |||
| [[KeyDetourStep]] | |||
| Adds an extra room to the floor that can only be accessed with a key item. | |||
|- | |||
| ? | |||
| [[MonsterHallStep]] | |||
| Creates a [[house]] that can occur in halls. | |||
|- | |||
| ? | |||
| [[MonsterHouseStep]] | |||
| Creates a [[house]] in a room. | |||
|- | |||
| ? | |||
| [[MonsterMansionStep]] | |||
| Creates a [[house]] that takes up the entire floor. | |||
|} | |||
=== Combo Steps === | |||
These are steps that are combined with other steps to make certain structures. | |||
{| class="wikitable" style="margin:auto" | |||
|- | |||
! Priority !! Step !! Description | |||
|- | |||
| ? | |||
| [[GuardSealStep]] | |||
| Takes the target room and surrounds it by unbreakable blocks, with one key block used to unlock it. | |||
|- | |||
|} | |||
=== Compass Steps === | |||
These steps are used to modify the settings of compasses. | |||
{| class="wikitable" style="margin:auto" | |||
|- | |||
! Priority !! Step !! Description | |||
|- | |||
| ? | |||
| [[DetectItemStep]] | |||
| Orients tiles that are defined as compasses to point to the given item. | |||
|- | |||
| ? | |||
| [[DetectTileStep]] | |||
| Orients tiles that are defined as compasses to point to the given tile. | |||
|- | |||
|} | |||
== Spawn Steps == | == Spawn Steps == | ||
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|- | |- | ||
| 6.2 || [[Place Random Mobs Step|PlaceRandomMobsStep]] || Randomly places teams of mobs on the map (enemy spawns, friendly NPCs). | | 6.2 || [[Place Random Mobs Step|PlaceRandomMobsStep]] || Randomly places teams of mobs on the map (enemy spawns, friendly NPCs). | ||
|- | |||
| ? | |||
| [[MoneyTrailSpawnStep]] | |||
| Spawns a trail of money leading to an item. | |||
|- | |||
| ? | |||
| [[NearSpawnableSpawnStep]] | |||
| Spawns a spawnable near a pre-existing spawnable. | |||
|- | |- | ||
|} | |} | ||
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|} | |} | ||
== Unfinished Steps == | |||
These steps are not fully programmed yet. | |||
{| class="wikitable sortable" style="margin:auto" | |||
|- | |||
! Priority !! Step !! Description | |||
|- | |||
| ? | |||
| [[MinimizeBarrierStep]] | |||
| This step will eventually remove extra unbreakable blocks. | |||
|- | |||
|} | |||
[[Category:Dungeon Generation]] | [[Category:Dungeon Generation]] | ||
Revision as of 23:22, 11 August 2025
Floor Generation Steps are steps that are used in floor generation. They are responsible for managing and initializing everything about a floor. The order they are performed in is dependent on each step's priority, with all steps having a standardized priority order for base PMDO.
General Steps
Below is a table of commonly used steps, what priorities PMDO places them in, and what they are used for.
| Priority | Step | Description |
|---|---|---|
| -6 | MapDataStep | Sets the music, time limit, and darkness of the floor. |
| -6 | MapNameIDStep | Gives the floor a name. Its zone step version ShowFloorName is recommended in most cases. |
| -6 | MapTitleDropStep | Makes the floor name appear on entry before fading in. Its zone step version ShowFloorName is recommended in most cases. |
| -6 | MapEffectStep | Sets event data for the floor. |
| -6 | DefaultMapStatusStep | Sets the base map status of the map. |
| -1 | DrawFloorToTileStep | Creates a grid of tiles and draws onto it based on the list of rooms and halls from a RoomFloorGen or GridFloorGen. |
| 1.2 | MobSpawnSettingsStep | Sets the rules for enemies respawning on the floor. |
| 2 | FloorStairsStep | Places the start point and the end stairs on different rooms of the floor for RoomFloorGen or GridFloorGen. |
| 4 | MapTextureStep | Defines the tile graphics for floors, walls, and water. |
| 4 | MapDictTextureStep | Defines the tile graphics in a more advanced way, needed if the layout uses grass. |
| ? | FloorStairsDistanceStep |
FloorGen Dependant Steps
These are steps that are exclusive for certain types of FloorGen.
GridFloorGen Steps
These steps are used exclusively for GridFloorGen.
| Priority | Step | Description |
|---|---|---|
| -5 | InitGridPlanStep | Initializes a grid for GridFloorGen. |
| -4 | GridPathBranch, GridPathCircle, GridPathTwoSides, etc. | Generates a path of rooms and halls for GridFloorGen. |
| -4 | SetGridDefaultsStep | Turns some rooms into halls (1 tile size), for GridFloorGen. |
| -4 | ConnectGridBranchStep | Connects some adjacent rooms, for GridFloorGen. |
| -4 | CombineGridRoomStep | Combines some rooms into larger rooms, for GridFloorGen. |
| -4 | SetGridPlanComponentStep | Tags all rooms in the grid plan as the specified components. |
| -4 | SetGridInnerComponentStep | Tags all rooms on the interior of the grid as the specified components. |
| -3 | DrawGridToFloorStep | Initializes a list of rooms and halls and populates it with the grid from GridFloorGen. |
RoomFloorGen Steps
These steps are used exclusively for RoomFloorGen.
| Priority | Step | Description |
|---|---|---|
| -3 | InitFloorPlanStep | Initializes a list of rooms and halls for RoomFloorGen. |
| -2 | FloorPathBranch | Generates a path of rooms and halls for RoomFloorGen. |
LoadGen Steps
These steps are used exclusively for LoadGen.
| Priority | Step | Description |
|---|---|---|
| -7 | MappedRoomStep | Loads a dungeon map to use as this floor's layout, including its entities and properties. |
StairsFloorGen Steps
These steps are used exclusively for StairsFloorGen.
| Priority | Step | Description |
|---|---|---|
| -1 | InitTilesStep | Sets the floor dimensions and initializes a grid of tiles, for StairsFloorGen. |
| 2 | StairsStep | Places the start point and the end stairs on different tiles of the floor, for StairsFloorGen. |
Spawn Table Steps
These steps are used to define spawn tables for the floor.
| Priority | Step | Description |
|---|---|---|
| 1 | MoneySpawnStep | Sets the spawn table for money on this floor. Its Zone Step version MoneySpawnZoneStep is recommended in most cases. |
| 1.1 | ItemSpawnStep | Sets the spawn table for items on this floor. Its Zone Step versions ItemZoneSteps are recommended in most cases. |
| 1.2 | MobSpawnStep | Sets the spawn table for NPCs on this floor. Its Zone Step version TeamSpawnZoneStep is recommended in most cases. |
| 1.3 | TileSpawnStep | Sets the spawn table for traps on this floor. Its Zone Step version TileSpawnZoneStep is recommended in most cases. |
Post-Gen Room Steps
These steps place rooms and halls after the primary room generation steps have been called.
| Priority | Step | Description |
|---|---|---|
| 3 | AddTunnelStep | Digs tunnels into the walls starting from a room. |
| -2.2 | AddDisconnectedRoomsStep | Adds disconnected rooms to the map. |
| -2.2 | AddDisconnectedRoomsRandStep | Adds disconnected rooms to the map. |
| 0.1 | UnbreakableBorderStep | Adds a border of unbreakable tiles at the edge of the map. |
| 0.1 | TileBorderStep | Adds a border of the specified tiles at the edge of the map. |
| ? | AddBossRoomStep | Creates and attatches a boss room to the pre-exisiting floor plan. |
| ? | AddConnectedRoomsRandStep | Creates and attatches connected rooms to the pre-existing floor plan. |
| ? | AddConnectedRoomsStep | Creates and attatches connected rooms to the pre-existing floor plan. |
| ? | AddLargeRoomStep | Adds a large room to the floor plan, on top of a pre-existing room. |
| ? | ClampFloorStep | Clamps the size of the floor to be within a min and a max size. |
| ? | ConnectRoomStep | Taking the current floor plan, connects its rooms with other rooms. |
| ? | LoadBlobStep | |
| ? | MapExtraStatusStep | |
| ? | MapMusicStep | Sets the music in the map. |
| ? | MapTimeLimitStep | Sets the time limit in the map. |
Terrain Painting & Carving Steps
These steps are used to modify the terrain of the floor.
| Priority | Step | Description |
|---|---|---|
| 3 | PerlinWaterStep | Adds water/lava/etc. using Perlin Noise. |
| 3 | BlobWaterStep | Adds water/lava/etc. by placing several blobs made from cellular automata. |
| 3 | RoomTerrainStep | Sets terrain in a number of rooms to a certain value. |
| 3.1 | DropDiagonalBlockStep | If blobs of terrain are touching diagonally, then they are merged together. |
| 3.2 | EraseIsolatedStep | Replaces isolated terrain of the specified type with walls. |
| ? | EraseIsolatedFromSpawnStep | Erases tiles of the given type that are isolated from spawn. |
| ? | FillImpassableStep | Fills all tiles that can't be reached with impassable tiles. |
Tagging Steps
These steps are used to tag certain parts of a floor for future identification in other steps.
| Priority | Step | Description |
|---|---|---|
| ? | MarkAsHallStep | Marks rooms that pass its filters as a hall. |
Feature Step
These steps are used to place various features, such as houses.
| Priority | Step | Description |
|---|---|---|
| ? | ChestStep | Spawns a chest, which contains the contents of a house. |
| ? | KeyDetourStep | Adds an extra room to the floor that can only be accessed with a key item. |
| ? | MonsterHallStep | Creates a house that can occur in halls. |
| ? | MonsterHouseStep | Creates a house in a room. |
| ? | MonsterMansionStep | Creates a house that takes up the entire floor. |
Combo Steps
These are steps that are combined with other steps to make certain structures.
| Priority | Step | Description |
|---|---|---|
| ? | GuardSealStep | Takes the target room and surrounds it by unbreakable blocks, with one key block used to unlock it. |
Compass Steps
These steps are used to modify the settings of compasses.
| Priority | Step | Description |
|---|---|---|
| ? | DetectItemStep | Orients tiles that are defined as compasses to point to the given item. |
| ? | DetectTileStep | Orients tiles that are defined as compasses to point to the given tile. |
Spawn Steps
These steps are used to spawn various things.
| Priority | Step | Description |
|---|---|---|
| 5 | Random Room Spawn Step | Spawns money, items, traps, etc. in random rooms. |
| 5 | Spaced Room Spawn Step | Spawns money, items, traps, etc. in random rooms, taking care not to place in the same room or adjacent rooms. |
| 5 | Pattern Spawn Step | Places money, items, traps, etc. on a room in specified patterns. |
| 6 | Terminal Spawn Step | Places money, items, traps, etc. in dead-end rooms. |
| 6.1 | Due Spawn Step | Spawns money, items, traps, etc. based on how far they are from the starting room. |
| 6.2 | PlaceRandomMobsStep | Randomly places teams of mobs on the map (enemy spawns, friendly NPCs). |
| ? | MoneyTrailSpawnStep | Spawns a trail of money leading to an item. |
| ? | NearSpawnableSpawnStep | Spawns a spawnable near a pre-existing spawnable. |
Debug Steps
These steps are for debug or testing purposes.
| Priority | Step | Description |
|---|---|---|
| 0 | SpecificTilesStep | Sets the floor to specific tiles. Only used for debug. |
| 7 | DetectIsolatedStairsStep | Testing step: Looks for a path from start to end and throws an error if none can be found. |
| 7 | DetectTileStep | Testing step: Checks to see if a certain tile can be found on the map and throws an error if none can be found. |
Obsolete Steps
These steps are made (mostly) obsolete by other steps.
Deprecated Steps
These steps, while still currently available, are deprecated and should not be used.
| Step | Former Use |
|---|---|
DetourStep |
? |
Unfinished Steps
These steps are not fully programmed yet.
| Priority | Step | Description |
|---|---|---|
| ? | MinimizeBarrierStep | This step will eventually remove extra unbreakable blocks. |
