Room: Difference between revisions
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| style="text-align:center;" | [[File:RoomGen_Angled_Hall.png|frameless]] | | style="text-align:center;" | [[File:RoomGen_Angled_Hall.png|frameless]] | ||
| Angled Hall | | [[Angled Hall]] | ||
| A room connecting its exists with a narrow hallway. It can handle all combinations of exists from all combination of directions. | | A room connecting its exists with a narrow hallway. It can handle all combinations of exists from all combination of directions. | ||
|- | |- | ||
| style="text-align:center;" | [[File:RoomGen_Block.png|frameless]] | | style="text-align:center;" | [[File:RoomGen_Block.png|frameless]] | ||
| Block | | [[Block Room|Block]] | ||
| A rectangular room generated with the specific terrain blocking it. | | A rectangular room generated with the specific terrain blocking it. | ||
|- | |- | ||
| style="text-align:center;" | [[File:RoomGen_Bump.png|frameless]] | | style="text-align:center;" | [[File:RoomGen_Bump.png|frameless]] | ||
| Bump | | [[Bump Room|Bump]] | ||
| A rectangular room with tiles at the perimeter randomly blocked. | | A rectangular room with tiles at the perimeter randomly blocked. | ||
|- | |- | ||
| style="text-align:center;" | [[File:RoomGen_Cave.png|frameless]] | | style="text-align:center;" | [[File:RoomGen_Cave.png|frameless]] | ||
| Cave | | [[Cave Room|Cave]] | ||
| A cave-like room generated using cellular automata.<br />If it tries to generate a blob but a valid size is not proposed, it will generate as a rectangle. | | A cave-like room generated using cellular automata.<br />If it tries to generate a blob but a valid size is not proposed, it will generate as a rectangle. | ||
|- | |- | ||
| style="text-align:center;" | [[File:RoomGen_Cross.png|frameless]] | | style="text-align:center;" | [[File:RoomGen_Cross.png|frameless]] | ||
| Cross | | [[Cross Room|Cross]] | ||
| A room composing of one vertical and one horizontal rectange. | | A room composing of one vertical and one horizontal rectange. | ||
|- | |- | ||
| style="text-align:center;" | [[File:RoomGen_Default.png|frameless]] | | style="text-align:center;" | [[File:RoomGen_Default.png|frameless]] | ||
| Default | | [[Default Room|Default]] | ||
| A 1x1 tile room. | | A 1x1 tile room. | ||
|- | |- | ||
| style="text-align:center;" | [[File:RoomGen_Diamond.png|frameless]] | | style="text-align:center;" | [[File:RoomGen_Diamond.png|frameless]] | ||
| Diamond | | [[Diamond Room|Diamond]] | ||
| A diamond shaped room. | | A diamond shaped room. | ||
|- | |- | ||
| style="text-align:center;" | [[File:RoomGen_Oasis.png|frameless]] | | style="text-align:center;" | [[File:RoomGen_Oasis.png|frameless]] | ||
| Oasis | | [[Oasis Room|Oasis]] | ||
| A cave-like room filled completely by the specified terrain, with its border being floor terrain. | | A cave-like room filled completely by the specified terrain, with its border being floor terrain. | ||
|- | |- | ||
| style="text-align:center;" | [[File:RoomGen_Plus.png|frameless]] | | style="text-align:center;" | [[File:RoomGen_Plus.png|frameless]] | ||
| Plus | | [[Plus Room|Plus]] | ||
| A rectangular room with tiles from the edges blocked off.<br />'''May cause errors on generation if the corner field is too big.''' | | A rectangular room with tiles from the edges blocked off.<br />'''May cause errors on generation if the corner field is too big.''' | ||
|- | |- | ||
| style="text-align:center;" | [[File:RoomGen_Round.png|frameless]] | | style="text-align:center;" | [[File:RoomGen_Round.png|frameless]] | ||
| Round | | [[Round Room|Round]] | ||
| A circular or capsule-like room. | | A circular or capsule-like room. | ||
|- | |- | ||
| style="text-align:center;" | [[File:RoomGen_Square.png|frameless]] | | style="text-align:center;" | [[File:RoomGen_Square.png|frameless]] | ||
| Square | | [[Square Room|Square]] | ||
| A rectangular or square room. | | A rectangular or square room. | ||
|- | |- | ||
| style="text-align:center;" | [[File:RoomGen_Triangle.png|frameless]] | | style="text-align:center;" | [[File:RoomGen_Triangle.png|frameless]] | ||
| Triangle | | [[Triangle Room|Triangle]] | ||
| A right triangle room. | | A right triangle room. | ||
|- | |- | ||
| style="text-align:center;" | [[File:RoomGen_Water_Ring.png|frameless]] | | style="text-align:center;" | [[File:RoomGen_Water_Ring.png|frameless]] | ||
| Water Ring | | [[Water Ring Room|Water Ring]] | ||
| A room with a terrain type encircling treasure. | | A room with a terrain type encircling treasure. | ||
|} | |} | ||
Latest revision as of 17:15, 20 October 2025
A room is the core primary structure generated in maps. They are generated using FloorSteps, and belong in the RoomGen class of RogueElements.
Many different structures are considered rooms in PMDO, such as halls.
Room Overview
Below is a table summary of rooms that can be generated.
| Image | Name | Description |
|---|---|---|
|
Angled Hall | A room connecting its exists with a narrow hallway. It can handle all combinations of exists from all combination of directions. |
|
Block | A rectangular room generated with the specific terrain blocking it. |
|
Bump | A rectangular room with tiles at the perimeter randomly blocked. |
|
Cave | A cave-like room generated using cellular automata. If it tries to generate a blob but a valid size is not proposed, it will generate as a rectangle. |
|
Cross | A room composing of one vertical and one horizontal rectange. |
| Default | A 1x1 tile room. | |
|
Diamond | A diamond shaped room. |
|
Oasis | A cave-like room filled completely by the specified terrain, with its border being floor terrain. |
|
Plus | A rectangular room with tiles from the edges blocked off. May cause errors on generation if the corner field is too big. |
|
Round | A circular or capsule-like room. |
|
Square | A rectangular or square room. |
|
Triangle | A right triangle room. |
|
Water Ring | A room with a terrain type encircling treasure. |
Custom Rooms
These rooms are loaded from pre-existing map assets. They are primarily custom, with appearances that vary greatly depending on how they are built.
| Name | Description |
|---|---|
| Coated | A room coated in additional tiles, which can be of any other generation. Currently incomplete. |
| Load Boss | Used to load a boss room. |
| Load Evo | Used to load an evolution room. |
| Load Map Bordered | Used to load a map as a room with the specified terrain as borders. |
| Load Map | Used to load a map as a room. |
| Post Proc Specific | Generates a room with a specified mask. |
| Specific Boss | Generates a boss room with the specified tiles. |
| Specific | Generates a room with the specified tiles. |
Hardcoded Rooms
These rooms are hardcoded to always appear a certain way, and have no customization options. THEY ARE SCHEDULED FOR DEPRECATION AND USE IS DISCOURAGED.














