Floor Generation Step
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. |
| -2.2 | AddDisconnectedRoomsStep | Adds disconnected rooms to 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. |
| 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. |
| 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. |
| 3 | AddTunnelStep | Digs tunnels into the walls starting from a room. |
| 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. |
| 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. |
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.
Terrain Painting & Carving Steps
These steps are used to modify the terrain of the floor.
Tagging Steps
These steps are used to tag certain parts of a floor for future identification in other steps.
Mob Placement Steps
These steps are used to place mobs.
Feature Step
These steps are used to place various features, such as houses.
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). |
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 |
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