Grid Path Steps

From PMDOWiki
Revision as of 18:55, 6 August 2025 by Imbion (talk | contribs) (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...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)

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 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

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.