Floor Generation Step

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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 map a name.
-6 MapTitleDropStep Makes the map name show up before fading in.
-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 MoneySpawnStep Sets the spawn table for money on this floor.
1.1 ItemSpawnStep Sets the spawn table for items on this floor.
1.2 MobSpawnStep Sets the spawn table for mobs on this floor.
1.2 MobSpawnSettingsStep Sets the rules for enemies respawning on the floor.
1.3 TileSpawnStep Sets the spawn table for traps on this 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 Isolated terrain of the specified type is erased.
4 MapTextureStep Defines the textures for floors, walls, and water.
4 MapDictTextureStep Defines the textures in a more advanced way, needed if the layout uses grass.
5 RandomRoomSpawnStep<?, EffectTile> Spawns traps in random rooms.
5 SpacedRoomSpawnStep<?, EffectTile> Spawns traps in random rooms, taking care not to place in the same room or adjacent rooms.
5 Pattern Spawn Step Places placeables on a room in specified patterns.
6 TerminalSpawnStep<?, MoneySpawn> Spawns money in dead-end rooms.
6.1 DueSpawnStep<?, InvItem, MapEntrance> Spawns items based on how far they are from the starting room.
6.2 PlaceRandomMobsStep Randomly places enemies on the map.

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.

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.