Package com.github.yellowstonegames.place


package com.github.yellowstonegames.place
  • Class
    Description
    A data class that represents a particular kind of ecosystem that appears at a given combination of average moisture, average temperature, and elevation.
    Represents 6 average temperature levels that can determine a biome.
    Represents 6 average precipitation/moisture levels that can determine a biome.
    A room placing algorithm developed by Rayvolution for his game Fail To Hero, this was simple to implement but delivers complex connectivity.
    A good way to create a more-complete dungeon, layering different effects and modifications on top of a dungeon produced by DungeonBoneGen or another dungeon without such effects.
    The effects that can be applied to this dungeon.
    A static class that can be used to modify the char[][] dungeons that other generators produce.
    An IDungeonGenerator that distorts and smooths an ordinary dungeon map to make it appear like a cave complex.
    A maze generator that can be configured using an IntToIntFunction, which can be customized for the app.
    A dungeon generator that can use a mix of techniques to have part-cave, part-room dungeons.
    Meant to produce the sort of narrow, looping, not-quite-maze-like passages found in a certain famous early arcade game.
    Standardizes an interface for classes that generate 2D char arrays to be used as place maps.
    Helps find areas where game-specific terrain features might be suitable to place.
    A small class that can analyze a dungeon or other map and identify areas as being "room" or "corridor" based on how thick the walkable areas are (corridors are at most 2 cells wide at their widest, rooms are anything else).
    Generate dungeons based on a random, winding, looping path through 3D space, requiring a character to move up and down as well as north/south/east/west to get through the dungeon.
    Generate dungeons based on a random, winding, looping path through 2D space.
    Produces a maze-like place made of thick diagonal walls only.
    A variant on MixedGenerator that creates bi-radially symmetric maps (basically a yin-yang shape).
    A finite 2D area map for some kind of wilderness, adapting to different ecosystems by changing its output.
    A subclass of WildernessGenerator that serves as a ragged edge between 2, 3, or 4 WildernessGenerators in a square intersection.