Package com.github.yellowstonegames.place
package com.github.yellowstonegames.place
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ClassDescriptionA 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 onMixedGeneratorthat 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 ofWildernessGeneratorthat serves as a ragged edge between 2, 3, or 4 WildernessGenerators in a square intersection.