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, plus other "rows" for special places like coastlines and rivers, which may have different biomes at different temperatures.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.