I am really interested in creating dungeons and junk. Right now the skeletons of the system at set up. Walls can be placed, I have my doors at the ready ect, but the meat of this code is really hard for me.
Is there a cool guy on here who might be willing to help me out? I can sorta see where the coder is going with it...in chunks. But then again chunks do me little good.
Rollback Post to RevisionRollBack
I am largely inactive, but I am still around. Feel free to poke me if you need some help, just be warned that I only really come back if I need help and/or if I'm posting a new map/library.
looks like a random dungeon generator. Java and Galaxy are different. the big issue is to generate rooms will be different than the way rooms r generated in java. understand what concept of the game or code and ditch it. Then ask short questions over and over in triggers until you get what you desire.
Its not so much actually converting the code verbatim into galaxy, but to convert it in a way that works with galaxy.
If I'm understanding you correctly, you can't do that. Am I right?
Rollback Post to RevisionRollBack
I am largely inactive, but I am still around. Feel free to poke me if you need some help, just be warned that I only really come back if I need help and/or if I'm posting a new map/library.
Using the built in libraries java draws lines, and this code is used to crunch the math needed to etch out rooms and corridors and such in a random fashon.
using galaxy you would attempt the same thing using something like supply depots. for walls and etching out the rooms in a similar but very different way. the biggest issue is upstairs and down stairs but other than that i cant imagine why this concept wouldn't be implementable in sc2 editor.
Well right now I use the grid boxes via points for the system. Would that work?
As well, I'm still having a hard time even visualizing where I should start, let alone how to implement it fully.
Rollback Post to RevisionRollBack
I am largely inactive, but I am still around. Feel free to poke me if you need some help, just be warned that I only really come back if I need help and/or if I'm posting a new map/library.
i would start by making a room 10 x 10 using a 1 x1 object like a modified supply depo ask data section how to make a 1 x 1 supply depo ask triggering how to place them in a 10 x 10 square.
The code in the link was how I've started with my random dungeon generators.
In my map, I've implemented it with functions that create a room within given coordinates into a specified direction. For the walls, I used a 1x1 building and their HP value determines what it actually is: walls, walkable ground, stairs, chests, walkable ground that can't spawn anything...
I started with a function that creates a room with walls on the outside and walkable tiles in its inside and on the starting point which acts as a door.
Then I've created a function that checks if a room is possible to be created on the specified point with the specified dimensions in the specified direction. Then you can create a loop that creates rooms at the walls of the other rooms and with enough attempts, you fill out most of the area. I'm using 2000 attempts to add a room to a random wall which is executed very fast.
After the layout of the dungeon has been created, you can remove/replace the non-wall tiles and replace the unit's models and rotate them, etc.
Today I would try to create a system that creates the dungeon in an array and then just creates the final dungeon structure out of it. It would require you to use a global variable with integers an array which you just translate into units on the map. That should be faster than my current implementation.
Well right now I think I got the creation down. I use regions to load in the points and so I am using a point array of [84](regions)[47](maximum points) and then manually adding offsets where applicable.
What I really need to figure out now is how to make sure each room is reachable and that the doors leading to the next room (or basically that generate the next room) are also reachable.
If you wouldn't mind my asking, what is the basic premise you used?
Rollback Post to RevisionRollBack
I am largely inactive, but I am still around. Feel free to poke me if you need some help, just be warned that I only really come back if I need help and/or if I'm posting a new map/library.
Well right now I think I got the creation down. I use regions to load in the points and so I am using a point array of [84](regions)[47](maximum points) and then manually adding offsets where applicable.
What I really need to figure out now is how to make sure each room is reachable and that the doors leading to the next room (or basically that generate the next room) are also reachable.
If you wouldn't mind my asking, what is the basic premise you used?
I'm starting with the creation of a single room and then keep trying to add a random room to a random existing wall. That's how it's automatically creating connected rooms. The chosen wall will form a door.
I am largely inactive, but I am still around. Feel free to poke me if you need some help, just be warned that I only really come back if I need help and/or if I'm posting a new map/library.
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I am really interested in creating dungeons and junk. Right now the skeletons of the system at set up. Walls can be placed, I have my doors at the ready ect, but the meat of this code is really hard for me.
Is there a cool guy on here who might be willing to help me out? I can sorta see where the coder is going with it...in chunks. But then again chunks do me little good.
looks like a random dungeon generator. Java and Galaxy are different. the big issue is to generate rooms will be different than the way rooms r generated in java. understand what concept of the game or code and ditch it. Then ask short questions over and over in triggers until you get what you desire.
@SoulTaker916: Go
Its not so much actually converting the code verbatim into galaxy, but to convert it in a way that works with galaxy.
If I'm understanding you correctly, you can't do that. Am I right?
Using the built in libraries java draws lines, and this code is used to crunch the math needed to etch out rooms and corridors and such in a random fashon.
using galaxy you would attempt the same thing using something like supply depots. for walls and etching out the rooms in a similar but very different way. the biggest issue is upstairs and down stairs but other than that i cant imagine why this concept wouldn't be implementable in sc2 editor.
@SoulTaker916: Go
Well right now I use the grid boxes via points for the system. Would that work?
As well, I'm still having a hard time even visualizing where I should start, let alone how to implement it fully.
i would start by making a room 10 x 10 using a 1 x1 object like a modified supply depo ask data section how to make a 1 x 1 supply depo ask triggering how to place them in a 10 x 10 square.
The code in the link was how I've started with my random dungeon generators. In my map, I've implemented it with functions that create a room within given coordinates into a specified direction. For the walls, I used a 1x1 building and their HP value determines what it actually is: walls, walkable ground, stairs, chests, walkable ground that can't spawn anything...
I started with a function that creates a room with walls on the outside and walkable tiles in its inside and on the starting point which acts as a door. Then I've created a function that checks if a room is possible to be created on the specified point with the specified dimensions in the specified direction. Then you can create a loop that creates rooms at the walls of the other rooms and with enough attempts, you fill out most of the area. I'm using 2000 attempts to add a room to a random wall which is executed very fast.
After the layout of the dungeon has been created, you can remove/replace the non-wall tiles and replace the unit's models and rotate them, etc.
Today I would try to create a system that creates the dungeon in an array and then just creates the final dungeon structure out of it. It would require you to use a global variable with integers an array which you just translate into units on the map. That should be faster than my current implementation.
@Ahli634: Go
Well right now I think I got the creation down. I use regions to load in the points and so I am using a point array of [84](regions)[47](maximum points) and then manually adding offsets where applicable.
What I really need to figure out now is how to make sure each room is reachable and that the doors leading to the next room (or basically that generate the next room) are also reachable.
If you wouldn't mind my asking, what is the basic premise you used?
http://forums.heroesofnewerth.com/showthread.php?238007-SoTIS
I'm starting with the creation of a single room and then keep trying to add a random room to a random existing wall. That's how it's automatically creating connected rooms. The chosen wall will form a door.
@Ahli634: Go
Ah, got it.
I'm not sure if that would work with my system but I'll see what I can do.
@Mugen245: Go
Umm...okay?