Edgar-DotNet
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Suggestion: Sub-shapes within Rooms
This is a specific idea that would be useful to my game project - but figured it might be re-usable.
In my game I am working on - each room type will have a specific amount of 'slots' where furniture/devices/interact-able objects can go.
At the moment I don't have anything in place to visualise the slots - but I imagine it would be a case of drawing a series of smaller squares inside a room - ideally adjacent to the walls.
The image would then be visualised with a series of grey outlined boxes inside the room shape. In my game - players could then choose to put objects / devices / technology into those slots.
- While this specific use case is specific to my game. Another person might want this feature so they could create table-top dungeon-esq maps that display traps within the room.
Eg: A player who does not have detect trap - gets the original map - minus the trap outlines, but when they 'detect' the trap - the dungeon master reveals the map that has the traps visible.
Hey! Thanks for the suggestion.
If I understand your suggestion correctly, these sub-shapes would not change the outline of the rooms, so they would not change the behaviour of the layouting algorithm. If this is the case, it's probably not a good idea to add these sub-shapes to the algorithm itself because it would slow it down.
It would be probably better to implement this as a postprocessing step on the output of the algorithm. I added (release 1.0.6, master branch) a simple extension method to the IRoom interface that should help you do this. It could be done as follows:
- Create classic room descriptions for room types
- Define your slots for each room type e.g. as lists of
IntVector2
and create a mapping from room types to these lists of slots - Run the algorithm, it produces a position and a room shape for each node in the input graph
- Take the generated layout, go through each room
- find associated slots
- the room may have been transformed (e.g. rotated and moved) - so you have to transform all the slots - there is a
TransformPointToNewPosition
extension method on theIRoom
interface and you should use it on all your slots - now you have the slot positions of a given room in the final layout
I also implemented an integration test that should demonstrate how it could be done (here):
// Create a rectangular room shape
// Move it away from (0, 0) so that we can properly test the functionality
var rectangleShape = GridPolygon.GetRectangle(10, 4) + new IntVector2(10, 10);
// Create points to be transformed
// These could be for example traps, spawn points, etc.
// We use points of the rectangle here because it is easy to check that the transformation is correct.
var pointsToTransform = rectangleShape.GetPoints();
var mapDescription = new MapDescription<int>();
// Create simple graph with 2 vertices and 1 edge
mapDescription.AddRoom(0);
mapDescription.AddRoom(1);
mapDescription.AddPassage(0, 1);
// Add the rectangle shape
mapDescription.AddRoomShapes(new RoomDescription(rectangleShape, new OverlapMode(1, 0)));
var layoutGenerator = LayoutGeneratorFactory.GetDefaultChainBasedGenerator<int>();
var layout = layoutGenerator.GetLayouts(mapDescription, 1)[0];
foreach (var room in layout.Rooms)
{
// The points were chosen to be the points of the polygon, so after transforming them, they should
// be equal to the room.Shape + room.Position points
var transformedPoints = pointsToTransform.Select(x => room.TransformPointToNewPosition(x));
var expectedPoints = (room.Shape + room.Position).GetPoints();
Assert.That(transformedPoints, Is.EquivalentTo(expectedPoints));
}
Is this a solution to your problem/suggestion?