[quote=“sparr, post:27, topic:9789”]I am frequently working on mapgens. What changes do you need so that your maptiles will work? From skimming the thread it seems like they would just be drop-in replacements for the existing system.
PS: Also, I’ve got a PR live for changing the overmap generator for labs, for the meta-lab layout. https://github.com/CleverRaven/Cataclysm-DDA/pull/14475[/quote]
I made that first batch so they would all just tile a plane and hook together on the edges. But there are two drawbacks. One, there’s no path checking. Like it would be possible to create sealed rooms or sections of the map that were accidentally cut off. Two, the edge of the lab would be really jarring, because there would be half rooms right up against the solid rock.
That was just a suggestion, though, I can make tiles for whatever.
Looking at what you’re adding for labs, I could make 5 types of tiles to cover all possibilities.
A=1 edge connected.
B=2 adjacent edges connected.
C=2 opposite edges connected.
D=3 edges connected.
E=all 4 edges connected.
But, it couldn’t just drop them in, it would have to figure out what type of tile to place and how to flip/rotate it.
Instead of this layout:
It would have to figure out to make it more like this:
and it would need to know that the C is a north-south tile, not an east-west, and rotate/flip it correctly.
If you want to make actual stairwells/elevators instead of the random stairs we have now, then that would add one more tile type, and the game would have to match up-stair tiles on one z level with down-stair tiles on the level above.
I don’t really know how hard or easy all that would be to program.