Hallo, this is Angle from bay12. I promised I’d do a worldgen Rewrite, and I think I’m about ready to follow up on that. Before I started, though, I figured I should talk to y’all and see what you think about my proposed course of action. The things I’m going to do are:
[spoiler]A) Make it so that each overmap tile can have a list of different tile types. I.E. a tile could be a [forest, creek, campsite, fungus] or a [road, checkpoint, sessile triffid] or whatever. I’m not sure whether to use arrays or vectors or something else for this, I’ll need to see how they affect performance.
B) Altering the tilegen code so that multiple tilegens run in sequence have sensible outcomes, I.E. If you have a house in a forest, it doesn’t completely remove the forest… or have trees in the living room.
C) Moving all the map extras into tile types and having them be handled the same as everything else.
D) Editing the worldgen code to make the placements of tiles make more sense. This may or may not be necessary, we’ll see.
E) Adding additional functionality for varying regions.
F) Adding many more tile types and the worldgen code to handle them. This includes creeks, trails, evidence of looting and carnage, etc.
G) Maybe add an additional region type, Heavy Forest?
H) Edit the processes that make multi tile things like mansions, labs, hospitals, cities, etc. so that they make more sense. No more mansions with nothing but dining rooms, etc.
I) Possibly tackle Z-Levels? I’m not sure how exactly to go about this. I might try editing cataclysms map system to work like the system I had programmed for my own roguelikes that I never made. We’ll see.[/spoiler]
I went ahead and made a github repo, so you can track my progress: https://github.com/Angular-Angel/Cataclysm-DDA