[quote=“Angle, post:72, topic:8934”]Yup. Looking at things, the current code is so unwieldy, that doig the whole architect rewrite right now, before I progress any further is probably worthwhile. I mean, have you seen map::draw_map in mapgen.cpp? Over 8000 lines for one function! Oh, the humanity!
So the way things’ll work now, is that you’ll have a class called Architect. The architect has a list of pointer, or references, to the tiles it works with. It also has a description of what it’s supposed to put on them, I.E. a list of possible rooms and hallways, and instructions on how to put those together. This will include capabilities to just specify static layouts, I.E. what I’ll do for the mall, necropolis, etc. For things that aren’t completely static, though, like mansions & labs, it’ll go through and decide how many of each room it’ll put in the whole building, figure out where the hallways should go, and match the two up. Then it goes and actually generates the terrain for the individual tiles, following it’s schematic.[/quote]
So it will support both static and random generation?, sounds cool.
The only thing I’m concerned is whether or not you are going to have to change the jsons to work with the new system, if so… that’s a lot of work.