Sorry for bundling all of these together in a single commit.
For those who have seen the previous version: I removed the circumstances because, though it would have been great to have some influence on the later scenes, it prevents pregeneration.
Description:
Every layout corresponds to a region. Within every layout, there is a fixed number of areas. For every area, there is a scene. Currently, there are five types of scenes (outside of the intro and outro scenes): Battle, FinalBattle, Riddle, Rest, Treasure.
For every layout a single mission is generated. Currently there are 2 types of missions:
Sorry for bundling all of these together in a single commit.
For those who have seen the previous version: I removed the circumstances because, though it would have been great to have some influence on the later scenes, it prevents pregeneration.
Description:
Every layout corresponds to a region. Within every layout, there is a fixed number of areas. For every area, there is a scene. Currently, there are five types of scenes (outside of the intro and outro scenes): Battle, FinalBattle, Riddle, Rest, Treasure.
For every layout a single mission is generated. Currently there are 2 types of missions:
The scenes within the layout are almost random, with a few exceptions:
Every other scene is selected randomly from TreasureScene, RiddleScene, BattleScene
The whole Journey class can be saved to a dictionary (json) and loaded from it. It is only for test purposes.
Note: Generations can and should be fine-tuned. For example the solution for the riddle tend to be always "echo" for some reasons.