Per dungeon-level (DLvl) spawning lists for items and characters (listed below)
Spawning of items on PlacementAnchors in and on sarcos/lids (/fountain edges & basins)
fountain room (almost ready to go updated Niel's branch), statue gallery, trophy rooms
Spawning of prefab reliquary room on lowest DLvl, dynamic music pitch_scale as you go up, mummies in poses at shard pedestal
bricked up secret doorway
PER DUNGEON LEVEL SPAWNING - BASICALLY DONE
DLvl1
level grid size 15^2
lights, containers, components, medical
DLvl2
level grid size 25^2
neophytes (1-2), lights, containers, components, medical
DLvl3
level grid size 35^2
neophytes (3-5), melee (few), lights, containers, components, medical
DLvl4
level grid size 35^2
neophytes (3-5), ranged (few), ammo (few), melee (some), lights, containers, components, medical
DLvl5
level grid size 55^2
neophytes (5-15), shard, ranged (some), ammo (some), melee (some), lights, containers, components, medical
Spawn 8x8 tile prefab reliquary room in center of map with one doorway #636
STATUE & FOUNTAIN ROOMS & PEDESTAL TROPHY ROOMS
generalize the sarco placement code so we can use it to place statues in statue rooms, and a fountain in the center of a fountain room.
You'll see there's a lot of code in generate_sarcophagus.gd about how to smartly place the sarcos like 'start in the center with one if enough space', 'check walls that don't have doors and see how many fit there' etc
Be aware floor candealbra generation step has some stuff about corners too, so that should probably be generalized too. For statue rooms, optionally, can put those floor candelabra in corners as well (maybe overwriting a statue if a statue would have been there)
Eventually we should be able to define how a room works with export vars, probably
Like, x object, params : can spawn in center, can spawn on walls, can spawn in corners
Something like that maybe
For demo, we can keep it simpler since we have only a set number of large objects: sarcos (lid and base combination), statues, fountains, floor candelabras
(also, look up RoomRequirements https://github.com/Mooses2k/SecretHistories/pull/482)
(last thing, related to statues. Orientation didn't matter as much for sarcos and doesn't matter for fountain, but for statues, have the statue face away from the wall it's placed next to, or, if in the middle of the room, towards a random wall with a doorway (always at 90 angles))
Some thoughts on spawning
For demo, would be nice if we at least had 'spawns in sarco', 'spawns on sarco lid', if NOTHING else. I can use the existing spawn system for rubble mostly, then have actual stuff spawn on or in sarcos.
Bonus addition: please set a minimum cultists spawned and cycle through tiles again or something until the minimum number is hit. Minimum default of 1 is fine.
found on ground? - DONE
rubble/rocks
bones/skulls (remove ribcages and bones too small to kick currently)
containers
torches
unlit candles
bandages - weight 5
ammo (loose) - weight 1
what found in sarcos AND in fountain basins? - DONE
bones/skulls - weight 1000
containers - weight 10
medieval melee - weight 1
what found on sarcos lids and statue plinths and fountain edges? - DONE
TODO:
Per dungeon-level (DLvl) spawning lists for items and characters (listed below)Spawning of items on PlacementAnchors in and on sarcos/lids(/fountain edges & basins)dynamic music pitch_scale as you go up, mummies in poses at shard pedestalPER DUNGEON LEVEL SPAWNING - BASICALLY DONE
DLvl1
level grid size 15^2DLvl2
level grid size 25^2neophytes (1-2), lights, containers, components, medicalDLvl3
level grid size 35^2neophytes (3-5), melee (few), lights, containers, components, medicalDLvl4
level grid size 35^2neophytes (3-5), ranged (few), ammo (few), melee (some), lights, containers, components, medicalDLvl5
level grid size 55^2neophytes (5-15), shard, ranged (some), ammo (some), melee (some), lights, containers, components, medicalSTATUE & FOUNTAIN ROOMS & PEDESTAL TROPHY ROOMS
generalize the sarco placement code so we can use it to place statues in statue rooms, and a fountain in the center of a fountain room. You'll see there's a lot of code in generate_sarcophagus.gd about how to smartly place the sarcos like 'start in the center with one if enough space', 'check walls that don't have doors and see how many fit there' etc Be aware floor candealbra generation step has some stuff about corners too, so that should probably be generalized too. For statue rooms, optionally, can put those floor candelabra in corners as well (maybe overwriting a statue if a statue would have been there) Eventually we should be able to define how a room works with export vars, probably Like, x object, params : can spawn in center, can spawn on walls, can spawn in corners Something like that maybe For demo, we can keep it simpler since we have only a set number of large objects: sarcos (lid and base combination), statues, fountains, floor candelabras (also, look up RoomRequirements https://github.com/Mooses2k/SecretHistories/pull/482) (last thing, related to statues. Orientation didn't matter as much for sarcos and doesn't matter for fountain, but for statues, have the statue face away from the wall it's placed next to, or, if in the middle of the room, towards a random wall with a doorway (always at 90 angles))
Some thoughts on spawning
For demo, would be nice if we at least had 'spawns in sarco', 'spawns on sarco lid', if NOTHING else. I can use the existing spawn system for rubble mostly, then have actual stuff spawn on or in sarcos.Bonus addition: please set a minimum cultists spawned and cycle through tiles again or something until the minimum number is hit. Minimum default of 1 is fine.
found on ground? - DONE
what found in sarcos AND in fountain basins? - DONE
bones/skulls - weight 1000containers - weight 10medieval melee - weight 1what found on sarcos lids and statue plinths and fountain edges? - DONE
candles (usually lit) - weight 1000