Central Room Features Operational

I added a new type of pattern to the room generator today: the central feature. This is not anchored to a doorway or corner, but is centered in the room, and can be flipped and rotated to fit (or just for variety).

The pattern authoring and placement code is starting to get funky. It’s going to take some cleaning up, but I’m saving that for next week, since I want to just power through and get some monster spawners in there.

One thing that will need to be fixed first is the priority system for merging multiple overlapping patterns. You can see some of the issues that are created below:

sc3 testroom 1
Top right and bottom left corner decorations have blocked the path to the left and bottom exits
sc3 testroom 2
Access to TOO MANY doors here–the top door should be an inaccessible split, but the floor buffer from the central enclosure tore down the pillars.
sc3 testroom 4
Most of the rooms generated are actually okay, like this one. The gate is controlled by the floor switch on the other side, so you have to come in through the bottom to access that door.

Dungeon generation is coming along really nicely. For the first time, I have a 5×5 grid of randomly generated rooms, and about 50% of the time, the entire map is navigable.