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Templating features #2

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OndrejNepozitek opened this issue Dec 15, 2018 · 0 comments
Closed

Templating features #2

OndrejNepozitek opened this issue Dec 15, 2018 · 0 comments

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@OndrejNepozitek
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OndrejNepozitek commented Dec 15, 2018

The basic usacase should be that templating scripts run after all markers are emitted from the previous tasks in the pipeline.

For now, I can imagine the following templating algorithms:

  • correction of walls if wall tiles must follow some predefined rules (e.g. the tileset is a Wang tileset)
  • templating based on predefined room templates
    • either using a template that is completely premade or applying some kind of procedural algorithm

It should be possible to combine multiple algorithms:

  • using predefined templates and then applying wall correction

The combination of multiple algorithm shows us that the order of individual algorithms may be important. We have basically two options:

  • either we make the algorithms completely independent (predefined templates are instantiated without walls so the correction algorithm does not care whether it is run before or after that)
  • or we have always think about the execution order, with the benefit of code being often simpler because we can overwrite actions of previous steps

For templating algorithms to work correctly, we will have to provide information about which tile belongs to which room (if the dungeon consists of individual rooms).

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