| Commit message (Collapse) | Author | Age | Files | Lines |
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Trees are in some ways yet another type of transparent wall, and, as
MarvinPA has said, "in general having areas full of trees where you
can see lots of enemies but not target them just plays badly."
There were two differences between trees and mangroves, besides LOS:
the latter didn't start forest fires and left shallow water when
destroyed. That behaviour is kept, instead checking whether
the tree (technically, the player) is in Swamp.
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(Also had to fix a prototype in ctest.h)
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This makes two significant changes:
- The call to process_disconnected_vaults() is deferred until after a
primary vault is connected to the rest of the level (this also saves
an extra call to dgn_place_stone_stairs()).
- process_disconnected_vaults() now refuses to fill in all parts of
vaults, not just parts of vaults designated as opaque - this
distinction meant that transparent vaults were inappropriately getting
filled in. This part of the process_disconnected_vaults() logic is
only being called as part of Swamp layouts.
Without these changes, it was possible for a transparent Swamp rune
vault, even one that could have been connected to the rest of the level,
to get filled in by the process_disconnected_vaults() call. Now, the
vault is connected to the rest of the level before
process_disconnected_vaults() is called, and if it is connected to an
area isolated from stairs, the vault itself remains an isolated area and
triggers a veto later on in the building proces.
Hence, it is now impossible for a disconnected or filled-in rune vault
to be generated in Swamp, and this commit fixes #6039.
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You'll get a bit less on Swamp:1-2, about the same on Swamp:3-4, and
slightly more on Swamp:5. Deep water stays the same. The effect here is
gradual, but you will notice it if you compare Swamp:1 to Swamp:5.
Terrain-wise, this makes the branch somewhat easier than it was before, at
least in the early levels.
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Since these are opaque (and therefore behave differently from normal trees),
a renaming is warranted.
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Trees have been made much more common. They form large, solid masses, and
elongated walls. The borders of the level are also a lot more solid than
before. The Swamp level builder itself is the same as before; I have only
tweaked a few numbers.
This leads to a few things:
- Levels are more compact than before. They won't feel as much like one big
room, although they are still quite open.
- Levels are smaller. The borders around the edges of the level are bigger,
and more of the level is taken up by solid features.
- Different levels appear distinct from each other.
- It's sometimes possible to get disconnected areas (with stairs).
I find that last point somewhat undesirable, but these changes are only an
experiment right now.
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This gets rid of the hacks where the same tree would turn to either floor or
shallow water depending on the branch it is in. Also, only a few methods of
destroying trees obeyed the water rule.
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Inverted logic right in the function name is rather confusing.
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This lets one layout specify multiple layout types, which can be useful in
combination with layout_* vault tags. Nothing uses this as of yet.
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Vault metadata that was previously discarded at level generation time is now saved in the level file instead. This can be quite costly (~30k per level) if the level has large vaults.
The abyss can now use vaults as general scenery (tagged "abyss") or to place the rune ("abyss_rune"). abyss.des currently includes stub vaults for testing.
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Signed-off-by: Steven Noonan <steven@uplinklabs.net>
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waste space.
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The Swamp now gets a border of trees and uses trees instead of walls. Swamp:5 vaults may need tweaking to fit in better.
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