World generation is the process that generates the layout and contents of the world. The general flow of how a world generation run goes is: 1.
* For a given Preset, Tasks are selected; some mandatory, and a few optional ones. 2.
* Each task generates a set of Rooms, and then linked together. 3.
* Tasks get linked together based on Locks and Keys. Tasks that don't get a key for each of their locks get discarded. 4.
* Background rooms are added to each task. 5.
* Set pieces (both mandatory and optional) and teleportato pieces get assigned to rooms. 6.
* The world generates a spatial arrangement from the graph, and converts it to tiles. 7.
* Fixes islands in caves, and checks that rooms have enough space (restarting if not). 8.
* Entities are added at ea
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| rdfs:comment
| - World generation is the process that generates the layout and contents of the world. The general flow of how a world generation run goes is: 1.
* For a given Preset, Tasks are selected; some mandatory, and a few optional ones. 2.
* Each task generates a set of Rooms, and then linked together. 3.
* Tasks get linked together based on Locks and Keys. Tasks that don't get a key for each of their locks get discarded. 4.
* Background rooms are added to each task. 5.
* Set pieces (both mandatory and optional) and teleportato pieces get assigned to rooms. 6.
* The world generates a spatial arrangement from the graph, and converts it to tiles. 7.
* Fixes islands in caves, and checks that rooms have enough space (restarting if not). 8.
* Entities are added at ea
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| dcterms:subject
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| abstract
| - World generation is the process that generates the layout and contents of the world. The general flow of how a world generation run goes is: 1.
* For a given Preset, Tasks are selected; some mandatory, and a few optional ones. 2.
* Each task generates a set of Rooms, and then linked together. 3.
* Tasks get linked together based on Locks and Keys. Tasks that don't get a key for each of their locks get discarded. 4.
* Background rooms are added to each task. 5.
* Set pieces (both mandatory and optional) and teleportato pieces get assigned to rooms. 6.
* The world generates a spatial arrangement from the graph, and converts it to tiles. 7.
* Fixes islands in caves, and checks that rooms have enough space (restarting if not). 8.
* Entities are added at each of the nodes, and roads are drawn, avoiding certain rooms.
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