sd_MapSuite
| A collection of useful map generation tools. |
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Version 12 07/18/07
Modified sd_GetEmptyTurf() so that it will not try the same turf more than once and fixed an error in the proc.
The demo will now move your mob to an empty turf if you generate a new map and it creates a wall where your mob is. (ACWraith)
The demo icons use full path notation so the demo can be compiled without the FILE_DIR preference sellected. (Nadrew)
Version 11 06/15/07
Repackaged to make the demo presets file an actual demo file. It was mistakenly included as a regular file, which would include it in any project that included the library.
Version 10 06/11/07
Submitted to BYONDscape for public release!
Much more documentation.
Presets in the demo. Just click a preset style in the statpanel to generate a map and populate the generator form.
Some tweaks on the door placement in rogue-like maps.
Empty passages no longer flow into the mapedges.
Fixed some problems with the maze rooms.
Version 9 06/09/07
Added comments for upcoming public release.
Improved the portal placement code in rogue-like dungeons.
Added the sd_MapRoom/maze type.
Added the sd_MapRoom proc ProtectedZone() for rooms like the maze room to protect certain turfs from becoming passages.
Version 8 06/26/06
Fixed a glitch with "Full Maze" style maps that caused it to occasionally have one less row and or column of nodes than it should.
Version 7 04/24/06
The list returned by sd_PathTurfs() is now an associated list of directions indexed by turf. That is:
return_list[turf] = dir the path took through this turf