code/__DEFINES/{yogs_defines}/mapping.dm
ROOM_HAS_FLOORS | |
---|---|
ROOM_HAS_WALLS | If the room has specific wall tiles |
ROOM_HAS_WINDOWS | If the room has windows and specific window type |
ROOM_HAS_ONLY_WINDOWS | If the room has windows and specific window type, but no walls to spawn, so this room should just be a glass box |
ROOM_HAS_DOORS | If the room has specific door type |
ROOM_HAS_SPECIAL_FEATURES | If we want the room shape, but then the room to do something very specific. This is how I handle ruin spawning |
ROOM_HAS_FEATURES | If the room has specific decorative features like blood splatters or loot spawners |
ROOM_HAS_MOBS | If the room has mobs to spawn, whether they're hostile spiders or harmless rats |
ROOM_TYPE_RANDOM | Random is the default, so it doesn't need to be included in the weighted list to spawn |
Define Details
ROOM_HAS_DOORS
If the room has specific door type
ROOM_HAS_FEATURES
If the room has specific decorative features like blood splatters or loot spawners
ROOM_HAS_FLOORS
- Defines for the Dungeon Generator.
- These bitflags control which elements are present in each room theme so the parent room of the theme knows which furnishing procs it needs to call If the room has specific floor tiles
ROOM_HAS_MOBS
If the room has mobs to spawn, whether they're hostile spiders or harmless rats
ROOM_HAS_ONLY_WINDOWS
If the room has windows and specific window type, but no walls to spawn, so this room should just be a glass box
ROOM_HAS_SPECIAL_FEATURES
If we want the room shape, but then the room to do something very specific. This is how I handle ruin spawning
ROOM_HAS_WALLS
If the room has specific wall tiles
ROOM_HAS_WINDOWS
If the room has windows and specific window type
ROOM_TYPE_RANDOM
Random is the default, so it doesn't need to be included in the weighted list to spawn