| # Simple procedural generation of "dungeon maps" | |||||
| #Simple procedural generation of "dungeon maps" | |||||
| Basic proof of concept for a "cellular automata" model. No real refinement at this point. | Basic proof of concept for a "cellular automata" model. No real refinement at this point. | ||||
| Initial work based on [this tutorial](https://gamedevelopment.tutsplus.com/tutorials/generate-random-cave-levels-using-cellular-automata--gamedev-9664). | |||||
| Initial work based on [this tutorial](https://gamedevelopment.tutsplus.com/tutorials/generate-random-cave-levels-using-cellular-automata--gamedev-9664). | |||||
| It takes the following flags: | |||||
| * --width *x*: the width of the map. *x* must be a positive integer. See below. | |||||
| * --height *x*: the height of the map. *x* must be a positive integer. See below. | |||||
| * --seed *x*: the chance a given cell will be generated as "wall". *x* must be an integer from 1-99. | |||||
| * --death *x*: if a wall cell has fewer than this many wall cells surrounding it, it becomes empty. *x* must be an integer from 1-8. | |||||
| * --birth *x*: if an empty cell has more than this many wall cells surrounding it, it becomes a wall. *x* must be an integer from 1-8. | |||||
| * --reps *x*: the number of smoothing passes to take on the map. *x* must be a positive integer. Large values can significantly extend runtime. | |||||
| * --out: save the result to an image in the maps/ directory instead of printing it to the screen. | |||||
| ###A note on width and height | |||||
| If you use --out, width and height are in pixels. | |||||
| If you don't, height is lines of text, and width is measured in **chunks of two characters**; "--width 40" will produce a map 80 characters wide. This is because each "wall" cell is represented by a double **I** character and each "empty" cell is represented by a double space; in the font the developer uses, this makes maps where width and height are the same roughly square. |