Author Topic: [Resource] Rot.js Digger Dungeon Generator  (Read 3239 times)

So I ported the Rot.js Digger Dungeon generator over to Torquescript.
https://github.com/ZSNO/Rot.tqs_Dungeon
Use it however you like, but if you do please gimme credit for the port.

Execute map.cs to load all scripts.

To initialize RotMap for generating call
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RotMap.call(width,height);Then call
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RotMap.create();For a pretty dungeon to be outputted to your console.

The map is stored via
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RotMap.map.m[x,y]so if you want to access them use that syntax

The doors between features are stored in each room's data.
So you can basically get to them by going through
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RotMap.rooms.r[room number].doors.getObject(door number);(I'm too lazy to convert rooms to a simgroup so get the count of rooms by using rooms.count)
Rooms start at 1 and go up, e.g. r1, r2, r3 . . .
The door coords are stored via .x and .y
EX:
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%x = RotMap.rooms.r[1].doors.getObject(0).x;
You can stop it from echoing the map to console by deleting line #82 in digger.cs
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dumpMapToConsole();
Btw all the map data is deleted by the end of the .create(); function, so get all the data you wanted by then.

If you need any further explanation on anything, please ask.

Also yes I know somethings could probably have been done in a better way.
Feel free to fix it up if you want.