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− | This page explains the game's process behind spawning enemies in a cave. This is obtained through | + | This page explains the game's process behind spawning enemies in a cave. This is obtained through observation, and is subject to have some parts incorrect. |
− | {{ | + | {{note|Until further notice, this only applies to spawning enemies.}} |
− | == | + | ==Process== |
− | + | Some time after the cave is built out of its [[Cave unit list file|available units]], the game will run this "main algorithm" in order to spawn objects. | |
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− | == | + | ===Main algorithm=== |
− | + | # For each <code>TekiInfo</code> entry in the [[Cave definition file|sublevel's configuration]], in order... | |
+ | ## Store the minimum amount of enemies to spawn. | ||
+ | ## Store the spawn coordinate type. | ||
+ | ## Do the [[#Spawn algorithm|spawn algorithm]] with this enemy type, amount, and spawn coordinate type. | ||
+ | # If the number of enemies hasn't reached <code>{f002}</code> yet... | ||
+ | ## For each <code>TekiInfo</code> entry in the sublevel's configuration... | ||
+ | ### Grab its random distribution weight and add it to a list. | ||
+ | ## While the number of enemies hasn't reached <code>{f002}</code>... | ||
+ | ### Randomly decide what enemy to spawn next, using the weighted list built in the last step. | ||
+ | ### Store the enemy's type. | ||
+ | ### Store the spawn coordinate type. | ||
+ | ### Do the [[#Spawn algorithm|spawn algorithm]] with this enemy type, amount of 1, and spawn coordinate type. | ||
+ | # Remove every spawned object that is not meant to be there (collected treasures, Candypop Buds that disappear when you have 20+, etc.) | ||
− | === | + | ===Spawn algorithm=== |
− | # | + | # While the intended amount of enemies hasn't been spawned yet... |
− | # | + | ## If all of the possible spawn positions of the intended type have been used up, leave this algorithm. |
− | # | + | ## Pick a random non-dead end spawn coordinate of the intended type (every unit in the cave has [[Cave unit definition file#layout.txt|a set of spawn coordinates]]). |
− | + | ## If this coordinate is out of bounds, skip it. | |
− | # | + | ## If this coordinate has already been used, skip it. |
− | # | + | ## Decide how many enemies to spawn here, picking randomly between the spawn coordinate's amount limits. |
− | # | + | ## For each one in that amount... |
− | # | + | ### If the number of enemies spawned here surpasses the intended amount, leave this algorithm. |
− | # | + | ### Spawn that enemy in these coordinates (with slight variation). |
− | # | + | ## Mark this spawn coordinate as used. |
− | # | ||
− | == | + | ==Weighted distribution== |
− | + | Some types of object may come up more often than others. For instance, a developer could want a cave where the enemy slots are filled randomly, with each one having a 90% chance of being a Red Bulborb, and 10% chance of being a Wollywog. This is known as weighted random distribution. The way ''Pikmin 2'' does this is that every object definition has a weight number that goes from 0 to 9. Any object definition with a weight of 0 will not be picked, though. | |
− | + | To know what the chances are of the game picking a given object, all of the weight numbers are summed up, and the chance of that object is <code><object's weight> / <sum></code>. So for example, if you have the following list: | |
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− | To know what the chances are of the game picking a given | ||
{| class="wikitable" | {| class="wikitable" |