Difference between revisions of "Cave spawning"
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(Expansion and cleanup. Thanks for the help, Jimble!) |
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### Grab its random distribution weight and add it to a list. | ### Grab its random distribution weight and add it to a list. | ||
## While the number of enemies hasn't reached <code>{f002}</code>... | ## 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 | + | ### Randomly decide what enemy to spawn next, using the weighted list built in the previous step. |
### Store the enemy's type. | ### Store the enemy's type. | ||
### Store the spawn coordinate type. | ### Store the spawn coordinate type. | ||
Line 24: | Line 24: | ||
# While the intended amount of enemies hasn't been spawned yet... | # 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. | ## If all of the possible spawn positions of the intended type have been used up, leave this algorithm. | ||
− | ## Pick a | + | ## Pick a [[#Coordinate check|valid spawn coordinate]] randomly. |
− | ## | + | ## Mark this spawn coordinate as used. |
− | |||
## Decide how many enemies to spawn here, picking randomly between the spawn coordinate's amount limits. | ## Decide how many enemies to spawn here, picking randomly between the spawn coordinate's amount limits. | ||
## For each one in that amount... | ## For each one in that amount... | ||
### If the number of enemies spawned here surpasses the intended amount, leave this algorithm. | ### If the number of enemies spawned here surpasses the intended amount, leave this algorithm. | ||
− | ### Spawn that enemy in these coordinates ( | + | ### Spawn that enemy in these coordinates (randomly translated inside the circle decided by the spawn coordinate's radius). |
− | ## | + | |
+ | ===Coordinate check=== | ||
+ | A spawn coordinate is valid if all of the following are true: | ||
+ | # It is not in a dead end cave unit. | ||
+ | # It is of the intended object type (Enemy Group A, Plant, etc.) | ||
+ | # It is in-bounds. | ||
+ | # It has not been used already. | ||
+ | # It is farther than 300 units from the ship's pod. | ||
+ | |||
+ | ===Notes=== | ||
+ | * If a spawn coordinate has a radius of 0, all objects to spawn will be placed in the same spot, and will physically push each other apart. Otherwise, the objects will be forced to maintain a fixed minimum distance from one another, even if that distance will push them beyond the spawn coordinate's radius. | ||
+ | |||
+ | {{credits|[[User:Espyo|Espyo]], [[User:Jimble|Jimble]]}} | ||
==Weighted distribution== | ==Weighted distribution== |
Revision as of 17:49, 13 September 2019
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.
Editor's note: Until further notice, this only applies to spawning enemies.
Contents
Process
Some time after the cave is built out of its available units, the game will run this "main algorithm" in order to spawn objects.
Main algorithm
- For each
TekiInfo
entry in the sublevel's configuration, in order...- Store the minimum amount of enemies to spawn.
- Store the spawn coordinate type.
- Do the spawn algorithm with this enemy type, amount, and spawn coordinate type.
- If the number of enemies hasn't reached
{f002}
yet...- For each
TekiInfo
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
{f002}
...- Randomly decide what enemy to spawn next, using the weighted list built in the previous step.
- Store the enemy's type.
- Store the spawn coordinate type.
- Do the spawn algorithm with this enemy type, amount of 1, and spawn coordinate type.
- For each
- 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 valid spawn coordinate randomly.
- Mark this spawn coordinate as used.
- 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 (randomly translated inside the circle decided by the spawn coordinate's radius).
Coordinate check
A spawn coordinate is valid if all of the following are true:
- It is not in a dead end cave unit.
- It is of the intended object type (Enemy Group A, Plant, etc.)
- It is in-bounds.
- It has not been used already.
- It is farther than 300 units from the ship's pod.
Notes
- If a spawn coordinate has a radius of 0, all objects to spawn will be placed in the same spot, and will physically push each other apart. Otherwise, the objects will be forced to maintain a fixed minimum distance from one another, even if that distance will push them beyond the spawn coordinate's radius.
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 <object's weight> / <sum>
. So for example, if you have the following list:
Object | Weight |
---|---|
Red Bulborb | 4 |
Wollywog | 7 |
Water Dumple | 3 |
The chances of spawning a Red Bulborb are 28.5% (4 in 14), the chances of a Wollywog are 50% (7 in 14), and the chances of a Water Dumple are 21.4% (3 in 14).