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Remove Simple Mode, some other tweaks
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dashodanger committed Jul 18, 2024
1 parent fd7ec05 commit d7104ef
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Showing 12 changed files with 40 additions and 136 deletions.
2 changes: 1 addition & 1 deletion .github/workflows/cmake.yml
Original file line number Diff line number Diff line change
Expand Up @@ -18,7 +18,7 @@ jobs:
steps:
- uses: actions/checkout@v4
- name: Configure CMake MSVC
run: mkdir build && cd build && cmake .. -DCMAKE_BUILD_TYPE=${{env.BUILD_TYPE}} -A Win32
run: mkdir build && cd build && cmake .. -DCMAKE_BUILD_TYPE=${{env.BUILD_TYPE}}
- name: Build MSVC
run: cmake --build build --config ${{env.BUILD_TYPE}}
- uses: actions/upload-artifact@v4
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4 changes: 2 additions & 2 deletions CMakeLists.txt
Original file line number Diff line number Diff line change
Expand Up @@ -32,8 +32,8 @@ if(MSVC)
# get the number of logical cores for parallel build
cmake_host_system_information(RESULT LOGICAL_CORES QUERY NUMBER_OF_LOGICAL_CORES)
math(EXPR COMPILE_CORES "${LOGICAL_CORES} - 1")
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} /MP${COMPILE_CORES}")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /EHa /MP${COMPILE_CORES}")
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} /MD /MP${COMPILE_CORES}")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /MD /EHa /MP${COMPILE_CORES}")
if(NOT CONSOLE_ONLY)
set(CMAKE_EXE_LINKER_FLAGS "/SUBSYSTEM:WINDOWS")
endif()
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31 changes: 14 additions & 17 deletions modules/miscellaneous.lua
Original file line number Diff line number Diff line change
Expand Up @@ -305,7 +305,6 @@ OB_MODULES["misc"] =
tooltip = _("Alters the general size and ground coverage of rooms.\n\nVanilla: No room size multipliers.\n\nMix It Up: All multiplier ranges are randomly used with highest and lowest multipliers being rarest."),
priority = 94,
randomize_group="architecture",
complex_mode = true,
},
{
name="room_area_multiplier", label=_("Area Count Multiplier"),
Expand All @@ -314,7 +313,6 @@ OB_MODULES["misc"] =
tooltip = _("Alters the amount of areas in a room. Influences the amount rooms are divided into different elevations or simply different ceilings if a level has no steepness.\n\nVanilla: No area quantity multipliers.\n\nMix It Up: All multiplier ranges are randomly used with highest and lowest multipliers being rarest."),
priority = 93,
randomize_group="architecture",
complex_mode = true,
},
{
name="room_size_consistency",
Expand All @@ -324,7 +322,6 @@ OB_MODULES["misc"] =
tooltip = _("Changes whether rooms follow a strict single size or not. Can be paired with above choices for more enforced results.\n\nVanilla: Original behavior. Rooms in a level have vary in size from each other. Big Rooms options are respected.\n\nBounded: Rooms vary in size but not radically from each other.\n\nStrict: All rooms in the level have a single set size/coverage.\n\nMix It Up: A mixture of 75% Vanilla, 25% Strict."),
priority = 92,
randomize_group="architecture",
complex_mode = true,
},
{
name="room_size_mix_type",
Expand All @@ -334,7 +331,7 @@ OB_MODULES["misc"] =
tooltip = _("Alters the behavior of Mix It Up for Room Size Multiplier options.\n\nNormal: Mix it up uses a normal curve distribution. Traditional-sized rooms are common and smaller or larger sizes are slightly less so.\n\nSmall-ish: Only smaller room sizes, but biased towards normal sizes.\n\nSmall: Biased towards smaller room sizes with no larger room sizes.\n\nLarge: Biased towards large rooms sizes with no smaller room sizes..\n\nLarge-ish: Only larger room sizes, but biased towards normal sizes.\n\nConservative: Probability is biased more towards regular room sizes, making much smaller or much larger rooms significantly rarer.\n\nVery Conservative: Bias is even stronger towards regular and smaller rooms sizes, while larger rooms are very rare.\n\nRandom: No curve distribution - room sizes and room area counts are picked completely randomly."),
priority = 91,
randomize_group="architecture",
complex_mode = true,

},
{
name="room_area_mix_type",
Expand All @@ -345,7 +342,7 @@ OB_MODULES["misc"] =
priority = 90,
gap = 1,
randomize_group="architecture",
complex_mode = true,

},

{ name="big_rooms",
Expand All @@ -362,7 +359,7 @@ OB_MODULES["misc"] =
label=_("Sub Rooms"),
tooltip=_("Controls amount of small sub rooms. Actually controls the degree at which ungrown rooms are left instead of culled."),
choices=STYLE_CHOICES, priority = 87.5, randomize_group="architecture",
complex_mode = true

},
{
name="room_heights",
Expand All @@ -388,7 +385,7 @@ OB_MODULES["misc"] =
default="none",
priority = 85,
randomize_group="architecture",
complex_mode = true

},
{ name="park_detail",
label=_("Park Detail"),
Expand All @@ -397,7 +394,7 @@ OB_MODULES["misc"] =
priority = 84,
gap=1,
randomize_group="architecture",
complex_mode = true

},

{ name="windows",
Expand All @@ -411,7 +408,7 @@ OB_MODULES["misc"] =
tooltip=_("Sets the preferences for passability on certain windows. On Vistas Only means only windows that look out to vistas/map border scenics have a blocking line."),
default="never",
priority = 82,
complex_mode = true

},
{
name="passable_railings",
Expand All @@ -421,7 +418,7 @@ OB_MODULES["misc"] =
default="never",
priority = 81,
gap=1,
complex_mode = true

},

{ name="symmetry",
Expand Down Expand Up @@ -490,7 +487,7 @@ OB_MODULES["misc"] =
default = 0,
tooltip = _("Sets the minimum brightness for the map."),
priority = 72,
complex_mode = true

},

{
Expand All @@ -503,7 +500,7 @@ OB_MODULES["misc"] =
default = 256,
tooltip = _("Sets the maximum brightness for the map."),
priority = 71,
complex_mode = true

},

{ name="barrels",
Expand Down Expand Up @@ -548,7 +545,7 @@ OB_MODULES["misc"] =
default = 1,
tooltip = _("Adds street markings to roads."),
priority = 64,
complex_mode = true

},
{
name="street_traffic",
Expand All @@ -558,7 +555,7 @@ OB_MODULES["misc"] =
priority = 63,
gap = 1,
randomize_group="architecture",
complex_mode = true

},

{
Expand All @@ -578,7 +575,7 @@ OB_MODULES["misc"] =
tooltip=_("Stops start rooms from having more than one external room connection. Can help reduce being overwhelmed by attacks from multiple directions when multiple neighboring rooms connect into the start room. Default means no control, and levels can have linear starts at random based on shape grammars as per original Oblige 7.7 behavior."),
default = "default",
priority = 61,
complex_mode = true

},
{
name="outdoor_openness",
Expand All @@ -587,7 +584,7 @@ OB_MODULES["misc"] =
tooltip=_("Disables shape rules that involve obstructive geometry such as pillars for outdoors based on theme."),
default="none",
priority = 60,
complex_mode = true

},
{
name="dead_ends",
Expand All @@ -598,7 +595,7 @@ OB_MODULES["misc"] =
priority = 59,
gap = 1,
randomize_group="architecture",
complex_mode = true

},

---- PLANNED (UNFINISHED) STUFF ----
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22 changes: 11 additions & 11 deletions modules/prefab_controller.lua
Original file line number Diff line number Diff line change
Expand Up @@ -264,7 +264,7 @@ OB_MODULES["prefab_control"] =
valuator = "button",
default = 0,
tooltip=_("For Co-operative games, sometimes have players start in different rooms"),
complex_mode = true

},
{
name = "bool_foreshadowing_exit",
Expand All @@ -273,7 +273,7 @@ OB_MODULES["prefab_control"] =
default = 1,
tooltip = _("Gets exit room theme to follow the theme of the next level, if different."),
gap=1,
complex_mode = true

},

{
Expand All @@ -284,7 +284,7 @@ OB_MODULES["prefab_control"] =
tooltip = _("Reduces the amount of complex architecture in a map based on its size. Default is on in binary map format, off in UDMF map format."),
priority = 150,
gap = 1,
complex_mode = true

},

{
Expand Down Expand Up @@ -318,7 +318,7 @@ OB_MODULES["prefab_control"] =
priority = 99,
gap = 1,
randomize_group="architecture",
complex_mode = true

},

--
Expand All @@ -336,7 +336,7 @@ OB_MODULES["prefab_control"] =
tooltip = _("Determines the maximum number of distinct indoor room themes used per level. Default is 1."),
priority = 100,
randomize_group="architecture",
complex_mode = true

},

{
Expand All @@ -347,7 +347,7 @@ OB_MODULES["prefab_control"] =
priority = 48,
tooltip = _("Attempt to use unique room themes for each generated level, unless the pool of available themes is exhausted."),
randomize_group="architecture",
complex_mode = true

},

{
Expand All @@ -362,7 +362,7 @@ OB_MODULES["prefab_control"] =
tooltip = _("Determines the maximum number of distinct indoor wall groups used per level. Default is 2."),
priority = 50,
randomize_group="architecture",
complex_mode = true

},

{
Expand All @@ -374,7 +374,7 @@ OB_MODULES["prefab_control"] =
tooltip = _("Attempt to use unique indoor wall groups for each generated level, unless the pool of available groups is exhausted."),
gap = 1,
randomize_group="architecture",
complex_mode = true

},
--

Expand All @@ -387,7 +387,7 @@ OB_MODULES["prefab_control"] =
priority = 48,
tooltip = _("Attempt to use matched start and exit fabs for a level (if a matched set is possible)."),
randomize_group="architecture",
complex_mode = true

},


Expand Down Expand Up @@ -520,7 +520,7 @@ OB_MODULES["prefab_control"] =
tooltip = _("Greatly increase probability for recent added content for testing purposes. " ..
"Changes in content is expected and some assets will be gradually removed from this option's effects."),
priority = 4,
complex_mode = true

},


Expand All @@ -532,7 +532,7 @@ OB_MODULES["prefab_control"] =
tooltip = _("Ensures that prefabs selected match their intended Theme."),
priority = 1,
randomize_group="architecture",
complex_mode = true

}
}
}
8 changes: 4 additions & 4 deletions modules/ui_arch.lua
Original file line number Diff line number Diff line change
Expand Up @@ -173,7 +173,7 @@ OB_MODULES["ui_arch"] =
default = "0.66",
priority = 97,
randomize_group="architecture",
complex_mode = true

},


Expand All @@ -186,7 +186,7 @@ OB_MODULES["ui_arch"] =
default = "default",
priority = 96,
randomize_group="architecture",
complex_mode = true

},


Expand All @@ -200,7 +200,7 @@ OB_MODULES["ui_arch"] =
priority = 88,
gap = 1,
randomize_group="architecture",
complex_mode = true

},


Expand Down Expand Up @@ -259,7 +259,7 @@ OB_MODULES["ui_arch"] =
longtip = _("Teleporters are sometimes used when performing an emergency room break in order to continue level growth. With this setting disabled, teleports will never be used in an emergency break. This could result in truncated level growth or, in the worst case, a script error."),
priority = 81,
gap = 1,
complex_mode = true

},
{ name="steepness",
label=_("Steepness"), choices=STYLE_CHOICES, gap=1, priority = 73, randomize_group="architecture",
Expand Down
14 changes: 7 additions & 7 deletions modules/ui_mons.lua
Original file line number Diff line number Diff line change
Expand Up @@ -165,7 +165,7 @@ OB_MODULES["ui_mons"] =
tooltip = _("Rate at which monster strength increases as you progress through levels."),
gap = 1,
randomize_group="monsters",
complex_mode = true

},

{
Expand All @@ -174,7 +174,7 @@ OB_MODULES["ui_mons"] =
valuator = "button",
default = 1,
tooltip=_("Ensure every map can be completed with only the default weapon (ignore weapons obtained from earlier maps)"),
complex_mode = true

},
{
name="bool_quiet_start",
Expand All @@ -188,7 +188,7 @@ OB_MODULES["ui_mons"] =
label=_("Monster Variety"),
choices=STYLE_CHOICES,
tooltip= _("Affects how many different monster types can appear in each room.\nSetting this to NONE will make each level use a single monster type"),
complex_mode = true

},
{
name="mon_variety_jumpstart",
Expand Down Expand Up @@ -226,7 +226,7 @@ OB_MODULES["ui_mons"] =
default="default",
tooltip=_("This option selects between using only teleport or closet traps. DEFAULT means both are used."),
randomize_group="monsters",
complex_mode = true

},
{
name="trap_qty",
Expand All @@ -236,7 +236,7 @@ OB_MODULES["ui_mons"] =
tooltip=_("Changes the quantity of ambushing monsters from traps."),
gap = 1,
randomize_group="monsters",
complex_mode = true

},

{ name="cages",
Expand All @@ -251,7 +251,7 @@ OB_MODULES["ui_mons"] =
tooltip=_("Changes the quantity of monsters in cages."),
gap=1,
randomize_group="monsters",
complex_mode = true

},

{
Expand All @@ -268,7 +268,7 @@ OB_MODULES["ui_mons"] =
valuator = "button",
default = 0,
tooltip=_("Decides whether monster drops (i.e. magazines from zombiemen) influence map pickup spawns or not.\n\nYes - Ignore extra ammunition and weapons dropped by monsters when calculating pickups.\nNo (DEFAULT) - Removes extra pickups from the map based on items dropped by monsters (i.e. less shells on the ground if shotgunners carry them)."),
complex_mode = true

},

},
Expand Down
2 changes: 1 addition & 1 deletion modules/ui_pickups.lua
Original file line number Diff line number Diff line change
Expand Up @@ -119,7 +119,7 @@ OB_MODULES["ui_pickups"] =
tooltip=_("Adds extra content to secret rooms. Larger rooms offer more content. Default is NONE."),
default="none",
randomize_group="pickups",
complex_mode = true

},
},
}
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