TeamREPENTOGON / TeamREPENTOGON/REPENTOGON
[LevelGenerator] Features needed
Open
Nobody has claimed this yet.
- Dominant language
- C++
- Stars
- 345
- Forks
- 51
- Avg merge
- 11h 2m
- Merged PRs (30d)
- 4
Description
table["row", "col"] LevelGenerator:GetAvailableConnections(LevelGeneratorRoom origin, int shape)Given a room shape "shape" and a room of origin "origin", generate a table containing the coordinates in the level grid at which a room of such shape can be placed.- Rename all occurrences of "line" to "row" because we're not writing in french here
- A way to figure out which door slots in a room slot are used or not (this is the complementary of Neighbors)
- Get room by col + idx
Contributor guide
No contributing guide indexed for this repository
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start by reading the LevelGenerator APIs and the existing Neighbors functionality. Determine how room shapes, origin rooms, row/column coordinates, and door slots are represented. Done means the requested connection lookup, row terminology, unused-door-slot lookup, and room lookup by column and index are all defined and covered by the project's relevant checks.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp, lua
- Domain
- game-dev
- Issue type
- Feature
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 25/100