05-16-2019, 04:46 PM
(This post was last modified: 05-16-2019, 04:53 PM by Haprenti. Edited 5 times in total.)
For each map manually make a list of rooms, each belonging to one of several class of rooms depending on how far they are to a target endgame room. Then randomly pick rooms from the farthest non-empty room class and add them to a permanent danger zone.
Say if on cog1 you wanted the EVA hallway (central primary hallway?) to be the end room, the game could pick one or more rooms among those to add them to the danger zone : armory, hydroponics, mining, qm, test chamber, chapel, genetics, arrivals.
Once they've all been picked up it starts picking from : security, medbay, what's left of research, escape, bar, chapel hallway.
And so on, with an order such that the safe zone always remain path connected so you don't end up trapped somewhere cut off from the rest of the safe zone where other contenders are.
Say if on cog1 you wanted the EVA hallway (central primary hallway?) to be the end room, the game could pick one or more rooms among those to add them to the danger zone : armory, hydroponics, mining, qm, test chamber, chapel, genetics, arrivals.
Once they've all been picked up it starts picking from : security, medbay, what's left of research, escape, bar, chapel hallway.
And so on, with an order such that the safe zone always remain path connected so you don't end up trapped somewhere cut off from the rest of the safe zone where other contenders are.