Class ChurchCryptFieldSetupBuilder
Builds church-themed crypt FieldSetup/ModPack assets with strong per-room differentiation via:
- Distinct RoomShape per room (cruciform, rect nave, rect chamber). Runtime DungeonGenerator picks these up via FieldSetupWithShape.
- Intent-based prop placement using FIMSpace.Generating.Rules.Placement.SR_CellPosition (corners, axial rows, exact centerpieces) and SR_LimitSpawnCount instead of pure probability scatter.
Shapes (saved to Assets/_GrindFest/Dungeons/Shapes/):
- Church Ossuary Shape_Code = 5x4 rect (20 cells)
- Church Reliquary Shape_Code = cruciform in 5x5 (9 cells)
- Church Priests Tomb Shape_Code = 7x3 nave (21 cells)
ModPacks (saved to Assets/_GrindFest/Dungeons/Mods/):
- MP_Church Room_Code = shared shell (walls+floors+pillars +wall candles)
- MP_Church Ossuary_Code = corner skull piles, wall-snapped bone piles, sparse floor skulls
- MP_Church Reliquary_Code = center altar (1), 4 cardinal statues, 4 mid-arm candle clusters
- MP_Church Priests Tomb_Code = axial row of 5 sarcophagi, wall tombstones, 4 corner gargoyles
FieldSetups (saved as FieldSetupWithShape for the three dressed rooms; stairs entrance stays plain FieldSetup and uses planner shape from ChurchCryptDungeonBuilder).
public class ChurchCryptFieldSetupBuilder : PGGFieldSetupBuilder
- Inheritance
-
objectChurchCryptFieldSetupBuilder
- Inherited Members