A maze consists of a set of randomly placed "rooms" connected by random passages.
SynthesisMethod: make-maze-terrain
This method creates terrain that looks like a maze.
It starts by randomly assigning terrain according to its occurrence
,
similarly to make-random-terrain
below, then carves
out rooms and passages, filling each of those with terrain
types according to their respective occurrences.
TerrainTypeProperty: maze-room-occurrence
n
This property is the weighted amount of this terrain type
in rooms in the maze.
Defaults to 0
.
TerrainTypeProperty: maze-passage-occurrence
n
This property is the weighted amount of this terrain type
in passageways in the maze.
Defaults to 0
.
GlobalVariable: maze-room-density
n
This variable is the fraction of the maze that is room,
expressed as the number of cells per 10,000 cells in the area.
Defaults to 1000
.
GlobalVariable: maze-passage-density
n
This variable is the fraction of the area that is passageway,
expressed as the number of cells per 10,000 cells in the area.
Defaults to 3000
.