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hades's Issues

Redo which rooms gets connected to other rooms

Possible ideas:

  • Create a complete graph and construct a minimum spanning tree. This is probably the best idea, but when adding some edges back in, we need a way to make sure long connections aren't added back in
  • Use stored containers and get their neighbours constructing a graph
  • Use a Delaunay triangulation to create a graph between all the different rooms with no intersections
  • Randomly pick rooms to connect making sure every room is reachable
  • Use the bsp tree generated to connect each room with its neighbour (this is probably identical to the sequential version)

Switch to jump point search

Is your feature request related to a problem?

The A* algorithm in the map generation module could possibility be speed up by using jump point search.

Describe the solution you'd like

The API should remain exactly same but the implementation should use the jump point search algorithm instead.

Additional context

No response

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