From da4a9159d3243678fb94fb241ae526e9498ae104 Mon Sep 17 00:00:00 2001 From: Hanziness Date: Sat, 21 Apr 2018 18:27:54 +0200 Subject: [PATCH 1/2] Extended mapping tool documentation --- toolchain/mapping/index.md | 8 +++++++- 1 file changed, 7 insertions(+), 1 deletion(-) diff --git a/toolchain/mapping/index.md b/toolchain/mapping/index.md index 9976097f..299f2742 100644 --- a/toolchain/mapping/index.md +++ b/toolchain/mapping/index.md @@ -23,7 +23,7 @@ This application is used to process the XML file generated by the CDF Converter **About the mapping file** Mapping tool uses an XML file to determine the bindings from source elements to buildings of the world. -Editing this file allows you to use the city metaphors the way you want. Mapping XMLs must follow a specific format. +Editing this file allows you to use the city metaphors the way you want. You may place monster spawners, too. Mapping XMLs must follow a specific format. ~~~ xml @@ -59,12 +59,16 @@ The bindings are used to tell the mapping component which properties of the sour | flower-ratio | float (0 to 1) | garden | quantity of flowers | | tree-ratio | float (0 to 1) | garden | quantity of trees | | mushroom-ratio | float (0 to 1) | garden | quantity of mushrooms | +| monster-count | integer (0 to 4) | garden | quantity of monster spawners to place +| monster-label | string | garden | signpost label for monster spawners **\*supported values:** stone, cobblestone, mossy_stone, sandstone, obsidian, wood, dark_wood, birch_wood, planks, dark_planks, metal, dirt, sand, red_sand, brick, stone_brick, dark_brick, glass, gold, diamond Sometimes a source value doesn't fit the world element we use as target. In this case, we use conversions. At the moment, the following conversions are available: * `to int` + * `to double` + * `multiply` * `quantization` * `normalize` * `switch` @@ -78,4 +82,6 @@ The next example show a quantization conversion. ~~~ +The project includes several example mapping files that allow you to quickly build worlds from the input XMLs. The examples demonstrate how you can use different bindings and conversions. They also show how monster spawners can be placed in the generated world. + [sm]: From b0dd787e296b3717949bdc850c076400abba797a Mon Sep 17 00:00:00 2001 From: Hanziness Date: Sat, 21 Apr 2018 18:46:48 +0200 Subject: [PATCH 2/2] Added description of monster spawner placement --- toolchain/mapping/index.md | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) diff --git a/toolchain/mapping/index.md b/toolchain/mapping/index.md index 299f2742..9db6331c 100644 --- a/toolchain/mapping/index.md +++ b/toolchain/mapping/index.md @@ -59,11 +59,13 @@ The bindings are used to tell the mapping component which properties of the sour | flower-ratio | float (0 to 1) | garden | quantity of flowers | | tree-ratio | float (0 to 1) | garden | quantity of trees | | mushroom-ratio | float (0 to 1) | garden | quantity of mushrooms | -| monster-count | integer (0 to 4) | garden | quantity of monster spawners to place -| monster-label | string | garden | signpost label for monster spawners +| monster-count** | integer (0 to 4) | garden | quantity of monster spawners to place +| monster-label** | string | garden | signpost label for monster spawners **\*supported values:** stone, cobblestone, mossy_stone, sandstone, obsidian, wood, dark_wood, birch_wood, planks, dark_planks, metal, dirt, sand, red_sand, brick, stone_brick, dark_brick, glass, gold, diamond +**\*\*** the monster spawners will be placed along the sides, near the buildings' entrances. + Sometimes a source value doesn't fit the world element we use as target. In this case, we use conversions. At the moment, the following conversions are available: * `to int`