source_map_gen 0.1.0

A WIP map generator and library for Source Engine games
Documentation
make cli gen
    merge pallet
    cli related lib/fns, split, carve, etc
    scripting language
delete color space subcrate

freaking get color working
    just get basic stuff

shapes
    // wedges
    // spikes, oblique
    // cylinders, oblique?
    arches
    // spheres
    // prysms, oblique?
    // truncated prisms? (O_O) just do custom top/bottom plane and trust(tm) the user
        wait just do clip tool
    // frustum (sphere layer)
    stellation?
        how tf find center of plane?

complex shapes
    stars pyrism
    gears (O_O)
    wireframe
    helix (single)

extended high face count shapes

entities

GET BASIC PROC GEN
    just make rooms in 2d
    hmm need carving

carving
    wall: group of 2d regions?/solids
    can carve away windows/attached rooms

general splitting

ideas
    config for decor/geometry/contraints
        only 1 bike shop per 3000 units or whatever
        1 bridge/crensdo
    config files for games, make payload/l4d2/koth.
    flow
        create flow from all team spawns (edges = zombies) to other team spawns and objectives
        prune/dont allow too far areas
        replace straight areas or add junk
        make dead ends, loops
            what if there was a party/goof off area in orange, in dead space or N/S
            or some more sideways, 5 lines, wobbly asdnjasdn idk stuff
        sniper spots/engie spots
        class specific spawn points

    pvs?
        mindfull of sniper sightlines
        dont make too big for lag (orange renders the whole dang map)
        horizontal hint for common roof height and notable walls

    node/region based generation
        you make biggest rooms/regions and fills the rest
        Astar with randomization?

    decor
        decals, smoke, fog, sound, env sound, speech target stuff
        orator, cutscrense, choreography
        skybox clouds, smoke, fire
        music theme
        wind
        PAPERS BLOWING WOULD BE AMAZING

    general decider/constrainer
        weighted based on all
            forest + spooky + alone sum score, choose random then
        urban = 25% e1m1 or 50% urban or 25% normal
        swamp = swamp fever or spooky
        forest = spooky
        rarity?