Enum CorridorStyle
Defines the corridor carving style used by the BSP and Room-and-Corridor map generation algorithms when connecting rooms with passable floor cells.
The style is configured via CorridorStyle or CorridorStyle and affects both the visual appearance of the generated map and the contents of Cells in the resulting MapGenResult<TCoord>.
When using Winding, additional settings must be provided via
WindingSettings or
WindingSettings to control jog frequency and
maximum deviation. Pass Default for sensible
defaults; using the C# default keyword (zero-initialization) will still fall back
to safe internal defaults.
Namespace: Scylla.Core.Util.ProceduralMapGen
Assembly: ScyllaCore.dll
Syntax
public enum CorridorStyle
Fields
| Name | Description |
|---|---|
| LShaped | Carves simple L-shaped corridors with exactly one axis-aligned bend between the two room center points. The corridor first travels along one axis and then turns to travel along the other, producing the characteristic right-angle jog typical of classic roguelike dungeon layouts. This is the default style and the least computationally expensive option. The bend direction (horizontal-first vs. vertical-first) is chosen randomly per corridor, so the overall layout retains variety without requiring extra waypoints. |
| Winding | Carves winding corridors with multiple randomly placed intermediate waypoints (jogs) between the two room centers, producing a more organic and irregular appearance than simple L-shaped paths. Each jog introduces an additional axis-aligned segment, so the resulting path can zigzag through the grid. The number and maximum magnitude of jogs are governed by WindingCorridorSettings, which must be provided alongside this style via WindingSettings or WindingSettings. Winding corridors are well-suited to cave-like dungeons and overworld paths where perfectly straight hallways would look artificial. They are slightly more expensive to carve than LShaped due to the additional waypoint generation and multi-segment path carving. |