Zone.lua 44.4 KB
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-- TE4 - T-Engine 4
-- Copyright (C) 2009 - 2019 Nicolas Casalini
--
-- This program is free software: you can redistribute it and/or modify
-- it under the terms of the GNU General Public License as published by
-- the Free Software Foundation, either version 3 of the License, or
-- (at your option) any later version.
--
-- This program is distributed in the hope that it will be useful,
-- but WITHOUT ANY WARRANTY; without even the implied warranty of
-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-- GNU General Public License for more details.
--
-- You should have received a copy of the GNU General Public License
-- along with this program.  If not, see <http://www.gnu.org/licenses/>.
--
-- Nicolas Casalini "DarkGod"
-- darkgod@te4.org

require "engine.class"
local Savefile = require "engine.Savefile"
local Dialog = require "engine.ui.Dialog"
local Map = require "engine.Map"
local Astar = require "engine.Astar"
local forceprint = print
local print = function() end

--- Defines a zone: a set of levels, with depth, npcs, objects, level generator, ...
-- @classmod engine.Zone
module(..., package.seeall, class.make)

_no_save_fields = {temp_memory_levels=true, _tmp_data=true}

-- Keep a list of currently existing maps
-- this is a weak table so it doesn't prevents GC
__zone_store = {}
setmetatable(__zone_store, {__mode="k"})

--- List of rules to run through when applying an ego to an entity.
_M.ego_rules = {}

--- Adds an ego rule.
-- Static method
function _M:addEgoRule(kind, rule)
	self.ego_rules[kind] = self.ego_rules[kind] or {}
	table.insert(self.ego_rules[kind], rule)
end


--- Setup classes to use for level generation
-- Static method
-- @param t table that contains the name of the classes to use
-- @usage Required fields:
-- npc_class (default engine.Actor)
-- grid_class (default engine.Grid)
-- object_class (default engine.Object)
function _M:setup(t)
	self.map_class = require(t.map_class or "engine.Map")
	self.level_class = require(t.level_class or "engine.Level")
	self.npc_class = require(t.npc_class or "engine.Actor")
	self.grid_class = require(t.grid_class or "engine.Grid")
	self.trap_class = require(t.trap_class or "engine.Trap")
	self.object_class = require(t.object_class or "engine.Object")
	self.on_setup = t.on_setup
	self.ood_factor = t.ood_factor or 3
end

--- Set a cache of the last visited zones
-- Static method
-- Zones will be kept in memory (up to max last zones) and the cache will be used to reload, removing the need for disk load, thus speeding up loading
function _M:enableLastPersistZones(max)
	_M.persist_last_zones = { config = {max=max} }
end

function _M:addLastPersistZone(zone)
	while #_M.persist_last_zones > _M.persist_last_zones.config.max do
		local id = table.remove(_M.persist_last_zones)
		forceprint("[ZONE] forgetting old zone", id)
		local zone = _M.persist_last_zones[id]
		_M.persist_last_zones[id] = nil
	end

	_M.persist_last_zones[zone.short_name] = zone
	table.insert(_M.persist_last_zones, 1, zone.short_name)
end

function _M:removeLastPersistZone(id)
	for i = 1, #_M.persist_last_zones do
		if _M.persist_last_zones[i] == id then
			table.remove(_M.persist_last_zones, i)
			forceprint("[ZONE] using old zone", id)
			_M.persist_last_zones[id] = nil
			return
		end
	end
end

--- Loads a zone definition
-- @param short_name the short name of the zone to load, if should correspond to a directory in your module data/zones/short_name/ with a zone.lua, npcs.lua, grids.lua and objects.lua files inside
-- @param dynamic
function _M:init(short_name, dynamic)
	__zone_store[self] = true

	if _M.persist_last_zones and _M.persist_last_zones[short_name] then
		local zone = _M.persist_last_zones[short_name]
		forceprint("[ZONE] loading from last persistent", short_name, zone)
		_M:removeLastPersistZone(short_name)
		self:replaceWith(zone)
		_M:addLastPersistZone(self)
		return
	end

	self.short_name = short_name
	if short_name:find("+", 1, 1) then
		self.from_addon = short_name:gsub("%+.*$", "")
	else
		self.from_addon = "base"
	end
	self.specific_base_level = self.specific_base_level or {}
	if not self:load(dynamic) then
		self.level_range = self.level_range or {1,1}
		if type(self.level_range) == "number" then self.level_range = {self.level_range, self.level_range} end
		self.level_scheme = self.level_scheme or "fixed"
		assert(self.max_level, "no zone max level")
		self.levels = self.levels or {}
		if type(self.reload_lists) ~= "boolean" or self.reload_lists then self:loadBaseLists() end

		if self.on_setup then self:on_setup() end

		self:updateBaseLevel()
		forceprint("Initiated zone", self.name, "with base_level", self.base_level)
	else
		if self.update_base_level_on_enter then self:updateBaseLevel() end
		forceprint("Loaded zone", self.name, "with base_level", self.base_level)
	end

	if _M.persist_last_zones then
		forceprint("[ZONE] persisting to persist_last_zones", self.short_name)
		_M:addLastPersistZone(self)
	end

	self._tmp_data = {}
end

--- Computes the current base level based on the zone infos
function _M:updateBaseLevel()
	-- Determine a zone base level
	self.base_level = self.level_range[1]
	if self.level_scheme == "player" then
		local plev = game:getPlayer().level
		self.base_level = util.bound(plev, self.level_range[1], self.level_range[2])
	end
end

--- Returns the base folder containing the zone
function _M:getBaseName()
	local name = self.short_name
	local base = "/data"
	local _, _, addon, rname = name:find("^([^+]+)%+(.+)$")
	if addon and rname then
		base = "/data-"..addon
		name = rname
	end
	return base.."/zones/"..name.."/"
end

--- Loads basic entities lists
local _load_zone = nil
function _M:loadBaseLists()
	_load_zone = self
	if self.embed_lists then
		self:embed_lists()
	else
		self.npc_list = self.npc_class:loadList(self:getBaseName().."npcs.lua")
		self.grid_list = self.grid_class:loadList(self:getBaseName().."grids.lua")
		self.object_list = self.object_class:loadList(self:getBaseName().."objects.lua")
		self.trap_list = self.trap_class:loadList(self:getBaseName().."traps.lua")
	end
	_load_zone = nil
end

--- Gets the currently loading zone
function _M:getCurrentLoadingZone()
	return _load_zone
end

--- Leaves a zone
-- Saves the zone to a .teaz file if requested with persistent="zone" flag
function _M:leave()
	if type(self.persistent) == "string" and self.persistent == "zone" then savefile_pipe:push(game.save_name, "zone", self) end
	for id, level in pairs(self.memory_levels or {}) do
		level.map:close()
		forceprint("[ZONE] Closed level map", id)
	end
	for id, level in pairs(self.temp_memory_levels or {}) do
		level.map:close()
		forceprint("[ZONE] Closed level map", id)
	end
	forceprint("[ZONE] Left zone", self.name)
	game.level = nil
end

function _M:level_adjust_level(level, type)
	return self.base_level + (self.specific_base_level[type] or 0) + (level.level - 1) + (add_level or 0)
end

function _M:adjustComputeRaritiesLevel(level, type, lev)
	return lev
end

--- Parses the npc/objects list and compute rarities for random generation
-- ONLY entities with a rarity properties will be considered.<br/>
-- This means that to get a never-random entity you simply do not put a rarity property on it.
function _M:computeRarities(type, list, level, filter, add_level, rarity_field)
	rarity_field = rarity_field or "rarity"
	local r = { total=0 }
	print("******************", level.level, type)

	local lev = self:level_adjust_level(level, self, type) + (add_level or 0)
	lev = self:adjustComputeRaritiesLevel(level, type, lev)

	for i, e in ipairs(list) do
		if e[rarity_field] and e.level_range and (not filter or filter(e)) then
--			print("computing rarity of", e.name)

			local max = 10000
			if lev < e.level_range[1] then max = 10000 / (self.ood_factor * (e.level_range[1] - lev))
			elseif e.level_range[2] and lev > e.level_range[2] then max = 10000 / (lev - e.level_range[2])
			end
			local genprob = math.floor(max / e[rarity_field])
			print(("Entity(%30s) got %3d (=%3d / %3d) chance to generate. Level range(%2d-%2s), current %2d"):format(e.name, math.floor(genprob), math.floor(max), e[rarity_field], e.level_range[1], e.level_range[2] or "--", lev))

			-- Generate and store egos list if needed
			if e.egos and e.egos_chance then
				if _G.type(e.egos_chance) == "number" then e.egos_chance = {e.egos_chance} end
				for ie, edata in pairs(e.egos_chance) do
					local etype = ie
					if _G.type(ie) == "number" then etype = "" end
					if not level:getEntitiesList(type.."/"..e.egos..":"..etype) then
						self:generateEgoEntities(level, type, etype, e.egos, e.__CLASSNAME)
					end
				end
			end

			-- Generate and store addons list if needed
			if e.addons then
				if not level:getEntitiesList(type.."/"..e.addons..":addon") then
					self:generateEgoEntities(level, type, "addon", e.addons, e.__CLASSNAME)
				end
			end

			if genprob > 0 then
--				genprob = math.ceil(genprob / 10 * math.sqrt(genprob))
				r.total = r.total + genprob
				r[#r+1] = { e=e, genprob=r.total, level_diff = lev - level.level }
			end
		end
	end
	table.sort(r, function(a, b) return a.genprob < b.genprob end)

	local prev = 0
	local tperc = 0
	for i, ee in ipairs(r) do
		local perc = 100 * (ee.genprob - prev) / r.total
		tperc = tperc + perc
		print(("entity chance %2d : chance(%4d : %4.5f%%): %s"):format(i, ee.genprob, perc, ee.e.name))
		prev = ee.genprob
	end
	print("*DONE", r.total, tperc.."%")

	return r
end

--- Checks an entity against a filter
--	@param e: the entity to check
--	@param filter: the filter to use, a table specifying the checks to perform on the entity
--	@param typ: the type of entity, one of "actor", "projectie", "object", "trap", "terrain", "grid", "trigger"
--	@return true if the entity passes all of the filter checks
--	filter fields interpreted:
--		allow_uniques: don't reject existing uniques
--		unique: e[unique] must be defined
--		ignore: a filter specifying what entities to be specifically rejected
--		type: e[type] must match exactly
--		subtype: e[subtype] must match exactly
--		name: e[name] must match exactly
--		define_as: e.define_as must match exactly
--		properties: table of keys, e[key] MUST BE defined for all
--		not_properties: table of keys, e[key] MUST NOT BE defined for all
--		special: function(e, filter) that must return true
--		max_ood: perform an Out of Depth check (requires resolvers.current_level + max_ood > e.level_range[1])
--	Rejects existing uniques
--	If it is defined, e.checkFilter(filter) must return true
--	If it is defined, self:check_filter(e, filter, typ) must return true
function _M:checkFilter(e, filter, typ)
	if e.unique and not (filter and filter.allow_uniques) and game.uniques[e.__CLASSNAME.."/"..e.unique] then print("refused unique", e.name, e.__CLASSNAME.."/"..e.unique) return false end

	if not filter then return true end
	if filter.ignore and self:checkFilter(e, filter.ignore, typ) then return false end

	print("Checking filter", filter.type, filter.subtype, "::", e.type,e.subtype,e.name)
	if filter.type and filter.type ~= e.type then return false end
	if filter.subtype and filter.subtype ~= e.subtype then return false end
	if filter.name and filter.name ~= e.name then return false end
	if filter.define_as and filter.define_as ~= e.define_as then return false end
	if filter.unique and not e.unique then return false end
	if filter.properties then
		for i = 1, #filter.properties do if not e[filter.properties[i]] then return false end end
	end
	if filter.not_properties then
		for i = 1, #filter.not_properties do if e[filter.not_properties[i]] then return false end end
	end
	if e.checkFilter and not e:checkFilter(filter) then return false end
	if filter.special and not filter.special(e, filter) then return false end
	if self.check_filter and not self:check_filter(e, filter, typ) then return false end
	if filter.max_ood and resolvers.current_level and e.level_range and resolvers.current_level + filter.max_ood < e.level_range[1] then print("Refused max_ood", e.name, e.level_range[1]) return false end

	if e.unique then print("accepted unique", e.name, e.__CLASSNAME.."/"..e.unique) end

	return true
end

--- Return a string summary of a filter
function _M:filterToString(filter, ...)
	return string.fromTable(filter, ...)
end

--- Picks an entity from a computed probability list
function _M:pickEntity(list)
	if not list or #list == 0 then return nil end
	local r = rng.range(1, list.total)
	for i = 1, #list do
--		print("test", r, ":=:", list[i].genprob)
		if r <= list[i].genprob then
--			print(" * select", list[i].e.name)
			return list[i].e
		end
	end
	return nil
end

--- Compute posible egos for this list
function _M:generateEgoEntities(level, type, etype, e_egos, e___CLASSNAME)
	print("Generating specific ego list", type.."/"..e_egos..":"..etype)
	local egos = self:getEgosList(level, type, e_egos, e___CLASSNAME)
	if egos then
		local egos_prob = self:computeRarities(type, egos, level, etype ~= "" and function(e) return e[etype] end or nil)
		level:setEntitiesList(type.."/"..e_egos..":"..etype, egos_prob)
		level:setEntitiesList(type.."/base/"..e_egos..":"..etype, egos)
		return egos_prob
	end
end

--- Gets the possible egos
function _M:getEgosList(level, type, group, class)
	-- Already loaded ? use it
	local list = level:getEntitiesList(type.."/"..group)
	if list then return list end

	-- otherwise loads it and store it
	list = require(class):loadList(group, true)
	level:setEntitiesList(type.."/"..group, list)

	return list
end

function _M:getEntities(level, type)
	local list = level:getEntitiesList(type)
	if not list then
		if type == "actor" then level:setEntitiesList("actor", self:computeRarities("actor", self.npc_list, level, nil))
		elseif type == "object" then level:setEntitiesList("object", self:computeRarities("object", self.object_list, level, nil))
		elseif type == "trap" then level:setEntitiesList("trap", self:computeRarities("trap", self.trap_list, level, nil))
		end
		list = level:getEntitiesList(type)
	end
	return list
end

--- Picks and resolves an entity
-- @param level a Level object to generate for
-- @param type one of "object" "terrain" "actor" "trap" or a table of entities with __real_type defined
-- @param filter a filter table with optional fields:
--		base_list: an entities list (table) or a specifier to load the entities list from a file, format: <classname>:<file path> (takes priority over type)
--		special_rarity: alternate field for entity rarity field (default 'rarity')
--		nb_tries: maximum number of attempts to randomly pick the entity from the list
-- @param force_level if not nil forces the current level for resolvers to this one
-- @param prob_filter if true a new probability list based on this filter will be generated, ensuring to find objects better but at a slightly slower cost (maybe)
-- @return[1] nil if a filter was given an nothing found
-- @return[2] the fully resolved entity, ready to be used on a level
function _M:makeEntity(level, type, filter, force_level, prob_filter)
	resolvers.current_level = self.base_level + level.level - 1
	if force_level then resolvers.current_level = force_level end

	local list
	if _G.type(type) == "table" then -- use the provided list
		list = type
		type = type.__real_type or ""
	end

	if prob_filter == nil then prob_filter = util.getval(self.default_prob_filter, self, type) end
	if filter == nil then filter = util.getval(self.default_filter, self, level, type) end
	if filter and self.alter_filter then filter = util.getval(self.alter_filter, self, level, type, filter) end

	local e
	-- No probability list, use the default one and apply filter
	if not prob_filter then
		list = list or self:getEntities(level, type)
		local tries = filter and filter.nb_tries or 500
		-- CRUDE ! Brute force ! Make me smarter !
		while tries > 0 do
			e = self:pickEntity(list)
			if e and self:checkFilter(e, filter, type) then break end
			tries = tries - 1
		end
		if tries == 0 then return nil end
	-- Generate a specific probability list, slower to generate but no need to "try and be lucky"
	elseif filter then
		local base_list = list
		if filter.base_list then
			if _G.type(filter.base_list) == "table" then base_list = filter.base_list
			else
				local _, _, class, file = filter.base_list:find("(.*):(.*)")
				if class and file then
					base_list = require(class):loadList(file)
				end
			end
			type = base_list and base_list.__real_type or type
		elseif base_list then -- type = base_list.__real_type
		elseif type == "actor" then base_list = self.npc_list
		elseif type == "object" then base_list = self.object_list
		elseif type == "trap" then base_list = self.trap_list
		elseif not base_list then 
			base_list = self:getEntities(level, type)
		end
		if not base_list then return nil end
		local list = self:computeRarities(type, base_list, level, function(e) return self:checkFilter(e, filter, type) end, filter.add_levels, filter.special_rarity)
		e = self:pickEntity(list)
		print("[MAKE ENTITY] prob list generation", e and e.name, "from list size", #list)
		if not e then return nil end
	else -- No filter
		list = list or self:getEntities(level, type)
		local tries = filter and filter.nb_tries or 50 -- A little crude here too but we only check 50 times, this is simply to prevent duplicate uniques
		while tries > 0 do
			e = self:pickEntity(list)
			if e and self:checkFilter(e, nil, type) then break end
			tries = tries - 1
		end
		if tries == 0 then return nil end
	end

	if filter then e.force_ego = filter.force_ego end

	if filter and self.post_filter then e = util.getval(self.post_filter, self, level, type, e, filter) or e end

	e = self:finishEntity(level, type, e, (filter and filter.ego_filter) or (filter and filter.ego_chance))
	e.__forced_level = filter and filter.add_levels

	return e
end

--- Find a specific entity and resolve it
-- @param level a Level object to generate for
-- @param type defines where to find the entity definition:
--		a table is searched directly as a list of entities
--		"object" -- look in zone.object_list
--		"terrain", "grid", "trigger" -- look in zone.grid_list
--		"actor" -- look in zone.npc_list
--		"trap" -- look in zone.trap_list
--		other strings -- specifier to load the entities list from a file, format: <classname>:<file path>
-- @param name the name of the entity to find (must match entity.define_as exactly)
-- @param force_unique if not set, duplicate uniques will not be generated
-- @return[1] nil if the entity could not be found or was a pre-existing unique
-- @return[2] the fully resolved entity, ready to be used on a level
-- @return[2] boolean true if the entity was a pre-existing unique
function _M:makeEntityByName(level, type, name, force_unique)
	resolvers.current_level = self.base_level + level.level - 1

	local e
	if _G.type(type) == "table" then e = type[name] type = type.__real_type or type
	elseif type == "actor" then e = self.npc_list[name]
	elseif type == "object" then e = self.object_list[name]
	elseif type == "grid" or type == "terrain" or type == "trigger" then e = self.grid_list[name]
	elseif type == "trap" then e = self.trap_list[name]
	else
		local base_list
		local _, _, class, file = type:find("(.*):(.*)")
		if class and file then
			base_list = require(class):loadList(file)
			type = base_list.__real_type or type
		end
		e = base_list and base_list[name]
	end
	
	if not e then return nil end

	local forced = false
	if e.unique and game.uniques[e.__CLASSNAME.."/"..e.unique] then
		if not force_unique then
			forceprint("Refused unique by name", e.name, e.__CLASSNAME.."/"..e.unique)
			return nil
		else
			forced = true
		end
	end

	e = self:finishEntity(level, type, e)

	return e, forced
end

local pick_ego = function(self, level, e, eegos, egos_list, type, picked_etype, etype, ego_filter)
	picked_etype[etype] = true
	if _G.type(etype) == "number" then etype = "" end

	local egos = e.egos and level:getEntitiesList(type.."/"..e.egos..":"..etype)

	if not egos then egos = self:generateEgoEntities(level, type, etype, eegos, e.__CLASSNAME) end

	if self.ego_filter then ego_filter = self.ego_filter(self, level, type, etype, e, ego_filter, egos_list, picked_etype) end

	-- Filter the egos if needed
	if ego_filter then
		local list = {}
		for z = 1, #egos do list[#list+1] = egos[z].e end
		egos = self:computeRarities(type, list, level, function(e) return self:checkFilter(e, ego_filter) end, ego_filter.add_levels, ego_filter.special_rarity)
	end
	egos_list[#egos_list+1] = self:pickEntity(egos)

	if egos_list[#egos_list] then print("Picked ego", type.."/"..eegos..":"..etype, ":=>", egos_list[#egos_list].name) else print("Picked ego", type.."/"..eegos..":"..etype, ":=>", #egos_list) end
end

-- Applies a single ego to a (pre-resolved) entity
-- May be in need to resolve afterwards
function _M:applyEgo(e, ego, type, no_name_change)
	if not e.__original then e.__original = e:clone() end
	print("ego", ego.__CLASSNAME, ego.name, getmetatable(ego))
	ego = ego:clone()
	-- I18N Change name
	local newname = _t(e.name)
	if not no_name_change then
		local display = ego.display_string or _t(ego.name)
		if _getFlagI18N("ego_always_prefix") or ego.prefix or ego.display_prefix then newname = display .. _t(e.name)
		else newname = _t(e.name) .. display end
	end
	print("applying ego", ego.name, "to ", e.name, "::", newname, "///", e.unided_name, ego.unided_name)
	-- The ego requested instant resolving before merge ?
	if ego.instant_resolve then ego:resolve(nil, nil, e) end
	if ego.instant_resolve == "last" then ego:resolve(nil, true, e) end
	ego.instant_resolve = nil
	local save_ego = ego:clone()  -- AFTER resolve, no rerolls
	ego.unided_name = nil
	ego.__CLASSNAME = nil
	ego.__ATOMIC = nil
	-- Void the uid, we dont want to erase the base entity's one
	ego.uid = nil
	ego.rarity = nil
	ego.level_range = nil
	-- Merge according to Object's ego rules.
	table.ruleMergeAppendAdd(e, ego, self.ego_rules[type] or {})

	e.name = newname
	e.display_name = newdisplayname
	if not ego.fake_ego then
		e.egoed = true
		e.egos_number = (e.egos_number or 0) + 1
	end
	e.ego_list = e.ego_list or {}
	e.ego_list[#e.ego_list + 1] = {save_ego, type, no_name_change}
end

-- WARNING the thing may be in need of re-identifying after this
local function reapplyEgos(self, e)
	if not e.__original then e.__original = e:clone() end
	local id = e.isIdentified and e:isIdentified()
	local brandNew = e.__original -- it will be cloned upon first ego application
	if e.ego_list and #e.ego_list > 0 then
		for _, ego_args in ipairs(e.ego_list) do
			self:applyEgo(brandNew, unpack(ego_args))
		end
	end
	e:replaceWith(brandNew)
	if e.identify then e:identify(id) end
end

-- Remove an ego
function _M:removeEgo(e, ego)
	local idx = nil
	for i, v in ipairs(e.ego_list or {}) do
		if v[1] == ego then
			idx = i
		end
	end
	if not idx then return end
	table.remove(e.ego_list, idx)
	reapplyEgos(self, e)
	return ego
end

function _M:replaceEgo(e, ego1, ego2, type, no_name_change)
	if not e.ego_list or not ego1 then self:applyEgo(e, ego2, type, no_name_change) return e end
	local idx = nil
	for i, v in ipairs(e.ego_list) do
		if v[1] == ego1 then
			idx = i
		end
	end
	idx = idx or #e.ego_list + 1
	e.ego_list[idx] = {ego2, type, no_name_change}
	reapplyEgos(self, e)
	return e
end

function _M:getEgoByName(e, ego_name)
	for i, v in ipairs(e.ego_list or {}) do
		if v[1].name == ego_name then return v[1] end
	end
end

function _M:removeEgoByName(e, ego_name)
	for i, v in ipairs(e.ego_list or {}) do
		if v[1].name == ego_name then return self:removeEgo(e, v[1]) end
	end
end

function _M:setEntityEgoList(e, list)
	e.ego_list = table.clone(list)
	reapplyEgos(self, e)
	return e
end

--- Finishes generating an entity
function _M:finishEntity(level, type, e, ego_filter)
	e = e:clone()
	e:resolve()

	-- Add "addon" properties, always
	if not e.unique and e.addons then
		local egos_list = {}

		pick_ego(self, level, e, e.addons, egos_list, type, {}, "addon", nil)

		if #egos_list > 0 then
			for ie, ego in ipairs(egos_list) do
				self:applyEgo(e, ego, type)
			end
			-- Re-resolve with the (possibly) new resolvers
			e:resolve()
		end
		e.addons = nil
	end

	-- Add "ego" properties, sometimes
	if not e.unique and e.egos and (e.force_ego or e.egos_chance) then
		local egos_list = {}

		local ego_chance = 0
		if _G.type(ego_filter) == "number" then ego_chance = ego_filter; ego_filter = nil
		elseif _G.type(ego_filter) == "table" then ego_chance = ego_filter.ego_chance or 0
		else ego_filter = nil
		end

		if not e.force_ego then
			if _G.type(e.egos_chance) == "number" then e.egos_chance = {e.egos_chance} end

			if not ego_filter or not ego_filter.tries then
				--------------------------------------
				-- Natural ego
				--------------------------------------

				-- Pick an ego, then an other and so until we get no more
				local chance_decay = 1
				local picked_etype = {}
				local etype = e.ego_first_type and e.ego_first_type or rng.tableIndex(e.egos_chance, picked_etype)
				local echance = etype and e.egos_chance[etype]
				while etype and rng.percent(util.bound(echance / chance_decay + (ego_chance or 0), 0, 100)) do
					pick_ego(self, level, e, e.egos, egos_list, type, picked_etype, etype, ego_filter)

					etype = rng.tableIndex(e.egos_chance, picked_etype)
					echance = e.egos_chance[etype]
					if e.egos_chance_decay then chance_decay = chance_decay * e.egos_chance_decay end
				end

			else
				--------------------------------------
				-- Semi Natural ego
				--------------------------------------

				-- Pick an ego, then an other and so until we get no more
				local picked_etype = {}
				for i = 1, #ego_filter.tries do
					local try = ego_filter.tries[i]

					local etype = (i == 1 and e.ego_first_type and e.ego_first_type) or rng.tableIndex(e.egos_chance, picked_etype)
--					forceprint("EGO TRY", i, ":", etype, echance, try)
					if not etype then break end
					local echance = etype and try[etype]

					pick_ego(self, level, e, e.egos, egos_list, type, picked_etype, etype, try)
				end
			end
		else
			--------------------------------------
			-- Forced ego
			--------------------------------------

			local name = e.force_ego
			if _G.type(name) == "table" then name = rng.table(name) end
			print("Forcing ego", name)
			local egos = level:getEntitiesList(type.."/base/"..e.egos..":")
			egos_list = {egos[name]}
			e.force_ego = nil
		end

		if #egos_list > 0 then
			for ie, ego in ipairs(egos_list) do
				self:applyEgo(e, ego, type)
			end
			-- Re-resolve with the (possibly) new resolvers
			e:resolve()
		end
		if not ego_filter or not ego_filter.keep_egos then
			e.egos = nil e.egos_chance = nil e.force_ego = nil
		end
	end

	-- Generate a stack ?
	if e.generate_stack then
		local s = {}
		while e.generate_stack > 0 do
			s[#s+1] = e:clone()
			e.generate_stack = e.generate_stack - 1
		end
		for i = 1, #s do e:stack(s[i], true) end
	end

	e:resolve(nil, true)
	e:check("finish", e, self, level)
	self:triggerHook{"Zone:finishEntity", type=type, e=e}
	return e
end

--- Do the various stuff needed to setup an entity on the level
-- Grids do not really need this, it is mostly done for traps, objects and actors<br/>
-- This will do all the correct initializations and setup required
-- @param level: the level on which to add the entity
-- @param e: the entity to add
-- @param typ: the type of entity, one of "actor", "projectile", "object", "trap", "terrain", "grid", "trigger"
-- @param x:  x coordinate. This CAN be null in which case it wont be added to the map
-- @param y: y coordinate.  This CAN be null in which case it wont be added to the map
-- @param no_added: set true to prevent calling e:added()
--	checks e.addedToLevel then e.on_added after adding the entity
function _M:addEntity(level, e, typ, x, y, no_added)
	if typ == "actor" then
		-- We are adding it, this means there is no old position
		e.x = nil
		e.y = nil
		if x and y then e:move(x, y, true) end
		level:addEntity(e, nil, true)
		if not no_added then e:added() end
		-- Levelup ?
		if self.actor_adjust_level and e.forceLevelup and not e._actor_adjust_level_applied then
			local newlevel = self:actor_adjust_level(level, e)
			e:forceLevelup(newlevel + (e.__forced_level or 0))
			e._actor_adjust_level_applied = true
		end
	elseif typ == "projectile" then
		-- We are adding it, this means there is no old position
		e.x = nil
		e.y = nil
		if x and y then e:move(x, y, true) end
		if e.src then level:addEntity(e, e.src, true)
		else level:addEntity(e, nil, true) end
		if not no_added then e:added() end
	elseif typ == "object" then
		if x and y then level.map:addObject(x, y, e) end
		if not no_added then e:added() end
	elseif typ == "trap" then
		if x and y then level.map(x, y, Map.TRAP, e) end
		if not no_added then e:added() end
	elseif typ == "terrain" or typ == "grid" then
		if x and y then level.map(x, y, Map.TERRAIN, e) end
	elseif typ == "trigger" then
		if x and y then level.map(x, y, Map.TRIGGER, e) end
	end
	e:check("addedToLevel", level, x, y)
	e:check("on_added", level, x, y)  -- Sustains are activated here
	e:check("on_added_final", level, x, y)
end

--- If we are loaded we need a new uid
function _M:loaded()
	__zone_store[self] = true
	self._tmp_data = {}

	if type(self.reload_lists) ~= "boolean" or self.reload_lists then
		self:loadBaseLists()
	end
	if self.on_loaded then self:on_loaded() end
end

function _M:load(dynamic)
	local ret = true
	-- Try to load from a savefile
	local data = savefile_pipe:doLoad(game.save_name, "zone", nil, self.short_name)

	if not data and not dynamic then
		local f, err = loadfile(self:getBaseName().."zone.lua")
		if err then error(err) end
		setfenv(f, setmetatable({self=self, short_name=self.short_name}, {__index=_G}))
		data = f()
		ret = false

		if type(data.reload_lists) ~= "boolean" or data.reload_lists then
			self._no_save_fields = table.clone(self._no_save_fields, true)
			self._no_save_fields.npc_list = true
			self._no_save_fields.grid_list = true
			self._no_save_fields.object_list = true
			self._no_save_fields.trap_list = true
		end

		for k, e in pairs(data) do self[k] = e end
		self:onLoadZoneFile(self:getBaseName())
		self:triggerHook{"Zone:create", dynamic=dynamic}
		if self.on_loaded then self:on_loaded() end
	elseif not data and dynamic then
		data = dynamic
		ret = false

		if data.reload_lists == true then -- We do not check for nil here to force dynamic zones that want reloading to explicitly say so
			self._no_save_fields = table.clone(self._no_save_fields, true)
			self._no_save_fields.npc_list = true
			self._no_save_fields.grid_list = true
			self._no_save_fields.object_list = true
			self._no_save_fields.trap_list = true
		end

		for k, e in pairs(data) do self[k] = e end
		self:onLoadZoneFile(false)
		self:triggerHook{"Zone:create", dynamic=dynamic}
		if self.on_loaded then self:on_loaded() end
	else
		for k, e in pairs(data) do self[k] = e end
	end
	return ret
end

--- Called when the zone file is loaded
-- Does nothing, overload it
function _M:onLoadZoneFile(basedir)
end

local recurs = function(t)
	local nt = {}
	for k, e in pairs(nt) do if k ~= "__CLASSNAME" and k ~= "__ATOMIC" then nt[k] = e end end
	return nt
end
function _M:getLevelData(lev)
	local res = table.clone(self, true, self._no_save_fields)
	if self.levels[lev] then
		table.merge(res, self.levels[lev], true, self._no_save_fields)
	end
	if res.alter_level_data then res.alter_level_data(self, lev, res) end
	-- Make sure it is not considered a class
	res.__CLASSNAME = nil
	res.__ATOMIC = nil
	return res
end

--- Leave the level, forgetting uniques and such
function _M:leaveLevel(no_close, lev, old_lev)
	-- Before doing anything else, close the current level
	if not no_close and game.level and game.level.map then
		game:leaveLevel(game.level, lev, old_lev)

		if type(game.level.data.persistent) == "string" and game.level.data.persistent == "zone_temporary" then
			print("[LEVEL] persisting to zone memory (temporary)", game.level.id)
			self.temp_memory_levels = self.temp_memory_levels or {}
			self.temp_memory_levels[game.level.level] = game.level
		elseif type(game.level.data.persistent) == "string" and game.level.data.persistent == "zone" and not self.save_per_level then
			print("[LEVEL] persisting to zone memory", game.level.id)
			self.memory_levels = self.memory_levels or {}
			self.memory_levels[game.level.level] = game.level
		elseif type(game.level.data.persistent) == "string" and game.level.data.persistent == "memory" then
			print("[LEVEL] persisting to memory", game.level.id)
			game.memory_levels = game.memory_levels or {}
			game.memory_levels[game.level.id] = game.level
		elseif game.level.data.persistent then
			print("[LEVEL] persisting to disk file", game.level.id)
			savefile_pipe:push(game.save_name, "level", game.level)
			game.level.map:close()
		else
			game.level:removed()
			game.level.map:close()
		end
	end
end

function _M:getLoadTips()
	if self.load_tips then
		local l = rng.table(self.load_tips)
		return "#{italic}##ANTIQUE_WHITE#"..l.text.."#WHITE##{normal}#"
	else
		return nil
	end
end

--- Asks the zone to generate a level of level "lev"
-- @param game which `Game`?
-- @param lev the level number going to (from 1 to zone.max_level)
-- @param old_lev level number leaving from
-- @param no_close pass to `leaveLevel`
-- @return a `Level` object
function _M:getLevel(game, lev, old_lev, no_close)
	self:leaveLevel(no_close, lev, old_lev)

	local level_data = self:getLevelData(lev)

	local levelid = self.short_name.."-"..lev
	local level
	local new_level = false
	-- Load persistent level?
	if type(level_data.persistent) == "string" and level_data.persistent == "zone_temporary" then
		forceprint("Loading zone temporary level", self.short_name, lev)
		local popup = Dialog:simpleWaiterTip(_t"Loading level", _t"Please wait while loading the level... ", self:getLoadTips(), nil, 10000)
		core.display.forceRedraw()

		self.temp_memory_levels = self.temp_memory_levels or {}
		level = self.temp_memory_levels[lev]

		if level then
			-- Setup the level in the game
			game:setLevel(level)
			-- Recreate the map because it could have been saved with a different tileset or whatever
			-- This is not needed in case of a direct to file persistance becuase the map IS recreated each time anyway
			if level.map then level.map:recreate() end
		end
		popup:done()
	elseif type(level_data.persistent) == "string" and level_data.persistent == "zone" and not self.save_per_level then
		forceprint("Loading zone persistance level", self.short_name, lev)
		local popup = Dialog:simpleWaiterTip(_t"Loading level", _t"Please wait while loading the level... ", self:getLoadTips(), nil, 10000)
		core.display.forceRedraw()

		self.memory_levels = self.memory_levels or {}
		level = self.memory_levels[lev]

		if level then
			-- Setup the level in the game
			game:setLevel(level)
			-- Recreate the map because it could have been saved with a different tileset or whatever
			-- This is not needed in case of a direct to file persistance becuase the map IS recreated each time anyway
			if level.map then level.map:recreate() end
		end
		popup:done()
	elseif type(level_data.persistent) == "string" and level_data.persistent == "memory" then
		forceprint("Loading memory persistance level", self.short_name, lev)
		local popup = Dialog:simpleWaiterTip(_t"Loading level", _t"Please wait while loading the level... ", self:getLoadTips(), nil, 10000)
		core.display.forceRedraw()

		game.memory_levels = game.memory_levels or {}
		level = game.memory_levels[levelid]

		if level then
			-- Setup the level in the game
			game:setLevel(level)
			-- Recreate the map because it could have been saved with a different tileset or whatever
			-- This is not needed in case of a direct to file persistance becuase the map IS recreated each time anyway
			if level.map then level.map:recreate() end
		end
		popup:done()
	elseif level_data.persistent then
		forceprint("Loading level persistance level", self.short_name, lev)
		local popup = Dialog:simpleWaiterTip(_t"Loading level", _t"Please wait while loading the level... ", self:getLoadTips(), nil, 10000)
		core.display.forceRedraw()

		-- Try to load from a savefile
		level = savefile_pipe:doLoad(game.save_name, "level", nil, self.short_name, lev)

		if level then
			-- Setup the level in the game
			game:setLevel(level)
		end
		popup:done()
	end

	-- In any case, make one if none was found
	if not level then
		forceprint("Creating level", self.short_name, lev)
		local popup = Dialog:simpleWaiterTip(_t"Generating level", _t"Please wait while generating the level... ", self:getLoadTips(), nil, 10000)
		
		core.display.forceRedraw()
		self._level_generation_count = 0
		level = self:newLevel(level_data, lev, old_lev, game)
		new_level = true

		popup:done()
	end

	-- Clean up things
	collectgarbage("collect")

	-- Re-open the level if needed (the method does the check itself)
	if level and level.map then level.map:reopen() end

	return level, new_level
end

function _M:getGenerator(what, level, spots)
	assert(level.data.generator[what], "requested zone generator of type "..tostring(what).." but it is not defined")
	assert(level.data.generator[what].class, "requested zone generator of type "..tostring(what).." but it has no class field")
	print("[GENERATOR] requiring", what, level.data.generator and level.data.generator[what] and level.data.generator[what].class)
	package.loaded[level.data.generator and level.data.generator[what] and level.data.generator[what].class] = nil
	if not level.data.generator[what].zoneclass then
		return require(level.data.generator[what].class).new(
			self,
			level.map,
			level,
			spots
		)
	else
		local base = require(level.data.generator[what].class)
		local c = class.inherit(base){}
		local append = ""
		if type(level.data.generator[what].zoneclass) == "string" then append = level.data.generator[what].zoneclass end
		local name = self:getBaseName().."generator"..what:capitalize()..append..".lua"
		print("[ZONE] Custom zone generator for "..what.." loading from "..name)
		local add = loadfile(name)
		setfenv(add, setmetatable({
			_M = c,
			baseGenerator = base,
			Zone = _M,
			Map = Map,
		}, {__index=_G}))
		add()

		return c.new(
			self,
			level.map,
			level,
			spots
		)
	end
end

_M._level_generation_count = 0
_M._max_level_generation_count = 50 -- newLevel will return the last level generated after this many attempts at generation. Modules should check ._level_generation_count to be sure level generation was successful

function _M:newLevel(level_data, lev, old_lev, game)
	self._level_generation_count = self._level_generation_count + 1
	forceprint("[Zone:newLevel]", self.short_name, "beginning level generation, count:", self._level_generation_count)
	if self._level_generation_count > self._max_level_generation_count then
		-- Cancel capture, shouldnt be needed but paranoia is cool
		game:onTickEndCapture(nil)

		forceprint("[Zone:newLevel] ABORTING level generation after too many failures.")
		return game.level -- returns the (last generated, failed) level
	end

	resolvers.current_level = self.base_level + lev - 1
	local map = self.map_class.new(level_data.width, level_data.height)
	map.updateMap = function() end
	if level_data.all_lited then map:liteAll(0, 0, map.w, map.h) end
	if level_data.all_remembered then map:rememberAll(0, 0, map.w, map.h) end

	-- Setup the entities list
	local level = self.level_class.new(lev, map)
	level._generation_count = self._level_generation_count
	level:setEntitiesList("actor", self:computeRarities("actor", self.npc_list, level, nil))
	level:setEntitiesList("object", self:computeRarities("object", self.object_list, level, nil))
	level:setEntitiesList("trap", self:computeRarities("trap", self.trap_list, level, nil))
	local zoneelists = {grid_list = self.grid_list, npc_list = self.npc_list, object_list = self.object_list, trap_list = self.trap_list}
	
	-- Save level data
	level.data = level_data or {}
	level.id = self.short_name.."-"..lev

	-- Setup the level in the game
	game:setLevel(level)

	-- Catch all calls to onTickEnd, we will merge them at the end ONLY if successful
	local ontickend_catcher = {}
	game:onTickEndCapture(ontickend_catcher)

	-- Generate the map
	local generator = self:getGenerator("map", level, level_data.generator.map)
	
	local ux, uy, dx, dy, spots = generator:generate(lev, old_lev)
	if level.force_recreate then
		forceprint("[Zone:newLevel] map generator "..generator.__CLASSNAME.." forced recreation: ",level.force_recreate)
		level:removed()
		game:onTickEndCapture(nil)
		return self:newLevel(level_data, lev, old_lev, game)
	end

	spots = spots or {}

	for i = 1, #spots do print("[NEW LEVEL] spot", spots[i].x, spots[i].y, spots[i].type, spots[i].subtype) end

	level.default_up = {x=ux, y=uy}
	level.default_down = {x=dx, y=dy}
	level.spots = spots

	-- Call a map finisher
	if level_data.post_process_map then
		level_data.post_process_map(level, self)
		if level.force_recreate then
			forceprint("[Zone:newLevel] post_process_map "..generator.__CLASSNAME.." forced recreation: ",level.force_recreate)
			level:removed()
			game:onTickEndCapture(nil)
			return self:newLevel(level_data, lev, old_lev, game)
		end
	end

	-- Add the entities we are told to
	for i = 0, map.w - 1 do for j = 0, map.h - 1 do
		if map.room_map[i] and map.room_map[i][j] and map.room_map[i][j].add_entities then
			local ae = map.room_map[i][j].add_entities
			for z = 1, #ae do
				if ae[z].elists then -- use the specified entity lists
					table.merge(self, ae[z].elists)
					self:addEntity(level, ae[z][2], ae[z][1], i, j, true)
					table.merge(self, zoneelists)
				else
					self:addEntity(level, ae[z][2], ae[z][1], i, j, true)
				end
			end
		end
	end end

	-- Now update it all in one go (faster than letting the generators do it since they usually overlay multiple terrains)
	map.updateMap = nil
	map:redisplay()

	-- Generate actors
	if level_data.generator.actor and level_data.generator.actor.class then
		local generator = self:getGenerator("actor", level, spots)
		generator:generate()
	end

	-- Generate objects
	if level_data.generator.object and level_data.generator.object.class then
		local generator = self:getGenerator("object", level, spots)
		generator:generate()
	end

	-- Generate traps
	if level_data.generator.trap and level_data.generator.trap.class then
		local generator = self:getGenerator("trap", level, spots)
		generator:generate()
	end

	-- Adjust shown & obscure colors
	if level_data.color_shown then map:setShown(unpack(level_data.color_shown)) end
	if level_data.color_obscure then map:setObscure(unpack(level_data.color_obscure)) end

	-- Call a finisher
	if level_data.post_process then
		level_data.post_process(level, self)
		if level.force_recreate then
			forceprint("[Zone:newLevel] post_process "..generator.__CLASSNAME.." forced recreation: ",level.force_recreate)
			level:removed()
			game:onTickEndCapture(nil)
			return self:newLevel(level_data, lev, old_lev, game)
		end
	end

	-- Check for connectivity from entrance to exit
	local a = Astar.new(map, game:getPlayer())
	if not level_data.no_level_connectivity then
		print("[LEVEL GENERATION] checking entrance to exit A*", ux, uy, "to", dx, dy)
		if ux and uy and dx and dy and (ux ~= dx or uy ~= dy) and not a:calc(ux, uy, dx, dy) then
			forceprint("[Zone:newLevel] Level unconnected, no way from entrance", ux, uy, "to exit", dx, dy)
			level:removed()
			game:onTickEndCapture(nil)
			return self:newLevel(level_data, lev, old_lev, game)
		end
	end
	-- Check for connectivity for spots that request it
	for i = 1, #spots do
		local spot = spots[i]
		if spot.check_connectivity then
			local cx, cy
			if type(spot.check_connectivity) == "string" and spot.check_connectivity == "entrance" then cx, cy = ux, uy
			elseif type(spot.check_connectivity) == "string" and spot.check_connectivity == "exit" then cx, cy = dx, dy
			else cx, cy = spot.check_connectivity.x, spot.check_connectivity.y
			end

			print("[LEVEL GENERATION] checking A*", spot.x, spot.y, "to", cx, cy)
			if spot.x and spot.y and cx and cy and (spot.x ~= cx or spot.y ~= cy) and not a:calc(spot.x, spot.y, cx, cy) then
				forceprint("[Zone:newLevel] Level unconnected, no way from spot", spot.type, spot.subtyp, "at", spot.x, spot.y, "to", cx, cy, spot.check_connectivity)
				level:removed()
				game:onTickEndCapture(nil)
				return self:newLevel(level_data, lev, old_lev, game)
			end
		end
	end
	-- Delete the room_map if it's no longer needed
	if not self._retain_level_room_map then map.room_map = nil end

	-- Call a "post" finisher
	if level_data.post_process_end then level_data.post_process_end(level, self) end

	-- Safety checks, look for upvalues EVERYWHERE
	if config.settings.cheat then
		map:applyAll(function(x, y, where, e) e:checkForUpvalues() end)
	end

	-- Stop the capture and merge what we've got
	game:onTickEndCapture(nil)
	game:onTickEndMerge(ontickend_catcher)

	return level
end

--- Modules should call this method when done generating a level to run any callbacks registered by generators
function _M:runPostGeneration(level)
	if not level then return end

	if level.post_gen_callbacks then
		for _, fct in ipairs(level.post_gen_callbacks) do
			fct(self, level, level.map)
		end
	end

	if not config.settings.cheat then
		level.map.room_map = nil -- delete the room map, but keep it for debugging
	end
end