Building rooms

Hello. I want to do the mechanics of building rooms. I have emty area “0” with some rules. (empty ground), after cliking on it it became area “1” with another rules (room with stuff). Same zones next to each other merge into one. How to do this can you give me road map.

You’re not going to get any answers with a description like this. Consider posting more details. You’re asking a vague question about a very complex topic.

It sounds like you need a mix of procedural and modular generation - and that’s the best answer I could give you based on the description, sorry!

Ok my bad. I no need modeling, I need few zones with different rules. I have “empty ground” after cliking i must have empty ground with permision to place something.

Sorry, I’m still not getting it.

Is this about placing buildings in a landscape? Is there an example from a game you’ve played? Could you perhaps point to a YouTube video that demonstrates the behaviour?

Is this like placing buildings in an RTS game where some criteria need to be met?

this game good for exmpl. You see empty ground. You can build only rooms. On it. After you build room you have permission to build inside room some stuff.
Q: I have area i can build only rooms. And how can i add area with permission to build some stuff/ (no need constr Blueprint, only idea how to make areas with different rules).

Sorry maybe my engl not so good. I dont understand how to make it clearly.

inside each room (in the game by example). player can build things available only for this room. Even after setting the room. (I understand that the construction of a room is a constructional blueprint). Ie, a room is a kind of zone with special access rights to the content being posted. As I understand? maybe I’m wrong. Here is the question of how to make such a zone with special access to the content being posted. If I think wrong, correct me.

Sorry maybe my engl not so good. I
dont understand how to make it
clearly.

Your last example makes perfect sense. This is a complex system; you could start with the following approach:

Each room is an actor inheriting from a common parent and stores a list of compatible items a player can add there. I’d most likely experiment with an Enumerator | Class map. Where an enumerator is the item type and the class is the actual object class a player can build / add. This will allow this Map variable to serve as a filter and also help display desired objects one can add (via widgets, for example).

The room boundaries can be a simple box collision where, in order to add an item, you de-project mouse screen coordinates to world space and snap a marker to a grid. Expanding a room should be as easy as enlarging the collision box while checking if something else has collided / overlapped with it. Connecting 2 rooms of the same type will definitely be tricky but you can worry about that once you have the basics working.

A system like this is beyond what can be described here in detail but if you have a question about something specific, please do tell.