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Old November 10, 2011, 16:48   #6
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Originally Posted by d_m View Post
2. The code for ensuring dungeon connectedness. I wrote this to use with caverns, and have plugged it into the end of generation as a failsafe. It does not respect things like % versus # and doesn't really worry about "messing up" the way rooms look. It's goal is to connect all floor tiles, with a few exceptions to keep from messing up vaults.
Ah, that makes a lot of sense, thanks. I did wonder how the generation process was smart enough to scrap the rules when they weren't working.
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