Angband.oook.cz
Angband.oook.cz
AboutVariantsLadderForumCompetitionComicScreenshotsFunniesLinks

Go Back   Angband Forums > Angband > Vanilla

Reply
 
Thread Tools Display Modes
Old August 29, 2009, 20:09   #11
Atarlost
Swordsman
 
Join Date: Apr 2007
Posts: 441
Atarlost is on a distinguished road
Why not look at the ToME dungeon generation code. It can construct dungeon levels one room without difficulty. It must either have some failsafe code to avoid endless loops on small levels or use a different algorith that produces superficialy similar dungeons at least for some room settings.
__________________
One Ring to rule them all. One Ring to bind them.
One Ring to bring them all and in the darkness interrupt the movie.
Atarlost is offline   Reply With Quote
Old August 29, 2009, 20:46   #12
d_m
Angband Devteam member
 
d_m's Avatar
 
Join Date: Aug 2008
Location: Philadelphia, PA, USA
Age: 42
Posts: 1,516
d_m is on a distinguished road
Quote:
Originally Posted by Atarlost View Post
Why not look at the ToME dungeon generation code. It can construct dungeon levels one room without difficulty. It must either have some failsafe code to avoid endless loops on small levels or use a different algorith that produces superficialy similar dungeons at least for some room settings.
I think the concern isn't that the current code can't produce one room dungeons, but rather that the rest of the Angband code assumes that there will be N rooms (where N is probably at least 4). It's easy to make the generation code create only one room if that's what is desired.
__________________
linux->xterm->screen->pmacs
d_m is offline   Reply With Quote
Old August 30, 2009, 07:36   #13
Atarlost
Swordsman
 
Join Date: Apr 2007
Posts: 441
Atarlost is on a distinguished road
I thought the problem was the corridor generation looping when there was only one room. I guess I misread something.
__________________
One Ring to rule them all. One Ring to bind them.
One Ring to bring them all and in the darkness interrupt the movie.
Atarlost is offline   Reply With Quote
Old August 30, 2009, 08:40   #14
PowerDiver
Prophet
 
Join Date: Mar 2008
Posts: 2,750
PowerDiver is on a distinguished road
Quote:
Originally Posted by Atarlost View Post
I thought the problem was the corridor generation looping when there was only one room. I guess I misread something.
That's the infinite loop problem for generation. There are other infinite loops for things like Portal [failed my test after I fixed the rubble bug] and who knows what else.

What if all open space is inside vaults, because the level is just 1 vault? Aren't you guaranteed not to start in a vault? Isn't phase guaranteed to take you out? Who knows what would happen.

Also, tiny levels make telSelf and telOther not be escapes. That's a fundamental change to how the game is played. IMO this deserves more discussion than symmetric LOS or item generation.

I continue my 1642 game, and have survived a couple small levels just through luck. I guess I should post a dump.
PowerDiver is offline   Reply With Quote
Old August 30, 2009, 21:00   #15
takkaria
Veteran
 
takkaria's Avatar
 
Join Date: Apr 2007
Posts: 1,951
Donated: $40
takkaria is on a distinguished road
The dungeon used to be variably-sized; Ben took it out when he refactored the code. I don't think it's a massive fundamental game change.
__________________
takkaria whispers something about options. -more-
takkaria is offline   Reply With Quote
Old August 31, 2009, 19:37   #16
Magnate
Angband Devteam member
 
Join Date: May 2007
Location: London, UK
Posts: 5,060
Magnate is on a distinguished road
Send a message via MSN to Magnate Send a message via Yahoo to Magnate
Quote:
Originally Posted by PowerDiver View Post
Also, tiny levels make telSelf and telOther not be escapes. That's a fundamental change to how the game is played. IMO this deserves more discussion than symmetric LOS or item generation.
Naughty - you are on record several times as saying that tSelf is not an escape. The effect on tOther is IMO connected to a long overdue revisiting of monster detection ranges, which should be considered along with other changes following from variable-sized dungeons.

I'm now going to start a new thread about the caveats of playing dev versions.
Magnate is offline   Reply With Quote
Old August 31, 2009, 19:47   #17
PowerDiver
Prophet
 
Join Date: Mar 2008
Posts: 2,750
PowerDiver is on a distinguished road
Quote:
Originally Posted by Magnate View Post
Naughty - you are on record several times as saying that tSelf is not an escape.
Well, it's a chance at an escape? It's an attempt to escape?

I wouldn't use it when hurt, but at full hp I do use it, especially early on a new level. Sometimes. Hmm. I wonder if we need different terms.
PowerDiver is offline   Reply With Quote
Old August 31, 2009, 19:52   #18
Magnate
Angband Devteam member
 
Join Date: May 2007
Location: London, UK
Posts: 5,060
Magnate is on a distinguished road
Send a message via MSN to Magnate Send a message via Yahoo to Magnate
Quote:
Originally Posted by PowerDiver View Post
Well, it's a chance at an escape? It's an attempt to escape?

I wouldn't use it when hurt, but at full hp I do use it, especially early on a new level. Sometimes. Hmm. I wonder if we need different terms.
Just teasing really - I know what you mean, in that the variable levels do make a difference to it. Perhaps "escape" and "guaranteed escape" would do - currently only new levels (stairs, tLev, DD and Alter Reality) are guaranteed escapes, I think.
Magnate is offline   Reply With Quote
Old August 31, 2009, 20:51   #19
Marble Dice
Swordsman
 
Join Date: Jun 2008
Location: Portland, OR, USA
Posts: 412
Marble Dice is on a distinguished road
I'd consider ?*Destruction* and similar effects as true escapes, too.
Marble Dice is offline   Reply With Quote
Old September 1, 2009, 04:51   #20
Pete Mack
Prophet
 
Join Date: Apr 2007
Location: Seattle, WA
Posts: 6,766
Donated: $40
Pete Mack will become famous soon enough
Quote:
Originally Posted by PowerDiver View Post
Well, it's a chance at an escape? It's an attempt to escape?

I wouldn't use it when hurt, but at full hp I do use it, especially early on a new level. Sometimes. Hmm. I wonder if we need different terms.
I usually use "evasion" for (successfully) declining a fight, and "escape" for an impending instakill situation.
Pete Mack is offline   Reply With Quote
Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT +1. The time now is 13:55.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2023, vBulletin Solutions Inc.