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#91 | ||
Angband Devteam member
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But no, the idea is not to sim randarts specifically. Your goal can be achieved by doing the runs with randarts and comparing the total availability of OF_FOO with the total availability using standarts. There is no need to compare standarts directly with randarts without looking at what's actually available in the dungeon, IMO. If there is, it would be much quicker and simpler to write a dedicated sim. It would be quite easy to set a number of runs between each new set of randarts (it currently defaults to 1, which simulates real games), but the problem would be writing out the intermediate data. Let's see how we get on. |
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#92 | |
Angband Devteam member
Join Date: Aug 2008
Location: Philadelphia, PA, USA
Age: 41
Posts: 1,516
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Do you remember which version of the game generated that level (I assume it was pretty recent)? Also, do you remember how the vault connected with the result of the level? Usually there is a passage leading to some random part of the GV and then the player has to tunnel into it. I've been trying to replicate this without success (so far) so I'm curious if you remember any more details (or maybe even have a screenshot)? Thanks for your feedback! EDIT: Of course, after generating 15 Bubbles vaults that are fine (and posting this) I find one that has a column removed! So... clearly I *can* reproduce this. Sorry for the noise ![]() |
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#93 |
Prophet
Join Date: Dec 2009
Posts: 9,024
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This was with the most recent version. I went ahead and wizard-scummed until I got another vault showing the behavior. This time it's a missing column, and it does indeed coincide with a corridor:
![]() Sounds like you ought to be able to fix this by treating icky tiles and all non-border permanent walls as passable for your connectivity checker. |
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#94 | |
Angband Devteam member
Join Date: Aug 2008
Location: Philadelphia, PA, USA
Age: 41
Posts: 1,516
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Quote:
The core function (join_region) isn't trying to connect to the vault... but instead trying to connect regions on both sides of the vault. It was first written for use with caverns (which don't currently have vaults) and didn't realize that it had to go around permanent walls/icky squares. This is now fixed in staging (I confirmed it by generating vaults until I found one with regions on both sides and a weird tunnel going around the vault to connect them) closing ticket #1455. |
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