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Old August 23, 2019, 20:01   #11
Voovus
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I agree that it has sometimes become a bit frustrating to search for an exit compared to the olden days.

As a random suggestion, perhaps, instead of generating exits on empty squares that have three adjacent walls, the stairs could be generated on top of walls that are next to corridors, that is convert
##.#
to
#>.#
I haven't thought this through properly, but I think this would remove the need for generating (and exploring) random dead-end corridors without introducing the instakill by hounds situation mentioned by luneya.
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Old August 23, 2019, 21:19   #12
Gwarl
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Isn't being dropped in the middle of a pack of hounds only a problem if you're playing ironman or without connected stairs?
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Old August 23, 2019, 22:42   #13
Derakon
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Quote:
Originally Posted by Gwarl View Post
Isn't being dropped in the middle of a pack of hounds only a problem if you're playing ironman or without connected stairs?
Disconnected stairs is significantly more fun for me as it removes the temptation of stairscumming and means I don't have a safe area to retreat to at the start of levels. But there's a difference between "not feeling safe" and "not having any options". I've died before because I spent my first turn on casting Detection instead of Teleport, thereby revealing the monster in the darkness that then spent their turn killing me. It's not a lot of fun.

It sounds to me like the main issue currently is that stairs tend to cluster. It shouldn't be too hard to write a de-clustering algorithm something like this:
Code:
stairs = []
for (int i = 0; i < num_stairs; i++) {
  for (int j = 0; j < num_tries; j++) {
    p = generate random position;
    foreach stair in stairs {
      if (distance(p, stair) < threshold) {
        p is not valid;
      }
    }
    if (p is valid or j == num_tries - 1) {
      stairs.append(p);
    }
  }
}
I assume there's already code that defines a "valid" stair placement (e.g. not being inside of a wall, and the previously-mentioned number of adjacent walls). If we just tell it that stairs also aren't valid if they're too close to other stairs, then the stairs ought to be more spread out, no?
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Old August 24, 2019, 11:36   #14
fph
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Quote:
Originally Posted by Gwarl View Post
Isn't being dropped in the middle of a pack of hounds only a problem if you're playing ironman or without connected stairs?
It's also a problem if the room is not lit and you can't see the hounds.
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