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Old August 29, 2009, 21:09   #11
Atarlost
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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.
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Old August 29, 2009, 21:46   #12
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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.
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Old August 30, 2009, 08:36   #13
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I thought the problem was the corridor generation looping when there was only one room. I guess I misread something.
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Old August 30, 2009, 09:40   #14
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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.
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Old August 30, 2009, 22:00   #15
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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.
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Old August 31, 2009, 20:37   #16
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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.
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Old August 31, 2009, 20:47   #17
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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.
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Old August 31, 2009, 20:52   #18
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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.
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Old August 31, 2009, 21:51   #19
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I'd consider ?*Destruction* and similar effects as true escapes, too.
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Old September 1, 2009, 05:51   #20
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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.
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