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Old June 21, 2010, 06:52   #1
Derakon
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Disconnected dungeon generation

This is the first time I can remember seeing a disconnected dungeon in, well, ever.



That's a shot of Detection being cast, by the way. When I first saw it on the map I thought there might be two secret doors right next to each other, but no dice.
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Old June 21, 2010, 07:00   #2
Timo Pietilš
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Quote:
Originally Posted by Derakon View Post
This is the first time I can remember seeing a disconnected dungeon in, well, ever.
Qualifies as bug. That shouldn't happen.
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Old June 21, 2010, 07:06   #3
Derakon
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Which is why I made the thread.
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Old June 21, 2010, 07:32   #4
PowerDiver
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http://trac.rephial.org/ticket/838
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Old June 21, 2010, 16:39   #5
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Excitingly, the dungeon-generation algorithm doesn't guarantee that the dungeon is connected.

It's actually confusing how rarely this happens, in my opinion.
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Old June 21, 2010, 17:26   #6
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More common is the case where a GCV with all permanent walls bifurcates the dungeon into two sections. This case, of a disconnected room, is so rare that it's almost not worth dealing with. Call it a feature and be done with it.

So, are you gonna clear out that dragon pit, or should I?
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Old June 21, 2010, 18:02   #7
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Originally Posted by fizzix View Post
This case, of a disconnected room, is so rare that it's almost not worth dealing with. Call it a feature and be done with it.
When I came down into a single disconnected room with no exit, early enough not to be able to dig through granite, it sure felt like a bug. I agree it is no big deal as you can always just ?recall.

Would it be so hard to leave the generation basically as is, but add a post-processing step to connect everything? I guess the tricky part is not removing walls inside vaults.
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Old June 21, 2010, 18:14   #8
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I think generate.c goes through every room in the dungeon and tries to connect it to another randomly chosen room in the dungeon. The tunneling stops when it reaches the other room, or reaches another tunnel.

Very very rarely, one or two rooms only connect back to themselves and the dungeon has a closed loop or isolated room.

I guess it could be checked for, but I think it happens so infrequently noone has ever bothered to fix it.
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Old June 21, 2010, 18:20   #9
fizzix
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Quote:
Originally Posted by PowerDiver View Post
When I came down into a single disconnected room with no exit, early enough not to be able to dig through granite, it sure felt like a bug. I agree it is no big deal as you can always just ?recall.

Would it be so hard to leave the generation basically as is, but add a post-processing step to connect everything? I guess the tricky part is not removing walls inside vaults.
How about just ensure that starting location has a connected path to down stairs?
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Old June 21, 2010, 18:28   #10
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Quote:
Originally Posted by PowerDiver View Post
When I came down into a single disconnected room with no exit, early enough not to be able to dig through granite, it sure felt like a bug. I agree it is no big deal as you can always just ?recall.

Would it be so hard to leave the generation basically as is, but add a post-processing step to connect everything? I guess the tricky part is not removing walls inside vaults.
I remember my very first game of rogue I started in a room with an 'I'ceman and an up stairway and no doors. I killed the iceman spent quite some time figuring out you could not go up stairs and then died of starvation before I figured out you could search for doors. I decided it was a crappy game and did not play again for several weeks. Now look at me
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