Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Isolated pools of deep water can generate #321

Open
tmewett opened this issue Apr 21, 2021 · 1 comment
Open

Isolated pools of deep water can generate #321

tmewett opened this issue Apr 21, 2021 · 1 comment
Labels
bug Something isn't working

Comments

@tmewett
Copy link
Owner

tmewett commented Apr 21, 2021

I speculate that this is because deep water is a T_PATHING_BLOCKER, and only passable cells are considered for the connectivity checks during dungeon generation - but I'm not sure. It would be desirable to change this so that deep water tiles (or indeed cells of any tile?) cannot be disconnected from the level yet still count as a pathing blocker, so that features like #310 don't need to special-case it.

@ghost
Copy link

ghost commented Apr 22, 2021

Disconnected lakes are quite frequent: about 12% of dungeons have one.

Here are some examples (master branch), all chosen because the isolated pool is on level 2 with a chasm above it on level 1.

  • seed 5174 (the pool is surrounded not just by walls, but also by a chasm and a statue)
  • seed 10736
  • seed 15773
  • seed 16536
  • seed 22338 (tricky one: lake connects to a room accessible through a secret door, but the room's floor is unstable)
  • seed 26367
  • seed 26627 (disconnected pool is only 1 tile in size)
  • seed 30142

@tmewett tmewett added the bug Something isn't working label May 2, 2021
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
bug Something isn't working
Projects
None yet
Development

No branches or pull requests

1 participant