FA-86532 / Procedural level generation constraints / Member archive
BSP dungeon partition: Square regions always split vertically · case 02
BSP layouts are biased to vertical slices.
Case contract
Recursively split the rectangle while depth remains. An axis can be split when that side is >= 2*min_size; if neither can, it is a leaf. Split vertically when w > h, or when w == h at even remaining depth; if the chosen axis cannot be split use the other. The first child gets floor(side/2). Returns leaves [x, y, w, h] in left/top-first order.
Why this case matters
Procedural generators silently emit unplayable or unfair levels when a single constraint check uses the wrong boundary, axis, neighborhood or update order; the defect is visible in exact generated geometry.
One recorded failure
Sample boundary fixtureThis sample comes from the broken implementation of a controlled reproducer.
| Boundary fixture | Actual | Expected | Outcome |
|---|---|---|---|
| regression orientation choice #1 | [[5, 0, 6, 6], [11, 0, 6, 6], [5, 6, 6, 7], [11, 6, 6, 7], [17, 0, 6, 6], [17, 6, 6, 7], [23, 0, 7, 6], [23, 6, 7, 7]] | [[5, 0, 6, 6], [11, 0, 6, 6], [5, 6, 6, 7], [11, 6, 6, 7], [17, 0, 6, 6], [23, 0, 7, 6], [17, 6, 6, 7], [23, 6, 7, 7]] | Failed |
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