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BSP dungeon partition: Partition goes one level too deep · case 05
Dungeons have twice as many rooms as configured.
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 |
|---|---|---|---|
| square at even depth #1 | [[0, 0, 2, 5], [2, 0, 3, 5], [0, 5, 2, 5], [2, 5, 3, 5], [5, 0, 2, 5], [7, 0, 3, 5], [5, 5, 2, 5], [7, 5, 3, 5]] | [[0, 0, 5, 5], [0, 5, 5, 5], [5, 0, 5, 5], [5, 5, 5, 5]] | Failed |
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