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FA-86604 / Procedural level generation constraints / Member archive

Treasure dead-end finder: Doors and chasms become treasure spots · case 04

Treasure spawns on doors or over chasms.

Member previewVariant 4 · 3 implementations · 8 checks per implementation

Case contract

Cells: '#' wall, '~' chasm (not walkable), '.' floor, 'D' door (walkable). A dead end is a '.' cell, other than start and exit ([row, col] lists), with exactly one walkable in-bounds 4-neighbour. Returns dead ends in row-major 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 fixture

This sample comes from the broken implementation of a controlled reproducer.

Boundary fixtureActualExpectedOutcome
fault site candidate tile #1[[1, 4]][]Failed

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