FA-86612 / Procedural level generation constraints / Member archive
Treasure dead-end finder: Isolated cells count as dead ends · case 02
Treasure is placed in sealed pockets the player cannot reach.
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 fixtureThis sample comes from the broken implementation of a controlled reproducer.
| Boundary fixture | Actual | Expected | Outcome |
|---|---|---|---|
| isolated floor #1 | [[0, 1]] | [] | Failed |
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