Let’s look around, see what we might do that might improve things. I am sorely tempted to try an intermediate way of not allocating all the cells, keeping allocated ones in the dictionary but not available ones. I’ll try to hold off on that, instead looking for other improvements. DungeonLayout still has a raft of methods: _border_at, _limit_to_available, _make_path_rooms, add_from_dictionary, add_room, add_rooms_from_map, at, at_offset, at_xy, available_neighbors, borders, cells_in_room, define_suites, deltas, ensure_connected, find_path, find_suite, furthest_cells, get_room, is_available, is_fully_connected, is_in_a_room, neighbors, number_of_rooms, path_map, random_neighbors, remove_room, string_map_to_dictionary, unused_cell_or_none, vector_add. 35, counting some internals that I didn’t list here. Some of these rather clearly belong somewhere else. Cell has vector_diff, and you’d think vector_add would fit right in there. Let’s see about that. Ah, maybe not: def at_offset(self,…
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