Andreas Kirschbaum wrote: > The problem is that the maps contain few free space and large blocked > areas. Therefore it is likely that a random position (and the nearby > area) is blocked. > > So the fix for chests (drop them) seems ok to me. For the keys we should > try harder (some more tries for keymaster and many tries for ground) and > drop the key if we really can't find a free spot. Yep - that seems to be the better fix. Right now, I notice it doesn't even generate new coordinates if it can't find a keymaster monster. It just uses the last coordinate chosen at random, which very well could be a solid wall. Looking for free spots some 10 or 15 times, both for a keymaster, and then for a free spot, is probably quite reasonable. Some random maps are very sparse in terms of number of monsters starting on the map, and thus could still have lots of open space, but not many monsters to give the key to. So better logic of finding an free space is definately needed. _______________________________________________ crossfire-devel mailing list crossfire-devel at lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel