Statistics collection on dungeon generation. More...
|The stats programs here will provide information on the dungeon, the monsters in it, and the items that they drop. More...|
Statistics collection on dungeon generation.
Copyright (c) 2008 Andi Sidwell
Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met:
The stats programs here will provide information on the dungeon, the monsters in it, and the items that they drop.
Statistics are gotten from a given level by generating a new level, collecting all the items (noting if they were generated in a vault). Then all non-unique monsters are killed and their stats are tracked. The items from these monster drops are then collected and analyzed. Lastly, all unique monsters are killed, and their drops are analyzed. In this way, it is possible to separate unique drops and normal monster drops.
There are two options for simulating the entirety of the dungeon. There is a "diving" option that begins each level with all artifacts and uniques available; and there is a "level-clearing" option that simulates all 100 levels of the dungeon, removing artifacts and uniques as they are discovered/killed. "diving" option only catalogues every 5 levels.
At the end of the "level-clearing" log file, extra post-processing is done to find the mean and standard deviation for the level you are likely to first gain an item with a key resistance or item.
In addition to these sims there is a shorter sim that tests for dungeon connectivity.
Referenced by get_debug_command().