Added a failsafe for cases where the walker population randomly dies out
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@ -66,6 +66,7 @@ class Generator:
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# next iteration of the main loop
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next_walker_pop = []
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failsafe = choice(walkers)
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for walker in walkers:
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if grid[walker.y][walker.x] == Tile.WALL:
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count += 1
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@ -76,6 +77,10 @@ class Generator:
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if random() > self.params["death_chance"]:
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next_walker_pop.append(walker)
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# we make sure to never kill all walkers
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if next_walker_pop == []:
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next_walker_pop.append(failsafe)
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# we use a second loop for spliting so we're not bothered by cases
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# like a walker not spliting because we hit the population cap even
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# though the next one would have died and freed a place
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