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feat: follow the floor plan algorithm of the original isaac - #139
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Proposed changes
The floor plan now follows the algorithm of the original Binding of Isaac as described in the linked article. Floors start at cell 35 in the middle of the grid, grow breadth first through a queue, use the room formula random(2) + 5 + level * 2.6 and grow again from the start room when big floors run out of space. The boss room is placed on the last and farthest dead end and floors are generated again when it would be next to the start room, which makes the boss room the farthest dead end on 95 to 100 percent of the floors instead of 62 to 90 percent. The secret room is found by a random search for a cell next to many rooms but not next to a dead end, and the readme now explains the algorithm and which features this project adds on top of it. All seeds produce new floors with this change, so the next release should be v2.0.0.
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