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You're welcome. In general, this is how I see it. We take all the connections on the map where a road could potentially be, and generate a random number for each connection as its "weight" (for example, between 1 and 2). For the starting positions of the players, we generate a slightly smaller number (for example, between 0 and 1) for two connections to other zones, so that there are guaranteed to be at least two connections (this solves the problem of "bad roads on the LM"). Then we run Kruskal's algorithm. We get a minimal spanning tree that connects all the zones. Of course, if a road through/to a treasure is not planned, then we don't connect it.
Мой любимьій размер - тройка. Будь то конса, утопа или сиськи ICQ:5676388