anchor.diff:    */
   
     bool makeHall(Connector connector) {
  -    final length = rng.range(creep.options.hallLengthMin, creep.options.hallLengthMax);
  +    final length = rng.range(options.hallLengthMin, options.hallLengthMax);
   
       // See if the hall doesn't cut into an existing feature.
       var bounds;
  
positive.code:   private readonly int mDepth;
    */
  }
  
negative.code:     // the hallway around the maze
      foreach (Vec pos in bounds.Trace())
      {
        SetTile(pos, TileType.Floor);
      }
  
      // sometimes make the walls low
  