anchor.diff:          continue;
         }
   
  -      if (!skip && (rng.range(100) < creep.options.chanceOfRoomConnector)) {
  -        creep.addRoomConnector(pos, dir);
  +      if (!skip && (rng.range(100) < options.chanceOfRoomConnector)) {
  +        addRoomConnector(pos, dir);
           skip = true;
         } else {
           skip = false;
  
positive.code:     // test every open tile
      foreach (Vec pos in bounds)
      {
        creep.Populate(pos, monsterDensity, itemDensity, depth);
      }
    }
  
  
negative.code:         break;
      }
  
      if (!isOpen(bounds, null)) return false;
  
      // Make sure the end corners aren't open unless the position in front of
      // the end is too. Prevents cases like:
  