anchor.diff:        switch (connector.from) {
           case ConnectFrom.ROOM:
             // Try to add a hall.
  -          success = factory.makeHall(connector);
  +          success = makeHall(connector);
             break;
   
           case ConnectFrom.HALL:
             final choice = rng.range(100);
             if (choice < options.chanceOfRoom) {
  -            success = factory.makeRoom(connector);
  +            success = makeRoom(connector);
             } else {
               // Default to a junction.
  -            success = factory.makeJunction(connector);
  +            success = makeJunction(connector);
             }
             /*
             var feature = mDungeon.Game.Content.Features.CreateOne(depth);
  
positive.code:         continue;
        }
  
        if (!skip && (rng.range(100) < creep.options.chanceOfRoomConnector)) {
          creep.addRoomConnector(pos, dir);
          skip = true;
        } else {
          skip = false;
  
negative.code: 
      public void AddDecoration(Vec pos)
      {
        mFactory.SetTile(pos, mDecoration);
      }
  
      public void AddInsideRoom(Vec pos)
  