Good point. IFMapper does that quite often, actually - accidently create rooms which aren’t meant to be rooms.
Well, thinking about it, you know what would be even best? Leave the rules as they are - I considered asking you to make those “more relaxed rules” toggleable by the user, but that’s extra work for you with little foreseeable payoff - but make Trizbort a little bit smarter. Let’s say, in Murder at the AeroClub, Trizbort didn’t spot “Car park”. So let’s say I create “Car park” myself, and even fill in the description. It’s an exception, so it’s not any skin off my nose. It would be bothersome if I had to do it every room in every game, but the odd room in the odd game? Best to have a little bit of extra work and ensure that the rest of the program is tightly coded.
So, with that manually-created room, and even with the directions created manually, I would expect Trizbort to recognise that it is a room, and whenever it sees “Car park” in a single line with no punctuation - in fact, whenever it sees something that is a perfect match to a ROOM NAME and is followed by a perfect match to that room’s DESCRIPTION - it would assume that it IS a valid room, and would behave accordingly, even if it would, left by itself, assume otherwise.
How does this sound?
Also, Trizbort gets confused by “UNDOing”. Might want to check that, let it know that “[Previous turn undone.]” (and maybe make that text optionally editable by the user, as some games, like Crystal and Stone Beetle and Bone, use different UNDO messages) is not a room description.
Finally, I’d like to suggest something extra for confusing layout. What if it were possible to “tag” a certain room as non-mappable? Here’s a concrete example: in “Dawn of the Demon”, there’s a sort of maze where you can only navigate it with the lights off. When you turn the lights on, the room’s name and description changes to a blander version, with no exits in any direction… although as far as the player is concerned, he’s still in the same room, and turning the lights back off will revert to the previous name and description and exits. I assume Trizbort would balk at this, and with reason… but if I could just have those “lit rooms” listed on the map but off to one corner, unconnected to anything else… and if Trizbort was given instructions to DISREGARD any connections to/from those rooms… then I could just keep on mapping as normal. It would also, I imagine, be helpful in a maze - disregard rooms with a certain title and description (such as “MAZE. You are in a maze of twisty passages all alike.”), make no assumptions or connections, and then just let the player sort it out for himself without Trizbort interfering.
Well, this is just a thought. I’ve no idea how hard it would be to implement, or even how useful it would be in modern-day IF… but even in modern-day IF there are rooms with the same name, or puzzles like the one I described from Dawn of the Demon, which would confuse Trizbort as much as a maze with twisty passages.
Ah well, it’s late and I’m starting to get sleep-muddled. Consider these points, but feel free to slap me on the wrist if they’re just utopical, unpractical or not worth the effort. I mean, Trizbort’s great as it is.