diff --git a/reikhelm-core/src/passes/pillar.rs b/reikhelm-core/src/passes/pillar.rs index 940565a..31c4f76 100644 --- a/reikhelm-core/src/passes/pillar.rs +++ b/reikhelm-core/src/passes/pillar.rs @@ -44,11 +44,13 @@ pub struct PillarConfig { } impl Default for PillarConfig { - /// A sensible default: a little over half of large rooms (min extent >= 7) - /// get a grid of pillars spaced 3 cells apart. + /// A sensible default: pillars are an *occasional* feature, not the norm — + /// only larger rooms (min extent >= 7) qualify, and only about a third of + /// those get a grid of pillars spaced 3 cells apart. So a typical dungeon has + /// a couple of distinctive pillared halls — never every chamber. fn default() -> Self { PillarConfig { - room_chance: 0.55, + room_chance: 0.30, min_room: 7, spacing: 3, } diff --git a/reikhelm-web/main.js b/reikhelm-web/main.js index f797ef4..d185310 100644 --- a/reikhelm-web/main.js +++ b/reikhelm-web/main.js @@ -190,6 +190,7 @@ window.reikhelm = { setConfig(path, v) { setPath(state.config, path, v); regenerate(); }, state: () => ({ seed: state.seed, stage: state.stage, genMs: state.genMs, config: state.config, rooms: state.env?.regions.filter((r) => r.kind === 'Room' && r.cells.length > 0).length, + pillarTiles: state.env ? countTiles(state.env, 3) : 0, ok: !!state.env }), };