Adds RegionTheme + RoomThemer: a pure classifier (no tile changes) that
labels each room (terrain-driven Forge/Cistern/Hall, special Throne/
Threshold, weighted Crypt/Den/Library/Vault/Stone). Renderer tints themed
rooms; EntityPlacer biases contents by theme. Entrance/exit now chosen
RNG-free from geometry so themer & placer agree.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The roadmap capstone: the dungeon is now populated.
- New entity layer: src/entity.rs (Entity { kind, at }, EntityKind {Entrance,
Exit, Treasure, Monster}); Map gains an `entities: Vec<Entity>` overlay field
(serde round-tripped). Entities aren't terrain, so no new Tile and the frozen
viz is untouched.
- EntityPlacer/EntityConfig: places one Entrance (random room), one Exit (the
room farthest from it — a traversal goal), per-room Treasure (treasure_chance)
and Monsters (monster_chance, 1..=max, never in the entrance room). All on
plain Floor only, never two per cell, fully deterministic.
- Handoff via the Blackboard (the designed side channel for non-tile/region/edge
data) under entity::BLACKBOARD_KEY, harvested by Pipeline into Map.entities —
so GenContext's 25 literals stay untouched.
- Renderer draws iconic markers on the final stage: green beacon (entrance),
cyan portal (exit), gold diamond (treasure), crimson eyed-blob (monster), each
with a soft glow. New entities toggle + treasure/monster sliders + readout.
Core: 135 tests green (6 new: one entrance/one exit on distinct floor, entrance
room monster-free, determinism, empty-map, recipe populated-check). clippy
clean. Pipeline is now 9 passes.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Eighth pass (after RoomCarver, before MstConnect): re-sculpts some rooms into
organic caves.
- CaveShaper/CaveConfig (cave_chance, min_room, fill, steps): fills the room
rect with noise, runs the classic 4-5 cellular automaton `steps` times, keeps
the LARGEST 4-connected floor component, and re-carves the room to that blob
(cells + bounds updated; the rest of the footprint reverts to Wall). Too-small
results leave the room clean. Caves stay Room regions — their organic outline
reads as a cavern, so the renderer needs no change.
- CorridorCarver now anchors to the room cell NEAREST bounds.center() instead of
the center point itself. Output-preserving for convex/centered shapes (the
center cell is already floor), but robust for irregular cave blobs whose AABB
center may fall in rock — so a cavernized room is always reachable.
- DungeonConfig gains `caves`; recipe inserts CaveShaper after RoomCarver.
Core: 129 tests green (4 new: cave is connected floor within room, small/zero
skip, determinism); connectivity holds with caves in the default recipe. clippy
clean. Pipeline is now 8 passes.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Seventh pass (before pillars): floods an organic blob of Water or Lava into
some larger rooms via randomized BFS growth.
- New Tile::Water / Tile::Lava (impassable hazards). Exhaustive matches updated
(ascii '~'/'!', frozen viz colors, wasm codes 4/5).
- PoolDecorator/PoolConfig (water_chance, lava_chance, min_room): blob is
interior-only (>= 2 from edge, never the center), and a connectivity guard
verifies the room's remaining floor stays 4-connected with the center intact
before committing — so a pool never orphans part of a room.
- DungeonConfig gains `pools`; recipe inserts PoolDecorator after DoorPlacer.
- Renderer: water as cool reflective pools; lava as molten rock that ALSO
throws warm light onto nearby floor (BFS light field, wall-blocked) — lava
chambers visibly glow. New water/lava sliders.
Core: 125 tests green (4 new: interior placement, floor stays connected,
zero/small-room skip, determinism); connectivity holds with pools in the
default recipe. clippy clean (core + viz).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
A finishing decorator that scatters free-standing pillar columns into larger
rooms on a spaced interior grid. Sixth pass in the dungeon recipe.
- New Tile::Pillar (impassable like Wall, drawn distinctly). Exhaustive matches
updated: ascii ('o'), frozen macroquad viz (still compiles), wasm code 3.
- PillarPlacer/PillarConfig (room_chance, min_room, spacing): places isolated
single-cell pillars only on interior room floor (>= 2 from the edge, never the
center), on a grid with spacing >= 2 — so the floor stays 4-connected by
construction and a room is never orphaned. Respects non-rect room shapes
(pillars land only on actual carved floor).
- DungeonConfig gains `pillars`; recipe appends PillarPlacer after DoorPlacer.
- Renderer draws pillars as lit stone columns with a contact shadow; new
"pillars" density slider.
Core: 121 tests green (5 new: interior-only placement, floor stays connected,
zero-chance/small-room skip, determinism). clippy clean (core + viz).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
RoomCarver now rolls a per-room shape within its chosen rectangle, weighted by
a new RoomConfig.shapes (ShapeWeights). The rect is still picked first and
unchanged, so room centers — and the corridors wired between them — are
identical to before; only the carved interior differs.
- Shapes built from per-row contiguous spans → guaranteed 4-connected and
convex, so flood-fill never strands a cell.
- Hard invariant: every shape contains rect.center() (the corridor target),
with a fallback to a full rect for tiny rooms or any non-covering shape —
keeps MstConnect/CorridorCarver correct.
- ShapeWeights::default() is rect-only (preserves old behavior + existing
tests); the dungeon recipe opts into ShapeWeights::varied().
- Configs lose Eq (now carry f64 weights); serde unaffected.
Core: 116 tests green (new forced-shape invariants test: in-bounds, center
carved, non-rectangular, 4-connected); connectivity + determinism + door tests
all pass with varied shapes active. Surfaced as 4 shape-weight sliders in the
web playground.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Phase 0+1 of the browser viz effort:
- core: drop unused `rand` dep (removes getrandom/libc → clean wasm32 build);
derive serde on DungeonConfig + 5 sub-configs so the bridge can (de)serialize
- reikhelm-wasm: thin wasm-bindgen cdylib exposing generate(seed, config_json)
-> JSON envelope (tiles as int codes, regions, edges, per-pass snapshots) and
default_config_json(); holds no generation logic
- workspace: add reikhelm-wasm member; default-members keeps host cargo
test/clippy on core+viz only
- reikhelm-web: vanilla-JS + Canvas 2D renderer running the real core live in
the browser. Atmospheric look — lit stone floor, raised stone walls with
rim-lit carved edges + top bevel, room light-pooling, amber door thresholds,
vignette. Controls: seed/reroll, 9 config sliders, stage scrubber, semantic
overlays (region outlines / graph / grid). window.reikhelm hooks for
Playwright-driven iteration.
Core stays 115 tests green. Driven + screenshotted via Playwright MCP.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Default was a pure MST (extra_edge_ratio 0.0), which reads as a linear
chain of rooms. Retune DungeonConfig::default to min_leaf 8 / max_depth 5,
rooms 5..=11, and extra_edge_ratio 0.30 — ~17 interconnected rooms with
loops. Validation inequality still holds (8 - 2 >= 5); boundary test now
uses an explicit edge-case config since the default no longer sits on it.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>