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31 commits

Author SHA1 Message Date
00502153f3 feat(core): items & creatures — entity layer + EntityPlacer (9th pass)
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>
2026-05-31 01:11:13 -06:00
381a52c310 feat(core): cellular-automata caverns (CaveShaper) + robust corridor anchoring
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>
2026-05-31 00:46:33 -06:00
e7e8bb9187 feat(core): water & lava pools (PoolDecorator) + lava lighting
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>
2026-05-31 00:41:48 -06:00
128dce6310 tune(core): make pillars an occasional special-room feature
Per feedback ("not every room needs pillars"): default PillarConfig drops to
room_chance 0.30 / min_room 7 (was 0.55/7). A typical dungeon now has a couple
of distinctive pillared halls rather than pillars in most rooms — measured ~14
of 24 default seeds carry any pillars at all, usually just one room's worth.
The pillars slider still goes to 1.0 for full colonnades.

Also expose pillarTiles in the web state() hook (iteration/measurement aid).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 00:29:14 -06:00
b1449248f8 feat(core): pillars — PillarPlacer decorator + Tile::Pillar
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>
2026-05-31 00:25:37 -06:00
d6dc354a1f polish(web): calmer stone texture + warm torchlight pooling
Renderer-only: low-frequency stone mottling (per ~4x4 block) with faint grain
instead of high-frequency per-cell noise; room glow now warms toward amber so
lit chambers read as torch-lit while corridors fall to shadow. Stronger
room/corridor light contrast.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 00:18:15 -06:00
a1d2a63937 feat(core): polygonal room shapes (rect/octagon/ellipse/plus)
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>
2026-05-31 00:16:45 -06:00
f849d82d31 feat(wasm+web): live browser dungeon playground (WASM core + atmospheric renderer)
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>
2026-05-31 00:07:24 -06:00
9d8d8b28f0 docs(spec): address critic findings on viz playground spec
- C1.5: derive serde on DungeonConfig + 5 sub-configs (bridge needs it)
- C2: make "shape contains bounds.center()" a hard carver invariant (not a
  size heuristic the room-size sliders could defeat for Plus rooms)
- specify workspace placement (member + default-members excludes wasm from
  host cargo test/clippy)
- determinism crosscheck compares decoded tiles, excludes gen_ms

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-30 23:48:27 -06:00
e1c0612efc docs(spec): browser WASM viz playground + organic dungeons
Adds the design for a live browser-based dungeon generator: reikhelm-core
compiled to WASM (after dropping the unused rand dep), a thin reikhelm-wasm
bridge, and a vanilla-JS/Canvas atmospheric renderer driven + screenshotted
via Playwright. Plus C2: room shape variety (rect/octagon/ellipse/plus) to
escape rectangular rooms. Aesthetic target: atmospheric + polygonal.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-30 23:41:23 -06:00
c13fc18d8f feat(viz): enter a specific seed (S to type, Enter to apply)
Press S to begin seed entry, type digits (HUD shows the buffer),
Enter applies and regenerates, Esc cancels, Backspace edits. Reroll
still increments. Digit-only input; buffer capped under u64's range.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-28 22:53:03 -06:00
ab195306a5 feat(core): richer default dungeon — denser rooms + loop edges
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>
2026-05-28 22:53:03 -06:00
5f195fdb0b chore: record Task 13 + final v1 verification (all 13 tasks complete)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-28 22:34:21 -06:00
0372ce06d8 feat(viz): macroquad dungeon renderer with seed reroll
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-28 22:32:21 -06:00
3232cf3d09 chore: record Task 12 + integration stress results (core complete)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-28 22:29:14 -06:00
4e54d3b7ba feat(core): dungeon recipe + end-to-end integration tests
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-28 22:24:53 -06:00
93c32a652f fix(core): pierce-aware DoorPlacer with configurable door_chance
Corridors carve center-to-center and pierce room walls, so the old
wall-threshold rule placed almost no doors. Detect the pierced-wall
threshold (corridor floor outside a room, room on one side, corridor on
the opposite) and mark it Door with probability door_chance (default
0.5), else leave it an open archway. Connectivity is via corridor floor,
independent of doors.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-28 22:19:59 -06:00
1d003ec5fc chore: record Phase 3 results + door-topology decision (Variant A, door_chance 0.5)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-28 22:14:47 -06:00
61aedfa0c7 feat(core): DoorPlacer pass
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-28 21:39:02 -06:00
42fda84eaa feat(core): CorridorCarver pass
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-28 21:36:04 -06:00
d3e389d7f8 feat(core): MstConnect pass
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-28 21:33:16 -06:00
d2d5fa1a8b feat(core): RoomCarver pass
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-28 21:30:28 -06:00
f95a562927 feat(core): BspPartition pass
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-28 21:27:44 -06:00
068df27c7d chore: orchestration bookkeeping through Task 6 (progress, ledger, conventions)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-28 21:22:42 -06:00
e0a20f7fd1 feat(core): generation engine — GenContext, Pass, Pipeline, Blackboard
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-28 21:20:29 -06:00
8c4ef2ed4d feat(core): derive PartialEq/Eq on Grid<T> and Map
Lets downstream determinism tests compare maps with `assert_eq!` instead
of a serde-string workaround. Auto-gated on T (Grid<f32> gets only
PartialEq); Map has no float fields so Eq is sound.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-28 21:14:12 -06:00
659ef00017 feat(core): data model + Map output contract + ASCII renderer
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-28 21:10:47 -06:00
6ffe0cc68c feat(core): deterministic ChaCha8 RNG with order-independent fork
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-28 21:07:43 -06:00
dbfd44a014 feat(core): generic bounds-safe Grid<T>
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-28 21:04:44 -06:00
f707bd13be feat(core): geometry primitives (Point, Rect, Line)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-28 21:02:36 -06:00
08e99e38a3 chore: scaffold reikhelm cargo workspace (core + viz crates)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-28 20:56:24 -06:00