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>
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>
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>
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>