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>
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>
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>