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>
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>