# Sample Dungeon — concrete example board Generated by the reikhelm dungeon recipe (`reikhelm-core/src/recipes/dungeon.rs`) and dumped by the throwaway example `reikhelm-core/examples/sample_dungeon.rs`. Reproduce exactly: ```sh cargo run --example sample_dungeon -p reikhelm-core 42 48 32 ``` - **Seed:** `42` - **Canvas:** 48 x 32 cells - **Config:** `DungeonConfig::default()` (just resized) — BSP `min_leaf 8`, `max_depth 5`; rooms `5..=11`, margin 1; `extra_edge_ratio 0.30` (loop edges, not a strict tree); `door_chance 0.5`. - **Result:** 12 rooms, 14 corridors, deterministic for this seed. ## ASCII map Legend: `#` wall   `.` floor   `+` door   `o` pillar   `~` water   `!` lava ``` ################################################ #################.....####################...### #################.....###################.....## #...........#####.....###########.######.......# #...........#####.....###########.+....+.......# #.............................+.....####.......# #...........#####.....###########.#######.....## #...........#####.....###########.#######....### ####.##############.#############+#######.###### ####.##############.#############.#######.###### ####.#########...##.#############.#######+###### ####.########.....#.#############.####.......### ####.########.....#.#############.####.......### ####.########.....#.##########....####.......### ##...########.....#.##########...+...........### ###...+...........+.#######.........##....o..### ###.#.#######.....#########.........##.......### #####.#######.....############...#####.......### #####.#######.....############...########+###### #####.#######.....#######################.###### #####.########...########################.###### #####.#########+#########################.###### #####.#########.#########################.###### ###.....#######.#########################.###### ##.......######.########......###########.###### #.........#####+#######........##########+###### #.........+.+.....####..........####...........# #.........###...................####...........# ##.......####.....####..........####...........# ###.....#####.....#####........#####...........# #############.....######......######...........# ################################################ ``` ## Regions Themes drive DEEPFALL room flavor. Only rooms carry a theme; corridors are plain passages. `cells` is the room's floor area (a rough "size"). | Region | Kind | Theme | Cells (size) | Top-left (x,y) | W x H | |-------:|------|-----------|-------------:|----------------|-------| | 0 | Room | Stone | 55 | (1,3) | 11x5 | | 1 | Room | Threshold | 35 | (17,1) | 5x7 | | 2 | Room | Den | 9 | (31,3) | 5x5 | | 3 | Room | Vault | 37 | (40,1) | 7x7 | | 4 | Room | Den | 8 | (2,13) | 4x4 | | 5 | Room | Library | 51 | (1,23) | 9x7 | | 6 | Room | Crypt | 51 | (13,10) | 5x11 | | 7 | Room | Den | 30 | (27,13) | 9x6 | | 8 | Room | Hall | 49 | (38,11) | 7x7 | | 9 | Room | Crypt | 25 | (13,26) | 5x5 | | 10 | Room | Den | 58 | (22,24) | 10x7 | | 11 | Room | Throne | 55 | (36,26) | 11x5 | Plus 14 corridor regions (ids 12–25) linking the rooms. ### Entities (overlay layer) - **Entrance** @ (19,4) — sits in the `Threshold` room (region 1). - **Exit** @ (41,28) — sits in the `Throne` room (region 11), the far end. - **Treasure** x6 and **Monster** x14 scattered, biased by each room's theme (e.g. `Vault`/`Library` loot-rich, `Den` monster-dense, `Throne` high-risk high-reward, `Threshold` kept safe). ## Mapping to DEEPFALL Each reikhelm **room** becomes a DEEPFALL room tile carrying its **theme** (Vault, Library, Crypt, Den, Hall, Throne, Threshold...), which sets that tile's loot/danger profile via the recipe's `(treasure_bias, monster_bias)`; corridors are the connective passages between them. Depth = distance from the `Threshold` entrance toward the `Throne` exit, so **deeper rooms are higher value** (and higher risk) — the `Throne` boss seat at the far corner is the natural payoff tile.