reikhelm/reikhelm-core
Parley Hatch 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
..
src feat(core): items & creatures — entity layer + EntityPlacer (9th pass) 2026-05-31 01:11:13 -06:00
Cargo.toml feat(wasm+web): live browser dungeon playground (WASM core + atmospheric renderer) 2026-05-31 00:07:24 -06:00