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Dungeon generation — BSP, cellular automata, WFC, room placement, maze algorithms.
This module provides multiple dungeon-generation strategies plus shared graph
utilities (BFS shortest-path, Kruskal MST, connected-components). All
generators consume a super::Rng so results are fully deterministic from a
seed.
Structs§
- BspSplitter
- Cellular
Dungeon - Corridor
- A corridor connecting two rooms.
- Dungeon
Decorator - Dungeon
Floor - Dungeon
Graph - A graph of rooms and corridors.
- Floor
Metrics - IRect
- Axis-aligned integer rectangle in tile space.
- Maze
Cell - Maze
Generator - Placed
Object - Room
- A room in the dungeon with spatial bounds and graph connections.
- Room
Placer - WfcDungeon
- WfcTile
Enums§
- Dungeon
Theme - Visual theme for a dungeon floor.
- Object
Kind - Room
Type - Type/purpose of a room.
- Tile
- Tile type in the dungeon grid.