Expand description
Procedural content generation — dungeons, rooms, spawn tables, loot, names.
This module drives the chaos-RPG world generation system. All content is generated from seed-based deterministic random functions so worlds are reproducible.
§Subsystems
dungeon— BSP dungeon floor layoutspawn— creature/item spawn tables with weighted probabilitynames— procedural name generation (markov chains)loot— loot tables with rarity tiersencounter— encounter difficulty scaling
Re-exports§
pub use dungeon::DungeonFloor;pub use dungeon::Room;pub use dungeon::Corridor;pub use dungeon::DungeonTheme;pub use spawn::SpawnTable;pub use spawn::SpawnEntry;pub use spawn::SpawnResult;pub use names::NameGenerator;pub use names::NameStyle;pub use loot::LootTable;pub use loot::LootTier;pub use loot::LootDrop;
Modules§
- dungeon
- Dungeon generation — BSP, cellular automata, WFC, room placement, maze algorithms.
- items
- Item generation — bases, affixes, uniques, sets, enchantments, loot drops.
- loot
- Loot tables — item drops with rarity-tiered probability.
- names
- Procedural name generation — syllable chains and markov-like construction.
- spawn
- Spawn tables — weighted creature/item spawn selection.
- world
- World generation — heightmaps, climate, rivers, roads, settlements, history.
Structs§
- Rng
- Lightweight seeded pseudo-random number generator (xoshiro256**). Used throughout procedural generation for reproducibility.