2 Commits
Author SHA1 Message Date
Dejvino 6a2af2e45f Dungeon themes: per-song visual identity (crypt/overgrown/ember/flooded/windswept)
One album must not render the same dungeon twice. dungeonTheme() scores
the measured summary per theme — pace terms gate on tempoConfidence so
doubled detectors never read fast, crypt is penalised for blazing
masters — plus small seeded jitter so ambiguous songs vary across seeds
while decided races stay decided. The plan carries the theme name;
dressing mix, planting/timber/puddle densities follow it, and the facade
builds all materials (stone/floor multipliers, torch + light color, wood,
fog tint) from the same record.

Calibrated bank spread is 4/4/4/4/1 (windswept holds runner); corners
stable across seeds; plan reshaping, facade wiring, and murk-vs-clear
gates covered by tests.
2026-10-08 22:20:04 +02:00
Dejvino c96e810d44 Dungeon venue: grid-first traversable dungeon with cast, loot and encounters
New VenueGenerator 'dungeon' archetype. The floor plan is generated first
on a 44x44 grid (rejection-sampled rooms, Kruskal MST + loop edges,
L-shaped corridors, BFS-verified connectivity); walls are merged runs
built exactly where open meets solid, so the shell has no holes, and
the walk route is a closed travelling tour through every room.

The camera either walks first-person (hero hidden to avoid clipping) or
plants on a per-room watch cell with line-of-sight to the route and
tracks the actor. Enemies (walker/structure/swarm ActorSpecs from the
track's own summary) lurk, stand sentry, dart and drift; loot caches
pause the analytic odometer, which can hold or advance but never retreat.

Includes dungeon-debug.html (2D map + timeline stills), 14 map tests
plus facade camera tests, and the portcullis-holds-for-the-whole-party
regression test.
2026-10-04 22:13:25 +02:00