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desktop_dungeon_generator/README.md
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2026-03-06 20:25:12 +01:00

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# Desktop Dungeon Generator
**Pre-release Notice:** This program is incomplete and functionality is subject to change and it might break, you've been warned. *though releases should at least be stable enough to run*
A Rust desktop app for generating simple tabletop dungeon layouts.
## Current Features
- Resizable split layout:
- Left panel: generation settings
- Right panel: vector-rendered grid + dungeon preview
- Grid controls:
- Columns
- Rows
- Room controls:
- Room count
- Minimum room size (in grid cells)
- Maximum room size (in grid cells)
- `Square Rooms Only` toggle
- Corridor controls:
- `Corridor Randomness (%)` from `0` to `100`
- `Dead-End Rooms (%)` from `0` to `50`
- Door controls:
- `Door Frequency (%)`
- `Room/Hallway Door Chance (%)`
- `Locked Door Chance (%)`
- `Allow Middle Corridor Doors` toggle
- Accessibility:
- `Colorblind Mode` toggle (right panel)
- Pattern/style encoding:
- Rooms: crosshatch
- Corridors: dotted fill
- Walls: solid lines
- Doors: long dashes
- Locked doors: short dashes
- Archways: dotted lines
- Generate control:
- Master seed input (`u64`)
- `Random` seed button
- `Reset` button
- `Export Image` button
- Export format selector: `.png`, `.jpeg`, `.webp`, `.svg`
- Export uses an OS folder picker to choose save location
## Generation Behavior
- Rooms are stored as rectangles (`x`, `y`, `width`, `height`) and placed without overlap.
- Corridors are stored separately as vector line segments between grid cells.
- Every generated room is connected into one navigable network when possible.
- A master seed drives deterministic generation, and internal subsystems derive their own sub-seeds from it.
- Doors are generated from corridor adjacency:
- Open doors are rendered in red
- Locked doors are rendered in green
- Doors are rendered as line segments on grid boundaries
### Corridor Randomness
- `0%` randomness:
- Uses shortest-path routing for room-to-room corridor paths.
- Produces cleaner, direct corridor routes.
- `100%` randomness:
- Uses noisy/randomized routing while still ensuring room connectivity.
- Produces more wandering, less direct routes.
- Intermediate values blend between the two behaviors.
### Dead-End Rooms
- Controls how many rooms should end up as dead ends (rooms with only one room-to-room connection).
- `0%` targets no dead-end rooms (except tiny edge cases where topology makes this impossible, such as only 2 rooms).
- `50%` is the upper cap to avoid over-constraining connectivity.
## Run
```bash
cargo run
```
## Notes
- Rendering is vector-based in-app (`egui` painter), so zooming/scaling the preview remains crisp.
- Room and corridor vectors are stored separately to support future export workflows (for example, SVG export).
- Settings are persisted on exit and restored on startup from:
- Windows: `%LOCALAPPDATA%/desktop_dungeon_generator/settings.json`
- Linux: `~/.local/share/desktop_dungeon_generator/settings.json` (or distro-equivalent local data dir)