#ifndef GENESIS_BLOBBER_PIPELINE_H
#define GENESIS_BLOBBER_PIPELINE_H

#include <stdint.h>
#include "dungeon.h"

/* Generate a dungeon using the existing 2D pipeline under the hood, then
   materialize into a 3D cell3d_t grid with per-face wall flags.

   PR 1: each of the n_levels runs an independent 2D generation with seed +
   level_index. Inter-level linkage is absent (lands in later PRs).

   Returns a newly-allocated dungeon_t; caller must dungeon_destroy() it.
   Returns NULL on allocation failure. */
dungeon_t *blobber_generate(uint64_t seed, int n_levels, int depth);

#endif
