# brogue_gen — Godot GDExtension API Reference Brogue-style dungeon generator for Godot 4.3+. Pure C99 generator under the hood; Godot-native Dictionary interface on top. **Scope.** Map generation only. One class, one method. Call `BrogueGen.generate(seed, depth)` and get back everything you need to spawn a level: terrain grid, liquids, markers, rooms, machines, chokepoints, stairs. Gameplay is yours to write. --- ## Table of contents - [Installation](#installation) - [Project layout](#project-layout) - [Class `BrogueGen`](#class-broguegen) - [Returned dictionary schema](#returned-dictionary-schema) - [Data structures](#data-structures) - [Enums](#enums) - [Usage pattern](#usage-pattern) - [FOV reference (`BrogueFOV`)](#fov-reference) - [Determinism guarantees](#determinism-guarantees) - [Build and rebuild](#build-and-rebuild) - [Troubleshooting](#troubleshooting) --- ## Installation Drop the `addons/brogue_gen/` directory into any Godot 4.3+ project: ``` your_project/ └── addons/ └── brogue_gen/ ├── brogue_gen.gdextension ← registered by Godot scan └── bin/ └── libbrogue_gen.linux.template_debug.x86_64.so ``` Re-open the project once so Godot scans and registers the extension. `BrogueGen` then appears in **Create New Node** and `class_name` auto-complete. **Compatibility:** The `.gdextension` manifest declares `compatibility_minimum = "4.3"`. The extension is built against `godot-cpp` 4.5 and loads in any Godot 4.3+, including 4.6. **Linux x86_64 only for now.** Windows / macOS require building additional targets and adding paths to the `[libraries]` section of the `.gdextension` manifest. --- ## Project layout ``` brogue-genesis/ ├── src/ pure C99 generator (no Godot, no SDL) │ └── gen/ room carving, lakes, machines, chokepoints, ... ├── godot/ GDExtension wrapper │ ├── godot-cpp/ submodule, branch 4.5 │ ├── src/ │ │ ├── register_types.* module init │ │ ├── brogue_gen.* BrogueGen class │ │ └── grid_to_dict.* shared grid → Dictionary serializer │ ├── SConstruct build script │ └── brogue_gen.gdextension source-of-truth manifest └── demo/ reference Godot 4.6 project ├── addons/brogue_gen/ ← build output │ ├── brogue_gen.gdextension │ └── bin/libbrogue_gen...so ├── project.godot ├── scenes/ └── scripts/ ``` Build with `make godot` from the repo root. --- ## Class `BrogueGen` `extends Node` One-shot blocking dungeon generator. Instantiate, call `generate()`, free. Typical generation time on the reference machine: **under 20 ms per level** including machines. Safe to call synchronously in `_ready()`. ### `generate(seed: int, depth: int) -> Dictionary` Runs the full pipeline (accretion → loops → lakes → wreaths → bridges → walls → stairs → chokepoints → machines) and returns a Dictionary describing the final dungeon. Parameters: | name | type | range | notes | |---|---|---|---| | `seed` | int | any 64-bit | same seed + depth always yields identical output | | `depth` | int | 1–26 | influences liquid type weights | ```gdscript var gen := BrogueGen.new() var grid: Dictionary = gen.generate(2026, 1) gen.free() ``` --- ## Returned dictionary schema | key | type | notes | |---|---|---| | `seed` | `int` | echoed back | | `depth` | `int` | 1..26 | | `width` | `int` | always `79` | | `height` | `int` | always `29` | | `terrain` | `PackedByteArray` | length `width * height`, row-major. Index = `y * width + x`. Values in [terrain enum](#terrain-enum-terrain-byte). | | `liquid` | `PackedByteArray` | same layout. Values in [liquid enum](#liquid-enum). Meaningful only when `terrain[i] == T_LIQUID`. | | `surface` | `PackedByteArray` | semantic marker byte. Values in [marker enum](#marker-enum). `MK_NONE` for un-marked cells. | | `flags` | `PackedInt32Array` | bitmask of [cell flags](#cell-flags). | | `room_id` | `PackedByteArray` | 1–255 inside a room, `0` elsewhere. | | `machine_id` | `PackedByteArray` | 1–255 inside a machine, `0` elsewhere. | | `stairs_up` | `Vector2i` | always valid grid coords; `(-1, -1)` only on degenerate seeds. | | `stairs_down` | `Vector2i` | farthest reachable floor from `stairs_up` (BFS). | | `rooms` | `Array[Dictionary]` | see [room dictionary](#room-dictionary). | | `machines` | `Array[Dictionary]` | see [machine dictionary](#machine-dictionary). | | `chokepoints` | `Array[Vector2i]` | every articulation point in the map graph. | | `gate_sites` | `Array[Vector2i]` | the "best" chokepoint per pocket — ideal vestibule candidates. Subset of `chokepoints`. | --- ## Data structures ### Room dictionary Each entry in `grid["rooms"]`: ```gdscript { "id": int, # matches room_id in the cell arrays "cells": Array[Vector2i], # every cell that belongs to this room } ``` ### Machine dictionary Each entry in `grid["machines"]`: ```gdscript { "id": int, # matches machine_id in the cell arrays "interior_cells": Array[Vector2i], "gate": Vector2i, # the one F_MACHINE_GATE cell; (-1,-1) if unflagged "markers": Dictionary, # marker_id (int) -> Array[Vector2i] } ``` Example: ```gdscript var m: Dictionary = grid["machines"][0] for marker_id in m["markers"]: var positions: Array = m["markers"][marker_id] match marker_id: 4: # MK_PEDESTAL for p in positions: spawn_pedestal(p) ``` --- ## Enums ### Terrain enum (`terrain` byte) | id | constant | meaning | |---|---|---| | 0 | `T_NOTHING` | outside the dungeon — not walkable | | 1 | `T_FLOOR` | room floor | | 2 | `T_WALL` | wall | | 3 | `T_DOOR` | door in a room wall | | 4 | `T_CORRIDOR` | corridor between rooms | | 5 | `T_LIQUID` | water / lava / chasm / brimstone — see `liquid` byte | | 6 | `T_BRIDGE` | walkable span across water/chasm | | 7 | `T_STAIRS_UP` | up-stair | | 8 | `T_STAIRS_DOWN` | down-stair | `T_FLOOR`, `T_CORRIDOR`, `T_DOOR`, `T_BRIDGE`, `T_STAIRS_UP`, `T_STAIRS_DOWN` are **passable**. ### Liquid enum (`liquid` byte) | id | constant | bridges allowed | | |---|---|---|---| | 0 | `L_NONE` | — | | | 1 | `L_WATER` | yes | shallow levels | | 2 | `L_LAVA` | no | damages walker | | 3 | `L_CHASM` | yes | gameplay-defined fall behavior | | 4 | `L_BRIMSTONE` | no | lowest depths | ### Marker enum (`surface` byte) Semantic placement markers. The generator stamps these; gameplay interprets them. | id | constant | typical use | |---|---|---| | 0 | `MK_NONE` | no marker | | 1 | `MK_CARPET` | decorative floor tint (paint pass) | | 2 | `MK_ALTAR` | item pedestal on an altar | | 3 | `MK_CAGE` | item behind a lock | | 4 | `MK_PEDESTAL` | item on pedestal | | 5 | `MK_STATUE` | decorative statue | | 6 | `MK_TORCH` | point light source | | 7 | `MK_BRAZIER` | point light source (stronger) | | 8 | `MK_CHEST` | item container | | 9 | `MK_SPAWN_MONSTER` | spawn an enemy here | | 10 | `MK_SPAWN_BOSS` | spawn a boss here | | 11 | `MK_KEY_ITEM` | the key that unlocks this machine's parent | ### Cell flags Bitmask in `flags[]`. Test with `(flags[idx] & F_X) != 0`. | bit | value | constant | meaning | |---|---|---|---| | 0 | `0x0001` | `F_IN_ROOM` | cell is room floor | | 1 | `0x0002` | `F_IN_LOOP` | cell was carved by the loop pass | | 2 | `0x0004` | `F_CHOKEPT` | reserved | | 3 | `0x0008` | `F_BRIDGE` | cell is a bridge (redundant with `T_BRIDGE`) | | 4 | `0x0010` | `F_WREATH` | shoreline cell (adjacent to liquid) | | 6 | `0x0040` | `F_IN_MACHINE` | cell belongs to a machine | | 7 | `0x0080` | `F_MACHINE_INTERIOR` | interior (not boundary) | | 8 | `0x0100` | `F_MACHINE_GATE` | the vestibule / entry | | 9 | `0x0200` | `F_MACHINE_IMPREGNABLE` | cell is protected from later modification (reserved) | | 10 | `0x0400` | `F_MACHINE_KEY` | key goes here (gameplay hint) | --- ## Usage pattern Generate a level, instantiate everything up front, hand off to gameplay. ```gdscript func build_level(seed: int, depth: int) -> void: var gen := BrogueGen.new() var grid: Dictionary = gen.generate(seed, depth) gen.free() # Player at the up-stair. $Player.position = _grid_to_world(grid["stairs_up"]) # Goal marker at the down-stair. $GoalMarker.position = _grid_to_world(grid["stairs_down"]) # One reward per machine. for m in grid["machines"]: for marker_id in m["markers"]: for cell in m["markers"][marker_id]: spawn_for_marker(marker_id, cell) # Monsters proportional to room size. for room in grid["rooms"]: var size: int = (room["cells"] as Array).size() if size > 40 and randf() < 0.6: spawn_monster(_random_cell(room["cells"])) ``` --- ## FOV reference `demo/scripts/fov.gd` ships a reference `BrogueFOV` class. It is **not** part of the extension — it's pure GDScript you can copy into your project and modify. ```gdscript # demo/scripts/fov.gd class_name BrogueFOV extends RefCounted static func compute(grid: Dictionary, origin: Vector2i, radius: int) -> PackedByteArray ``` Symmetric recursive shadowcasting, tile-accurate, O(visible cells). Opaque cells = walls, nothing, and non-water liquids (lava / chasm / brimstone block sight; water does not). Example: ```gdscript var vis := BrogueFOV.compute(grid, player_pos, 8) for y in grid["height"]: for x in grid["width"]: if vis[y * grid["width"] + x] == 1: mark_visible(x, y) ``` --- ## Determinism guarantees - Same `(seed, depth)` input always produces identical output, across runs, platforms, and future minor versions of the plugin. - The C generator uses a PCG32 RNG seeded from the `seed` argument only. No platform calls (`time()`, `rand()`) are read. --- ## Build and rebuild From the repo root: ```bash make godot # builds the extension make godot-clean # removes build artifacts ``` This runs `scons -j$(nproc) platform=linux target=template_debug` in `godot/`. The resulting `.so` and manifest land together in `demo/addons/brogue_gen/` per Godot's plugin convention. For release builds: ```bash cd godot && scons -j$(nproc) platform=linux target=template_release ``` To add a new platform (Windows/macOS), add the SCons target + append a new line to `brogue_gen.gdextension`: ``` windows.debug.x86_64 = "res://bin/libbrogue_gen.windows.template_debug.x86_64.dll" ``` --- ## Troubleshooting **"Could not find type BrogueGen" / "Cannot get class 'BrogueGen'".** Godot has not registered the extension. Check: 1. `addons/brogue_gen/brogue_gen.gdextension` exists in the project. 2. `addons/brogue_gen/bin/libbrogue_gen...so` exists and matches the path in the manifest. 3. The project has been opened in the editor at least once (this triggers the extension scan). 4. Delete the `.godot/` cache directory and re-open if in doubt. **Godot 4.6 crashes on startup (SIGABRT in `WaylandThread`).** This is a Godot 4.6.1 Wayland bug, not the extension. Launch with X11 instead: ```bash godot --display-driver x11 --path /path/to/your/project ```