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Implement reproducible level generation with seeded randomization - #144

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dontrolle merged 2 commits into
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feat/seeded-level-gen
Oct 2, 2026
Merged

dontrolle merged 2 commits into
masterfrom
feat/seeded-level-gen

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  • Introduced a Seed property in Configuration to allow for consistent dungeon generation based on a specified seed.
  • Updated Game class to accept an optional seed parameter, defaulting to a random seed if not provided.
  • Modified various map generators and related classes to utilize the new seed for generating levels, ensuring that the same seed produces identical layouts regardless of the order levels are generated.
  • Refactored random image selection in StaticDecorativeObjectType to accept a Random instance, promoting reproducibility in decorative object rendering.
  • Added SeededGenerationTests to validate that the same seed generates identical levels and that different seeds produce different levels.
  • Updated documentation to reflect changes in configuration and level generation behavior.

- Introduced a `Seed` property in `Configuration` to allow for consistent dungeon generation based on a specified seed.
- Updated `Game` class to accept an optional seed parameter, defaulting to a random seed if not provided.
- Modified various map generators and related classes to utilize the new seed for generating levels, ensuring that the same seed produces identical layouts regardless of the order levels are generated.
- Refactored random image selection in `StaticDecorativeObjectType` to accept a `Random` instance, promoting reproducibility in decorative object rendering.
- Added `SeededGenerationTests` to validate that the same seed generates identical levels and that different seeds produce different levels.
- Updated documentation to reflect changes in configuration and level generation behavior.
@dontrolle
dontrolle merged commit 5beb1c9 into master Oct 2, 2026
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@dontrolle
dontrolle deleted the feat/seeded-level-gen branch October 2, 2026 21:13
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