/** * DungeonGenerator — BSP rooms, corridors, door placement, connectivity * * @version 1.0.0 */ export interface Room { id: number; x: number; y: number; width: number; height: number; connected: number[]; [index: number]: number; } export interface Corridor { from: number; to: number; points: { x: number; y: number; }[]; } export interface DungeonConfig { width: number; height: number; minRoomSize: number; maxRoomSize: number; maxRooms: number; corridorWidth: number; seed: number; } export declare class DungeonGenerator { private config; private rooms; private corridors; private nextRoomId; private rng; constructor(config?: Partial); /** * Generate a full dungeon */ generate(): { rooms: Room[]; corridors: Corridor[]; }; private overlaps; private connectRooms; private randInt; /** * Check if all rooms are connected */ isFullyConnected(): boolean; getRooms(): Room[]; getCorridors(): Corridor[]; getRoomCount(): number; } //# sourceMappingURL=DungeonGenerator.d.ts.map