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rust-roguelike-procgen-ai

rust-roguelike-procgen-ai

Design and review Rust roguelike procedural maps, map-builder traits, generator harnesses, field-of-view, spatial memory, Dijkstra/pathfinding, and simple monster AI. Use when adding dungeon generation, FOV, map memory, chasing behavior, or visibility-constrained AI to a Rust game.

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GitHub

name: rust-roguelike-procgen-ai description: Design and review Rust roguelike procedural maps, map-builder traits, generator harnesses, field-of-view, spatial memory, Dijkstra/pathfinding, and simple monster AI. Use when adding dungeon generation, FOV, map memory, chasing behavior, or visibility-constrained AI to a Rust game. license: MIT compatibility: Codex, Claude Code, and other Agent Skills-compatible clients. metadata: version: "0.1.0" displayName: Rust Roguelike Procgen AI category: Rust tags: rust,gamedev,roguelike,procgen,pathfinding

Rust Roguelike Procgen AI

Use this skill to add procedural map variety and tactical AI without losing testability. Keep generators behind a common interface, validate generated maps, and make AI depend on what entities can perceive.

Core Workflow

  1. Define a map builder output type with map, starts, exits, and spawn points.
  2. Put each generator behind a shared trait or equivalent interface.
  3. Validate reachability and spawn legality before using a generated map.
  4. Add a small output harness or snapshot path for generator inspection.
  5. Implement FOV and pathfinding through map traits or adapter functions.
  6. Gate monster knowledge through visibility or memory rules.

Read Next

Read references/procgen-ai-patterns.md for generator interfaces, FOV, pathfinding, map memory, AI checks, and test harness patterns.

Source Notes

Guidance is transformed and paraphrased from Hands-On Rust Chapters 9, 10, 11, and 12 and from the official companion source repository. Current crate context was checked against bracket-lib docs, including its pathfinding and geometry support.

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