Directory layout for Grok — SKILL.md plus scripts, references, and assets. 6 file(s).
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# Seed Map One seed, one world. Generate into data, prove it is reachable, then draw — never the other way around. Validate before the player sees it. Inspired by gamedev-skills/awesome-gamedev-agent-skills procedural-gen (Apache-2.0). Original Grok remake. Complements room-flow (HAND-authored blockout/pacing; complementary, not interchangeable), pawn-mind (path on the generated graph), gold-sink (loot/economy — HAND OFF loot tables), save-slot (persist the seed), juice-pass, stick-map. Not godot-teacher. Read `references/gen-rules.md` before you design. Fill the three templates under `templates/`. ## When to use - Shareable seeds, "why did two runs differ," determinism bugs - Heightmaps / biomes from Perlin, Simplex, or fBm noise - Dungeon: place rooms, then connect (L-corridors or BSP) - Cave-like fills (random walk or cellular automata) as a *note*, not a library dump - A generate → validate/repair → draw pipeline on a plain grid ## When NOT to use - Loot tables, drop weights, shop spread, gold sinks → use gold-sink (explicitly out of scope here even though some procgen tutorials mix them in) - Hand-paced authored levels, beat sheets, metrics-first blockout → use room-flow (this skill generates; that one authors) - Godot TileMap / GridMap / NoiseTexture2D / Unity Terrain APIs → use godot-teacher - NPC FSM, behavior trees, A* steering on an already-built graph → use pawn-mind - Persist format for the seed / run → use save-slot (hand the seed value; do not invent the file schema) - Hit juice on a generated event → use juice-pass; bindings → use stick-map - Cheat map reveals, minimap wallhacks, ESP overlays, aimbots, malware ## Inputs - Genre slice (overworld heightmap, room dungeon, cave, mixed) - Grid size they want (cells or rooms), plus a hard cap on placement attempts - Whether the seed is player-facing (shareable) or hidden - Pain: two runs differ, spawn in a wall, islands with no exit, striped biomes, gen hitch on first load - What later systems consume (pawn-mind graph, room-flow dress pass, save-slot seed field) ## Procedure 1. Read `references/gen-rules.md`. Refuse loot tables (gold-sink), authored blockout (room-flow), TileMap API dumps (godot-teacher), NPC FSMs (pawn-mind), cheat map reveals, wallhacks, aimbots, and malware. 2. Lock **one** seeded RNG instance and pass it into every random call. Never `global random`. Same seed + same params = same world. Write the policy on `templates/rng-card.md`. Store the seed (and generator version) via save-slot — this skill names the value, not the file format. 3. Generate into a **plain data grid** first (cells, rooms, heights, walkable flags). A later pass draws tiles, sprites, or meshes. Do not spawn visuals while you place rooms. 4. Pick the technique from the world, not from a tutorial you remember: - Continuous terrain / heightmaps → fractal / fBm noise (octaves, lacunarity, gain, **renormalize**). Use a real noise library; do not invent gradient noise from scratch. - Discrete rooms → place non-overlapping rooms, then connect (L-corridors or BSP). Cap placement attempts so the loop cannot spin forever. - Caves → random walk or cellular automata as a short note, not a vendor dump. 5. Elevation and moisture (or any two noise fields that drive biomes) **must** use different seeds or offsets. Same field twice = striped or cloned biomes. 6. Validate before draw: flood-fill from spawn; every room reachable; a path to the exit; spawn is not a wall. Reject or repair. Then fill `templates/generator.md`. 7. Tune with the seed **FIXED**. When the map looks right, sweep many seeds to see the distribution — not one lucky map. Note gen time so frame time and physics never leak into the seed. 8. Fill `templates/verify-gen.md`. Watch: reachability, spawn-safe, exit path, attempt cap, seed-sweep, FPS/hitch of the generate pass. 9. Tiny original engine-neutral notes only if asked. No Godot/Unity API dumps. No GDScript copied from any source. ## Output format - RNG card (seed policy, one instance, what is stored, elevation vs moisture seeds) - Generator card (technique, grid size, room/noise params, draw-later note) - Verify-gen checklist (reachability, spawn, exit, attempt cap, seed-sweep, FPS) - One line: procgen worksheet; not a loot table, TileMap tutor, or cheat overlay ## Safety - Follow `references/gen-rules.md` with no exceptions. - No real-money gambling design. No CSAM in generated flavor text. - No wallhack overlays, cheat map reveals, aimbots, ESP, or malware. - Engine-neutral notes only. Not a Godot tutor. ## Stop conditions - Three templates delivered, or refused for loot tables / authored blockout / TileMap APIs / NPC FSM / cheats / wrong scope (gold-sink / room-flow / godot-teacher / pawn-mind / save-slot)
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