# Simple procedural generation of "dungeon maps" Basic proof of concept for a "cellular automata" model. No real refinement at this point. Initial work based on [this tutorial](https://gamedevelopment.tutsplus.com/tutorials/generate-random-cave-levels-using-cellular-automata--gamedev-9664). It takes the following flags: * --width *x*: the width of the map. *x* must be a positive integer. See below. * --height *x*: the height of the map. *x* must be a positive integer. See below. * --seed *x*: the chance a given cell will be generated as "wall". *x* must be an integer from 1-99. * --death *x*: if a wall cell has fewer than this many wall cells surrounding it, it becomes empty. *x* must be an integer from 1-8. * --birth *x*: if an empty cell has more than this many wall cells surrounding it, it becomes a wall. *x* must be an integer from 1-8. * --reps *x*: the number of smoothing passes to take on the map. *x* must be a positive integer. Large values can significantly extend runtime. * --out: save the result to an image in the maps/ directory instead of printing it to the screen. * --color: uses random complementary colors in the saved image instead of black and white. *Does nothing if not used with the --out flag.* ### A note on width and height If you use --out, width and height are in pixels. If you don't, height is lines of text, and width is measured in **chunks of two characters**; "--width 40" will produce a map 80 characters wide. This is because each "wall" cell is represented by a double **I** character and each "empty" cell is represented by a double space; in the font the developer uses, this makes it so that if a map's width and height are the same, the map is roughly square.