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Random Dungeon Room Key Generator

Populate a supplied fictional dungeon with contents, clues, and reusable keys placed in reachable rooms, recording unlock stages and required-room paths.

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Description

Populate a supplied fictional dungeon with contents, clues, and reusable keys placed in reachable rooms, recording unlock stages and required-room paths.

Worldbuilding fixtures describe an invented setting through supplied entities and explicit relations. A reproducible arrangement can support games or writing exercises while keeping constructed history and geography separate from factual claims about the real world.

Populate a supplied fictional dungeon with contents, clues, and reusable keys placed in reachable rooms, recording unlock stages and required-room paths.

When to use this tool

Use this generator to create reproducible dungeon room key cases from the supplied model or bank. Inspect the returned evidence before using cases in a test or exercise.

How to use the tool and how it works

  1. Supply rooms, doors, keyIds, startRoomId, requiredRoomIds, contents, clues in the field shapes below. Set seed when you need an explicit replay.
  2. Run the tool and correct any input error. For generated controls, distinguish a successful fixture containing an invalid case from failure to generate the fixture.
  3. Read fictional, rooms, stages, paths, components. Use the conventions below. Keep answer-bearing fields separate when presenting an exercise.

Validate required-room reachability in the fully unlocked graph. Place each key in a currently reachable room, preferentially selecting keys unlocking a frontier door, and recompute reachability after acquisition. Return stages, room contents, and full-graph paths to required rooms.1

Delegated operations used for this result: shortest unweighted path. Their calculation or parsing conventions apply to the corresponding result fields.2

Input fieldMeaning and unitsAccepted input
roomsRoomsRequired. Array of Object; no unknown keys.; minimum items 1; maximum items 24.
rooms[].idLiteral identifier used independently of display labels.Required. Text; minimum UTF-16 length 1; maximum UTF-16 length 64.
rooms[].nameNameRequired. Text; maximum UTF-16 length 2048.
doorsDoorsRequired. Array of Object; no unknown keys.; minimum items 0; maximum items 64.
doors[].fromFromRequired. Text; minimum UTF-16 length 1; maximum UTF-16 length 64.
doors[].toToRequired. Text; minimum UTF-16 length 1; maximum UTF-16 length 64.
doors[].keyIdKey IdRequired. Text; minimum UTF-16 length 1; maximum UTF-16 length 64. or Null.
keyIdsKey IdsRequired. Array of Text; minimum UTF-16 length 1; maximum UTF-16 length 64.; minimum items 0; maximum items 12.
startRoomIdStart Room IdRequired. Text; minimum UTF-16 length 1; maximum UTF-16 length 64.
requiredRoomIdsRequired Room IdsRequired. Array of Text; minimum UTF-16 length 1; maximum UTF-16 length 64.; minimum items 0; maximum items 24.
contentsContentsRequired. Array of Text; maximum UTF-16 length 2048.; minimum items 1; maximum items 32.
cluesCluesRequired. Array of Text; maximum UTF-16 length 2048.; minimum items 1; maximum items 32.
seedOptional numeric seed; takes precedence over context randomness. Without either, use the fixed tool.io default seed.Optional. Safe integer.
Output fieldInterpretationReturned shape
fictionalFictionalRequired. Boolean; exactly true.
roomsRoomsRequired. Array of Object; no unknown keys.; minimum items 1; maximum items 24.
rooms[].idLiteral identifier used independently of display labels.Required. Text; minimum UTF-16 length 1; maximum UTF-16 length 64.
rooms[].nameNameRequired. Text; maximum UTF-16 length 2048.
rooms[].contentsContentsRequired. Text; maximum UTF-16 length 2048.
rooms[].clueClueRequired. Text; maximum UTF-16 length 2048.
rooms[].keysKeysRequired. Array of Text; minimum UTF-16 length 1; maximum UTF-16 length 64.; minimum items 0; maximum items 12.
stagesStagesRequired. Array of Object; no unknown keys.; minimum items 1; maximum items 13.
stages[].keyIdKey IdRequired. Text; minimum UTF-16 length 1; maximum UTF-16 length 64. or Null.
stages[].keyRoomIdKey Room IdRequired. Text; minimum UTF-16 length 1; maximum UTF-16 length 64. or Null.
stages[].reachableRoomsReachable RoomsRequired. Array of Text; minimum UTF-16 length 1; maximum UTF-16 length 64.; minimum items 1; maximum items 24.
pathsPathsRequired. Array of Object; no unknown keys.; minimum items 0; maximum items 24.
paths[].targetTargetRequired. Text; minimum UTF-16 length 1; maximum UTF-16 length 64.
paths[].distanceDistanceRequired. Safe integer; minimum 0; maximum 23.
paths[].roomsRoomsRequired. Array of Text; minimum UTF-16 length 1; maximum UTF-16 length 64.; minimum items 1; maximum items 24.
componentsComponentsRequired. Safe integer; minimum 1; maximum 24.
randomnessReplay source and normalized 32-bit seed, or null seed for an advancing context source.Required. Object; no unknown keys.
randomness.seedOptional safe-integer replay seed; normalization and precedence are explained below.Required. Safe integer. or Null.
randomness.sourceSourceRequired. Text; one of "context", "seed".

An explicit safe-integer seed takes precedence over injected context randomness and is normalized to an unsigned 32-bit integer. With no seed and no context source, replay uses the fixed tool.io default seed. A context source must return finite values from zero inclusive to one exclusive; its advancing state must be retained separately. randomness records the source and normalized seed, or null for context. These generators are not cryptographic random sources.

json
{
  "input": {
    "rooms": [
      {
        "id": "foyer",
        "name": "Entry Hall"
      },
      {
        "id": "vault",
        "name": "Lantern Vault"
      },
      {
        "id": "gallery",
        "name": "Map Gallery"
      }
    ],
    "doors": [
      {
        "from": "foyer",
        "to": "vault",
        "keyId": "brass"
      },
      {
        "from": "foyer",
        "to": "gallery",
        "keyId": null
      }
    ],
    "keyIds": [
      "brass"
    ],
    "startRoomId": "foyer",
    "requiredRoomIds": [
      "vault"
    ],
    "contents": [
      "Stacked crates",
      "Stone benches"
    ],
    "clues": [
      "A cold draft",
      "Chalk marks"
    ],
    "seed": 42
  },
  "output": {
    "fictional": true,
    "rooms": [
      {
        "id": "foyer",
        "name": "Entry Hall",
        "contents": "Stone benches",
        "clue": "Chalk marks",
        "keys": [
          "brass"
        ]
      },
      {
        "id": "vault",
        "name": "Lantern Vault",
        "contents": "Stacked crates",
        "clue": "Chalk marks",
        "keys": []
      },
      {
        "id": "gallery",
        "name": "Map Gallery",
        "contents": "Stacked crates",
        "clue": "Chalk marks",
        "keys": []
      }
    ],
    "stages": [
      {
        "keyId": null,
        "keyRoomId": null,
        "reachableRooms": [
          "foyer",
          "gallery"
        ]
      },
      {
        "keyId": "brass",
        "keyRoomId": "foyer",
        "reachableRooms": [
          "foyer",
          "gallery",
          "vault"
        ]
      }
    ],
    "paths": [
      {
        "target": "vault",
        "distance": 1,
        "rooms": [
          "foyer",
          "vault"
        ]
      }
    ],
    "components": 1,
    "randomness": {
      "seed": 42,
      "source": "seed"
    }
  }
}

Limitations and assumptions

  • Paths are final unlocked shortest paths, not necessarily the acquisition walk. Keys may share rooms and unused keys can be placed. This is fictional puzzle structure rather than real building access or escape safety.
  • A replay requires the same complete input and implementation. The stated sampling convention applies within its eligible space. A finite draw does not exhaust all possible outputs; repeats remain possible unless a distinct-selection rule is explicit.
  • The field tables state structural bounds; cross-field constraints and bounded search or output budgets also apply. Unknown keys are rejected where the object contract disallows them. Input errors are distinct from null fields and deliberate invalid controls in a successful output.

Alternative or Complementary methods

For a supplied example, inspect the returned construction or delegated check directly. To evaluate a consumer, also test cases chosen for its own boundaries; a generated finite corpus does not establish exhaustive coverage.

References

  1. Tool behavior and example: Random Dungeon Room Key Generator — tool.io

  2. Calculation or validation: graph/shortest-unweighted-path — tool.io

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