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- Cargo project set up, only dependency is crossterm
- Wrote own xorshift RNG (learn how they work + deterministic seeds -> reproducible dungeons)
- Added points, rectangles, tile types (wall/floor/corridor/stairs)
- Map = one flat vector indexed as 2D
- Rooms and corridors generator: scatter nonoverlapping rooms, join with L-shaped halls
- Ray-cast FOV: see only nearby and visited tiles stay dimly lit
- No player yet, but world is generating
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