Everything a seeded generation run produced, flattened into plain data a parity check can
diff: the room graph and retry count from generateDungeonGraph, the terrain it painted,
whatever feature layer and content rolls a game attached, and however many RNG draws the
game itself chose to count. mwg dictates none of the game-side shapes here (content is
whatever a game's own roll traces are) - only how to compare two of them.
Everything a seeded generation run produced, flattened into plain data a parity check can diff: the room graph and retry count from
generateDungeonGraph, the terrain it painted, whatever feature layer and content rolls a game attached, and however many RNG draws the game itself chose to count.mwgdictates none of the game-side shapes here (contentis whatever a game's own roll traces are) - only how to compare two of them.