mwg API
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    Interface CaveResult

    interface CaveResult {
        chambers: readonly {
            cells: readonly { x: number; y: number }[];
            centre: { x: number; y: number };
            id: string;
        }[];
        level: Level;
        starts: readonly { side: string; x: number; y: number }[];
        villages: readonly { x: number; y: number }[];
    }
    Index
    chambers: readonly {
        cells: readonly { x: number; y: number }[];
        centre: { x: number; y: number };
        id: string;
    }[]

    every chamber as grown, with its centre and carved cells

    level: Level
    starts: readonly { side: string; x: number; y: number }[]

    start positions by side, chamber centres with their ring carved when asked

    villages: readonly { x: number; y: number }[]

    cells picked as villages by density; their terrain stays floor