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porta

porta is two things:

  1. A DSL for concisely defining a relational floorplan; and
  2. A software package for deterministically converting a floorplan into a clean SVG map.
room hall    "Great Hall" 40x20 root
room parlour "Parlour"    20x20 left-of hall
room kitchen "Kitchen"    20x20 right-of hall
room study   "Study"      ?x20  down-of parlour

The porta DSL

porta floorplans are defined in .porta files adhering to a strict specification. Each room is defined in a single line relative to one or more anchor rooms, forming a dependency graph all the way back to the initial root room. This model creates a 1-to-1 correspondence between the floorplan and the final SVG map it produces, allowing porta to rapidly and deterministically generate one from the other.

Files are read line by line: a # starts a comment that runs to the end of the line (a # inside a quoted name is literal), and blank lines are ignored.

Any statement can be continued onto the next physical line by ending it with a backslash, separated from the last token by whitespace:

room pn "" 40x10 root
room pw "" 10x20 down-of pn
room pe "" 10x20 down-of pn align=end
room ps "" 40x10 down-of pw \
    down-of pe
block passages "Passages" glyph=pn \
    pn pw \
    pe ps

Continued lines parse as one statement, and errors still point at the physical line of the offending token. A backslash anywhere else — mid-line, glued to a token, or followed by a comment — is an error, as is a blank (or comment-only) line inside a continued statement.

For more on the porta DSL specification, see the following documentation:

  • Rooms — the room statement, room positioning, auto-dimensions (?), and the layout resolution procedure.
  • Doors — default doors & how to modify them, and the door statement for explicitly adding non-default doors.
  • Blocks — the block statement for joining multiple rooms into a single non-rectangular space.

The porta tool

Once a valid floorplan has been written, porta draw converts it into an SVG map in a two-step process. First, the dependency graph is traversed and the relations in the floorplan are converted into a coordinate system. Second, that coordinate system is used to deterministically generate an SVG file.

porta draw plan.porta -o plan.svg

The solved coordinate system can also be viewed and debugged directly as an ASCII grid:

porta draw plan.porta --debug-ascii

A plan that can't be solved (due to overlaps, missing anchors, gaps between a room and its anchor, etc) will fail and raise an error.

Installation

porta is published on PyPI and can be installed with pip:

pip install porta

Alternatively, install it from a checkout of this repo. Add the [dev] extra to pull in the test and lint tools as well:

pip install -e .          # editable install
pip install -e ".[dev]"   # ... plus pytest, ruff, and mypy

Why porta?

porta is built to be:

  • Text-based — a plan is plain text: editable in any editor, diffable, and version-controlled alongside your campaign notes. No WYSIWYG, no binary files.
  • Concise — a terse syntax with strong defaults; a whole plan is a handful of short lines.
  • Deterministic — no procedural generation and no randomness; the same plan always renders the same map.
  • Relational — rooms are placed against other rooms, never drawn by hand or given raw coordinates.
  • Spatial — the output is a flush, to-scale floor plan in tabletop conventions, not a flowchart or connectivity graph.
  • Fast — placement is a single pass over a dependency graph, with no constraint solver to run.
  • AI-friendly — terse, text-only, and predictable, so a language model can read and write plans reliably (this one falls out of the rest).

No existing tool hits all of these:

  • Procedural and AI generators (Watabou, Inkarnate) aren't deterministic or controllable — they invent a layout instead of rendering yours.
  • GUI map editors (Dungeondraft, Dungeon Scrawl) aren't text: mouse-driven, binary, and kept apart from your notes.
  • Diagram tools (Mermaid, Graphviz, D2) give connectivity, not a spatial, to-scale map.
  • Hand-written SVG is text, but neither concise nor relational — verbose and easy to get wrong.

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