method
Map.random_cell
Map.random_cell(glyph: g) -> IVec2
Picks a random cell whose glyph matches: random tries first, then a sweep, so a map with any such cell always yields one; (-1, -1) when none exists. Deterministic, from the seeded RNG.
Example
# doc-check: skip — illustrative let tile = Map.random_cell(glyph: '.') Spawn.enemy(kind, IVec2.scale(tile, 16))