```lua
#!/usr/bin/env python3
# -*- coding: utf-8 -*-

"""
Hammer Editor Source Map GENERATOR 2D (Improved)
Generates a map with rooms and corridors using BSP, visualizes it.
"""

import argparse
import math
import random
from dataclasses import dataclass
from typing import List, Tuple, Optional

import matplotlib.pyplot as plt
import matplotlib.patches as patches
import networkx as nx


@dataclass
class Config:
    num_rooms: int = 20
    map_width: int = 200
    map_height: int = 200
    room_min_size: int = 5
    room_max_size: int = 20
    passageway_width: int = 3
    extra_connections_factor: float = 0.4
    max_depth: int = 10
    split_ratio: float = 0.6
    random_seed: Optional[int] = None


@dataclass
class Room:
    x: int
    y: int
    width: int
    height: int

    def center(self) -> Tuple[float, float]:
        """Calculate the center coordinates of the room."""
        center_x = self.x + self.width / 2
        center_y = self.y + self.height / 2
        return center_x, center_y


@dataclass
class Leaf:
    x: int
    y: int
    width: int
    height: int
    left_child: Optional['Leaf'] = None
    right_child: Optional['Leaf'] = None
    room: Optional[Room] = None

    def split(self, config: Config) -> bool:
        """Attempt to split the leaf into two children."""
        if self.left_child or self.right_child:
            return False  # Already split

        split_horizontally = random.choice([True, False])
        if split_horizontally:
            max_split = self.height - config.room_min_size
        else:
            max_split = self.width - config.room_min_size

        if max_split <= config.room_min_size:
            return False  # Too small to split

        split = int(random.uniform(config.split_ratio, 1 - config.split_ratio) * max_split)

        # Ensure that both children are large enough after split
        if split < config.room_min_size or (max_split - split) < config.room_min_size:
            return False

        if split_horizontally:
            self.left_child = Leaf(self.x, self.y, self.width, split)
            self.right_child = Leaf(self.x, self.y + split, self.width, self.height - split)
        else:
            self.left_child = Leaf(self.x, self.y, split, self.height)
            self.right_child = Leaf(self.x + split, self.y, self.width - split, self.height)

        print(f"Split leaf at ({self.x}, {self.y}, {self.width}x{self.height}) into "
              f"left_child({self.left_child.x}, {self.left_child.y}, {self.left_child.width}x{self.left_child.height}) "
              f"and right_child({self.right_child.x}, {self.right_child.y}, {self.right_child.width}x{self.right_child.height})")
        return True

    def create_rooms(self, config: Config, rooms: List[Room]) -> None:
        """Recursively create rooms within the leaf."""
        if self.left_child or self.right_child:
            if self.left_child:
                self.left_child.create_rooms(config, rooms)
            if self.right_child:
                self.right_child.create_rooms(config, rooms)
        else:
            # Ensure leaf is big enough to hold a room with margins
            margin = 1  # Minimum distance from leaf edges
            available_width = self.width - 2 * margin
            available_height = self.height - 2 * margin

            if available_width < config.room_min_size or available_height < config.room_min_size:
                print(f"Leaf too small for a room: width={self.width}, height={self.height}")
                return

            room_width = random.randint(config.room_min_size, min(config.room_max_size, available_width))
            room_height = random.randint(config.room_min_size, min(config.room_max_size, available_height))
            room_x = self.x + margin + random.randint(0, available_width - room_width)
            room_y = self.y + margin + random.randint(0, available_height - room_height)
            self.room = Room(room_x, room_y, room_width, room_height)
            rooms.append(self.room)
            print(f"Created room at ({room_x}, {room_y}) size ({room_width}x{room_height})")


class BSPMapGenerator:
    def __init__(self, config: Config):
        self.config = config
        if config.random_seed is not None:
            random.seed(config.random_seed)
        self.rooms: List[Room] = []

    def generate_rooms(self) -> List[Room]:
        """Generate rooms using Binary Space Partitioning."""
        root_leaf = Leaf(0, 0, self.config.map_width, self.config.map_height)
        leaves = [root_leaf]

        # Split the leaves
        split_successful = True
        depth = 0
        while split_successful and depth < self.config.max_depth:
            split_successful = False
            for leaf in leaves[:]:
                if not leaf.left_child and not leaf.right_child:
                    if leaf.split(self.config):
                        leaves.append(leaf.left_child)
                        leaves.append(leaf.right_child)
                        split_successful = True
            depth += 1
            print(f"Partitioning depth {depth}")

        # Create rooms
        root_leaf.create_rooms(self.config, self.rooms)

        # Trim the number of rooms if necessary
        if len(self.rooms) > self.config.num_rooms:
            self.rooms = self.rooms[:self.config.num_rooms]
            print(f"Trimmed rooms to {len(self.rooms)} to match num_rooms")

        return self.rooms


class CorridorGenerator:
    def __init__(self, rooms: List[Room], config: Config):
        self.rooms = rooms
        self.config = config

    def connect_rooms(self) -> nx.Graph:
        """Connect rooms using Minimum Spanning Tree and add extra connections."""
        G = nx.Graph()

        # Add nodes with positions
        for idx, room in enumerate(self.rooms):
            G.add_node(idx, pos=room.center())

        # Add all possible edges with Euclidean distance as weight
        for i in range(len(self.rooms)):
            for j in range(i + 1, len(self.rooms)):
                pos_i = self.rooms[i].center()
                pos_j = self.rooms[j].center()
                distance = math.hypot(pos_i[0] - pos_j[0], pos_i[1] - pos_j[1])
                G.add_edge(i, j, weight=distance)

        # Compute Minimum Spanning Tree (MST)
        mst = nx.minimum_spanning_tree(G)

        # Determine number of additional connections
        extra_connections = int(self.config.extra_connections_factor * len(self.rooms))
        potential_extra = set(G.edges()) - set(mst.edges())

        if potential_extra:
            # Sort potential extras by weight (ascending for shorter corridors first)
            sorted_extra = sorted(
                potential_extra,
                key=lambda edge: G.edges[edge]['weight']
            )
            num_extra = min(extra_connections, len(sorted_extra))
            extra_edges = sorted_extra[:num_extra]
            mst.add_edges_from(extra_edges)
            print(f"Added {len(extra_edges)} extra connections.")
        else:
            print("No extra connections available.")

        return mst


class MapVisualizer:
    def __init__(self, config: Config):
        self.config = config

    def draw_map_2d(self, rooms: List[Room], connections: nx.Graph) -> None:
        """Render the map in 2D using matplotlib."""
        fig, ax = plt.subplots(figsize=(15, 15))

        # Draw rooms
        for idx, room in enumerate(rooms):
            rect = patches.Rectangle(
                (room.x, room.y),
                room.width,
                room.height,
                linewidth=1,
                edgecolor='black',
                facecolor='cyan',
                alpha=0.8
            )
            ax.add_patch(rect)

            cx, cy = room.center()
            ax.plot(cx, cy, 'ro')  # Red dot at center
            ax.text(
                cx, cy, str(idx + 1),
                color='white', ha='center', va='center',
                fontsize=8, fontweight='bold'
            )

        # Draw corridors as orthogonal corridors
        for edge in connections.edges():
            self._draw_corridor_2d(ax, rooms[edge[0]], rooms[edge[1]])

        # Configure plot
        ax.set_xlim(-10, self.config.map_width + 10)
        ax.set_ylim(-10, self.config.map_height + 10)
        ax.set_aspect('equal')
        ax.set_title(
            'Hammer Editor - Randomly Generated Rooms (BSP)',
            fontsize=16
        )
        ax.set_xlabel('X', fontsize=12)
        ax.set_ylabel('Y', fontsize=12)
        ax.grid(True, which='both', linestyle='--', linewidth=0.5, alpha=0.7)
        plt.show()

    def _draw_corridor_2d(self, ax, room_a: Room, room_b: Room) -> None:
        """Draw an orthogonal corridor between two rooms in 2D."""
        ax_center = room_a.center()
        bx_center = room_b.center()

        # Randomly decide whether to go horizontal first or vertical
        horizontal_first = random.choice([True, False])

        if horizontal_first:
            intermediate_point = (bx_center[0], ax_center[1])
            self._draw_rectangle_corridor(
                ax,
                start=ax_center,
                end=intermediate_point,
                orientation='horizontal'
            )
            self._draw_rectangle_corridor(
                ax,
                start=intermediate_point,
                end=bx_center,
                orientation='vertical'
            )
        else:
            intermediate_point = (ax_center[0], bx_center[1])
            self._draw_rectangle_corridor(
                ax,
                start=ax_center,
                end=intermediate_point,
                orientation='vertical'
            )
            self._draw_rectangle_corridor(
                ax,
                start=intermediate_point,
                end=bx_center,
                orientation='horizontal'
            )

    def _draw_rectangle_corridor(self, ax, start: Tuple[float, float], end: Tuple[float, float], orientation: str) -> None:
        """Helper method to draw a rectangular corridor."""
        if orientation == 'horizontal':
            corridor_length = abs(end[0] - start[0])
            corridor_x = min(start[0], end[0])
            corridor_y = start[1] - self.config.passageway_width / 2
            rectangle = patches.Rectangle(
                (corridor_x, corridor_y),
                corridor_length,
                self.config.passageway_width,
                linewidth=0,
                edgecolor=None,
                facecolor='blue',
                alpha=0.6
            )
        else:
            corridor_length = abs(end[1] - start[1])
            corridor_x = start[0] - self.config.passageway_width / 2
            corridor_y = min(start[1], end[1])
            rectangle = patches.Rectangle(
                (corridor_x, corridor_y),
                self.config.passageway_width,
                corridor_length,
                linewidth=0,
                edgecolor=None,
                facecolor='blue',
                alpha=0.6
            )
        ax.add_patch(rectangle)


def parse_arguments() -> argparse.Namespace:
    """Parse command-line arguments."""
    parser = argparse.ArgumentParser(
        description="Hammer Editor Source Map GENERATOR 2D - Generate and visualize maps with rooms and corridors."
    )
    parser.add_argument(
        '--view', type=str, default='2d',
        choices=['2d'],
        help="Type of visualization: '2d'. Default is '2d'."
    )
    parser.add_argument(
        '--seed', type=int, default=None,
        help="Random seed for reproducibility."
    )
    # Placeholder for future configuration file support
    parser.add_argument(
        '--config', type=str, default=None,
        help="Path to a configuration file (optional)."
    )
    return parser.parse_args()


def main():
    args = parse_arguments()

    # Initialize configuration
    config = Config(
        num_rooms=180,
        map_width=200,
        map_height=200,
        room_min_size=5,
        room_max_size=20,
        passageway_width=3,
        extra_connections_factor=0.4,
        max_depth=10,  # Increased BSP depth for more detailed partitioning
        split_ratio=0.6,
        random_seed=args.seed
    )

    # Generate map using BSP
    bsp_generator = BSPMapGenerator(config)
    rooms = bsp_generator.generate_rooms()

    if not rooms:
        print("No rooms were generated. Please check configuration parameters.")
        return

    # Generate corridors
    corridor_generator = CorridorGenerator(rooms, config)
    connections = corridor_generator.connect_rooms()

    # Visualize map
    visualizer = MapVisualizer(config)
    if args.view == '2d':
        visualizer.draw_map_2d(rooms, connections)


if __name__ == "__main__":
    main()
```
Improve map generation algorithm, map structure, add diagonal moves, make rooms not only square but also polygonal.