first pass at tree interaction
This commit is contained in:
@@ -1,7 +1,8 @@
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use crate::constants::ITILE_SIZE;
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use crate::entities::item::drop_table::dig_rng;
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use crate::entities::item::prefabs::misc::misc_prefabs::spawn_prefab;
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use crate::world::chunks::{Z_ABOVE, Z_BELOW};
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use crate::world::chunks::Z_BELOW;
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use crate::world::generation::forestry::{fell_tree, TreePart};
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use crate::world::tiles::tile_changed::TileChangedEvent;
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use crate::world::tiles::visibility::TileOcclusionEvent;
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use crate::world::tiles::TileMap;
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@@ -27,6 +28,7 @@ pub fn dig_system(
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asset_server: Res<AssetServer>,
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time: Res<Time>,
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mut query: Query<(&Transform, &mut Digger)>,
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tree_parts: Query<(Entity, &TreePart)>,
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mut tilemap: ResMut<TileMap>,
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mut tile_changed: MessageWriter<TileChangedEvent>,
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mut occlusion: MessageWriter<TileOcclusionEvent>,
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@@ -90,6 +92,27 @@ pub fn dig_system(
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}
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}
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}
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// If there's a blocking fixture directly above the dug tile, it's a tree trunk —
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// fell the whole tree. Temporary wiring until a designation + task system
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// triggers fell_tree explicitly.
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let above_pos = IVec3::new(below_pos.x, below_pos.y, below_pos.z + ITILE_SIZE);
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let has_trunk_above = tilemap
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.fixture_tiles
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.get(&above_pos)
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.map(|f| !f.can_stand_in())
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.unwrap_or(false);
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if has_trunk_above {
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fell_tree(
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above_pos,
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&tree_parts,
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&mut commands,
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&mut tilemap,
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&mut tile_changed,
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&mut occlusion,
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);
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}
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}
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}
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}
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@@ -9,18 +9,35 @@ use rand::{RngExt, SeedableRng};
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use std::collections::hash_map::DefaultHasher;
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use std::hash::{Hash, Hasher};
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use crate::entities::item::drop_table::DropTable;
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use crate::{
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constants::{SEED, TILE_SIZE},
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constants::{ITILE_SIZE, SEED, TILE_SIZE},
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world::generation::forestry::constants::{
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TREE_LEAF_BASE_RADIUS, TREE_LEAF_RADIUS_OFFSET, TREE_LEAF_RADIUS_VARIATION,
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TREE_MIN_DISTANCE_TILES, TREE_SPAWN_CHANCE, TREE_TRUNK_EXTRA_HEIGHT, TREE_TRUNK_MIN_HEIGHT,
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},
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world::{
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tiles::{FixtureTileData, TileMap},
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tiles::{
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tile_changed::TileChangedEvent, visibility::TileOcclusionEvent, FixtureTileData,
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TileMap,
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},
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ChunkForrestryEvent, ChunkMap, ChunkOwner, TextureIDs, Textures, VisibleGameEntity,
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},
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};
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/// Marks an entity as part of a tree. Enables targeted removal via fell_tree.
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///
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/// `tile_pos` is the grid-aligned world position of the fixture tile this entity
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/// represents. Used to call remove_fixture without scanning fixture_tiles.
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///
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/// `is_trunk` distinguishes trunk segments (can_stand_in=false, drops wood) from
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/// leaf canopy (can_stand_in=true, drops nothing or leaves).
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#[derive(Component)]
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pub struct TreePart {
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pub tile_pos: IVec3,
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pub is_trunk: bool,
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}
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pub fn generate_chunk_forrestry(
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commands: ParallelCommands<'_, '_>,
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mut events: MessageReader<ChunkForrestryEvent>,
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@@ -84,9 +101,13 @@ pub fn generate_chunk_forrestry(
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))
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.id();
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tree_positions.push(trunk_pos);
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commands
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.entity(trunk_entity)
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.insert(ChunkOwner(event.chunk_position));
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commands.entity(trunk_entity).insert((
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ChunkOwner(event.chunk_position),
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TreePart {
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tile_pos: trunk_ivec,
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is_trunk: true,
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},
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));
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collected_entities
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.lock()
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.unwrap()
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@@ -109,7 +130,13 @@ pub fn generate_chunk_forrestry(
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collected_tilemap_updates.lock().unwrap().push((
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trunk_ivec,
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FixtureTileData::new(1, false, true, [0; 8]),
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FixtureTileData::new(
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1,
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false,
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true,
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[0; 8],
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DropTable::default(),
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),
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));
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log_positions.insert(trunk_ivec);
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@@ -168,6 +195,10 @@ pub fn generate_chunk_forrestry(
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commands.entity(leaf).insert((
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VisibleGameEntity,
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ChunkOwner(event.chunk_position),
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TreePart {
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tile_pos: ivec,
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is_trunk: false,
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},
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));
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collected_entities
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.lock()
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@@ -177,7 +208,11 @@ pub fn generate_chunk_forrestry(
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(
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ivec,
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FixtureTileData::new(
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5, true, false, [0; 8],
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5,
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true,
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false,
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[0; 8],
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DropTable::default(),
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),
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),
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);
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@@ -217,3 +252,65 @@ pub fn generate_chunk_forrestry(
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);
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}
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}
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/// Remove all fixture tiles and entities belonging to the tree rooted at `root_pos`.
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///
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/// # How trees are identified
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/// Finds all TreePart entities whose XY is within canopy radius of the trunk column.
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/// This avoids storing a tree ID — the spatial structure IS the identity.
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///
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/// # What this does
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/// For each TreePart entity found:
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/// - Calls `tilemap.remove_fixture(&tree_part.tile_pos)` (clears ChunkData + HashMap)
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/// - Despawns the Bevy entity
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/// - Fires `TileChangedEvent` for path invalidation
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/// - Fires `TileOcclusionEvent` for the column at each removed position
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///
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/// # Performance
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/// O(tree_size) entity lookups via `Query<(Entity, &TreePart)>`. For a typical tree
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/// (4-8 trunk + ~60 leaf tiles) this is ~68 iterations. Acceptable for an infrequent
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/// action.
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pub fn fell_tree(
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root_pos: IVec3,
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tree_parts: &Query<(Entity, &TreePart)>,
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commands: &mut Commands,
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tilemap: &mut TileMap,
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tile_changed: &mut MessageWriter<TileChangedEvent>,
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occlusion: &mut MessageWriter<TileOcclusionEvent>,
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) {
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let trunk_x = root_pos.x;
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let trunk_y = root_pos.y;
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let canopy_radius_world = (TREE_LEAF_BASE_RADIUS * TILE_SIZE) as i32 + ITILE_SIZE;
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let to_remove: Vec<(Entity, IVec3)> = tree_parts
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.iter()
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.filter(|(_, part)| {
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let dx = (part.tile_pos.x - trunk_x).abs();
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let dy = (part.tile_pos.y - trunk_y).abs();
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dx <= canopy_radius_world && dy <= canopy_radius_world
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})
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.map(|(entity, part)| (entity, part.tile_pos))
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.collect();
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for (entity, tile_pos) in to_remove {
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tilemap.remove_fixture(&tile_pos);
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tile_changed.write(TileChangedEvent { pos: tile_pos });
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// Full column occlusion refresh for each removed tile.
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// calculate_visibility traces up arbitrarily deep, so refresh the full column.
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let z_depth =
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crate::world::chunks::Z_BELOW as i32 + crate::world::chunks::Z_ABOVE as i32 + 1;
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for dz in 0..=z_depth {
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for dy in -1..=1i32 {
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for dx in -1..=1i32 {
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occlusion.write(TileOcclusionEvent {
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tile_position: tile_pos
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- IVec3::new(dx * ITILE_SIZE, dy * ITILE_SIZE, dz * ITILE_SIZE),
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});
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}
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}
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}
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commands.entity(entity).despawn();
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}
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}
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@@ -131,12 +131,16 @@ impl FloorTileData {
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}
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/// Packed fixture tile data. ~18 bytes vs 48 bytes tuple.
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#[derive(Clone, Copy, Debug)]
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/// NOTE: Clone+Debug only — adding DropTable removes Copy.
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#[derive(Clone, Debug)]
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pub struct FixtureTileData {
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pub id: u8,
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/// bit0=can_stand_in, bit1=can_stand_on
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pub flags: u8,
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pub visible_range: [u32; 8],
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/// Items dropped when this fixture is removed. Empty = nothing drops.
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/// Trunk tiles will yield wood logs here once log items exist.
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pub drop_table: DropTable,
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}
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impl Default for FixtureTileData {
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@@ -145,12 +149,19 @@ impl Default for FixtureTileData {
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id: 0,
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flags: 0,
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visible_range: [0; 8],
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drop_table: DropTable::default(),
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}
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}
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}
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impl FixtureTileData {
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pub fn new(id: u8, can_stand_in: bool, can_stand_on: bool, visible_range: [u32; 8]) -> Self {
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pub fn new(
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id: u8,
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can_stand_in: bool,
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can_stand_on: bool,
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visible_range: [u32; 8],
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drop_table: DropTable,
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) -> Self {
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let mut flags = 0u8;
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if can_stand_in {
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flags |= 0b001;
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@@ -162,6 +173,7 @@ impl FixtureTileData {
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id,
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flags,
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visible_range,
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drop_table,
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}
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}
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@@ -300,10 +312,23 @@ impl TileMap {
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.unwrap_or(ASTAR_DEFAULT_WEIGHT)
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}
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/// Remove a fixture tile, clearing both the HashMap entry and ChunkData bitsets.
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/// BOTH must be cleared — leaving ChunkData stale causes is_standable bugs.
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/// Remove a fixture tile, clearing the HashMap entry, ChunkData bitsets, and tile_ids.
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/// All three must be cleared — leaving ChunkData stale causes is_standable bugs,
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/// and leaving tile_ids non-zero causes the renderer to keep drawing the fixture.
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///
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/// Also restores the floor tile's stand_in bit, which insert_fixture clears for
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/// blocking fixtures (can_stand_in=false) to prevent air floor tiles from overriding
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/// the block via the OR check in is_standable.
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pub fn remove_fixture(&mut self, pos: &IVec3) -> Option<FixtureTileData> {
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let removed = self.fixture_tiles.remove(pos);
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// Read floor standability before taking mutable borrow on chunks.
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let floor_can_stand_in = self
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.floor_tiles
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.get(pos)
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.map(|f| f.can_stand_in())
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.unwrap_or(false);
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let chunk_pos = world_to_chunk(*pos);
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if let Some(chunk) = self.chunks.get_mut(&chunk_pos) {
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let (lx, ly, z) = ChunkData::world_to_local(*pos);
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@@ -326,9 +351,14 @@ impl TileMap {
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);
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let idx = ChunkData::pos_to_index(lx, ly, z);
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let word = idx / 32;
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let clear_mask = !(1u32 << (idx % 32));
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chunk.stand_in_fixture[word] &= clear_mask;
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chunk.stand_on_fixture[word] &= clear_mask;
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let bit = 1u32 << (idx % 32);
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chunk.stand_in_fixture[word] &= !bit;
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chunk.stand_on_fixture[word] &= !bit;
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chunk.tile_ids[idx] = 0;
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// Restore floor stand_in bit cleared by insert_fixture for blocking fixtures.
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if floor_can_stand_in {
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chunk.stand_in_floor[word] |= bit;
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}
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}
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removed
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}
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