docs: update README with collision, tile events, rabbit dig, visibility notes
- Add Stage 2 collision section documenting convoy / head-on / E/S yield / W/N right-of-way - Add TileChangedEvent + path invalidation section - Add Rabbit digging to implemented list - Add visibility raycast note (absent tiles in loaded chunks = air) - Remove stale warning count from build instructions
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@@ -9,18 +9,18 @@ This is an **engine foundation**, not a complete game. Many features (crafting,
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```
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src/
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├── camera.rs # Panning camera, z-level control (Q/E, scroll)
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├── config.rs # GameConfig resource
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├── config.rs # GameConfig, TileRegistry resources
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├── constants.rs # Tile size, pathfinding constants
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├── entities/ # Dorfs, pigs, rabbits — ambulatory entities
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│ ├── sentient/
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│ ├── livestock/
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│ └── shared_*/ # Ambulatory, pathfinding systems
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│ └── shared_*/ # Ambulatory, pathfinding, occupancy systems
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├── game.rs # ZIndex resource, frame timing
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├── main.rs # Bevy app bootstrap
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└── world/
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├── chunks/ # ChunkMap, chunk loading/unloading, connectivity
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├── generation/ # Terrain blobs, forestry, foliage (stub), fauna (stub)
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└── tiles/ # TileMap, TileRegistry, rendering, visibility
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└── tiles/ # TileMap, TileRegistry, rendering, visibility, tile change events
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```
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### Chunk Architecture
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@@ -33,7 +33,7 @@ src/
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### Rendering Pipeline
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1. `handle_tile_occlusion_updates` — raycasts from each tile upward to compute `visible_range` bitmask (which z-levels can see it)
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1. `handle_tile_occlusion_updates` — raycasts from each tile upward to compute `visible_range` bitmask (which z-levels can see it). Tiles in loaded chunks with no floor entry are treated as air (open space).
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2. `build_quilted_terrain_sprites` — GPU bake: tiles bucketed by `(render_chunk, z_level)`, blitted into pooled pixel buffers, spawned as `TerrainSprite` entities
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3. `update_tile_visibility` — toggles `Visibility` on sprites based on current `ZIndex` (camera z-level)
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@@ -44,8 +44,16 @@ Three tiers, gated by distance:
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- **Tier 2** (4–8 chunks): provisional path + full path via async queue
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- **Tier 3** (>8 chunks): hierarchical chunk graph → async segmented A*
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**Stage 2 Collision** — when two entities target the same tile, the movement system resolves in four cases:
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- **Convoy**: entity ahead moves in ~same direction → follow-through, no avoidance
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- **Head-on**: dot product < −0.7 → both yield left (existing sidestep chain)
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- **E/S yield**: entity moving east or south → sidestep chain first, excuse-me on failure
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- **W/N right-of-way**: entity moving west or north → advance with excuse-me delay
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`PathfindingBenchmark` resource tracks sync vs async performance per frame.
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**Tile Change Invalidation** — `TileChangedEvent` fires whenever a tile's standability changes at runtime. `PathfindingDirtyChunks` collects affected chunk positions; `invalidate_paths_on_tile_change` clears paths for entities stepping through changed chunks within 8 steps.
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### Entity Indexing
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Static terrain entities (floor tiles, fixtures, trees) are indexed in `chunk_entity_index: HashMap<IVec2, Vec<Entity>>` at spawn time. When a chunk unloads, the index is retrieved and entities are despawned. This is **O(entities in chunk)**, not O(total entities).
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@@ -67,7 +75,7 @@ Mobile entities (dorfs, pigs, rabbits) are **not** in `chunk_entity_index`. They
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- `initial_chunk_radius`: chunks loaded around origin at startup (default: 7 → 15×15 = 225 chunks)
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- `spawn_counts`: dorfs, pigs, rabbits spawned at game start
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`tiles.toml`: tile registry — floor tiles, fixture tiles. Each tile has `id`, `astar_weight`, `can_stand_in`, `can_stand_on`, `transparent` flags.
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`tiles.toml`: tile registry — floor tiles, fixture tiles. Each floor tile has `id`, `astar_weight`, `can_stand_in`, `can_stand_on`, `transparent` flags.
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## Status
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@@ -76,7 +84,7 @@ Mobile entities (dorfs, pigs, rabbits) are **not** in `chunk_entity_index`. They
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- [x] Tile registry (`tiles.toml`) with A* weights
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- [x] Floor tiles, fixture tiles, item tiles
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- [x] Z-levels with quilted GPU sprite rendering
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- [x] Tile occlusion / visibility raycasting
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- [x] Tile occlusion / visibility raycasting (treats absent tiles in loaded chunks as air)
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- [x] Forestry: tree trunks + leaves spawned per chunk
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- [x] Dorfs, pigs, rabbits spawning at startup
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- [x] Hierarchical async pathfinding (3 tiers)
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@@ -85,6 +93,9 @@ Mobile entities (dorfs, pigs, rabbits) are **not** in `chunk_entity_index`. They
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- [x] Camera panning + z-level control
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- [x] GPU texture pooling (pixel buffer reuse across bakes)
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- [x] Render chunk dirty-tracking for incremental rebakes
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- [x] Stage 2 collision resolution (convoy, E/S yield, W/N right-of-way)
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- [x] TileChangedEvent + path invalidation on tile change
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- [x] Rabbit digging (debug) — removes floor tile, replaces with air, fires occlusion + path invalidation
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### Stubs (exist as empty functions, wired into schedules)
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- [ ] Foliage generation per chunk (`generate_chunk_foliage`)
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@@ -95,18 +106,18 @@ Mobile entities (dorfs, pigs, rabbits) are **not** in `chunk_entity_index`. They
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- [ ] Crafting, stockpiles, resource gathering
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- [ ] Needs, mood, stress systems
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- [ ] Job assignment and task automation
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- [ ] Building and construction (digging/mining)
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- [ ] Building and construction (beyond debug rabbit digging)
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- [ ] Combat and squad management
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- [ ] Item persistence and inventory
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- [ ] Dynamic chunk loading (player/NPC-centered, not just radius-at-startup)
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- [ ] Save/load world state
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- [ ] World history and procedural storytelling
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- [ ] UI (menus, z-level overlay, workshop assignment)
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- [ ] Dynamic chunk loading (player/NPC-centered, not just radius-at-startup)
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## Building
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```sh
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cargo build # dev profile, ~1.2K warnings (pre-existing)
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cargo build # dev profile
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cargo run # dev mode
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```
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