diff --git a/README.md b/README.md index e94c9f4..b4e304d 100644 --- a/README.md +++ b/README.md @@ -9,18 +9,18 @@ This is an **engine foundation**, not a complete game. Many features (crafting, ``` src/ ├── camera.rs # Panning camera, z-level control (Q/E, scroll) -├── config.rs # GameConfig resource +├── config.rs # GameConfig, TileRegistry resources ├── constants.rs # Tile size, pathfinding constants ├── entities/ # Dorfs, pigs, rabbits — ambulatory entities │ ├── sentient/ │ ├── livestock/ -│ └── shared_*/ # Ambulatory, pathfinding systems +│ └── shared_*/ # Ambulatory, pathfinding, occupancy systems ├── game.rs # ZIndex resource, frame timing ├── main.rs # Bevy app bootstrap └── world/ ├── chunks/ # ChunkMap, chunk loading/unloading, connectivity ├── generation/ # Terrain blobs, forestry, foliage (stub), fauna (stub) - └── tiles/ # TileMap, TileRegistry, rendering, visibility + └── tiles/ # TileMap, TileRegistry, rendering, visibility, tile change events ``` ### Chunk Architecture @@ -33,7 +33,7 @@ src/ ### Rendering Pipeline -1. `handle_tile_occlusion_updates` — raycasts from each tile upward to compute `visible_range` bitmask (which z-levels can see it) +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). 2. `build_quilted_terrain_sprites` — GPU bake: tiles bucketed by `(render_chunk, z_level)`, blitted into pooled pixel buffers, spawned as `TerrainSprite` entities 3. `update_tile_visibility` — toggles `Visibility` on sprites based on current `ZIndex` (camera z-level) @@ -44,8 +44,16 @@ Three tiers, gated by distance: - **Tier 2** (4–8 chunks): provisional path + full path via async queue - **Tier 3** (>8 chunks): hierarchical chunk graph → async segmented A* +**Stage 2 Collision** — when two entities target the same tile, the movement system resolves in four cases: +- **Convoy**: entity ahead moves in ~same direction → follow-through, no avoidance +- **Head-on**: dot product < −0.7 → both yield left (existing sidestep chain) +- **E/S yield**: entity moving east or south → sidestep chain first, excuse-me on failure +- **W/N right-of-way**: entity moving west or north → advance with excuse-me delay + `PathfindingBenchmark` resource tracks sync vs async performance per frame. +**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. + ### Entity Indexing Static terrain entities (floor tiles, fixtures, trees) are indexed in `chunk_entity_index: HashMap>` 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). @@ -67,7 +75,7 @@ Mobile entities (dorfs, pigs, rabbits) are **not** in `chunk_entity_index`. They - `initial_chunk_radius`: chunks loaded around origin at startup (default: 7 → 15×15 = 225 chunks) - `spawn_counts`: dorfs, pigs, rabbits spawned at game start -`tiles.toml`: tile registry — floor tiles, fixture tiles. Each tile has `id`, `astar_weight`, `can_stand_in`, `can_stand_on`, `transparent` flags. +`tiles.toml`: tile registry — floor tiles, fixture tiles. Each floor tile has `id`, `astar_weight`, `can_stand_in`, `can_stand_on`, `transparent` flags. ## Status @@ -76,7 +84,7 @@ Mobile entities (dorfs, pigs, rabbits) are **not** in `chunk_entity_index`. They - [x] Tile registry (`tiles.toml`) with A* weights - [x] Floor tiles, fixture tiles, item tiles - [x] Z-levels with quilted GPU sprite rendering -- [x] Tile occlusion / visibility raycasting +- [x] Tile occlusion / visibility raycasting (treats absent tiles in loaded chunks as air) - [x] Forestry: tree trunks + leaves spawned per chunk - [x] Dorfs, pigs, rabbits spawning at startup - [x] Hierarchical async pathfinding (3 tiers) @@ -85,6 +93,9 @@ Mobile entities (dorfs, pigs, rabbits) are **not** in `chunk_entity_index`. They - [x] Camera panning + z-level control - [x] GPU texture pooling (pixel buffer reuse across bakes) - [x] Render chunk dirty-tracking for incremental rebakes +- [x] Stage 2 collision resolution (convoy, E/S yield, W/N right-of-way) +- [x] TileChangedEvent + path invalidation on tile change +- [x] Rabbit digging (debug) — removes floor tile, replaces with air, fires occlusion + path invalidation ### Stubs (exist as empty functions, wired into schedules) - [ ] Foliage generation per chunk (`generate_chunk_foliage`) @@ -95,18 +106,18 @@ Mobile entities (dorfs, pigs, rabbits) are **not** in `chunk_entity_index`. They - [ ] Crafting, stockpiles, resource gathering - [ ] Needs, mood, stress systems - [ ] Job assignment and task automation -- [ ] Building and construction (digging/mining) +- [ ] Building and construction (beyond debug rabbit digging) - [ ] Combat and squad management - [ ] Item persistence and inventory +- [ ] Dynamic chunk loading (player/NPC-centered, not just radius-at-startup) - [ ] Save/load world state - [ ] World history and procedural storytelling - [ ] UI (menus, z-level overlay, workshop assignment) -- [ ] Dynamic chunk loading (player/NPC-centered, not just radius-at-startup) ## Building ```sh -cargo build # dev profile, ~1.2K warnings (pre-existing) +cargo build # dev profile cargo run # dev mode ```