fix
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@@ -2,7 +2,6 @@ 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_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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@@ -28,7 +27,6 @@ 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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@@ -92,27 +90,6 @@ 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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@@ -253,7 +253,7 @@ pub fn generate_chunk_forrestry(
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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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/// Fells the entire tree containing the trunk at `trunk_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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@@ -266,20 +266,25 @@ pub fn generate_chunk_forrestry(
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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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/// # chunk_entity_index
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/// Despawned tree entities leave stale entries in `chunk_entity_index`. This is harmless:
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/// `unload_chunk` calls `despawn()` on each indexed entity, which is a no-op on
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/// already-despawned entities.
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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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trunk_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 trunk_x = trunk_pos.x;
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let trunk_y = trunk_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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@@ -298,6 +303,7 @@ pub fn fell_tree(
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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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// TODO: batch into a dirty-region approach once tree felling is common (~13k events/tree).
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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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