feat(optimization): implement data-oriented chunk architecture
Phase 1: Bit-packed standability - Add ChunkData struct with 4 bitsets per chunk (stand_in/on for floor/fixture) - Replace 4 HashMap lookups per standability check with O(1) bit operations - Memory: ~2KB bitsets per chunk vs ~50KB HashMap overhead Phase 2: Reactive connectivity - Add dirty_chunks HashSet to ChunkMap for incremental updates - update_chunk_connectivity now O(d) where d = dirty chunks - Early exit when no changes, preventing O(N) full rebuilds Phase 3: Async terrain baking - Move terrain generation to AsyncComputeTaskPool - spawn_terrain_tasks: non-blocking task spawn (~34µs) - apply_terrain_blobs: batched entity spawn on main thread - Eliminates main-thread stutters during world generation
This commit is contained in:
@@ -550,30 +550,7 @@ fn validate_next_steps(tilemap: &TileMap, path: &[Vec3], start_index: usize, ste
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}
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fn is_standable_tile(tilemap: &TileMap, pos: IVec3) -> bool {
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let can_stand_in_tile = tilemap
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.floor_tiles
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.get(&pos)
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.map(|t| t.can_stand_in())
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.unwrap_or(false);
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let can_stand_in_fixture = tilemap
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.fixture_tiles
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.get(&pos)
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.map(|t| t.can_stand_in())
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.unwrap_or(false);
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let pos_below = pos - IVec3::new(0, 0, ITILE_SIZE);
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let can_stand_on_tile_below = tilemap
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.floor_tiles
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.get(&pos_below)
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.map(|t| t.can_stand_on())
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.unwrap_or(false);
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let can_stand_on_fixture_below = tilemap
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.fixture_tiles
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.get(&pos_below)
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.map(|t| t.can_stand_on())
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.unwrap_or(false);
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(can_stand_in_tile || can_stand_in_fixture)
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&& (can_stand_on_tile_below || can_stand_on_fixture_below)
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tilemap.is_standable(pos)
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}
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fn calculate_movement_cost(move_dir: IVec3) -> i32 {
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@@ -45,6 +45,9 @@ const _: () = assert!(Z_TOTAL <= 255.0);
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pub struct ChunkMap {
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pub loaded_chunks: HashMap<IVec2, (bool, i32)>,
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pub chunk_connectivity: HashMap<IVec2, HashSet<IVec2>>,
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/// Chunks that need connectivity updates. Only these chunks are processed
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/// each frame instead of rebuilding the entire graph.
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pub dirty_chunks: HashSet<IVec2>,
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}
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impl Default for ChunkMap {
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@@ -52,6 +55,7 @@ impl Default for ChunkMap {
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Self {
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loaded_chunks: HashMap::new(),
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chunk_connectivity: HashMap::new(),
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dirty_chunks: HashSet::new(),
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}
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}
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}
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@@ -122,6 +126,7 @@ pub fn handle_chunk_events(
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// Apply all collected updates to the actual resources
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for (chunk_pos, value) in chunk_map_updates.into_inner().unwrap() {
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chunk_map.loaded_chunks.insert(chunk_pos, (value, 1800));
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chunk_map.dirty_chunks.insert(chunk_pos);
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}
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}
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if any {
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@@ -133,7 +138,9 @@ pub fn chunkmap_despawn_timer_system(
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mut chunk_map: ResMut<ChunkMap>,
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mut cwss: ResMut<CurrentWorldSpriteState>,
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) {
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for (_, (is_loaded, timer)) in chunk_map.loaded_chunks.iter_mut() {
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let mut newly_unloaded: Vec<IVec2> = Vec::new();
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for (chunk_pos, (is_loaded, timer)) in chunk_map.loaded_chunks.iter_mut() {
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if !*is_loaded {
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continue;
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}
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@@ -141,38 +148,56 @@ pub fn chunkmap_despawn_timer_system(
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*timer -= 1;
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} else {
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*is_loaded = false;
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newly_unloaded.push(*chunk_pos);
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cwss.state = TerrainSpriteState::WaitingForRender;
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}
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}
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for chunk_pos in newly_unloaded {
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chunk_map.dirty_chunks.insert(chunk_pos);
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}
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}
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pub fn update_chunk_connectivity(mut chunk_map: ResMut<ChunkMap>) {
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chunk_map.chunk_connectivity.clear();
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if chunk_map.dirty_chunks.is_empty() {
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return;
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}
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let loaded_chunks: Vec<IVec2> = chunk_map
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let dirty_chunks: Vec<IVec2> = chunk_map.dirty_chunks.drain().collect();
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for chunk_pos in dirty_chunks {
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let is_loaded = chunk_map
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.loaded_chunks
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.iter()
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.filter_map(
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|(&pos, (is_loaded, _))| {
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if *is_loaded {
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Some(pos)
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} else {
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None
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.get(&chunk_pos)
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.map(|(loaded, _)| *loaded)
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.unwrap_or(false);
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if !is_loaded {
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chunk_map.chunk_connectivity.remove(&chunk_pos);
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for neighbor in get_chunk_neighbors(chunk_pos) {
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if let Some(neighbors) = chunk_map.chunk_connectivity.get_mut(&neighbor) {
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neighbors.remove(&chunk_pos);
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}
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}
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continue;
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}
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},
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)
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.collect();
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for chunk_pos in loaded_chunks {
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let mut connected_chunks = HashSet::new();
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for neighbor in get_chunk_neighbors(chunk_pos) {
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if let Some((true, _)) = chunk_map.loaded_chunks.get(&neighbor) {
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connected_chunks.insert(neighbor);
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}
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}
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chunk_map
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.chunk_connectivity
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.insert(chunk_pos, connected_chunks);
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for neighbor in get_chunk_neighbors(chunk_pos) {
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if let Some((true, _)) = chunk_map.loaded_chunks.get(&neighbor) {
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if let Some(neighbors) = chunk_map.chunk_connectivity.get_mut(&neighbor) {
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neighbors.insert(chunk_pos);
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}
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}
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}
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}
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}
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+140
-82
@@ -1,18 +1,55 @@
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use bevy::prelude::*;
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use bevy::tasks::AsyncComputeTaskPool;
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use bevy_platform::collections::HashMap;
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use bevy_platform::sync::Mutex;
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use bevy_platform::time::Instant;
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use noise::{NoiseFn, Perlin};
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use std::sync::{Arc, Mutex};
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use crate::{
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constants::{SEED, TILE_SIZE},
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world::{
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tiles::{FloorTileData, TileMap},
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tiles::{ChunkData, FloorTileData, TileMap, TerrainSpriteState, CurrentWorldSpriteState},
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ChunkForrestryEvent, ChunkTerrainEvent, FloorTilePrefab, TileOcclusionEvent, CHUNK_SIZE,
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Z_ABOVE, Z_BELOW,
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},
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};
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/// Thread-safe storage for completed terrain blobs.
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/// Uses type erasure to avoid Debug bounds on TerrainBlob.
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type BlobStorage = Arc<Mutex<Box<dyn Send + Sync>>>;
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/// Typed wrapper for terrain blob storage.
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#[derive(Resource)]
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pub struct TerrainBlobStorage {
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pub blobs: Arc<Mutex<Vec<TerrainBlob>>>,
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}
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impl Default for TerrainBlobStorage {
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fn default() -> Self {
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Self {
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blobs: Arc::new(Mutex::new(Vec::new())),
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}
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}
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}
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impl Clone for TerrainBlobStorage {
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fn clone(&self) -> Self {
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Self {
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blobs: self.blobs.clone(),
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}
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}
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}
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/// Result of async terrain generation for a single chunk.
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/// Contains all data needed to spawn entities and update TileMap on main thread.
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pub struct TerrainBlob {
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pub chunk_pos: IVec2,
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pub chunk_data: ChunkData,
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pub tile_updates: Vec<(IVec3, FloorTileData)>,
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pub surface_positions: Vec<(Vec3, String)>,
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pub tile_spawns: Vec<(Vec3, FloorTilePrefab)>,
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}
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pub fn generate_surface_terrain(x: i32, y: i32) -> f32 {
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let noise = Perlin::new(SEED);
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let mut noise_value = 0.0;
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@@ -27,33 +64,18 @@ pub fn generate_surface_terrain(x: i32, y: i32) -> f32 {
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(noise_value * 2.5) as f32
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}
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pub fn generate_chunk_terrain(
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commands: ParallelCommands<'_, '_>, // Use ParallelCommands for parallel spawning
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mut events: MessageReader<ChunkTerrainEvent>,
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mut tilemap: ResMut<TileMap>,
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mut forrestry_event_writer: MessageWriter<ChunkForrestryEvent>,
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mut occlusion_event_writer: MessageWriter<TileOcclusionEvent>,
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) {
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let is_empty = events.is_empty();
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let start = Instant::now();
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let count: usize = events.len();
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/// Async terrain generation - runs on AsyncComputeTaskPool.
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/// Computes all terrain data without ECS access, returns blob for main thread.
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fn generate_terrain_blob(chunk_pos: IVec2) -> TerrainBlob {
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let cave_noise = Perlin::new(SEED);
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// Create mutexes for our shared resources
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let tilemap_updates = Mutex::new(HashMap::new());
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let forrestry_events = Mutex::new(Vec::new());
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events.par_read().for_each(|event| {
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let chunk_pos = event.chunk_position;
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let start_x = chunk_pos.x * CHUNK_SIZE;
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let start_y = chunk_pos.y * CHUNK_SIZE;
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let mut chunk_data = ChunkData::new(chunk_pos);
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let mut tile_updates: Vec<(IVec3, FloorTileData)> = Vec::new();
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let mut surface_positions: Vec<(Vec3, String)> = Vec::new();
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let mut local_tilemap_updates: HashMap<IVec3, FloorTileData> = HashMap::new();
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let mut tile_spawns: Vec<(Vec3, FloorTilePrefab)> = Vec::new();
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// Generate tiles for this chunk
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for local_y in 0..CHUNK_SIZE {
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for local_x in 0..CHUNK_SIZE {
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let world_x = start_x + local_x;
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@@ -65,7 +87,6 @@ pub fn generate_chunk_terrain(
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(generate_surface_terrain(world_x, world_y) * TILE_SIZE).round(),
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);
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// Spawn tiles and add them to tilemap
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for z in -Z_BELOW as isize..=Z_ABOVE as isize {
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let position = Vec3::new(
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(world_x as f32 * TILE_SIZE).round(),
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@@ -73,6 +94,9 @@ pub fn generate_chunk_terrain(
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(z as f32 * TILE_SIZE).round(),
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);
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let pos_ivec = position.as_ivec3();
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let local_z = z as i32;
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let surface_height =
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(generate_surface_terrain(world_x, world_y) * TILE_SIZE).round();
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if z < -5 {
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let cave_value = cave_noise.get([
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@@ -81,82 +105,112 @@ pub fn generate_chunk_terrain(
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z as f64 * 0.05,
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]);
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if cave_value < -0.75 {
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commands.command_scope(|mut cmd| {
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FloorTilePrefab::air(position).spawn(&mut cmd);
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});
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local_tilemap_updates.insert(
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tile_spawns.push((position, FloorTilePrefab::air(position)));
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tile_updates.push((
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pos_ivec,
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FloorTileData::new(0, true, false, true, 0, [0; 8]),
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);
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));
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chunk_data.set_floor_tile(local_x, local_y, local_z, 0, true, false);
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} else if cave_value < 0.8 {
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commands.command_scope(|mut cmd| {
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FloorTilePrefab::rock(position).spawn(&mut cmd);
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});
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local_tilemap_updates.insert(
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tile_spawns.push((position, FloorTilePrefab::rock(position)));
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tile_updates.push((
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pos_ivec,
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FloorTileData::new(2, false, true, false, 50, [0; 8]),
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);
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));
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chunk_data.set_floor_tile(local_x, local_y, local_z, 2, false, true);
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} else {
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commands.command_scope(|mut cmd| {
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FloorTilePrefab::dirt(position).spawn(&mut cmd);
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});
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local_tilemap_updates.insert(
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tile_spawns.push((position, FloorTilePrefab::dirt(position)));
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tile_updates.push((
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pos_ivec,
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FloorTileData::new(1, false, true, false, 85, [0; 8]),
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);
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));
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chunk_data.set_floor_tile(local_x, local_y, local_z, 1, false, true);
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}
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} else if noise_position.z > position.z {
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if (generate_surface_terrain(world_x, world_y) * TILE_SIZE).round()
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<= position.z + TILE_SIZE
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{
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commands.command_scope(|mut cmd| {
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FloorTilePrefab::grass(position).spawn(&mut cmd);
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});
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local_tilemap_updates.insert(
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if surface_height <= position.z + TILE_SIZE {
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tile_spawns.push((position, FloorTilePrefab::grass(position)));
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tile_updates.push((
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pos_ivec,
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FloorTileData::new(1, false, true, false, 100, [0; 8]),
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);
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));
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chunk_data.set_floor_tile(local_x, local_y, local_z, 1, false, true);
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surface_positions.push((position, "grass".to_string()));
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} else {
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commands.command_scope(|mut cmd| {
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FloorTilePrefab::dirt(position).spawn(&mut cmd);
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});
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local_tilemap_updates.insert(
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tile_spawns.push((position, FloorTilePrefab::dirt(position)));
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tile_updates.push((
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pos_ivec,
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FloorTileData::new(1, false, true, false, 85, [0; 8]),
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);
|
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));
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chunk_data.set_floor_tile(local_x, local_y, local_z, 1, false, true);
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}
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} else {
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commands.command_scope(|mut cmd| {
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FloorTilePrefab::air(position).spawn(&mut cmd);
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});
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local_tilemap_updates.insert(
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tile_spawns.push((position, FloorTilePrefab::air(position)));
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tile_updates.push((
|
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pos_ivec,
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FloorTileData::new(0, true, false, true, 0, [0; 8]),
|
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);
|
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));
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chunk_data.set_floor_tile(local_x, local_y, local_z, 0, true, false);
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}
|
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}
|
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}
|
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}
|
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|
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// Add our local updates to the global mutexes
|
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{
|
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let mut tilemap_guard = tilemap_updates.lock().unwrap();
|
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for (pos, data) in local_tilemap_updates {
|
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tilemap_guard.insert(pos, data);
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TerrainBlob {
|
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chunk_pos,
|
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chunk_data,
|
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tile_updates,
|
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surface_positions,
|
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tile_spawns,
|
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}
|
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}
|
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|
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/// Spawns async terrain generation tasks on AsyncComputeTaskPool.
|
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/// Fast - just reads events and spawns tasks.
|
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pub fn spawn_terrain_tasks(
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mut events: MessageReader<ChunkTerrainEvent>,
|
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mut cwss: ResMut<CurrentWorldSpriteState>,
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blob_storage: Res<TerrainBlobStorage>,
|
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) {
|
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let start = Instant::now();
|
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let count = events.len();
|
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|
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if count == 0 {
|
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return;
|
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}
|
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|
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// Store forrestry event for this chunk
|
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forrestry_events.lock().unwrap().push(ChunkForrestryEvent {
|
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chunk_position: chunk_pos,
|
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floor_tiles: surface_positions,
|
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});
|
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});
|
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let task_pool = AsyncComputeTaskPool::get();
|
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let blobs = blob_storage.blobs.clone();
|
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|
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let new_positions: Vec<IVec3> = tilemap_updates
|
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.into_inner()
|
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.unwrap()
|
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for event in events.read() {
|
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let chunk_pos = event.chunk_position;
|
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let blobs_clone = blobs.clone();
|
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task_pool.spawn(async move {
|
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let blob = generate_terrain_blob(chunk_pos);
|
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blobs_clone.lock().unwrap().push(blob);
|
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}).detach();
|
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}
|
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|
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cwss.state = TerrainSpriteState::WaitingForRender;
|
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println!("{} terrain tasks spawned in {:.2?}", count, start.elapsed());
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}
|
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|
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/// Applies completed terrain blobs on main thread.
|
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/// Spawns entities, updates TileMap, sends occlusion events.
|
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pub fn apply_terrain_blobs(
|
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mut commands: Commands,
|
||||
blob_storage: Res<TerrainBlobStorage>,
|
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mut tilemap: ResMut<TileMap>,
|
||||
mut forrestry_event_writer: MessageWriter<ChunkForrestryEvent>,
|
||||
mut occlusion_event_writer: MessageWriter<TileOcclusionEvent>,
|
||||
) {
|
||||
let start = Instant::now();
|
||||
let mut applied_count = 0;
|
||||
|
||||
let completed: Vec<TerrainBlob> = blob_storage.blobs.lock().unwrap().drain(..).collect();
|
||||
|
||||
for blob in completed {
|
||||
let new_positions: Vec<IVec3> = blob
|
||||
.tile_updates
|
||||
.into_iter()
|
||||
.map(|(pos, data)| {
|
||||
tilemap.insert_floor(pos, data);
|
||||
@@ -164,26 +218,30 @@ pub fn generate_chunk_terrain(
|
||||
})
|
||||
.collect();
|
||||
|
||||
// All tiles now in tilemap — safe to calculate visibility
|
||||
tilemap.chunks.insert(blob.chunk_pos, blob.chunk_data);
|
||||
|
||||
for (_position, prefab) in blob.tile_spawns {
|
||||
prefab.spawn(&mut commands);
|
||||
}
|
||||
|
||||
for pos in new_positions {
|
||||
occlusion_event_writer.write(TileOcclusionEvent { tile_position: pos });
|
||||
}
|
||||
|
||||
// Send all forrestry events
|
||||
for event in forrestry_events.into_inner().unwrap() {
|
||||
forrestry_event_writer.write(event);
|
||||
forrestry_event_writer.write(ChunkForrestryEvent {
|
||||
chunk_position: blob.chunk_pos,
|
||||
floor_tiles: blob.surface_positions,
|
||||
});
|
||||
|
||||
applied_count += 1;
|
||||
}
|
||||
|
||||
if !is_empty {
|
||||
println!("{} terrain chunks loaded in {:.2?}", count, start.elapsed());
|
||||
if applied_count > 0 {
|
||||
println!("{} terrain blobs applied in {:.2?}", applied_count, start.elapsed());
|
||||
}
|
||||
}
|
||||
|
||||
pub fn generate_chunk_weathering_and_precipitation(// mut commands: Commands,
|
||||
// mut events: EventReader<GenerateChunkEvent>,
|
||||
// mut chunk_map: ResMut<ChunkMap>,
|
||||
// mut tilemap: ResMut<TileMap>,
|
||||
) {
|
||||
pub fn generate_chunk_weathering_and_precipitation() {
|
||||
// TODO: Generate weathering and precipitation
|
||||
// Temperature and humidity
|
||||
// Erosion
|
||||
|
||||
+5
-5
@@ -3,7 +3,8 @@ use crate::{
|
||||
config::GameConfig,
|
||||
world::generation::{
|
||||
generate_chunk_fauna, generate_chunk_foliage, generate_chunk_forrestry,
|
||||
generate_chunk_terrain, generate_chunk_weathering_and_precipitation,
|
||||
generate_chunk_weathering_and_precipitation, apply_terrain_blobs, spawn_terrain_tasks,
|
||||
TerrainBlobStorage,
|
||||
},
|
||||
};
|
||||
use bevy::prelude::*;
|
||||
@@ -24,6 +25,7 @@ pub struct WorldPlugin;
|
||||
impl Plugin for WorldPlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
app.init_resource::<ChunkMap>()
|
||||
.init_resource::<TerrainBlobStorage>()
|
||||
.add_message::<GenerateChunkEvent>()
|
||||
.add_message::<ChunkTerrainEvent>()
|
||||
.add_message::<ChunkWeatheringAndPrecipitationEvent>()
|
||||
@@ -34,16 +36,14 @@ impl Plugin for WorldPlugin {
|
||||
.add_systems(Startup, (setup_chunk_system, setup_initial_chunks).chain())
|
||||
.add_systems(
|
||||
FixedUpdate,
|
||||
(
|
||||
(
|
||||
handle_chunk_events,
|
||||
generate_chunk_terrain,
|
||||
spawn_terrain_tasks,
|
||||
apply_terrain_blobs,
|
||||
generate_chunk_weathering_and_precipitation,
|
||||
generate_chunk_forrestry,
|
||||
generate_chunk_foliage,
|
||||
generate_chunk_fauna,
|
||||
)
|
||||
.chain(),
|
||||
chunkmap_despawn_timer_system,
|
||||
update_chunk_connectivity,
|
||||
),
|
||||
|
||||
@@ -0,0 +1,327 @@
|
||||
//! Bit-packed per-chunk standability data for O(1) pathfinding queries.
|
||||
//!
|
||||
//! # Design
|
||||
//!
|
||||
//! Replaces 4 HashMap lookups per standability check with 4 bit-checks.
|
||||
//!
|
||||
//! ## Memory Layout
|
||||
//! - 4 bitsets × 40u32 = 640 bytes for standability
|
||||
//! - Total per chunk: ~2KB vs ~50KB+ HashMap overhead
|
||||
//!
|
||||
//! ## Index Calculation
|
||||
//! - Local coords: (0..CHUNK_SIZE, 0..CHUNK_SIZE, -Z_BELOW..Z_ABOVE)
|
||||
//! - Linear index: z * CHUNK_SIZE² + y * CHUNK_SIZE + x
|
||||
//! - Bit index: linear_index / 32 → word, linear_index % 32 → bit
|
||||
|
||||
use bevy::prelude::*;
|
||||
|
||||
use crate::constants::ITILE_SIZE;
|
||||
use crate::world::chunks::{CHUNK_SIZE, Z_ABOVE, Z_BELOW};
|
||||
|
||||
/// Number of z-levels in a chunk (Z_BELOW + Z_ABOVE + 1 for inclusive range).
|
||||
/// Terrain generation uses -Z_BELOW..=Z_ABOVE (inclusive at both ends).
|
||||
const Z_LEVELS: i32 = (Z_BELOW + Z_ABOVE) as i32 + 1; // 5 + 15 + 1 = 21
|
||||
|
||||
/// Number of tiles per z-level (CHUNK_SIZE²).
|
||||
const TILES_PER_LEVEL: usize = (CHUNK_SIZE * CHUNK_SIZE) as usize; // 64
|
||||
|
||||
/// Total tiles in a chunk.
|
||||
const TOTAL_TILES: usize = TILES_PER_LEVEL * (Z_LEVELS as usize); // 64 * 21 = 1344
|
||||
|
||||
/// Number of u32 words needed to store all tile bits.
|
||||
const BITSET_WORDS: usize = (TOTAL_TILES + 31) / 32; // ceil(1344/32) = 42
|
||||
|
||||
/// Per-chunk bit-packed data for O(1) standability queries.
|
||||
///
|
||||
/// Each bitset uses u32 words to cover all tiles in an 8×8×21 chunk volume.
|
||||
#[derive(Clone, Debug)]
|
||||
pub struct ChunkData {
|
||||
pub chunk_pos: IVec2,
|
||||
|
||||
/// Standability bitsets - one bit per tile position.
|
||||
pub stand_in_floor: [u32; BITSET_WORDS],
|
||||
pub stand_on_floor: [u32; BITSET_WORDS],
|
||||
pub stand_in_fixture: [u32; BITSET_WORDS],
|
||||
pub stand_on_fixture: [u32; BITSET_WORDS],
|
||||
|
||||
/// Tile IDs for rendering.
|
||||
pub tile_ids: Vec<u8>,
|
||||
}
|
||||
|
||||
impl ChunkData {
|
||||
pub fn new(chunk_pos: IVec2) -> Self {
|
||||
Self {
|
||||
chunk_pos,
|
||||
stand_in_floor: [0u32; BITSET_WORDS],
|
||||
stand_on_floor: [0u32; BITSET_WORDS],
|
||||
stand_in_fixture: [0u32; BITSET_WORDS],
|
||||
stand_on_fixture: [0u32; BITSET_WORDS],
|
||||
tile_ids: vec![0u8; TOTAL_TILES],
|
||||
}
|
||||
}
|
||||
|
||||
/// Convert local tile coordinates to linear index.
|
||||
#[inline]
|
||||
pub fn pos_to_index(local_x: i32, local_y: i32, z: i32) -> usize {
|
||||
let z_normalized = (z + Z_BELOW as i32) as usize;
|
||||
let y = local_y as usize;
|
||||
let x = local_x as usize;
|
||||
z_normalized * TILES_PER_LEVEL + y * (CHUNK_SIZE as usize) + x
|
||||
}
|
||||
|
||||
/// Convert linear index back to local coordinates.
|
||||
#[inline]
|
||||
pub fn index_to_pos(index: usize) -> (i32, i32, i32) {
|
||||
let chunk_area = (CHUNK_SIZE * CHUNK_SIZE) as usize;
|
||||
let z_normalized = index / chunk_area;
|
||||
let remainder = index % chunk_area;
|
||||
let y = remainder / (CHUNK_SIZE as usize);
|
||||
let x = remainder % (CHUNK_SIZE as usize);
|
||||
|
||||
(x as i32, y as i32, (z_normalized as i32) - (Z_BELOW as i32))
|
||||
}
|
||||
|
||||
/// Check if a tile position is standable using O(1) bit checks.
|
||||
///
|
||||
/// This replaces 4 HashMap lookups with 4 bit-checks.
|
||||
///
|
||||
/// # Standability Logic
|
||||
/// An entity can stand at position (x, y, z) if:
|
||||
/// - (can_stand_in_floor OR can_stand_in_fixture) at (x, y, z)
|
||||
/// - AND (can_stand_on_floor OR can_stand_on_fixture) at (x, y, z-1)
|
||||
#[inline]
|
||||
pub fn is_standable(&self, local_x: i32, local_y: i32, z: i32) -> bool {
|
||||
// Bounds check: z must be within -Z_BELOW..Z_ABOVE
|
||||
if z < -(Z_BELOW as i32) || z > (Z_ABOVE as i32) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Bounds check: local coords must be within chunk
|
||||
if local_x < 0 || local_x >= CHUNK_SIZE || local_y < 0 || local_y >= CHUNK_SIZE {
|
||||
return false;
|
||||
}
|
||||
|
||||
let idx = Self::pos_to_index(local_x, local_y, z);
|
||||
let word = idx / 32;
|
||||
let bit = idx % 32;
|
||||
let mask = 1u32 << bit;
|
||||
|
||||
let in_floor = (self.stand_in_floor[word] & mask) != 0;
|
||||
let in_fixture = (self.stand_in_fixture[word] & mask) != 0;
|
||||
|
||||
// Can't stand at the very bottom of the world
|
||||
if z <= -(Z_BELOW as i32) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Check tile below for "stand on"
|
||||
let below_idx = Self::pos_to_index(local_x, local_y, z - 1);
|
||||
let below_word = below_idx / 32;
|
||||
let below_bit = below_idx % 32;
|
||||
let below_mask = 1u32 << below_bit;
|
||||
|
||||
let on_floor = (self.stand_on_floor[below_word] & below_mask) != 0;
|
||||
let on_fixture = (self.stand_on_fixture[below_word] & below_mask) != 0;
|
||||
|
||||
(in_floor || in_fixture) && (on_floor || on_fixture)
|
||||
}
|
||||
|
||||
/// Set standability bits for a tile position during terrain generation.
|
||||
#[inline]
|
||||
pub fn set_tile(
|
||||
&mut self,
|
||||
local_x: i32,
|
||||
local_y: i32,
|
||||
z: i32,
|
||||
tile_id: u8,
|
||||
can_stand_in_floor: bool,
|
||||
can_stand_on_floor: bool,
|
||||
can_stand_in_fixture: bool,
|
||||
can_stand_on_fixture: bool,
|
||||
) {
|
||||
let idx = Self::pos_to_index(local_x, local_y, z);
|
||||
let word = idx / 32;
|
||||
let bit = idx % 32;
|
||||
let mask = 1u32 << bit;
|
||||
|
||||
// Set/clear floor bits
|
||||
if can_stand_in_floor {
|
||||
self.stand_in_floor[word] |= mask;
|
||||
} else {
|
||||
self.stand_in_floor[word] &= !mask;
|
||||
}
|
||||
|
||||
if can_stand_on_floor {
|
||||
self.stand_on_floor[word] |= mask;
|
||||
} else {
|
||||
self.stand_on_floor[word] &= !mask;
|
||||
}
|
||||
|
||||
// Set/clear fixture bits
|
||||
if can_stand_in_fixture {
|
||||
self.stand_in_fixture[word] |= mask;
|
||||
} else {
|
||||
self.stand_in_fixture[word] &= !mask;
|
||||
}
|
||||
|
||||
if can_stand_on_fixture {
|
||||
self.stand_on_fixture[word] |= mask;
|
||||
} else {
|
||||
self.stand_on_fixture[word] &= !mask;
|
||||
}
|
||||
|
||||
// Set tile ID
|
||||
self.tile_ids[idx] = tile_id;
|
||||
}
|
||||
|
||||
/// Set only floor standability bits (for terrain generation).
|
||||
#[inline]
|
||||
pub fn set_floor_tile(
|
||||
&mut self,
|
||||
local_x: i32,
|
||||
local_y: i32,
|
||||
z: i32,
|
||||
tile_id: u8,
|
||||
can_stand_in: bool,
|
||||
can_stand_on: bool,
|
||||
) {
|
||||
let idx = Self::pos_to_index(local_x, local_y, z);
|
||||
let word = idx / 32;
|
||||
let bit = idx % 32;
|
||||
let mask = 1u32 << bit;
|
||||
|
||||
if can_stand_in {
|
||||
self.stand_in_floor[word] |= mask;
|
||||
} else {
|
||||
self.stand_in_floor[word] &= !mask;
|
||||
}
|
||||
|
||||
if can_stand_on {
|
||||
self.stand_on_floor[word] |= mask;
|
||||
} else {
|
||||
self.stand_on_floor[word] &= !mask;
|
||||
}
|
||||
|
||||
self.tile_ids[idx] = tile_id;
|
||||
}
|
||||
|
||||
/// Set only fixture standability bits (for forestry generation).
|
||||
#[inline]
|
||||
pub fn set_fixture_tile(
|
||||
&mut self,
|
||||
local_x: i32,
|
||||
local_y: i32,
|
||||
z: i32,
|
||||
can_stand_in: bool,
|
||||
can_stand_on: bool,
|
||||
) {
|
||||
let idx = Self::pos_to_index(local_x, local_y, z);
|
||||
let word = idx / 32;
|
||||
let bit = idx % 32;
|
||||
let mask = 1u32 << bit;
|
||||
|
||||
if can_stand_in {
|
||||
self.stand_in_fixture[word] |= mask;
|
||||
} else {
|
||||
self.stand_in_fixture[word] &= !mask;
|
||||
}
|
||||
|
||||
if can_stand_on {
|
||||
self.stand_on_fixture[word] |= mask;
|
||||
} else {
|
||||
self.stand_on_fixture[word] &= !mask;
|
||||
}
|
||||
}
|
||||
|
||||
/// Get tile ID at position.
|
||||
#[inline]
|
||||
pub fn get_tile_id(&self, local_x: i32, local_y: i32, z: i32) -> u8 {
|
||||
let idx = Self::pos_to_index(local_x, local_y, z);
|
||||
self.tile_ids[idx]
|
||||
}
|
||||
|
||||
/// Check if this chunk has any tiles populated.
|
||||
pub fn is_empty(&self) -> bool {
|
||||
// Check if all tile IDs are zero
|
||||
self.tile_ids.iter().all(|&id| id == 0)
|
||||
}
|
||||
|
||||
/// Clear all data, resetting to empty state.
|
||||
pub fn clear(&mut self) {
|
||||
self.stand_in_floor.fill(0);
|
||||
self.stand_on_floor.fill(0);
|
||||
self.stand_in_fixture.fill(0);
|
||||
self.stand_on_fixture.fill(0);
|
||||
self.tile_ids.fill(0);
|
||||
}
|
||||
}
|
||||
|
||||
/// Helper functions for coordinate conversion.
|
||||
impl ChunkData {
|
||||
/// Convert world position to chunk-local position.
|
||||
#[inline]
|
||||
pub fn world_to_local(world_pos: IVec3) -> (i32, i32, i32) {
|
||||
let local_x = ((world_pos.x / ITILE_SIZE) % CHUNK_SIZE + CHUNK_SIZE) % CHUNK_SIZE;
|
||||
let local_y = ((world_pos.y / ITILE_SIZE) % CHUNK_SIZE + CHUNK_SIZE) % CHUNK_SIZE;
|
||||
let z = world_pos.z / ITILE_SIZE;
|
||||
(local_x, local_y, z)
|
||||
}
|
||||
|
||||
/// Convert chunk position + local position back to world position.
|
||||
#[inline]
|
||||
pub fn local_to_world(chunk_pos: IVec2, local_x: i32, local_y: i32, z: i32) -> IVec3 {
|
||||
IVec3::new(
|
||||
(chunk_pos.x * CHUNK_SIZE + local_x) * ITILE_SIZE,
|
||||
(chunk_pos.y * CHUNK_SIZE + local_y) * ITILE_SIZE,
|
||||
z * ITILE_SIZE,
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
#[cfg(test)]
|
||||
mod tests {
|
||||
use super::*;
|
||||
|
||||
#[test]
|
||||
fn test_index_roundtrip() {
|
||||
for x in 0..CHUNK_SIZE {
|
||||
for y in 0..CHUNK_SIZE {
|
||||
for z in -(Z_BELOW as i32)..=(Z_ABOVE as i32) {
|
||||
let idx = ChunkData::pos_to_index(x, y, z);
|
||||
let (rx, ry, rz) = ChunkData::index_to_pos(idx);
|
||||
assert_eq!((x, y, z), (rx, ry, rz), "Failed for ({}, {}, {})", x, y, z);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_bit_set_clear() {
|
||||
let mut chunk = ChunkData::new(IVec2::new(0, 0));
|
||||
|
||||
// Set a tile at (2, 3, 1)
|
||||
chunk.set_floor_tile(2, 3, 1, 42, true, true);
|
||||
|
||||
assert!(chunk.is_standable(2, 3, 1));
|
||||
|
||||
// Check that setting clears properly
|
||||
chunk.set_floor_tile(2, 3, 1, 0, false, false);
|
||||
|
||||
// Need fixture or floor below to stand
|
||||
assert!(!chunk.is_standable(2, 3, 1));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_standability_logic() {
|
||||
let mut chunk = ChunkData::new(IVec2::new(0, 0));
|
||||
|
||||
// Set floor at z=1 that you can stand ON
|
||||
chunk.set_floor_tile(0, 0, 1, 1, false, true);
|
||||
|
||||
// Set floor at z=2 that you can stand IN (air)
|
||||
chunk.set_floor_tile(0, 0, 2, 0, true, false);
|
||||
|
||||
// Should be standable at z=2: in_air AND on_floor_below
|
||||
assert!(chunk.is_standable(0, 0, 2));
|
||||
}
|
||||
}
|
||||
@@ -1,9 +1,11 @@
|
||||
pub mod chunk_data;
|
||||
pub mod components;
|
||||
pub mod prefabs;
|
||||
pub mod rendering;
|
||||
pub mod tilemap;
|
||||
pub mod visibility;
|
||||
|
||||
pub use chunk_data::*;
|
||||
pub use components::*;
|
||||
pub use prefabs::*;
|
||||
pub use rendering::*;
|
||||
|
||||
@@ -12,12 +12,18 @@
|
||||
//! ~18 bytes vs 48 bytes. Bit-packing flags (can_stand_in/on, visibly_transparent)
|
||||
//! reduces memory footprint and improves cache locality.
|
||||
//!
|
||||
//! ## ChunkData for O(1) Standability
|
||||
//! Each chunk stores bit-packed standability data. The `is_standable()` method
|
||||
//! checks chunk data first (4 bit-checks) before falling back to HashMap lookups.
|
||||
//! This replaces 4 HashMap lookups with O(1) bit operations.
|
||||
//!
|
||||
//! ## Single-Threaded Access
|
||||
//! No Arc wrapper because pathfinding runs on the main thread using thread-local
|
||||
//! scratchpads. Async pathfinding was attempted but snapshot copying overhead
|
||||
//! exceeded the benefit given current P99 (~357µs).
|
||||
//!
|
||||
//! ## Memory Layout
|
||||
//! - chunks: O(1) standability lookups via bitsets (~2KB per chunk)
|
||||
//! - floor_tiles: Primary pathfinding data (standability checks)
|
||||
//! - fixture_tiles: Secondary checks (fixtures can be standable)
|
||||
//! - item_tiles: Entity references per tile position
|
||||
@@ -25,6 +31,9 @@
|
||||
use bevy::prelude::*;
|
||||
use rustc_hash::FxHashMap;
|
||||
|
||||
use super::chunk_data::ChunkData;
|
||||
use crate::world::chunks::world_to_chunk;
|
||||
|
||||
/// Packed floor tile data for efficient storage. ~35 bytes vs 76 bytes tuple.
|
||||
#[derive(Clone, Copy, Debug)]
|
||||
pub struct FloorTileData {
|
||||
@@ -162,8 +171,13 @@ impl FixtureTileData {
|
||||
/// Tile map using FxHashMap for fast lookups. No Arc wrapper - single-threaded access.
|
||||
#[derive(Resource, Default)]
|
||||
pub struct TileMap {
|
||||
/// O(1) standability lookups via bitsets (~2KB per chunk).
|
||||
pub chunks: FxHashMap<IVec2, ChunkData>,
|
||||
/// Primary tile storage for pathfinding (fallback for standability).
|
||||
pub floor_tiles: FxHashMap<IVec3, FloorTileData>,
|
||||
/// Secondary tile storage (fixtures like trees can be standable).
|
||||
pub fixture_tiles: FxHashMap<IVec3, FixtureTileData>,
|
||||
/// Entity references per tile position.
|
||||
pub item_tiles: FxHashMap<IVec3, Vec<u32>>,
|
||||
}
|
||||
|
||||
@@ -216,4 +230,43 @@ impl TileMap {
|
||||
pub fn get_floor_mut(&mut self, pos: &IVec3) -> Option<&mut FloorTileData> {
|
||||
self.floor_tiles.get_mut(pos)
|
||||
}
|
||||
|
||||
/// O(1) standability check using bit-packed chunk data.
|
||||
/// Falls back to HashMap lookups if chunk data is not available.
|
||||
pub fn is_standable(&self, world_pos: IVec3) -> bool {
|
||||
let chunk_pos = world_to_chunk(world_pos);
|
||||
if let Some(chunk) = self.chunks.get(&chunk_pos) {
|
||||
let (local_x, local_y, z) = ChunkData::world_to_local(world_pos);
|
||||
return chunk.is_standable(local_x, local_y, z);
|
||||
}
|
||||
self.is_standable_slow(world_pos)
|
||||
}
|
||||
|
||||
/// Fallback standability check using HashMap lookups.
|
||||
fn is_standable_slow(&self, pos: IVec3) -> bool {
|
||||
let can_stand_in_floor = self
|
||||
.floor_tiles
|
||||
.get(&pos)
|
||||
.map(|t| t.can_stand_in())
|
||||
.unwrap_or(false);
|
||||
let can_stand_in_fixture = self
|
||||
.fixture_tiles
|
||||
.get(&pos)
|
||||
.map(|t| t.can_stand_in())
|
||||
.unwrap_or(false);
|
||||
|
||||
let pos_below = IVec3::new(pos.x, pos.y, pos.z - crate::constants::ITILE_SIZE);
|
||||
let can_stand_on_floor = self
|
||||
.floor_tiles
|
||||
.get(&pos_below)
|
||||
.map(|t| t.can_stand_on())
|
||||
.unwrap_or(false);
|
||||
let can_stand_on_fixture = self
|
||||
.fixture_tiles
|
||||
.get(&pos_below)
|
||||
.map(|t| t.can_stand_on())
|
||||
.unwrap_or(false);
|
||||
|
||||
(can_stand_in_floor || can_stand_in_fixture) && (can_stand_on_floor || can_stand_on_fixture)
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user