feat: stage 2 collision, TileChangedEvent, path invalidation, rabbit digging
- Stage 2 collision: convoy skip when entities move same direction (dot>0.7), E/S yield rule for crossings, W/N right-of-way, head-on unchanged - TileChangedEvent (Message) + PathfindingDirtyChunks (Resource) in new tile_changed module - collect_pathfinding_dirty_chunks / invalidate_paths_on_tile_change / clear_pathfinding_dirty_chunks in PathfindingPlugin FixedUpdate chain - TileMap::remove_floor clears HashMap + ChunkData bitsets + tile_ids - RabbitDigTimer component: rabbits dig floor below every 5s, fires TileChangedEvent and TileOcclusionEvent for path invalidation + rendering
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@@ -198,6 +198,16 @@ impl TileMap {
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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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chunk.set_fixture_tile(lx, ly, z, tile.can_stand_in(), tile.can_stand_on());
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// If fixture blocks entry, also clear the floor's stand_in bit at this position.
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// Air floor tiles exist at above-ground positions — without this, air's
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// can_stand_in=true would override the fixture block via the OR check.
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if !tile.can_stand_in() {
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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 mask = !(1u32 << (idx % 32));
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chunk.stand_in_floor[word] &= mask;
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}
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}
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self.fixture_tiles.insert(pos, tile);
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}
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@@ -260,6 +270,24 @@ impl TileMap {
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removed
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}
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/// Remove a floor 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 tile.
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pub fn remove_floor(&mut self, pos: &IVec3) -> Option<FloorTileData> {
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let removed = self.floor_tiles.remove(pos);
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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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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_floor[word] &= clear_mask;
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chunk.stand_on_floor[word] &= clear_mask;
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chunk.tile_ids[idx] = 0;
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}
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removed
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}
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/// Remove all tile data for a specific chunk from the TileMap.
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/// Iterates all positions in the chunk volume and removes from HashMaps.
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/// Used during chunk unloading to clean up tile data.
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