refactor: split magic_numbers into per-module files

Extracted all doc-commented magic numbers into module-local magic_numbers.rs
files, co-located with the module that owns them. No logic changes.

- entities/shared_systems/magic_numbers: pathfinding + dig constants
- world/generation/terrain/magic_numbers: terrain + cave constants
- world/generation/forestry/magic_numbers: tree constants
- world/tiles/magic_numbers: A*, benchmark, memory constants
- entities/item/magic_numbers: item sprite z-offset
- Removed src/magic_numbers.rs (central file deleted)

Constants imported as `crate::{module}::magic_numbers::*` from each
consumer. src/constants.rs retains only structural constants (PIXEL_RATIO,
TILE_SIZE, SEED, pathfinding tier thresholds).
This commit is contained in:
2026-03-21 17:31:39 +00:00
parent 776d3caefc
commit 7fe33d4b2d
19 changed files with 159 additions and 45 deletions
-2
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@@ -7,8 +7,6 @@ pub const SEED: u32 = 420;
pub const PATHFINDER_SHORT_PATH_MAX_TILES: i32 = 64; pub const PATHFINDER_SHORT_PATH_MAX_TILES: i32 = 64;
pub const PATHFINDER_MAX_NODES: usize = 15000; pub const PATHFINDER_MAX_NODES: usize = 15000;
pub const PATHFINDER_PROVISIONAL_NODE_LIMIT: usize = 256; pub const PATHFINDER_PROVISIONAL_NODE_LIMIT: usize = 256;
// Hierarchical pathfinding thresholds
// Tier 1: Same/adjacent chunk -> sync A* (fast, ~87µs) // Tier 1: Same/adjacent chunk -> sync A* (fast, ~87µs)
// Tier 2: 2-4 chunks away -> Provisional + full path via queue // Tier 2: 2-4 chunks away -> Provisional + full path via queue
// Tier 3: >4 chunks away -> Hierarchical chunk-path + async segmented A* // Tier 3: >4 chunks away -> Hierarchical chunk-path + async segmented A*
+6
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@@ -52,6 +52,12 @@ impl DropTable {
} }
} }
// MAGIC Splitmix64-style hash of world SEED + tile position.
// Constants are from the splitmix64 finaliser (Sebastiano Vigna, 2018):
// 0x9e3779b97f4a7c15 — fractional bits of the golden ratio (Fibonacci hashing)
// 0x6c62272e07bb0142 — high-bit-density prime for y-axis mixing
// 0x94d049bb133111eb — splitmix64 primary multiply constant
// 0xbf58476d1ce4e5b9 — splitmix64 secondary multiply constant
pub fn dig_rng(pos: IVec3) -> u32 { pub fn dig_rng(pos: IVec3) -> u32 {
let mut h = (SEED as u64) let mut h = (SEED as u64)
.wrapping_mul(0x9e3779b97f4a7c15) .wrapping_mul(0x9e3779b97f4a7c15)
+3
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@@ -0,0 +1,3 @@
// Items
/// Z offset applied to item sprites to prevent z-fighting with the floor tile below.
pub const ITEM_Z_FIGHTING_OFFSET: f32 = 0.1;
+1
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@@ -2,6 +2,7 @@ pub mod container;
pub mod core; pub mod core;
pub mod decorations; pub mod decorations;
pub mod drop_table; pub mod drop_table;
pub mod magic_numbers;
pub mod material; pub mod material;
pub mod perishable; pub mod perishable;
pub mod prefabs; pub mod prefabs;
@@ -1,5 +1,6 @@
use bevy::prelude::*; use bevy::prelude::*;
use crate::entities::item::magic_numbers::ITEM_Z_FIGHTING_OFFSET;
use crate::entities::item::{ use crate::entities::item::{
Item, ItemBundle, ItemDecorations, ItemRotationState, ItemType, Material, Quality, Item, ItemBundle, ItemDecorations, ItemRotationState, ItemType, Material, Quality,
}; };
@@ -33,7 +34,9 @@ pub fn spawn_prefab(
item_type: ItemType::Food(crate::entities::item::FoodType::Meat), item_type: ItemType::Food(crate::entities::item::FoodType::Meat),
base_material: Material::NA, base_material: Material::NA,
decorations: ItemDecorations::new(), decorations: ItemDecorations::new(),
transform: Transform::from_translation(position - Vec3::new(0.0, 0.0, 0.1)), transform: Transform::from_translation(
position - Vec3::new(0.0, 0.0, ITEM_Z_FIGHTING_OFFSET),
),
visibility: Visibility::Visible, visibility: Visibility::Visible,
sprite: Sprite { sprite: Sprite {
image: asset_server.load("raw_meat.png"), image: asset_server.load("raw_meat.png"),
@@ -60,7 +63,9 @@ pub fn spawn_prefab(
item_type: ItemType::Coin, item_type: ItemType::Coin,
base_material: Material::Metal(crate::entities::item::MetalType::Copper), base_material: Material::Metal(crate::entities::item::MetalType::Copper),
decorations: ItemDecorations::new(), decorations: ItemDecorations::new(),
transform: Transform::from_translation(position - Vec3::new(0.0, 0.0, 0.1)), transform: Transform::from_translation(
position - Vec3::new(0.0, 0.0, ITEM_Z_FIGHTING_OFFSET),
),
visibility: Visibility::Visible, visibility: Visibility::Visible,
sprite: Sprite { sprite: Sprite {
image: asset_server.load("coin.png"), image: asset_server.load("coin.png"),
+6 -6
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@@ -18,7 +18,7 @@ pub enum ItemType {
} }
impl ItemType { impl ItemType {
// Base volume for this item type (used for weight calculation) /// Base volume in cubic decimetres, used with material density for weight.
pub fn base_volume(&self) -> f32 { pub fn base_volume(&self) -> f32 {
match self { match self {
ItemType::Weapon(weapon) => match weapon { ItemType::Weapon(weapon) => match weapon {
@@ -46,23 +46,23 @@ impl ItemType {
ToolType::Shovel => 1.5, ToolType::Shovel => 1.5,
ToolType::Axe => 1.75, ToolType::Axe => 1.75,
ToolType::Hammer => 1.0, ToolType::Hammer => 1.0,
ToolType::Anvil => 50.0, // Heavy! ToolType::Anvil => 50.0, // MAGIC ~50kg — intentionally immovable in practice
ToolType::Furnace => 100.0, // Very heavy! ToolType::Furnace => 100.0, // MAGIC ~100kg — structure, not a carried item
}, },
ItemType::Food(_) => 0.2, ItemType::Food(_) => 0.2,
ItemType::Drink(_) => 0.3, ItemType::Drink(_) => 0.3,
ItemType::Medicine => 0.1, ItemType::Medicine => 0.1,
ItemType::RawMaterial => 0.5, ItemType::RawMaterial => 0.5,
ItemType::Gem => 0.1, ItemType::Gem => 0.1,
ItemType::Coin => 0.01, ItemType::Coin => 0.01, // MAGIC ~1g coin, negligible individual weight
ItemType::Container => 1.0, ItemType::Container => 1.0, // MAGIC empty container only, not contents
ItemType::Book => 0.5, ItemType::Book => 0.5,
ItemType::Toy => 0.2, ItemType::Toy => 0.2,
ItemType::Decoration => 0.3, ItemType::Decoration => 0.3,
} }
} }
// Base value for this item type /// Base value in abstract currency units, before quality and material modifiers.
pub fn base_value(&self) -> u32 { pub fn base_value(&self) -> u32 {
match self { match self {
ItemType::Weapon(_) => 50, ItemType::Weapon(_) => 50,
+2 -1
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@@ -2,6 +2,7 @@ use crate::config::GameConfig;
use crate::constants::*; use crate::constants::*;
use crate::entities::shared_components::Ambulatory; use crate::entities::shared_components::Ambulatory;
use crate::entities::shared_systems::digging::Digger; use crate::entities::shared_systems::digging::Digger;
use crate::entities::shared_systems::magic_numbers::DEFAULT_DIG_INTERVAL_SECS;
use crate::game::SpawnDelay; use crate::game::SpawnDelay;
use crate::world::VisibleGameEntity; use crate::world::VisibleGameEntity;
use bevy::prelude::*; use bevy::prelude::*;
@@ -37,7 +38,7 @@ impl Rabbit {
}, },
transform: Transform::from_translation(position).with_scale(Vec3::splat(PIXEL_RATIO)), transform: Transform::from_translation(position).with_scale(Vec3::splat(PIXEL_RATIO)),
visibility: Visibility::Hidden, visibility: Visibility::Hidden,
digger: Digger::new(5.0), digger: Digger::new(DEFAULT_DIG_INTERVAL_SECS),
} }
} }
} }
@@ -0,0 +1,19 @@
// Pathfinding + digging
/// Number of future path steps validated each tick before an entity moves.
pub const PATHFINDER_VALIDATE_STEPS: usize = 3;
/// Ticks between path validation checks per entity.
pub const PATHFINDER_VALIDATION_COOLDOWN: u8 = 10;
/// Maximum path steps looked ahead when invalidating paths on tile change.
pub const PATHFINDER_DIRTY_LOOKAHEAD: usize = 8;
/// Divisor in excuse-me threshold: (walk_speed * tile_weight) / WALK_SPEED_DIVISOR.
pub const WALK_SPEED_DIVISOR: i32 = 50;
/// Dot product above which entities are considered moving in the same direction (convoy). cos(45°) ≈ 0.707.
pub const CONVOY_DOT_THRESHOLD: f32 = 0.7;
/// Dot product below which entities are considered head-on.
pub const HEAD_ON_DOT_THRESHOLD: f32 = -0.7;
/// Directional component threshold for the E/S yield rule in 2-wide corridors.
pub const ES_DIRECTION_THRESHOLD: f32 = 0.3;
/// Tile occupancy count above which an entity ignores collision (crowded tile bypass).
pub const OCCUPANCY_CROWD_THRESHOLD: u8 = 3;
/// Default dig interval for Digger entities in seconds.
pub const DEFAULT_DIG_INTERVAL_SECS: f32 = 5.0;
+1
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@@ -1,3 +1,4 @@
pub mod digging; pub mod digging;
pub mod magic_numbers;
pub mod occupancy; pub mod occupancy;
pub mod pathfinding; pub mod pathfinding;
+32 -13
View File
@@ -63,6 +63,11 @@ use crate::constants::{
ITILE_SIZE, PATHFINDER_HIERARCHICAL_THRESHOLD_CHUNKS, PATHFINDER_MAX_NODES, ITILE_SIZE, PATHFINDER_HIERARCHICAL_THRESHOLD_CHUNKS, PATHFINDER_MAX_NODES,
PATHFINDER_PROVISIONAL_NODE_LIMIT, PIXEL_RATIO, TILE_SIZE, PATHFINDER_PROVISIONAL_NODE_LIMIT, PIXEL_RATIO, TILE_SIZE,
}; };
use crate::entities::shared_systems::magic_numbers::{
CONVOY_DOT_THRESHOLD, ES_DIRECTION_THRESHOLD, HEAD_ON_DOT_THRESHOLD, OCCUPANCY_CROWD_THRESHOLD,
PATHFINDER_DIRTY_LOOKAHEAD, PATHFINDER_VALIDATE_STEPS, PATHFINDER_VALIDATION_COOLDOWN,
WALK_SPEED_DIVISOR,
};
use crate::entities::shared_systems::occupancy::{rebuild_tile_occupancy, TileOccupancy}; use crate::entities::shared_systems::occupancy::{rebuild_tile_occupancy, TileOccupancy};
use crate::world::tiles::tile_changed::{PathfindingDirtyChunks, TileChangedEvent}; use crate::world::tiles::tile_changed::{PathfindingDirtyChunks, TileChangedEvent};
use crate::world::tiles::TileMap; use crate::world::tiles::TileMap;
@@ -272,7 +277,7 @@ pub fn invalidate_paths_on_tile_change(
let Some(ref path) = ambulatory.current_path else { let Some(ref path) = ambulatory.current_path else {
continue; continue;
}; };
let check_end = (ambulatory.path_index + 8).min(path.len()); let check_end = (ambulatory.path_index + PATHFINDER_DIRTY_LOOKAHEAD).min(path.len());
let affected = path[ambulatory.path_index..check_end] let affected = path[ambulatory.path_index..check_end]
.iter() .iter()
.any(|p| dirty.chunks.contains(&world_to_chunk(p.as_ivec3()))); .any(|p| dirty.chunks.contains(&world_to_chunk(p.as_ivec3())));
@@ -629,17 +634,23 @@ pub fn movement(
if ambulatory.validation_cooldown > 0 { if ambulatory.validation_cooldown > 0 {
ambulatory.validation_cooldown -= 1; ambulatory.validation_cooldown -= 1;
} else if let Some(path) = &ambulatory.current_path { } else if let Some(path) = &ambulatory.current_path {
if !validate_next_steps(&tilemap, path, ambulatory.path_index, 3) { if !validate_next_steps(
&tilemap,
path,
ambulatory.path_index,
PATHFINDER_VALIDATE_STEPS,
) {
ambulatory.current_path = None; ambulatory.current_path = None;
ambulatory.validation_cooldown = 10; ambulatory.validation_cooldown = PATHFINDER_VALIDATION_COOLDOWN;
return; return;
} }
ambulatory.validation_cooldown = 10; ambulatory.validation_cooldown = PATHFINDER_VALIDATION_COOLDOWN;
} }
if ambulatory.walk_speed > 0. { if ambulatory.walk_speed > 0. {
let tile_weight = get_tile_weight(&tilemap, current_pos.as_ivec3()); let tile_weight = get_tile_weight(&tilemap, current_pos.as_ivec3());
let threshold = (ambulatory.walk_speed as i32 * tile_weight as i32 / 50) as u32; let threshold =
(ambulatory.walk_speed as i32 * tile_weight as i32 / WALK_SPEED_DIVISOR) as u32;
if ambulatory.step_recovery <= threshold { if ambulatory.step_recovery <= threshold {
ambulatory.step_recovery += 1; ambulatory.step_recovery += 1;
@@ -656,7 +667,7 @@ pub fn movement(
let current_count = occupancy.count_at(transform.translation); let current_count = occupancy.count_at(transform.translation);
let next_count = occupancy.count_at(next_point); let next_count = occupancy.count_at(next_point);
let current_crowded = current_count > 3; let current_crowded = current_count > OCCUPANCY_CROWD_THRESHOLD;
let occupied = !current_crowded && next_count > current_count; let occupied = !current_crowded && next_count > current_count;
let actual_move: Vec3; let actual_move: Vec3;
@@ -671,13 +682,16 @@ pub fn movement(
}; };
// Case 1: Convoy — same direction, treat as unoccupied // Case 1: Convoy — same direction, treat as unoccupied
let convoy = let convoy = occupied
occupied && their_dir != Vec2::ZERO && their_dir.dot(our_dir) > 0.7; && their_dir != Vec2::ZERO
&& their_dir.dot(our_dir) > CONVOY_DOT_THRESHOLD;
// Case 2: Head-on (directly opposite directions) // Case 2: Head-on (directly opposite directions)
let head_on = their_dir != Vec2::ZERO && their_dir.dot(our_dir) < -0.7; let head_on =
their_dir != Vec2::ZERO && their_dir.dot(our_dir) < HEAD_ON_DOT_THRESHOLD;
let we_are_es = our_dir.x > 0.3 || our_dir.y < -0.3; let we_are_es =
our_dir.x > ES_DIRECTION_THRESHOLD || our_dir.y < -ES_DIRECTION_THRESHOLD;
if !occupied || convoy { if !occupied || convoy {
// Normal movement // Normal movement
@@ -743,7 +757,8 @@ pub fn movement(
let tile_weight = let tile_weight =
get_tile_weight(&tilemap, transform.translation.as_ivec3()); get_tile_weight(&tilemap, transform.translation.as_ivec3());
let excuse_threshold = if ambulatory.walk_speed > 0. { let excuse_threshold = if ambulatory.walk_speed > 0. {
(ambulatory.walk_speed as i32 * tile_weight as i32 / 50) as u32 (ambulatory.walk_speed as i32 * tile_weight as i32
/ WALK_SPEED_DIVISOR) as u32
} else { } else {
0 0
}; };
@@ -812,7 +827,8 @@ pub fn movement(
let tile_weight = let tile_weight =
get_tile_weight(&tilemap, transform.translation.as_ivec3()); get_tile_weight(&tilemap, transform.translation.as_ivec3());
let excuse_threshold = if ambulatory.walk_speed > 0. { let excuse_threshold = if ambulatory.walk_speed > 0. {
(ambulatory.walk_speed as i32 * tile_weight as i32 / 50) as u32 (ambulatory.walk_speed as i32 * tile_weight as i32
/ WALK_SPEED_DIVISOR) as u32
} else { } else {
0 0
}; };
@@ -827,7 +843,8 @@ pub fn movement(
let tile_weight = let tile_weight =
get_tile_weight(&tilemap, transform.translation.as_ivec3()); get_tile_weight(&tilemap, transform.translation.as_ivec3());
let excuse_threshold = if ambulatory.walk_speed > 0. { let excuse_threshold = if ambulatory.walk_speed > 0. {
(ambulatory.walk_speed as i32 * tile_weight as i32 / 50) as u32 (ambulatory.walk_speed as i32 * tile_weight as i32 / WALK_SPEED_DIVISOR)
as u32
} else { } else {
0 0
}; };
@@ -1056,6 +1073,8 @@ fn directional_chunk_waypoint(
// goal varies per entity (each has a different random wander target). // goal varies per entity (each has a different random wander target).
// Together they produce unique spread values for entities even when // Together they produce unique spread values for entities even when
// heading through the same chunk, without needing to pass entity ID. // heading through the same chunk, without needing to pass entity ID.
// MAGIC Small primes spread entity starting positions across waypoint edge tiles.
// Different values per axis prevent aliasing when positions are on a regular grid.
let entropy = (cur_tile.x.unsigned_abs() as usize) let entropy = (cur_tile.x.unsigned_abs() as usize)
.wrapping_mul(1619) .wrapping_mul(1619)
.wrapping_add((cur_tile.y.unsigned_abs() as usize).wrapping_mul(31337)) .wrapping_add((cur_tile.y.unsigned_abs() as usize).wrapping_mul(31337))
+14 -5
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@@ -1,3 +1,4 @@
pub mod magic_numbers;
use bevy::prelude::*; use bevy::prelude::*;
use bevy_platform::collections::HashSet; use bevy_platform::collections::HashSet;
use bevy_platform::sync::Mutex; use bevy_platform::sync::Mutex;
@@ -10,6 +11,10 @@ use std::hash::{Hash, Hasher};
use crate::{ use crate::{
constants::{SEED, TILE_SIZE}, constants::{SEED, TILE_SIZE},
world::generation::forestry::magic_numbers::{
TREE_LEAF_BASE_RADIUS, TREE_LEAF_RADIUS_OFFSET, TREE_LEAF_RADIUS_VARIATION,
TREE_MIN_DISTANCE_TILES, TREE_SPAWN_CHANCE, TREE_TRUNK_EXTRA_HEIGHT, TREE_TRUNK_MIN_HEIGHT,
},
world::{ world::{
tiles::{FixtureTileData, TileMap}, tiles::{FixtureTileData, TileMap},
ChunkForrestryEvent, ChunkMap, ChunkOwner, TextureIDs, Textures, VisibleGameEntity, ChunkForrestryEvent, ChunkMap, ChunkOwner, TextureIDs, Textures, VisibleGameEntity,
@@ -34,7 +39,7 @@ pub fn generate_chunk_forrestry(
events.par_read().for_each(|event| { events.par_read().for_each(|event| {
let floor_positions = &event.floor_tiles; let floor_positions = &event.floor_tiles;
let mut tree_positions: Vec<Vec3> = Vec::new(); let mut tree_positions: Vec<Vec3> = Vec::new();
let min_distance = 7.0 * TILE_SIZE; let min_distance = TREE_MIN_DISTANCE_TILES * TILE_SIZE;
let mut hasher = DefaultHasher::new(); let mut hasher = DefaultHasher::new();
SEED.hash(&mut hasher); SEED.hash(&mut hasher);
@@ -58,9 +63,10 @@ pub fn generate_chunk_forrestry(
.all(|&tree_pos| above_pos.distance(tree_pos) > min_distance); .all(|&tree_pos| above_pos.distance(tree_pos) > min_distance);
// 1 in 100 chance if far enough from other trees // 1 in 100 chance if far enough from other trees
if is_far_enough && rng.random::<u32>() % 100 == 0 { if is_far_enough && rng.random::<u32>() % TREE_SPAWN_CHANCE == 0 {
// Generate trunk // Generate trunk
let trunk_height = 4 + rng.random::<u32>() % 5; let trunk_height = TREE_TRUNK_MIN_HEIGHT
+ rng.random::<u32>() % TREE_TRUNK_EXTRA_HEIGHT;
for i in 0..trunk_height { for i in 0..trunk_height {
let trunk_pos = let trunk_pos =
above_pos + Vec3::new(0.0, 0.0, i as f32 * TILE_SIZE); above_pos + Vec3::new(0.0, 0.0, i as f32 * TILE_SIZE);
@@ -110,7 +116,7 @@ pub fn generate_chunk_forrestry(
} }
// Generate leaves - 3D spherical canopy with random shape // Generate leaves - 3D spherical canopy with random shape
let base_leaf_radius = 2.25; let base_leaf_radius = TREE_LEAF_BASE_RADIUS;
let leaf_center = let leaf_center =
above_pos + Vec3::new(0.0, 0.0, trunk_height as f32 * TILE_SIZE); above_pos + Vec3::new(0.0, 0.0, trunk_height as f32 * TILE_SIZE);
@@ -136,7 +142,10 @@ pub fn generate_chunk_forrestry(
let y_f = y as f32; let y_f = y as f32;
let z_f = z as f32; let z_f = z as f32;
let radius = base_leaf_radius let radius = base_leaf_radius
* (1.0 + (rng.random::<f32>() * 0.35 - 0.1)); * (1.0
+ (rng.random::<f32>()
* TREE_LEAF_RADIUS_VARIATION
- TREE_LEAF_RADIUS_OFFSET));
if x_f * x_f + y_f * y_f + z_f * z_f <= radius * radius { if x_f * x_f + y_f * y_f + z_f * z_f <= radius * radius {
if let Some(texture_id) = texture_ids.refs.get(&500005) if let Some(texture_id) = texture_ids.refs.get(&500005)
@@ -0,0 +1,14 @@
// Forestry
/// Minimum distance between tree trunks in tile units. Prevents overlapping canopies.
pub const TREE_MIN_DISTANCE_TILES: f32 = 7.0;
/// 1-in-N chance per eligible grass tile of spawning a tree.
pub const TREE_SPAWN_CHANCE: u32 = 100;
/// Minimum trunk height in segments (inclusive).
pub const TREE_TRUNK_MIN_HEIGHT: u32 = 4;
/// Random additional trunk segments added on top of minimum.
pub const TREE_TRUNK_EXTRA_HEIGHT: u32 = 5;
/// Base radius of the spherical leaf canopy in tile units.
pub const TREE_LEAF_BASE_RADIUS: f32 = 2.25;
/// Random per-leaf radius scale variation: radius * (1.0 + rand * RANGE - OFFSET).
pub const TREE_LEAF_RADIUS_VARIATION: f32 = 0.35;
pub const TREE_LEAF_RADIUS_OFFSET: f32 = 0.1;
+16 -10
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@@ -1,3 +1,4 @@
pub mod magic_numbers;
use bevy::prelude::*; use bevy::prelude::*;
use bevy::tasks::AsyncComputeTaskPool; use bevy::tasks::AsyncComputeTaskPool;
use bevy_platform::time::Instant; use bevy_platform::time::Instant;
@@ -9,6 +10,11 @@ use crate::entities::item::drop_table::DropTableRegistry;
use crate::{ use crate::{
config::TileRegistry, config::TileRegistry,
constants::{SEED, TILE_SIZE}, constants::{SEED, TILE_SIZE},
world::generation::terrain::magic_numbers::{
CAVE_DEPTH_THRESHOLD, CAVE_NOISE_FREQUENCY, CAVE_ROCK_THRESHOLD, CAVE_VOID_THRESHOLD,
TERRAIN_AMPLITUDE_PERSISTENCE, TERRAIN_BASE_FREQUENCY,
TERRAIN_FREQUENCY_LACUNARITY, TERRAIN_HEIGHT_SCALE,
},
world::{ world::{
tiles::{ChunkData, FloorTileData, TileMap}, tiles::{ChunkData, FloorTileData, TileMap},
ChunkForrestryEvent, ChunkMap, ChunkTerrainEvent, TileOcclusionEvent, ChunkForrestryEvent, ChunkMap, ChunkTerrainEvent, TileOcclusionEvent,
@@ -55,14 +61,14 @@ pub fn generate_surface_terrain(x: i32, y: i32) -> f32 {
let noise = Perlin::new(SEED); let noise = Perlin::new(SEED);
let mut noise_value = 0.0; let mut noise_value = 0.0;
let mut amplitude = 1.0; let mut amplitude = 1.0;
let mut frequency = 0.008; let mut frequency = TERRAIN_BASE_FREQUENCY;
for _ in 0..6 { for _ in 0..6 {
noise_value += noise.get([x as f64 * frequency, y as f64 * frequency]) * amplitude; noise_value += noise.get([x as f64 * frequency, y as f64 * frequency]) * amplitude;
amplitude *= 0.6; amplitude *= TERRAIN_AMPLITUDE_PERSISTENCE;
frequency *= 1.8; frequency *= TERRAIN_FREQUENCY_LACUNARITY;
} }
(noise_value * 2.5) as f32 (noise_value * TERRAIN_HEIGHT_SCALE as f64) as f32
} }
/// Async terrain generation - runs on AsyncComputeTaskPool. /// Async terrain generation - runs on AsyncComputeTaskPool.
@@ -99,13 +105,13 @@ fn generate_terrain_blob(chunk_pos: IVec2) -> TerrainBlob {
let surface_height = let surface_height =
(generate_surface_terrain(world_x, world_y) * TILE_SIZE).round(); (generate_surface_terrain(world_x, world_y) * TILE_SIZE).round();
if z < -5 { if z < CAVE_DEPTH_THRESHOLD {
let cave_value = cave_noise.get([ let cave_value = cave_noise.get([
world_x as f64 * 0.05, world_x as f64 * CAVE_NOISE_FREQUENCY,
world_y as f64 * 0.05, world_y as f64 * CAVE_NOISE_FREQUENCY,
z as f64 * 0.05, z as f64 * CAVE_NOISE_FREQUENCY,
]); ]);
if cave_value < -0.75 { if cave_value < CAVE_VOID_THRESHOLD {
let tile = registry.floor("air"); let tile = registry.floor("air");
tile_updates.push(( tile_updates.push((
pos_ivec, pos_ivec,
@@ -128,7 +134,7 @@ fn generate_terrain_blob(chunk_pos: IVec2) -> TerrainBlob {
tile.can_stand_on, tile.can_stand_on,
tile.astar_weight, tile.astar_weight,
); );
} else if cave_value < 0.8 { } else if cave_value < CAVE_ROCK_THRESHOLD {
let tile = registry.floor("rock"); let tile = registry.floor("rock");
tile_updates.push(( tile_updates.push((
pos_ivec, pos_ivec,
@@ -0,0 +1,17 @@
// Terrain generation
/// Noise frequency for the coarsest octave of surface terrain height.
pub const TERRAIN_BASE_FREQUENCY: f64 = 0.008;
/// Amplitude multiplier per noise octave (persistence). 0.6 = moderate detail.
pub const TERRAIN_AMPLITUDE_PERSISTENCE: f64 = 0.6;
/// Frequency multiplier per noise octave (lacunarity).
pub const TERRAIN_FREQUENCY_LACUNARITY: f64 = 1.8;
/// Scale applied to summed octave noise to set terrain height range in tile units.
pub const TERRAIN_HEIGHT_SCALE: f32 = 2.5;
/// Noise frequency for cave generation (applied to all three axes).
pub const CAVE_NOISE_FREQUENCY: f64 = 0.05;
/// Cave noise value below which a tile becomes open air.
pub const CAVE_VOID_THRESHOLD: f64 = -0.75;
/// Cave noise value below which a tile becomes dirt rather than rock.
pub const CAVE_ROCK_THRESHOLD: f64 = 0.8;
/// Tile z index below which cave generation logic applies instead of surface rules.
pub const CAVE_DEPTH_THRESHOLD: isize = -5;
+6 -3
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@@ -17,6 +17,7 @@ use bevy::prelude::*;
use crate::constants::ITILE_SIZE; use crate::constants::ITILE_SIZE;
use crate::world::chunks::{CHUNK_SIZE, Z_ABOVE, Z_BELOW}; use crate::world::chunks::{CHUNK_SIZE, Z_ABOVE, Z_BELOW};
use crate::world::tiles::magic_numbers::ASTAR_DEFAULT_WEIGHT;
/// Number of z-levels in a chunk (Z_BELOW + Z_ABOVE + 1 for inclusive range). /// 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). /// Terrain generation uses -Z_BELOW..=Z_ABOVE (inclusive at both ends).
@@ -216,10 +217,10 @@ impl ChunkData {
#[inline] #[inline]
pub fn get_astar_weight(&self, local_x: i32, local_y: i32, z: i32) -> u8 { pub fn get_astar_weight(&self, local_x: i32, local_y: i32, z: i32) -> u8 {
if local_x < 0 || local_x >= CHUNK_SIZE || local_y < 0 || local_y >= CHUNK_SIZE { if local_x < 0 || local_x >= CHUNK_SIZE || local_y < 0 || local_y >= CHUNK_SIZE {
return 100; return ASTAR_DEFAULT_WEIGHT;
} }
if z < -(Z_BELOW as i32) || z > (Z_ABOVE as i32) { if z < -(Z_BELOW as i32) || z > (Z_ABOVE as i32) {
return 100; return ASTAR_DEFAULT_WEIGHT;
} }
let idx = Self::pos_to_index(local_x, local_y, z); let idx = Self::pos_to_index(local_x, local_y, z);
self.astar_weights[idx] self.astar_weights[idx]
@@ -273,7 +274,9 @@ impl ChunkData {
self.stand_in_fixture.fill(0); self.stand_in_fixture.fill(0);
self.stand_on_fixture.fill(0); self.stand_on_fixture.fill(0);
self.tile_ids.fill(0); self.tile_ids.fill(0);
self.astar_weights.fill(100); // MAGIC ASTAR_DEFAULT_WEIGHT matches normal grass/traversable tile weight — cleared
// chunks present as passable rather than impassable walls to pathfinding.
self.astar_weights.fill(ASTAR_DEFAULT_WEIGHT);
} }
} }
+8
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@@ -0,0 +1,8 @@
// Tiles
/// Default A* weight returned for out-of-bounds or unloaded positions.
/// Matches normal traversable tile weight so pathfinding degrades gracefully.
pub const ASTAR_DEFAULT_WEIGHT: u8 = 100;
/// Rolling history length for z-change frame timing in benchmark reporting.
pub const Z_CHANGE_HISTORY_LEN: usize = 100;
/// Bytes per megabyte, for memory reporting.
pub const BYTES_PER_MB: f32 = 1_048_576.0;
+1
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@@ -1,5 +1,6 @@
pub mod benchmark; pub mod benchmark;
pub mod chunk_data; pub mod chunk_data;
pub mod magic_numbers;
pub mod rendering; pub mod rendering;
pub mod tile_changed; pub mod tile_changed;
pub mod tilemap; pub mod tilemap;
+2 -1
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@@ -35,6 +35,7 @@ use super::chunk_data::ChunkData;
use crate::constants::ITILE_SIZE; use crate::constants::ITILE_SIZE;
use crate::entities::item::drop_table::DropTable; use crate::entities::item::drop_table::DropTable;
use crate::world::chunks::{world_to_chunk, CHUNK_SIZE, Z_ABOVE, Z_BELOW}; use crate::world::chunks::{world_to_chunk, CHUNK_SIZE, Z_ABOVE, Z_BELOW};
use crate::world::tiles::magic_numbers::ASTAR_DEFAULT_WEIGHT;
/// Packed floor tile data for efficient storage. ~35 bytes vs 76 bytes tuple. /// Packed floor tile data for efficient storage. ~35 bytes vs 76 bytes tuple.
#[derive(Clone, Debug)] #[derive(Clone, Debug)]
@@ -296,7 +297,7 @@ impl TileMap {
self.floor_tiles self.floor_tiles
.get(&world_pos) .get(&world_pos)
.map(|t| t.astar_weight) .map(|t| t.astar_weight)
.unwrap_or(100) .unwrap_or(ASTAR_DEFAULT_WEIGHT)
} }
/// Remove a fixture tile, clearing both the HashMap entry and ChunkData bitsets. /// Remove a fixture tile, clearing both the HashMap entry and ChunkData bitsets.
+4 -2
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@@ -9,6 +9,7 @@ use crate::constants::{ITILE_SIZE, TILE_PIXELS, TILE_SIZE};
use crate::game::ZIndex; use crate::game::ZIndex;
use crate::world::chunks::{CHUNK_SIZE, CHUNK_SIZE_TILE, Z_BELOW, Z_TOTAL}; use crate::world::chunks::{CHUNK_SIZE, CHUNK_SIZE_TILE, Z_BELOW, Z_TOTAL};
use crate::world::textures::TilemapTileset; use crate::world::textures::TilemapTileset;
use crate::world::tiles::magic_numbers::{BYTES_PER_MB, Z_CHANGE_HISTORY_LEN};
use crate::world::tiles::{FloorTileData, TileMap}; use crate::world::tiles::{FloorTileData, TileMap};
pub const LAYER_FLOOR: u8 = 0; pub const LAYER_FLOOR: u8 = 0;
@@ -139,6 +140,7 @@ fn tile_for_depth(real_index: u16, z_diff: i32) -> TileData {
} }
fn is_tile_visible_at_z(tile_data: &FloorTileData, z_index: usize) -> bool { fn is_tile_visible_at_z(tile_data: &FloorTileData, z_index: usize) -> bool {
// MAGIC u8::MAX + 1; z_index stored as u8 in layer key so this is out-of-range
if z_index >= 256 { if z_index >= 256 {
return false; return false;
} }
@@ -386,7 +388,7 @@ pub fn populate_tilemap_chunk_data(
let elapsed = now.elapsed().as_secs_f64() * 1000.0; let elapsed = now.elapsed().as_secs_f64() * 1000.0;
bench.last_z_change_populate_ms = elapsed; bench.last_z_change_populate_ms = elapsed;
bench.z_change_history_ms.push(elapsed); bench.z_change_history_ms.push(elapsed);
if bench.z_change_history_ms.len() > 100 { if bench.z_change_history_ms.len() > Z_CHANGE_HISTORY_LEN {
bench.z_change_history_ms.remove(0); bench.z_change_history_ms.remove(0);
} }
} }
@@ -431,7 +433,7 @@ pub fn populate_tilemap_chunk_data(
bench.dirty_keys_last = processed; bench.dirty_keys_last = processed;
bench.dirty_keys_total += processed; bench.dirty_keys_total += processed;
bench.tile_data_mb = (registry.entities.len() as f64 * (CHUNK_SIZE * CHUNK_SIZE) as f64 * 4.0) bench.tile_data_mb = (registry.entities.len() as f64 * (CHUNK_SIZE * CHUNK_SIZE) as f64 * 4.0)
/ (1024.0 * 1024.0); / BYTES_PER_MB as f64;
} }
pub fn on_camera_z_changed( pub fn on_camera_z_changed(