feat: data-oriented chunks optimization with tile registry
- Phase 1: Bit-packed standability (ChunkData with bitsets) - Phase 2: Reactive connectivity (dirty chunks) - Phase 3: Async terrain baking (AsyncComputeTaskPool) - Pathfinding weight system (rock=50 preferred, bedrock=150 avoided) - Movement speed affected by tile weight - External tiles.toml for hot-reloadable tile definitions - TileRegistry singleton for async-safe tile lookups - Fixed world_to_chunk to use CHUNK_SIZE_TILE (128) not CHUNK_SIZE (8) - Fixed infinite spawner with Local<bool> state guards - Fixed spawn coordinate grid alignment Note: Zigzag pathfinding bug introduced - needs investigation
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@@ -507,7 +507,11 @@ pub fn movement(mut query: Query<(&mut Ambulatory, &mut Transform)>, tilemap: Re
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}
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if ambulatory.walk_speed > 0. {
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if ambulatory.step_recovery <= ambulatory.walk_speed as u32 {
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let tile_weight = get_tile_weight(&tilemap, current_pos.as_ivec3());
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let speed_multiplier = (tile_weight as f32) / 50.0;
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let threshold = (ambulatory.walk_speed * speed_multiplier) as u32;
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if ambulatory.step_recovery <= threshold {
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ambulatory.step_recovery += 1;
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return;
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} else {
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@@ -553,18 +557,37 @@ fn is_standable_tile(tilemap: &TileMap, pos: IVec3) -> bool {
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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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match (
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/// Get the A* weight for a tile position. Lower is better (faster to traverse).
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/// Returns 100 (default) if tile not found.
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#[inline]
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fn get_tile_weight(tilemap: &TileMap, pos: IVec3) -> u8 {
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tilemap.get_astar_weight(pos)
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}
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/// Calculate movement cost including tile weight.
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/// Base costs: cardinal=10, diagonal=14, vertical~50.
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/// Tile weight adds: (weight - 50) / 5 to make heavier tiles more costly.
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fn calculate_movement_cost(move_dir: IVec3, tile_weight: u8) -> i32 {
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let base_cost = match (
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move_dir.x.abs() / ITILE_SIZE,
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move_dir.y.abs() / ITILE_SIZE,
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move_dir.z.abs() / ITILE_SIZE,
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) {
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(1, 0, 0) | (0, 1, 0) => 10,
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(1, 1, 0) => 14,
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(1, 0, 1) | (0, 1, 1) => 42,
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(1, 1, 1) => 56,
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(1, 0, 0) | (0, 1, 0) => 10, // Cardinal
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(1, 1, 0) => 14, // Diagonal
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(1, 0, 1) | (0, 1, 1) => 42, // Vertical + cardinal
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(1, 1, 1) => 56, // Vertical + diagonal
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_ => 0,
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};
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if base_cost == 0 {
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return 0;
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}
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// Weight cost: normalize so rock(50) adds 0, grass(100) adds 10, bedrock(150) adds 20
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let weight_cost = (tile_weight as i32).saturating_sub(50) / 5;
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base_cost + weight_cost
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}
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fn octile_distance_3d(a: IVec3, b: IVec3) -> i32 {
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@@ -677,7 +700,8 @@ fn calculate_path_with_scratchpad(
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continue;
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}
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let movement_cost = calculate_movement_cost(move_dir);
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let tile_weight = get_tile_weight(tilemap, neighbor_pos);
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let movement_cost = calculate_movement_cost(move_dir, tile_weight);
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if movement_cost == 0 {
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continue;
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}
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@@ -770,7 +794,8 @@ pub fn calculate_provisional_path(
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continue;
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}
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let movement_cost = calculate_movement_cost(move_dir);
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let tile_weight = get_tile_weight(tilemap, neighbor_pos);
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let movement_cost = calculate_movement_cost(move_dir, tile_weight);
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if movement_cost == 0 {
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continue;
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}
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