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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@@ -46,6 +46,10 @@ pub struct ChunkData {
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/// Tile IDs for rendering.
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pub tile_ids: Vec<u8>,
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/// A* pathfinding weights per tile. Lower = better path.
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/// Weight 0 = impassable, weight 50 = fast (rock), weight 100 = normal (grass), weight 150 = slow (bedrock).
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pub astar_weights: Vec<u8>,
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}
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impl ChunkData {
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@@ -57,6 +61,7 @@ impl ChunkData {
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stand_in_fixture: [0u32; BITSET_WORDS],
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stand_on_fixture: [0u32; BITSET_WORDS],
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tile_ids: vec![0u8; TOTAL_TILES],
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astar_weights: vec![100u8; TOTAL_TILES],
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}
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}
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@@ -184,6 +189,7 @@ impl ChunkData {
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tile_id: u8,
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can_stand_in: bool,
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can_stand_on: bool,
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astar_weight: u8,
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) {
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let idx = Self::pos_to_index(local_x, local_y, z);
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let word = idx / 32;
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@@ -203,6 +209,20 @@ impl ChunkData {
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}
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self.tile_ids[idx] = tile_id;
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self.astar_weights[idx] = astar_weight;
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}
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/// Get A* weight at position. Returns 100 (default) if out of bounds.
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#[inline]
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pub fn get_astar_weight(&self, local_x: i32, local_y: i32, z: i32) -> u8 {
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if local_x < 0 || local_x >= CHUNK_SIZE || local_y < 0 || local_y >= CHUNK_SIZE {
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return 100;
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}
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if z < -(Z_BELOW as i32) || z > (Z_ABOVE as i32) {
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return 100;
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}
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let idx = Self::pos_to_index(local_x, local_y, z);
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self.astar_weights[idx]
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}
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/// Set only fixture standability bits (for forestry generation).
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@@ -253,6 +273,7 @@ impl ChunkData {
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self.stand_in_fixture.fill(0);
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self.stand_on_fixture.fill(0);
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self.tile_ids.fill(0);
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self.astar_weights.fill(100);
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}
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}
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+56
-29
@@ -1,8 +1,11 @@
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use bevy::prelude::*;
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use crate::world::{
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tiles::{FixtureTile, FloorTile, TileState},
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FIXTURE_ID_OFFSET,
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use crate::{
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config::TileRegistry,
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world::{
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tiles::{FixtureTile, FloorTile, TileState},
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FIXTURE_ID_OFFSET,
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},
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};
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#[derive(Bundle)]
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@@ -15,12 +18,15 @@ pub struct FloorTilePrefab {
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impl FloorTilePrefab {
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pub fn grass(position: Vec3) -> Self {
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let def = TileRegistry::global().floor("grass");
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FloorTilePrefab {
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transform: Transform::from_translation(position),
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tile: FloorTile {
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id: 1,
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astar_weight: 100,
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..Default::default()
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id: def.id as u32,
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opaque: !def.transparent,
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walkable: def.can_stand_on,
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astar_weight: def.astar_weight,
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visible_range: [0; 8],
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},
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tile_state: TileState {
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timer: Timer::from_seconds(1.0, TimerMode::Repeating),
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@@ -30,12 +36,15 @@ impl FloorTilePrefab {
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}
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pub fn dirt(position: Vec3) -> Self {
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let def = TileRegistry::global().floor("dirt");
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FloorTilePrefab {
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transform: Transform::from_translation(position),
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tile: FloorTile {
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id: 2,
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astar_weight: 85,
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..Default::default()
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id: def.id as u32,
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opaque: !def.transparent,
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walkable: def.can_stand_on,
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astar_weight: def.astar_weight,
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visible_range: [0; 8],
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},
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tile_state: TileState {
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timer: Timer::from_seconds(1.0, TimerMode::Repeating),
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@@ -45,12 +54,15 @@ impl FloorTilePrefab {
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}
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pub fn rock(position: Vec3) -> Self {
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let def = TileRegistry::global().floor("rock");
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FloorTilePrefab {
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transform: Transform::from_translation(position),
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tile: FloorTile {
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id: 3,
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astar_weight: 50,
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..Default::default()
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id: def.id as u32,
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opaque: !def.transparent,
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walkable: def.can_stand_on,
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astar_weight: def.astar_weight,
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visible_range: [0; 8],
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},
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tile_state: TileState {
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timer: Timer::from_seconds(1.0, TimerMode::Repeating),
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@@ -60,13 +72,15 @@ impl FloorTilePrefab {
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}
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pub fn air(position: Vec3) -> Self {
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let def = TileRegistry::global().floor("air");
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FloorTilePrefab {
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transform: Transform::from_translation(position),
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tile: FloorTile {
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id: 0,
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opaque: false,
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walkable: false,
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..Default::default()
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id: def.id as u32,
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opaque: !def.transparent,
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walkable: def.can_stand_on,
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astar_weight: def.astar_weight,
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visible_range: [0; 8],
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},
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tile_state: TileState {
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timer: Timer::from_seconds(1.0, TimerMode::Repeating),
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@@ -76,12 +90,15 @@ impl FloorTilePrefab {
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}
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pub fn bedrock(position: Vec3) -> Self {
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let def = TileRegistry::global().floor("bedrock");
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FloorTilePrefab {
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transform: Transform::from_translation(position),
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tile: FloorTile {
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id: 4,
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astar_weight: 150,
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..Default::default()
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id: def.id as u32,
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opaque: !def.transparent,
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walkable: def.can_stand_on,
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astar_weight: def.astar_weight,
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visible_range: [0; 8],
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},
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tile_state: TileState {
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timer: Timer::from_seconds(1.0, TimerMode::Repeating),
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@@ -104,55 +121,65 @@ pub struct FixtureTilePrefab {
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impl FixtureTilePrefab {
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pub fn dirt_wall(position: Vec3) -> Self {
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let def = TileRegistry::global().fixture("dirt_wall");
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FixtureTilePrefab {
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transform: Transform::from_translation(position),
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tile: FixtureTile {
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id: FIXTURE_ID_OFFSET + 1,
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..Default::default()
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id: FIXTURE_ID_OFFSET + def.id,
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solid: def.solid,
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visible_range: [0; 8],
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},
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visibility: Visibility::Hidden,
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}
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}
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pub fn rock_wall(position: Vec3) -> Self {
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let def = TileRegistry::global().fixture("rock_wall");
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FixtureTilePrefab {
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transform: Transform::from_translation(position),
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tile: FixtureTile {
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id: FIXTURE_ID_OFFSET + 2,
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..Default::default()
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id: FIXTURE_ID_OFFSET + def.id,
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solid: def.solid,
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visible_range: [0; 8],
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},
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visibility: Visibility::Hidden,
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}
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}
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pub fn log(position: Vec3) -> Self {
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let def = TileRegistry::global().fixture("log");
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FixtureTilePrefab {
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transform: Transform::from_translation(position),
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tile: FixtureTile {
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id: FIXTURE_ID_OFFSET + 4,
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..Default::default()
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id: FIXTURE_ID_OFFSET + def.id,
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solid: def.solid,
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visible_range: [0; 8],
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},
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visibility: Visibility::Hidden,
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}
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}
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pub fn leaves(position: Vec3) -> Self {
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let def = TileRegistry::global().fixture("leaves");
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FixtureTilePrefab {
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transform: Transform::from_translation(position),
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tile: FixtureTile {
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id: FIXTURE_ID_OFFSET + 5,
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..Default::default()
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id: FIXTURE_ID_OFFSET + def.id,
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solid: def.solid,
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visible_range: [0; 8],
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},
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visibility: Visibility::Hidden,
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}
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}
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pub fn bedrock_wall(position: Vec3) -> Self {
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let def = TileRegistry::global().fixture("bedrock_wall");
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FixtureTilePrefab {
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transform: Transform::from_translation(position),
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tile: FixtureTile {
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id: 0,
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..Default::default()
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id: FIXTURE_ID_OFFSET + def.id,
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solid: def.solid,
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visible_range: [0; 8],
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},
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visibility: Visibility::Hidden,
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}
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@@ -269,4 +269,18 @@ impl TileMap {
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(can_stand_in_floor || can_stand_in_fixture) && (can_stand_on_floor || can_stand_on_fixture)
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}
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/// Get A* pathfinding weight for a tile position.
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/// Returns 100 (default) if tile not found. Lower is better.
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pub fn get_astar_weight(&self, world_pos: IVec3) -> u8 {
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let chunk_pos = world_to_chunk(world_pos);
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if let Some(chunk) = self.chunks.get(&chunk_pos) {
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let (local_x, local_y, z) = ChunkData::world_to_local(world_pos);
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return chunk.get_astar_weight(local_x, local_y, z);
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}
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self.floor_tiles
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.get(&world_pos)
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.map(|t| t.astar_weight)
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.unwrap_or(100)
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}
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}
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