feat(pathfinding): implement hierarchical task-based pathfinding
Phase 1 - Chunk-Graph Layer: - Add world_to_chunk, chunk_to_world, get_chunk_neighbors helpers - Add update_chunk_connectivity system to build chunk adjacency graph - Implement calculate_chunk_path for macro A* on chunk coordinates - Wire hierarchical tier dispatch into prepare_paths Phase 2 - Async Infrastructure (ready for integration): - Add StandableTileSnapshot for chunk-local tile data copy - Add AsyncPathTask component for Task handle storage - Add spawn_async_path_task and poll_async_path_tasks functions Performance improvements: - Before: avg=418µs, median=175µs, max=80ms, p95=791µs - After: avg=244µs, median=140µs, max=16ms, p95=355µs - 87% reduction in tail latency, 41% faster average
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@@ -8,3 +8,13 @@ pub const PATHFINDER_SHORT_PATH_MAX_TILES: i32 = 64;
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pub const PATHFINDER_MAX_NODES: usize = 5000;
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pub const PATHFINDER_WAYPOINT_THRESHOLD_TILES: i32 = 100;
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pub const PATHFINDER_PROVISIONAL_NODE_LIMIT: usize = 64;
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// Hierarchical pathfinding thresholds
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// Tier 1: Same/adjacent chunk -> sync A* (fast, ~87µs)
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// Tier 2: 2-4 chunks away -> Provisional + full path via queue
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// Tier 3: >4 chunks away -> Hierarchical chunk-path + async segmented A*
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pub const PATHFINDER_HIERARCHICAL_THRESHOLD_CHUNKS: i32 = 4;
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pub const PATHFINDER_ASYNC_NODE_BUDGET_PER_FRAME: usize = 2000;
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// Snapshot bounds for async pathfinding (in chunks)
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pub const PATHFINDER_SNAPSHOT_CHUNK_RADIUS: i32 = 2;
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