feat: async pathfinding with provisional paths and bit-grid snapshots
- Add StandableBitGrid: O(1) bit-packed snapshot (~6KB per 50k tiles vs HashMap overhead) - Implement two-tier pathfinding: sync for short paths (<64 tiles), provisional+async for long paths - calculate_provisional_path: capped A* returning path to best heuristic node - calculate_async_path: A* using bit-grid (Send+Sync, no thread_local) - prepare_paths system: dispatches provisional paths immediately, spawns async for full paths - poll_async_paths + splice_completed_async_paths: seamless path transition when async completes - Entities start walking immediately on provisional path while full path computes in background Architecture: FixedUpdate: prepare_paths → update_wandering_targets → movement PostUpdate: poll_async_paths → splice_completed_async_paths Priority: DF-like pathing (immediate movement) > performance > memory
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@@ -14,6 +14,7 @@ rayon = "1.11.0"
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rustc-hash = "2.1.1"
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ahash = "0.8.12"
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nohash-hasher = "0.2.0"
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futures-lite = "2.6"
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# Enable max optimizations for dependencies, but not for our code:
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[profile.dev.package."*"]
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