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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@@ -1,6 +1,8 @@
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use bevy::prelude::*;
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use rustc_hash::FxHashMap;
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use crate::constants::ITILE_SIZE;
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/// Packed floor tile data for efficient storage. ~35 bytes vs 76 bytes tuple.
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#[derive(Clone, Copy, Debug)]
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pub struct FloorTileData {
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@@ -193,3 +195,98 @@ impl TileMap {
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self.floor_tiles.get_mut(pos)
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}
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}
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/// Bit-packed bounding-box snapshot for async pathfinding.
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/// 1 bit per tile = ~6KB for 50,000 tiles vs HashMap overhead.
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/// Must be Send+Sync — no RefCell, no Arc.
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#[derive(Clone, Debug)]
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pub struct StandableBitGrid {
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pub origin: IVec3,
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pub size: UVec3,
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pub bits: Vec<u64>,
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}
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impl StandableBitGrid {
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/// Create a bit-grid snapshot of all standable tiles within bounding box.
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/// origin: min corner (inclusive), snapped to ITILE_SIZE
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/// size: dimensions in tiles (not pixels)
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pub fn new(origin: IVec3, size: UVec3, tilemap: &TileMap) -> Self {
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let total_bits = (size.x * size.y * size.z) as usize;
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let words = (total_bits + 63) / 64;
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let mut bits = vec![0u64; words];
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for bz in 0..size.z {
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for by in 0..size.y {
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for bx in 0..size.x {
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let pos = IVec3::new(
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origin.x + (bx as i32) * ITILE_SIZE,
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origin.y + (by as i32) * ITILE_SIZE,
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origin.z + (bz as i32) * ITILE_SIZE,
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);
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if Self::tile_is_standable(tilemap, pos) {
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let idx = ((bz * size.y * size.x) + (by * size.x) + bx) as usize;
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bits[idx / 64] |= 1u64 << (idx % 64);
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}
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}
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}
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}
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Self { origin, size, bits }
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}
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/// Standable check using TileMap (mirrors pathfinding.rs::is_standable_tile)
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#[inline]
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fn tile_is_standable(tilemap: &TileMap, pos: IVec3) -> bool {
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let can_stand_in_tile = tilemap
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.floor_tiles
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.get(&pos)
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.map(|t| t.can_stand_in())
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.unwrap_or(false);
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let can_stand_in_fixture = tilemap
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.fixture_tiles
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.get(&pos)
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.map(|t| t.can_stand_in())
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.unwrap_or(false);
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let pos_below = pos - IVec3::new(0, 0, ITILE_SIZE);
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let can_stand_on_tile_below = tilemap
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.floor_tiles
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.get(&pos_below)
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.map(|t| t.can_stand_on())
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.unwrap_or(false);
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let can_stand_on_fixture_below = tilemap
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.fixture_tiles
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.get(&pos_below)
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.map(|t| t.can_stand_on())
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.unwrap_or(false);
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(can_stand_in_tile || can_stand_in_fixture)
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&& (can_stand_on_tile_below || can_stand_on_fixture_below)
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}
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/// O(1) standable check using bit-grid coordinates.
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#[inline]
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pub fn is_standable_at(&self, bx: u32, by: u32, bz: u32) -> bool {
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if bx >= self.size.x || by >= self.size.y || bz >= self.size.z {
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return false;
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}
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let idx = ((bz * self.size.y * self.size.x) + (by * self.size.x) + bx) as usize;
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self.bits[idx / 64] & (1u64 << (idx % 64)) != 0
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}
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/// Convert IVec3 world position to bit-grid coordinates.
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/// Returns None if position is outside the grid bounds.
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#[inline]
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pub fn to_bit_coords(&self, pos: IVec3) -> Option<(u32, u32, u32)> {
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let local = pos - self.origin;
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if local.x < 0 || local.y < 0 || local.z < 0 {
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return None;
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}
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let bx = (local.x / ITILE_SIZE) as u32;
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let by = (local.y / ITILE_SIZE) as u32;
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let bz = (local.z / ITILE_SIZE) as u32;
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if bx >= self.size.x || by >= self.size.y || bz >= self.size.z {
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return None;
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}
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Some((bx, by, bz))
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}
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}
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