docs: update README for generic digging, drop tables, revised architecture
- Add generic digging + drop tables to implemented list - Rabbit digging: now using Digger component, not debug code - Building and construction: updated to reflect generic system in place - Architecture: added digging to shared_systems, drop_table to tiles
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@@ -14,13 +14,13 @@ src/
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├── entities/ # Dorfs, pigs, rabbits — ambulatory entities
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│ ├── sentient/
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│ ├── livestock/
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│ └── shared_*/ # Ambulatory, pathfinding, occupancy systems
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│ └── shared_*/ # Ambulatory, pathfinding, occupancy, digging systems
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├── game.rs # ZIndex resource, frame timing
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├── main.rs # Bevy app bootstrap
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└── world/
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├── chunks/ # ChunkMap, chunk loading/unloading, connectivity
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├── generation/ # Terrain blobs, forestry, foliage (stub), fauna (stub)
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└── tiles/ # TileMap, TileRegistry, rendering, visibility, tile change events
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└── tiles/ # TileMap, TileRegistry, rendering, visibility, tile change events, drop tables
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```
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### Chunk Architecture
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@@ -95,7 +95,12 @@ Mobile entities (dorfs, pigs, rabbits) are **not** in `chunk_entity_index`. They
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- [x] Render chunk dirty-tracking for incremental rebakes
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- [x] Stage 2 collision resolution (convoy, E/S yield, W/N right-of-way)
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- [x] TileChangedEvent + path invalidation on tile change
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- [x] Rabbit digging (debug) — removes floor tile, replaces with air, fires occlusion + path invalidation
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- [x] Generic tile digging — `Digger` component on any entity, `dig_system` handles
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tile removal, item drops via drop tables, occlusion refresh, path invalidation
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- [x] Drop tables — tiles carry `DropTable` defining item drops on dig (grass=5% coin,
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rock=10% coin, dirt/air=none). Pseudo-RNG per position until WyRand is accessible.
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- [x] Rabbit digging — `Digger::new(5.0)` on rabbits; removes floor tile, drops items,
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fires occlusion + path invalidation
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### Stubs (exist as empty functions, wired into schedules)
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- [ ] Foliage generation per chunk (`generate_chunk_foliage`)
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@@ -106,7 +111,7 @@ Mobile entities (dorfs, pigs, rabbits) are **not** in `chunk_entity_index`. They
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- [ ] Crafting, stockpiles, resource gathering
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- [ ] Needs, mood, stress systems
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- [ ] Job assignment and task automation
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- [ ] Building and construction (beyond debug rabbit digging)
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- [ ] Building and construction (generic digging in place; no task system yet)
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- [ ] Combat and squad management
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- [ ] Item persistence and inventory
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- [ ] Dynamic chunk loading (player/NPC-centered, not just radius-at-startup)
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