- Entities spawn at z=35*TILE=560 but Z_ABOVE max is 15*TILE=240. Snap to
Z_ABOVE*TILE instead of falling one tile per tick through unloaded space.
- Skip rabbit dig when below_pos would be outside ChunkData z-bounds,
preventing remove_floor assert panic.
- Fire TileOcclusionEvent for 27-tile neighbourhood (3x3x3) so tiles above
the dug tile recalculate visibility and stop rendering black
- Clamp gravity in movement to world minimum z — rabbits digging the
floor below them now stop at world floor instead of falling past it
- Assert bounds in remove_floor/remove_fixture before pos_to_index to
panic with z/coords info instead of silently overflowing
- Hoist ITILE_SIZE, CHUNK_SIZE, Z_BELOW, Z_ABOVE to module-level
imports in tilemap.rs
Fix 1 — insert_fixture now updates ChunkData bitsets:
Log trunks (can_stand_in=false) now block movement in is_standable.
Leaf canopy (can_stand_in=true) remains walkable.
Fix 2 — Diagonal-aware collision avoidance:
Sidestep priority: left+forward, left, right+forward, right.
If all blocked: push through (excuse me), advance path, apply one-step
delay (speed-modulated recovery). Does not stack delays.
Fix 3 — Movement direction tracking:
Ambulatory now has move_direction (Vec2) and step_history ([i16; 4]).
TileOccupancy tracks per-tile direction hints for Stage 2 collision
(convoy skip, E/S yield) via direction_at().
move_direction is smoothed from: 2 historical steps, current confirmed
step, and 2-step path lookahead.
Ignore: add *.patch and *.diff to .gitignore
Two entities on the same tile (16,-0.0) each saw count=2 and blocked each
other with occupied=true since 2>1. The collision check was treating the
entity's own presence as a blocker.
Now: only trigger avoidance when next_tile has strictly more entities than
current_tile. Handles path[0]=current_pos (count equal → move), two entities
passing through same tile (counts stay equal → move), and genuinely crowded
destinations (next has more → dodge). Also raise crowded threshold to 4+.
collision_delay was causing entities to skip step_recovery ticks, freezing
movement whenever the next tile was occupied. Combined with the ordering fix
(collision_delay placed before step_recovery), entities were stuck at
path_index=0 indefinitely in spawn clusters.
Remove collision_delay entirely — step_recovery already provides the
per-tick pacing, and the natural next-tick retry (via left-step or
normal movement) handles occupied tiles without an artificial delay.
Actual thresholds (grass weight=50): dorfs move after 6 ticks, pigs after
26 ticks, rabbits after 2 ticks. Without collision_delay interference,
movement is now governed purely by step_recovery.
collision_delay was placed before the walk_speed/step_recovery block,
causing step_recovery to never tick when collision_delay was active —
entities stayed permanently pre-empted at path_index=0.
Correct order: step_recovery (must tick every frame) before
collision_delay (only checked when entity is ready to move).
- Add TileOccupancy resource and rebuild_tile_occupancy system to track
per-tile entity counts for soft collision avoidance
- Add collision_delay to Ambulatory; entities try relative-left step on
occupied tiles, wait 1 tick, then push through
- Fix leaf canopy standability: leaves are now can_stand_in=true,
can_stand_on=false (walkable, not standable-on)
- Delete FloorTilePrefab / FixtureTilePrefab / FloorTile / FixtureTile /
TileState (all fully dead — TileMap + ChunkData are sole truth)
- Delete tile_spawns from TerrainBlob (populated but never consumed)
- Delete leaf ghost entity spawn in forestry (orphaned invisible ECS entity)
- Replace log prefab spawn with inline commands.spawn(Transform, Visibility)
- Add TileMap::remove_fixture for future digging/explosion use
- Skip collision avoidance when current tile has >2 entities (handles spawn
cluster deadlock)
Replace hard-coded chunk-centre waypoints with directional edge waypoints.
When a path segment crosses into the next chunk, directional_chunk_waypoint()
samples standable tiles along the entry edge and picks the one closest to the
straight-line projection from the entity's current position toward the goal.
Falls back to chunk centre if no standable edge tile is found.
This preserves tile-locked DF movement feel while removing the forced dogleg
at every chunk boundary that the chunk-centre approach introduced.
- Fix PathNode and ChunkPathNode Ord impl to use correct min-heap ordering
(self.f_score.cmp vs other.f_score.cmp) - was causing zig-zag paths
- Fix movement threshold formula to use tile_weight directly
(walk_speed * tile_weight / 50) instead of inverted multiplier
- Update comments to reflect 'higher = slower to traverse' semantics
Phase 1: Bit-packed standability
- Add ChunkData struct with 4 bitsets per chunk (stand_in/on for floor/fixture)
- Replace 4 HashMap lookups per standability check with O(1) bit operations
- Memory: ~2KB bitsets per chunk vs ~50KB HashMap overhead
Phase 2: Reactive connectivity
- Add dirty_chunks HashSet to ChunkMap for incremental updates
- update_chunk_connectivity now O(d) where d = dirty chunks
- Early exit when no changes, preventing O(N) full rebuilds
Phase 3: Async terrain baking
- Move terrain generation to AsyncComputeTaskPool
- spawn_terrain_tasks: non-blocking task spawn (~34µs)
- apply_terrain_blobs: batched entity spawn on main thread
- Eliminates main-thread stutters during world generation
- Add validation_cooldown field to Ambulatory component
- Implement validate_next_steps to check walkability of next 3 path nodes
- Integrate validation into movement system (every 10 frames)
- Trigger re-path when validation fails (path blocked or invalid)
- Entities now detect and recover from invalid paths automatically
1. CSV Overflow Panic: Use saturating_sub to prevent underflow when total_failed_paths > n
2. Heuristic Scale Mismatch: octile_distance_3d now divides by ITILE_SIZE to match g-score units
3. Goal Z Offset: Correct target.as_ivec3() - ivec3(0,0,1) not ITILE_SIZE (target already has +1.0)
4. Gravity Yo-Yo: Clear current_path and target when entity falls to prevent teleportation loop
The async pathfinding with StandableBitGrid caused massive lag due to synchronous
bounding box calculation in the main thread (millions of hashmap lookups for long paths).
Additionally, the splicing logic had a catastrophic bug where it applied a single
finished path to ALL entities unconditionally.
Solution:
- Revert to thread-local synchronous A*
- Implement PathRequestQueue to process max 8 paths per frame
- Keep provisional paths for immediate movement
- Since entity walks provisional path, full path calculates from current position,
eliminating the need for complex splicing logic.
The is_standable_tile(goal) check was causing failures when goal position
wasn't directly standable (common case). A* doesn't require goal to be
standable - it finds the best path it can. Removed the check and return
fallback single-point path when start isn't standable.
Provisional paths were not being recorded to benchmark stats, causing
total_paths=0 while failed_paths accumulated. Now records:
- path_calc_times_us (timing)
- path_lengths (path length)
- nodes_expanded (A* nodes visited)
- failed_paths (when start/goal not standable)
The condition 'if ambulatory.current_path.is_none() || pending_async.is_some()' was backwards.
It should skip entities that ALREADY have a path, not entities WITHOUT a path.
Fixed to properly skip entities with existing paths or pending async tasks.
- Restored original target selection logic that validates is_standable_tile
- Fixed target position z-level checking (check floor tile then standable)
- Re-added check for completed paths (path_index >= path.len)
- This was the cause of 50,297 failed paths - entities targeting invalid positions
Key fixes based on benchmark analysis:
1. Remove TIER0 Vec-based pathfinding - O(N) linear scan was slower than FxHashMap for typical path lengths
2. Consolidate scratchpads into single AStarScratchpad struct - eliminates nested RefCell borrow overhead
3. Remove Arc wrapper from TileMap - eliminated Copy-on-Write trap causing 63ms stutters
4. Replace AHashMap with FxHashMap - FxHash is faster for small integer keys like IVec3
5. Simplify tier logic - single pathfinding function with scratchpad reuse
Benchmark analysis showed:
- Original: 1.95 µs/node, P99 1.1ms, Max 5ms
- TIER0/TIER1 regression: 2.89 µs/node (+48%), P99 5ms (+348%)
- Root causes: Vec linear scan in TIER0, nested RefCell borrows, Arc::make_mut CoW
This should restore and improve performance by using simple FxHashMap scratchpad for all paths.
- Add Arc<AHashMap> wrapper around floor_tiles, fixture_tiles, item_tiles
- Copy-on-write semantics: Arc::make_mut clones only if other Arcs exist
- Add insert_floor, insert_fixture, insert_item, remove_item methods
- Add get_floor_mut, get_fixture_mut for visibility updates
- Update all mutation sites to use new TileMap methods
- Enables cheap Arc::clone for async pathfinding workers
- Single-threaded pathfinding: no clone, direct access
- Multi-threaded pathfinding: clone Arc, read without locks
- Replace std HashMap (SipHash) with ahash::AHashMap for fast non-crypto hashing
- Pack tile data from tuples to structs: FloorTileData (~35 bytes) and FixtureTileData (~18 bytes)
- FloorTileData: pack 3 bools into single flags byte, use u8 for id/weight
- FixtureTileData: pack 2 bools into single flags byte
- Update all accessors: is_standable_tile, visibility, terrain generation, forestry
- Preparation for async pathfinding (Arc wrapping to come in follow-up)
Memory reduction: ~54% for floor tiles (76→35 bytes), ~62% for fixtures (48→18 bytes)
Hash performance: AHashMap uses fxhash, faster than SipHash for game data