- TileMap::insert_floor now syncs ChunkData bits (set_floor_tile) so is_standable
returns correct values for tiles inserted via insert_floor. Previously the
HashMap was updated but ChunkData remained stale, causing is_standable to
return false for valid tiles.
- rabbit_dig_system inserts air tile at the dug position after remove_floor.
Without this, the HashMap entry is absent and ChunkData bits stay 0 (both
false), making is_standable return false at that position. The entity then
falls through multiple levels. Air's can_stand_in=true means the space is
passable — the entity falls through it and lands on solid ground below.
- calculate_visibility: None from floor_tiles.get() now checks tilemap.chunks
to confirm the neighbour's chunk is loaded before treating it as air.
Without this, unloaded world borders and pending chunks were incorrectly
seen as open space, causing underground tiles to render as black.
- rabbit_dig_system: skip and reset timer when entity is not on standable
ground, preventing rapid-dig cascade as rabbit falls through multiple levels.
- calculate_visibility: None from floor_tiles.get() now breaks touches_air=true.
Absent tile = open space = air for visibility purposes. Previously, removed
tiles left their below-neighbours with all-zero visible_range (black).
- rabbit_dig_system: fire TileOcclusionEvent for full Z_BELOW+1 level column
below the dug tile + 8 XY neighbours each, not just 3x3x3. calculate_visibility
traces up to Z_TOTAL+Z_BELOW+1 tiles above each tile, so removing one tile
can expose visibility arbitrarily deep below.
- 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
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.
- 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)
- 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