Files
dorf/src/world/generation/terrain.rs
T
popertots d7cbbaa04b feat: implement chunk unloading infrastructure
Chunk unloading system with cleanly abstracted decision layer.

- ChunkMap: replace (bool, i32) timer tuple with () presence marker;
  remove FIFO cycle fields pending_unload/unload_cycle/unload_cursor/
  unload_countdown. loaded_chunks is now HashMap<IVec2, ()>.
- handle_chunk_events: simplify re-entrancy check to contains_key;
  remove parallel Mutex dedup machinery — load detection is now trivial.
- is_standable: single HashMap get; return false for unloaded chunks
  instead of falling back to is_standable_slow (pathfinding correctness).
- remove_chunk_data: bounds-iteration tile cleanup for chunk unload.
- ChunkOwner component + chunk_entity_index: static terrain entities
  (floor tiles, fixtures, trees) tagged at spawn and despawned by
  chunk. Mobile entities (dorfs, pigs, rabbits) not tracked — safe
  by design since they were never indexed.
- unload_chunk: canonical single-chunk unload function; cleans
  loaded_chunks, despawns entities, removes tilemap data, marks render
  chunk dirty via ChunkZKey::from_world, updates connectivity, fires
  rebake. Full docstring with step-by-step state map, working example
  for dynamic unload, and "what it does NOT handle" section.
- dynamic_chunk_unloading_system: no-op stub. Re-enable by writing
  a system that diffs wanted vs loaded chunks and calls unload_chunk.
  Wired out of FixedUpdate during foundation work.
- render chunk fix: ChunkZKey::from_world now pub(crate) so unload
  can derive the correct render chunk key (spans 4x4 world chunks)
  matching what build_quilted_terrain_sprites uses at spawn.
- FloorTilePrefab::spawn: pre-existing bug — return Entity not ().
2026-03-20 10:30:33 +00:00

355 lines
13 KiB
Rust

use bevy::prelude::*;
use bevy::tasks::AsyncComputeTaskPool;
use bevy_platform::time::Instant;
use noise::{NoiseFn, Perlin};
use std::sync::{Arc, Mutex};
use crate::{
config::TileRegistry,
constants::{SEED, TILE_SIZE},
world::{
tiles::{ChunkData, FloorTileData, TileMap, TerrainSpriteState, CurrentWorldSpriteState},
ChunkForrestryEvent, ChunkTerrainEvent, FloorTilePrefab, TileOcclusionEvent, CHUNK_SIZE,
Z_ABOVE, Z_BELOW, ChunkMap, ChunkOwner,
},
};
/// Thread-safe storage for completed terrain blobs.
/// Uses type erasure to avoid Debug bounds on TerrainBlob.
type BlobStorage = Arc<Mutex<Box<dyn Send + Sync>>>;
/// Typed wrapper for terrain blob storage.
#[derive(Resource)]
pub struct TerrainBlobStorage {
pub blobs: Arc<Mutex<Vec<TerrainBlob>>>,
}
impl Default for TerrainBlobStorage {
fn default() -> Self {
Self {
blobs: Arc::new(Mutex::new(Vec::new())),
}
}
}
impl Clone for TerrainBlobStorage {
fn clone(&self) -> Self {
Self {
blobs: self.blobs.clone(),
}
}
}
/// Result of async terrain generation for a single chunk.
/// Contains all data needed to spawn entities and update TileMap on main thread.
pub struct TerrainBlob {
pub chunk_pos: IVec2,
pub chunk_data: ChunkData,
pub tile_updates: Vec<(IVec3, FloorTileData)>,
pub surface_positions: Vec<(Vec3, String)>,
pub tile_spawns: Vec<(Vec3, FloorTilePrefab)>,
}
pub fn generate_surface_terrain(x: i32, y: i32) -> f32 {
let noise = Perlin::new(SEED);
let mut noise_value = 0.0;
let mut amplitude = 1.0;
let mut frequency = 0.008;
for _ in 0..6 {
noise_value += noise.get([x as f64 * frequency, y as f64 * frequency]) * amplitude;
amplitude *= 0.6;
frequency *= 1.8;
}
(noise_value * 2.5) as f32
}
/// Async terrain generation - runs on AsyncComputeTaskPool.
/// Computes all terrain data without ECS access, returns blob for main thread.
fn generate_terrain_blob(chunk_pos: IVec2) -> TerrainBlob {
let cave_noise = Perlin::new(SEED);
let start_x = chunk_pos.x * CHUNK_SIZE;
let start_y = chunk_pos.y * CHUNK_SIZE;
let registry = TileRegistry::global();
let mut chunk_data = ChunkData::new(chunk_pos);
let mut tile_updates: Vec<(IVec3, FloorTileData)> = Vec::new();
let mut surface_positions: Vec<(Vec3, String)> = Vec::new();
let mut tile_spawns: Vec<(Vec3, FloorTilePrefab)> = Vec::new();
for local_y in 0..CHUNK_SIZE {
for local_x in 0..CHUNK_SIZE {
let world_x = start_x + local_x;
let world_y = start_y + local_y;
let noise_position = Vec3::new(
(world_x as f32 * TILE_SIZE).round(),
(world_y as f32 * TILE_SIZE).round(),
(generate_surface_terrain(world_x, world_y) * TILE_SIZE).round(),
);
for z in -Z_BELOW as isize..=Z_ABOVE as isize {
let position = Vec3::new(
(world_x as f32 * TILE_SIZE).round(),
(world_y as f32 * TILE_SIZE).round(),
(z as f32 * TILE_SIZE).round(),
);
let pos_ivec = position.as_ivec3();
let local_z = z as i32;
let surface_height =
(generate_surface_terrain(world_x, world_y) * TILE_SIZE).round();
if z < -5 {
let cave_value = cave_noise.get([
world_x as f64 * 0.05,
world_y as f64 * 0.05,
z as f64 * 0.05,
]);
if cave_value < -0.75 {
let tile = registry.floor("air");
tile_spawns.push((position, FloorTilePrefab::air(position)));
tile_updates.push((
pos_ivec,
FloorTileData::new(
tile.id,
tile.can_stand_in,
tile.can_stand_on,
tile.transparent,
tile.astar_weight,
[0; 8],
),
));
chunk_data.set_floor_tile(
local_x,
local_y,
local_z,
tile.id,
tile.can_stand_in,
tile.can_stand_on,
tile.astar_weight,
);
} else if cave_value < 0.8 {
let tile = registry.floor("rock");
tile_spawns.push((position, FloorTilePrefab::rock(position)));
tile_updates.push((
pos_ivec,
FloorTileData::new(
tile.id,
tile.can_stand_in,
tile.can_stand_on,
tile.transparent,
tile.astar_weight,
[0; 8],
),
));
chunk_data.set_floor_tile(
local_x,
local_y,
local_z,
tile.id,
tile.can_stand_in,
tile.can_stand_on,
tile.astar_weight,
);
} else {
let tile = registry.floor("dirt");
tile_spawns.push((position, FloorTilePrefab::dirt(position)));
tile_updates.push((
pos_ivec,
FloorTileData::new(
tile.id,
tile.can_stand_in,
tile.can_stand_on,
tile.transparent,
tile.astar_weight,
[0; 8],
),
));
chunk_data.set_floor_tile(
local_x,
local_y,
local_z,
tile.id,
tile.can_stand_in,
tile.can_stand_on,
tile.astar_weight,
);
}
} else if noise_position.z > position.z {
if surface_height <= position.z + TILE_SIZE {
let tile = registry.floor("grass");
tile_spawns.push((position, FloorTilePrefab::grass(position)));
tile_updates.push((
pos_ivec,
FloorTileData::new(
tile.id,
tile.can_stand_in,
tile.can_stand_on,
tile.transparent,
tile.astar_weight,
[0; 8],
),
));
chunk_data.set_floor_tile(
local_x,
local_y,
local_z,
tile.id,
tile.can_stand_in,
tile.can_stand_on,
tile.astar_weight,
);
surface_positions.push((position, "grass".to_string()));
} else {
let tile = registry.floor("dirt");
tile_spawns.push((position, FloorTilePrefab::dirt(position)));
tile_updates.push((
pos_ivec,
FloorTileData::new(
tile.id,
tile.can_stand_in,
tile.can_stand_on,
tile.transparent,
tile.astar_weight,
[0; 8],
),
));
chunk_data.set_floor_tile(
local_x,
local_y,
local_z,
tile.id,
tile.can_stand_in,
tile.can_stand_on,
tile.astar_weight,
);
}
} else {
let tile = registry.floor("air");
tile_spawns.push((position, FloorTilePrefab::air(position)));
tile_updates.push((
pos_ivec,
FloorTileData::new(
tile.id,
tile.can_stand_in,
tile.can_stand_on,
tile.transparent,
tile.astar_weight,
[0; 8],
),
));
chunk_data.set_floor_tile(
local_x,
local_y,
local_z,
tile.id,
tile.can_stand_in,
tile.can_stand_on,
tile.astar_weight,
);
}
}
}
}
TerrainBlob {
chunk_pos,
chunk_data,
tile_updates,
surface_positions,
tile_spawns,
}
}
/// Spawns async terrain generation tasks on AsyncComputeTaskPool.
/// Fast - just reads events and spawns tasks.
pub fn spawn_terrain_tasks(
mut events: MessageReader<ChunkTerrainEvent>,
mut cwss: ResMut<CurrentWorldSpriteState>,
blob_storage: Res<TerrainBlobStorage>,
) {
let start = Instant::now();
let count = events.len();
if count == 0 {
return;
}
let task_pool = AsyncComputeTaskPool::get();
let blobs = blob_storage.blobs.clone();
for event in events.read() {
let chunk_pos = event.chunk_position;
let blobs_clone = blobs.clone();
task_pool.spawn(async move {
let blob = generate_terrain_blob(chunk_pos);
blobs_clone.lock().unwrap().push(blob);
}).detach();
}
cwss.state = TerrainSpriteState::WaitingForRender;
println!("{} terrain tasks spawned in {:.2?}", count, start.elapsed());
}
/// Applies completed terrain blobs on main thread.
/// Spawns entities, updates TileMap, sends occlusion events.
pub fn apply_terrain_blobs(
mut commands: Commands,
blob_storage: Res<TerrainBlobStorage>,
mut tilemap: ResMut<TileMap>,
mut chunk_map: ResMut<ChunkMap>,
mut forrestry_event_writer: MessageWriter<ChunkForrestryEvent>,
mut occlusion_event_writer: MessageWriter<TileOcclusionEvent>,
) {
let start = Instant::now();
let mut applied_count = 0;
let completed: Vec<TerrainBlob> = blob_storage.blobs.lock().unwrap().drain(..).collect();
for blob in completed {
let new_positions: Vec<IVec3> = blob
.tile_updates
.into_iter()
.map(|(pos, data)| {
tilemap.insert_floor(pos, data);
pos
})
.collect();
tilemap.chunks.insert(blob.chunk_pos, blob.chunk_data);
for (_position, prefab) in blob.tile_spawns {
let entity = prefab.spawn(&mut commands);
commands.entity(entity).insert(ChunkOwner(blob.chunk_pos));
chunk_map
.chunk_entity_index
.entry(blob.chunk_pos)
.or_default()
.push(entity);
}
for pos in new_positions {
occlusion_event_writer.write(TileOcclusionEvent { tile_position: pos });
}
forrestry_event_writer.write(ChunkForrestryEvent {
chunk_position: blob.chunk_pos,
floor_tiles: blob.surface_positions,
});
applied_count += 1;
}
if applied_count > 0 {
println!("{} terrain blobs applied in {:.2?}", applied_count, start.elapsed());
}
}
pub fn generate_chunk_weathering_and_precipitation() {
// TODO: Generate weathering and precipitation
// Temperature and humidity
// Erosion
// Hadley lines/cells etc
// Biomes
}