154 lines
8.2 KiB
Markdown
154 lines
8.2 KiB
Markdown
# Dorf
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A Dwarf Fortress-inspired simulation game built in Rust with Bevy. The focus is on a fully data-oriented chunk engine: procedural terrain, hierarchical pathfinding, GPU-baked sprite rendering, and dynamic chunk loading/unloading — all designed to scale to a full DF-style world with z-levels, entities, and simulation.
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This is an **engine foundation**, not a complete game. Many features (crafting, needs, combat, world history) exist only as stubs or are entirely absent. The chunk rendering and pathfinding systems are production-quality; the simulation layer above them is early.
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## Architecture
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```
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src/
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├── camera.rs # Panning camera, z-level control (Q/E, scroll)
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├── config.rs # GameConfig, TileRegistry resources
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├── constants.rs # Tile size, structural constants
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├── entities/
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│ ├── item/constants.rs # Item sprite constants
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│ ├── livestock/
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│ ├── sentient/
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│ └── shared_systems/
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│ ├── constants.rs # Pathfinding + dig constants
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│ ├── occupancy.rs
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│ └── pathfinding.rs
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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/
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│ ├── forestry/constants.rs # Tree constants
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│ ├── terrain/constants.rs # Terrain + cave constants
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│ ├── forestry.rs
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│ └── terrain.rs
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└── tiles/
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├── constants.rs # A*, benchmark constants
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├── chunk_data.rs
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├── rendering.rs
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├── tilemap.rs
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├── tile_changed.rs
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└── visibility.rs
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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, 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, drop tables
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```
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### Chunk Architecture
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- **World chunks**: 8×8 tiles (`CHUNK_SIZE = 8`, `CHUNK_SIZE_TILE = 128px`)
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- **Render chunks**: 32×32 tiles (`CHUNK_TILES = 32`, `512px`). One render chunk = 4×4 world chunks. This mismatch is intentional — a single GPU texture covers multiple world chunks, which means chunk unloading must mark the render chunk dirty (not the world chunk).
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- **Z-levels**: 5 below, 15 above, 21 total (`Z_BELOW = 5`, `Z_ABOVE = 15`). Terrain is rendered as quilted sprites — one texture per z-level, all stacked in the shader.
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- **Loading**: `setup_initial_chunks` runs at `Startup`, emits `GenerateChunkEvent` for all chunks in `initial_chunk_radius`. `handle_chunk_events` processes events and fires terrain/forestry/foliage/fauna generation events.
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- **Unloading**: `unload_chunk(chunk_pos)` is the canonical function. Currently disabled — `dynamic_chunk_unloading_system` is a no-op stub. To enable: implement a system that diffs wanted chunks (player/NPC interest radius) against `ChunkMap.loaded_chunks` and calls `unload_chunk` for each evictable chunk.
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### Rendering Pipeline
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1. `handle_tile_occlusion_updates` — raycasts from each tile upward to compute `visible_range` bitmask (which z-levels can see it). Tiles in loaded chunks with no floor entry are treated as air (open space).
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2. `build_quilted_terrain_sprites` — GPU bake: tiles bucketed by `(render_chunk, z_level)`, blitted into pooled pixel buffers, spawned as `TerrainSprite` entities
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3. `update_tile_visibility` — toggles `Visibility` on sprites based on current `ZIndex` (camera z-level)
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### Pathfinding
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Three tiers, gated by distance:
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- **Tier 1** (<4 chunks): synchronous A* on `TileMap`
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- **Tier 2** (4–8 chunks): provisional path + full path via async queue
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- **Tier 3** (>8 chunks): hierarchical chunk graph → async segmented A*
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**Stage 2 Collision** — when two entities target the same tile, the movement system resolves in four cases:
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- **Convoy**: entity ahead moves in ~same direction → follow-through, no avoidance
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- **Head-on**: dot product < −0.7 → both yield left (existing sidestep chain)
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- **E/S yield**: entity moving east or south → sidestep chain first, excuse-me on failure
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- **W/N right-of-way**: entity moving west or north → advance with excuse-me delay
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`PathfindingBenchmark` resource tracks sync vs async performance per frame.
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**Tile Change Invalidation** — `TileChangedEvent` fires whenever a tile's standability changes at runtime. `PathfindingDirtyChunks` collects affected chunk positions; `invalidate_paths_on_tile_change` clears paths for entities stepping through changed chunks within 8 steps.
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### Entity Indexing
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Static terrain entities (floor tiles, fixtures, trees) are indexed in `chunk_entity_index: HashMap<IVec2, Vec<Entity>>` at spawn time. When a chunk unloads, the index is retrieved and entities are despawned. This is **O(entities in chunk)**, not O(total entities).
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Mobile entities (dorfs, pigs, rabbits) are **not** in `chunk_entity_index`. They are spawned once at game start and persist. They will need per-chunk lifecycle management once fauna generation is implemented.
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## Controls
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| Key | Action |
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|-----|--------|
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| Click + drag | Pan camera |
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| Scroll | Pan camera |
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| Q / E | Move camera z-level down / up |
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| Mouse wheel | Pan camera |
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## Configuration
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`config.toml`:
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- `initial_chunk_radius`: chunks loaded around origin at startup (default: 7 → 15×15 = 225 chunks)
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- `spawn_counts`: dorfs, pigs, rabbits spawned at game start
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`tiles.toml`: tile registry — floor tiles, fixture tiles. Each floor tile has `id`, `astar_weight`, `can_stand_in`, `can_stand_on`, `transparent` flags.
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## Status
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### Implemented
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- [x] Procedural terrain (blob-based, simplex noise heightmap)
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- [x] Tile registry (`tiles.toml`) with A* weights
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- [x] Floor tiles, fixture tiles, item tiles
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- [x] Z-levels with quilted GPU sprite rendering
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- [x] Tile occlusion / visibility raycasting (treats absent tiles in loaded chunks as air)
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- [x] Forestry: tree trunks + leaves spawned per chunk
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- [x] Dorfs, pigs, rabbits spawning at startup
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- [x] Hierarchical async pathfinding (3 tiers)
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- [x] Chunk loading infrastructure
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- [x] Chunk unloading infrastructure (`unload_chunk`, `dynamic_chunk_unloading_system` stub)
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- [x] Camera panning + z-level control
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- [x] GPU texture pooling (pixel buffer reuse across bakes)
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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] 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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- [ ] Fauna spawning per chunk (`generate_chunk_fauna`)
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- [ ] Weathering and precipitation (`generate_chunk_weathering_and_precipitation`)
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### Not Started
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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 (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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- [ ] Save/load world state
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- [ ] World history and procedural storytelling
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- [ ] UI (menus, z-level overlay, workshop assignment)
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## Building
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```sh
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cargo build # dev profile
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cargo run # dev mode
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```
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`[profile.dev.package."*"] opt-level = 3` gives near-release perf in dev builds.
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