feat: add enemies, spatial grid and soft separation
Enemies spawn on the arena rim, walk radially at the tower and stop at the attack range. The spawner is cap-driven — it tops the field up to the target population instead of placing N enemies on a schedule — so the target population is the binding quantity the difficulty curve will stand on. The spatial grid of ADR-0004 lands with them, because it now has its first consumer and #17 needs it unchanged for target selection and projectile collision. One full rebuild per frame is the only pass over the enemy set; every consumer asks the grid. Soft separation is a clamped positional offset, not a force: overlap stays allowed, and capping the offset below one movement step is what keeps the tower ring from pulsing. Closes #16.
This commit is contained in:
@@ -57,6 +57,18 @@ pub struct EnemyBalance {
|
|||||||
pub speed: Stat,
|
pub speed: Stat,
|
||||||
/// Health at wave 1.
|
/// Health at wave 1.
|
||||||
pub health: Stat,
|
pub health: Stat,
|
||||||
|
/// Distance from the tower centre at which an enemy stops walking.
|
||||||
|
pub attack_range: Stat,
|
||||||
|
/// Enemies closer than this push each other apart (ADR-0004 §5).
|
||||||
|
pub separation_radius: Stat,
|
||||||
|
/// ‹k›: how many neighbours one enemy takes into account (ADR-0004 §5).
|
||||||
|
pub separation_neighbours: usize,
|
||||||
|
/// ‹f› < 1: the separation offset is clamped to `f x (speed x dt)` (ADR-0004 §5).
|
||||||
|
pub separation_clamp: Stat,
|
||||||
|
/// Living enemies the spawner fills the field up to. Becomes `target_population(wave)`.
|
||||||
|
pub target_population: usize,
|
||||||
|
/// `HARD_ENEMY_CAP`: the measured performance limit, never exceeded by anything.
|
||||||
|
pub hard_cap: usize,
|
||||||
}
|
}
|
||||||
|
|
||||||
/// Values that describe how things touch each other.
|
/// Values that describe how things touch each other.
|
||||||
@@ -107,6 +119,12 @@ impl Balance {
|
|||||||
enemy: EnemyBalance {
|
enemy: EnemyBalance {
|
||||||
speed: values::ENEMY_SPEED,
|
speed: values::ENEMY_SPEED,
|
||||||
health: values::ENEMY_HEALTH,
|
health: values::ENEMY_HEALTH,
|
||||||
|
attack_range: values::ENEMY_ATTACK_RANGE,
|
||||||
|
separation_radius: values::ENEMY_SEPARATION_RADIUS,
|
||||||
|
separation_neighbours: values::ENEMY_SEPARATION_NEIGHBOURS,
|
||||||
|
separation_clamp: values::ENEMY_SEPARATION_CLAMP,
|
||||||
|
target_population: values::ENEMY_TARGET_POPULATION,
|
||||||
|
hard_cap: values::HARD_ENEMY_CAP,
|
||||||
},
|
},
|
||||||
combat: CombatBalance {
|
combat: CombatBalance {
|
||||||
hit_radius: values::HIT_RADIUS,
|
hit_radius: values::HIT_RADIUS,
|
||||||
|
|||||||
@@ -23,6 +23,42 @@ pub(super) const ENEMY_SPEED: Stat = 50.0;
|
|||||||
/// later be derived from.
|
/// later be derived from.
|
||||||
pub(super) const ENEMY_HEALTH: Stat = 10.0;
|
pub(super) const ENEMY_HEALTH: Stat = 10.0;
|
||||||
|
|
||||||
|
/// PLACEHOLDER. Distance from the tower centre at which an enemy stops walking.
|
||||||
|
///
|
||||||
|
/// In the skeleton this only ends the radial approach — the ring it produces is what makes
|
||||||
|
/// the separation of ADR-0004 observable at all. #18 turns standing here into attacking.
|
||||||
|
pub(super) const ENEMY_ATTACK_RANGE: Stat = 28.0;
|
||||||
|
|
||||||
|
/// PLACEHOLDER. Enemies closer than this push each other apart (ADR-0004 §5).
|
||||||
|
///
|
||||||
|
/// This is also the value the grid's cell size follows (ADR-0004 §2), because the separation
|
||||||
|
/// query is the one that runs once per enemy rather than once per frame.
|
||||||
|
pub(super) const ENEMY_SEPARATION_RADIUS: Stat = 14.0;
|
||||||
|
|
||||||
|
/// PLACEHOLDER. ‹k› from ADR-0004 §5: how many neighbours one enemy takes into account.
|
||||||
|
/// Caps cost and force in one number.
|
||||||
|
pub(super) const ENEMY_SEPARATION_NEIGHBOURS: usize = 8;
|
||||||
|
|
||||||
|
/// PLACEHOLDER. ‹f› from ADR-0004 §5, and it must stay **below 1**: the separation offset is
|
||||||
|
/// clamped to `f x (speed x dt)`, so an enemy can never be displaced further than it walks.
|
||||||
|
/// That is what makes reversing the radial approach constructively impossible.
|
||||||
|
pub(super) const ENEMY_SEPARATION_CLAMP: Stat = 0.5;
|
||||||
|
|
||||||
|
/// PLACEHOLDER. Living enemies the spawner keeps the field filled to.
|
||||||
|
///
|
||||||
|
/// A constant, because the skeleton has no waves. The spec calls for `target_population(wave)`
|
||||||
|
/// — a function of the wave counter and itself part of the difficulty curve. The wave ticket
|
||||||
|
/// replaces this field with that function; the spawner above it does not change, because it is
|
||||||
|
/// cap-driven ("fill up to the target") rather than plan-driven.
|
||||||
|
pub(super) const ENEMY_TARGET_POPULATION: usize = 400;
|
||||||
|
|
||||||
|
/// The hard upper bound on simultaneous enemies — **not a placeholder**.
|
||||||
|
///
|
||||||
|
/// Measured in #4: the frame budget breaks at ~70 000 untextured sprites, which leaves this
|
||||||
|
/// 7x headroom. It is a performance limit, never a design tool: no effect raises it, and
|
||||||
|
/// nothing exceeds it. What effects raise is the target population above.
|
||||||
|
pub(super) const HARD_ENEMY_CAP: usize = 10_000;
|
||||||
|
|
||||||
/// PLACEHOLDER. Damage of a single tower shot. ADR-0002 §3: `Damage`, mode `Direct`, base > 0.
|
/// PLACEHOLDER. Damage of a single tower shot. ADR-0002 §3: `Damage`, mode `Direct`, base > 0.
|
||||||
pub(super) const TOWER_DAMAGE: Stat = 5.0;
|
pub(super) const TOWER_DAMAGE: Stat = 5.0;
|
||||||
|
|
||||||
|
|||||||
283
src/enemy.rs
Normal file
283
src/enemy.rs
Normal file
@@ -0,0 +1,283 @@
|
|||||||
|
//! Enemies: they appear on the arena rim, walk radially at the tower, and push each other
|
||||||
|
//! apart softly once they get close (spec feature 3, ADR-0004).
|
||||||
|
//!
|
||||||
|
//! One archetype. The three to four from the calibration, the boss, the wave tick and the
|
||||||
|
//! attack on the tower all belong to later tickets; what is here is the part the walking
|
||||||
|
//! skeleton needs to show a field of enemies converging on the tower.
|
||||||
|
|
||||||
|
use bevy::prelude::*;
|
||||||
|
use core::f32::consts::TAU;
|
||||||
|
|
||||||
|
use crate::AppState;
|
||||||
|
use crate::arena::ARENA_Z;
|
||||||
|
use crate::balance::{Balance, Stat};
|
||||||
|
use crate::spatial::SpatialGrid;
|
||||||
|
|
||||||
|
/// Marks an enemy. The only thing that identifies the enemy set to the grid rebuild.
|
||||||
|
#[derive(Component)]
|
||||||
|
pub struct Enemy;
|
||||||
|
|
||||||
|
/// Remaining hit points. Nothing reduces it yet — #17 brings the projectiles that do.
|
||||||
|
///
|
||||||
|
/// It is carried from the start anyway, so that the enemy archetype does not change shape the
|
||||||
|
/// moment shooting lands. `expect` rather than `allow`: the compiler asks for this line back
|
||||||
|
/// once #17 has a reader.
|
||||||
|
#[expect(dead_code, reason = "read by the projectile hit in #17")]
|
||||||
|
#[derive(Component)]
|
||||||
|
pub struct Health(pub Stat);
|
||||||
|
|
||||||
|
/// Edge length of the enemy sprite. Programmer art, not a balancing value — no rule reads it.
|
||||||
|
const ENEMY_SIZE: f32 = 8.0;
|
||||||
|
const ENEMY_COLOR: Color = Color::srgb(0.85, 0.25, 0.25);
|
||||||
|
|
||||||
|
/// Fills the field up to the target population.
|
||||||
|
///
|
||||||
|
/// **Cap-driven, not plan-driven** (cap analysis, issue #1): it asks how many are alive and
|
||||||
|
/// tops up, rather than placing N enemies on a schedule. That is what makes the target
|
||||||
|
/// population the binding quantity — an effect promising "more enemies" raises it, and a spawn
|
||||||
|
/// multiplier would be exactly nothing.
|
||||||
|
pub fn maintain_population(
|
||||||
|
mut commands: Commands,
|
||||||
|
balance: Res<Balance>,
|
||||||
|
enemies: Query<(), With<Enemy>>,
|
||||||
|
// ponytail: a counter through a hash instead of the `rand` crate — deterministic, so a run
|
||||||
|
// replays identically, and the dependency list stays at Bevy alone. `Local` rather than a
|
||||||
|
// `Resource`: nothing outside this system ever reads it.
|
||||||
|
mut seed: Local<u32>,
|
||||||
|
) {
|
||||||
|
// The hard cap binds here and nowhere else — it is the single place a population number
|
||||||
|
// turns into entities, so clamping it here means nothing can exceed it.
|
||||||
|
let target = balance.enemy.target_population.min(balance.enemy.hard_cap);
|
||||||
|
let alive = enemies.iter().len();
|
||||||
|
|
||||||
|
for _ in alive..target {
|
||||||
|
*seed = seed.wrapping_add(1);
|
||||||
|
let position = Vec2::from_angle(hash01(*seed) * TAU) * balance.arena.radius;
|
||||||
|
commands.spawn((
|
||||||
|
Enemy,
|
||||||
|
Health(balance.enemy.health),
|
||||||
|
// Run-bound, like the tower (ADR-0002 §6): the end of a run takes them with it and
|
||||||
|
// there is no cleanup list to forget.
|
||||||
|
DespawnOnExit(AppState::Run),
|
||||||
|
Sprite::from_color(ENEMY_COLOR, Vec2::splat(ENEMY_SIZE)),
|
||||||
|
Transform::from_xyz(position.x, position.y, ARENA_Z + 0.5),
|
||||||
|
));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Walks every enemy straight at the tower and stops it at the attack range.
|
||||||
|
///
|
||||||
|
/// Runs **before** the grid rebuild (ADR-0004 §6), so the grid describes the positions the
|
||||||
|
/// consumers actually see.
|
||||||
|
pub fn move_enemies(
|
||||||
|
time: Res<Time>,
|
||||||
|
balance: Res<Balance>,
|
||||||
|
mut enemies: Query<&mut Transform, With<Enemy>>,
|
||||||
|
) {
|
||||||
|
let step_length = balance.enemy.speed * time.delta_secs();
|
||||||
|
let stop_at = balance.enemy.attack_range;
|
||||||
|
|
||||||
|
for mut transform in &mut enemies {
|
||||||
|
let position = transform.translation.truncate();
|
||||||
|
let distance = position.length();
|
||||||
|
let remaining = distance - stop_at;
|
||||||
|
if remaining <= 0.0 {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
// `min(remaining)` keeps an enemy from stepping through the ring and out the far side
|
||||||
|
// at low frame rates. Division is safe: `distance > stop_at > 0`.
|
||||||
|
let step = position / distance * -step_length.min(remaining);
|
||||||
|
transform.translation.x += step.x;
|
||||||
|
transform.translation.y += step.y;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Soft separation: a clamped positional offset, not a force (ADR-0004 §5).
|
||||||
|
///
|
||||||
|
/// This is **not** collision resolution — overlap stays allowed. The goal is a readable ring,
|
||||||
|
/// because the target population is the quantity the whole difficulty curve stands on and it
|
||||||
|
/// cannot be read off a pile of coincident sprites. Forbidding penetration instead would build
|
||||||
|
/// the queue at the tower ring that no amount of DPS dissolves.
|
||||||
|
///
|
||||||
|
/// The clamp is what keeps the ring from pulsing. Density peaks at the tower ring, and a
|
||||||
|
/// neighbourhood there is isotropic tangentially but not radially — nobody stands behind an
|
||||||
|
/// enemy, towards the tower, to push back — so the residual vector points *outwards*. Capping
|
||||||
|
/// the offset below one movement step makes reversing the approach constructively impossible.
|
||||||
|
pub fn separate_enemies(
|
||||||
|
time: Res<Time>,
|
||||||
|
balance: Res<Balance>,
|
||||||
|
grid: Res<SpatialGrid>,
|
||||||
|
mut enemies: Query<(Entity, &mut Transform), With<Enemy>>,
|
||||||
|
) {
|
||||||
|
let enemy = &balance.enemy;
|
||||||
|
let max_offset = enemy.separation_clamp * enemy.speed * time.delta_secs();
|
||||||
|
let radius = enemy.separation_radius;
|
||||||
|
if max_offset <= 0.0 || radius <= 0.0 {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
for (entity, mut transform) in &mut enemies {
|
||||||
|
let position = transform.translation.truncate();
|
||||||
|
let mut push = Vec2::ZERO;
|
||||||
|
let mut counted = 0usize;
|
||||||
|
|
||||||
|
grid.for_each_in_radius(position, radius, |other, other_position| {
|
||||||
|
// The neighbour budget caps cost and force in one number — the same rule shape as
|
||||||
|
// the target limit per ability trigger, rather than two separate ones.
|
||||||
|
if other == entity || counted >= enemy.separation_neighbours {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
let away = position - other_position;
|
||||||
|
let distance = away.length();
|
||||||
|
let direction = if distance > f32::EPSILON {
|
||||||
|
away / distance
|
||||||
|
} else {
|
||||||
|
// ponytail: coincident enemies get a per-entity fixed direction instead of a
|
||||||
|
// random one. Two enemies on the same pixel then push apart rather than in
|
||||||
|
// lockstep, and it stays deterministic.
|
||||||
|
Vec2::from_angle(hash01(entity.to_bits() as u32) * TAU)
|
||||||
|
};
|
||||||
|
push += direction * (1.0 - distance / radius);
|
||||||
|
counted += 1;
|
||||||
|
});
|
||||||
|
|
||||||
|
if counted == 0 {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
let offset = push.clamp_length_max(max_offset);
|
||||||
|
transform.translation.x += offset.x;
|
||||||
|
transform.translation.y += offset.y;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Cheap deterministic hash into `[0, 1)`.
|
||||||
|
fn hash01(n: u32) -> f32 {
|
||||||
|
let mut x = n.wrapping_mul(0x9E37_79B9).wrapping_add(0x1234_5678);
|
||||||
|
x ^= x >> 16;
|
||||||
|
x = x.wrapping_mul(0x85EB_CA6B);
|
||||||
|
x ^= x >> 13;
|
||||||
|
(x >> 8) as f32 / (1u32 << 24) as f32
|
||||||
|
}
|
||||||
|
|
||||||
|
#[cfg(test)]
|
||||||
|
mod tests {
|
||||||
|
use super::*;
|
||||||
|
use crate::spatial::rebuild_spatial_grid;
|
||||||
|
use bevy::state::app::StatesPlugin;
|
||||||
|
use core::time::Duration;
|
||||||
|
|
||||||
|
/// A frame at 60 fps. The app runs without `TimePlugin` so the test drives `Time` itself —
|
||||||
|
/// with real time, six hundred `update()` calls would advance the simulation by a few
|
||||||
|
/// milliseconds and no enemy would ever reach the ring.
|
||||||
|
const FRAME: Duration = Duration::from_micros(16_667);
|
||||||
|
|
||||||
|
/// The gameplay half of the app without a window, in the frame order of ADR-0004 §6.
|
||||||
|
fn headless_app() -> App {
|
||||||
|
let balance = Balance::from_constants();
|
||||||
|
let mut app = App::new();
|
||||||
|
app.add_plugins(StatesPlugin)
|
||||||
|
.insert_resource(Time::<()>::default())
|
||||||
|
.insert_resource(SpatialGrid::from_balance(&balance))
|
||||||
|
.insert_resource(balance)
|
||||||
|
.init_state::<AppState>()
|
||||||
|
.add_systems(
|
||||||
|
Update,
|
||||||
|
(
|
||||||
|
maintain_population,
|
||||||
|
move_enemies,
|
||||||
|
rebuild_spatial_grid,
|
||||||
|
separate_enemies,
|
||||||
|
)
|
||||||
|
.chain(),
|
||||||
|
);
|
||||||
|
app
|
||||||
|
}
|
||||||
|
|
||||||
|
fn step(app: &mut App) {
|
||||||
|
app.world_mut().resource_mut::<Time>().advance_by(FRAME);
|
||||||
|
app.update();
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Distances to the tower, keyed by entity and sorted — query iteration order is not part
|
||||||
|
/// of Bevy's contract, and comparing two frames positionally would silently compare
|
||||||
|
/// different enemies.
|
||||||
|
fn distances(app: &mut App) -> Vec<(Entity, f32)> {
|
||||||
|
let mut query = app
|
||||||
|
.world_mut()
|
||||||
|
.query_filtered::<(Entity, &Transform), With<Enemy>>();
|
||||||
|
let mut out: Vec<(Entity, f32)> = query
|
||||||
|
.iter(app.world())
|
||||||
|
.map(|(e, t)| (e, t.translation.truncate().length()))
|
||||||
|
.collect();
|
||||||
|
out.sort_by_key(|(e, _)| e.to_bits());
|
||||||
|
out
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn the_spawner_fills_up_to_the_target_and_then_stops() {
|
||||||
|
let mut app = headless_app();
|
||||||
|
let target = app.world().resource::<Balance>().enemy.target_population;
|
||||||
|
|
||||||
|
step(&mut app);
|
||||||
|
assert_eq!(distances(&mut app).len(), target, "first fill");
|
||||||
|
|
||||||
|
step(&mut app);
|
||||||
|
assert_eq!(
|
||||||
|
distances(&mut app).len(),
|
||||||
|
target,
|
||||||
|
"a filled field must not keep spawning"
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// The claim ADR-0004 §5 rests on, and the acceptance criterion of spec feature 3: the
|
||||||
|
/// tower ring must not pulse, and the field must still converge instead of stalling in its
|
||||||
|
/// own push-back.
|
||||||
|
///
|
||||||
|
/// The property is *not* "distance never grows". An enemy standing at the attack range
|
||||||
|
/// takes no step inwards that frame, so there is nothing for the clamp to be smaller than
|
||||||
|
/// and the separation can move it outwards. What the clamp guarantees is that it can never
|
||||||
|
/// move it further than one movement step — the overshoot a pulse would need.
|
||||||
|
#[test]
|
||||||
|
fn separation_never_reverses_the_radial_approach() {
|
||||||
|
let mut app = headless_app();
|
||||||
|
step(&mut app);
|
||||||
|
|
||||||
|
let (spawn_radius, budget) = {
|
||||||
|
let balance = app.world().resource::<Balance>();
|
||||||
|
(
|
||||||
|
balance.arena.radius,
|
||||||
|
balance.enemy.speed * FRAME.as_secs_f32(),
|
||||||
|
)
|
||||||
|
};
|
||||||
|
let first = distances(&mut app);
|
||||||
|
let mut previous = first.clone();
|
||||||
|
|
||||||
|
// Long enough for the front rank to reach the ring, which is where density peaks and
|
||||||
|
// the residual separation vector points outwards.
|
||||||
|
for frame in 0..600 {
|
||||||
|
step(&mut app);
|
||||||
|
let current = distances(&mut app);
|
||||||
|
assert_eq!(current.len(), previous.len(), "population changed mid-test");
|
||||||
|
for (&(entity, before), &(same, after)) in previous.iter().zip(¤t) {
|
||||||
|
assert_eq!(entity, same, "enemy sets diverged");
|
||||||
|
assert!(
|
||||||
|
after - before <= budget,
|
||||||
|
"frame {frame}: {entity} was pushed {} outwards, more than the {budget} it \
|
||||||
|
walks in a frame",
|
||||||
|
after - before
|
||||||
|
);
|
||||||
|
assert!(
|
||||||
|
after <= spawn_radius,
|
||||||
|
"frame {frame}: {entity} was pushed past the spawn rim, to {after}"
|
||||||
|
);
|
||||||
|
}
|
||||||
|
previous = current;
|
||||||
|
}
|
||||||
|
|
||||||
|
let mean = |v: &[(Entity, f32)]| v.iter().map(|(_, d)| d).sum::<f32>() / v.len() as f32;
|
||||||
|
assert!(
|
||||||
|
mean(&previous) < mean(&first),
|
||||||
|
"the field did not converge: separation ate the radial approach"
|
||||||
|
);
|
||||||
|
}
|
||||||
|
}
|
||||||
32
src/main.rs
32
src/main.rs
@@ -5,17 +5,20 @@
|
|||||||
//! balancing constant directly.
|
//! balancing constant directly.
|
||||||
|
|
||||||
mod arena;
|
mod arena;
|
||||||
/// Most balancing values exist before the systems that read them: #16 (enemies), #17
|
/// Some balancing values still exist before the systems that read them: #17 (shooting) and
|
||||||
/// (shooting) and #18 (tower death, meta payout) consume them. `expect` rather than `allow`,
|
/// #18 (tower death, meta payout) consume the rest. `expect` rather than `allow`, so the
|
||||||
/// so the compiler asks for this line back once the last field has found its reader.
|
/// compiler asks for this line back once the last field has found its reader.
|
||||||
#[expect(dead_code, reason = "read by the gameplay tickets #16-#18")]
|
#[expect(dead_code, reason = "read by the gameplay tickets #17-#18")]
|
||||||
mod balance;
|
mod balance;
|
||||||
|
mod enemy;
|
||||||
|
mod spatial;
|
||||||
mod tower;
|
mod tower;
|
||||||
|
|
||||||
use bevy::camera::ScalingMode;
|
use bevy::camera::ScalingMode;
|
||||||
use bevy::prelude::*;
|
use bevy::prelude::*;
|
||||||
|
|
||||||
use balance::Balance;
|
use balance::Balance;
|
||||||
|
use spatial::SpatialGrid;
|
||||||
|
|
||||||
/// The large-scale structure of the program.
|
/// The large-scale structure of the program.
|
||||||
///
|
///
|
||||||
@@ -41,6 +44,10 @@ const VIEW_MARGIN: f32 = 1.08;
|
|||||||
const BACKGROUND: Color = Color::srgb(0.05, 0.05, 0.07);
|
const BACKGROUND: Color = Color::srgb(0.05, 0.05, 0.07);
|
||||||
|
|
||||||
fn main() {
|
fn main() {
|
||||||
|
// The single source of every balancing number (ADR-0001). The grid is sized from it, so
|
||||||
|
// it has to exist before the app is assembled.
|
||||||
|
let balance = Balance::from_constants();
|
||||||
|
|
||||||
App::new()
|
App::new()
|
||||||
.add_plugins(DefaultPlugins.set(WindowPlugin {
|
.add_plugins(DefaultPlugins.set(WindowPlugin {
|
||||||
primary_window: Some(Window {
|
primary_window: Some(Window {
|
||||||
@@ -50,12 +57,25 @@ fn main() {
|
|||||||
..default()
|
..default()
|
||||||
}))
|
}))
|
||||||
.insert_resource(ClearColor(BACKGROUND))
|
.insert_resource(ClearColor(BACKGROUND))
|
||||||
// The single source of every balancing number (ADR-0001).
|
.insert_resource(SpatialGrid::from_balance(&balance))
|
||||||
.insert_resource(Balance::from_constants())
|
.insert_resource(balance)
|
||||||
.init_state::<AppState>()
|
.init_state::<AppState>()
|
||||||
.add_systems(Startup, (spawn_camera, arena::spawn_arena))
|
.add_systems(Startup, (spawn_camera, arena::spawn_arena))
|
||||||
.add_systems(OnEnter(AppState::Run), tower::spawn_tower)
|
.add_systems(OnEnter(AppState::Run), tower::spawn_tower)
|
||||||
.add_systems(Update, toggle_run_state)
|
.add_systems(Update, toggle_run_state)
|
||||||
|
// The frame order of ADR-0004 §6, stated rather than inherited from the registration
|
||||||
|
// order: move, then rebuild the grid, then every consumer reading it.
|
||||||
|
.add_systems(
|
||||||
|
Update,
|
||||||
|
(
|
||||||
|
enemy::maintain_population,
|
||||||
|
enemy::move_enemies,
|
||||||
|
spatial::rebuild_spatial_grid,
|
||||||
|
enemy::separate_enemies,
|
||||||
|
)
|
||||||
|
.chain()
|
||||||
|
.run_if(in_state(AppState::Run)),
|
||||||
|
)
|
||||||
.run();
|
.run();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
241
src/spatial.rs
Normal file
241
src/spatial.rs
Normal file
@@ -0,0 +1,241 @@
|
|||||||
|
//! The one neighbourhood query in the game (ADR-0004).
|
||||||
|
//!
|
||||||
|
//! A uniform grid over the arena, rebuilt from scratch every frame. It exists because four
|
||||||
|
//! systems want the same question answered — soft separation, target selection, the shared
|
||||||
|
//! range scan and projectile collision — and each of them would otherwise walk the whole enemy
|
||||||
|
//! set to answer it.
|
||||||
|
//!
|
||||||
|
//! The binding rule that comes with it (ADR-0004 §6): **apart from [`rebuild_spatial_grid`],
|
||||||
|
//! no system iterates the enemy query to find neighbours.** Consumers ask the grid.
|
||||||
|
|
||||||
|
use bevy::prelude::*;
|
||||||
|
|
||||||
|
use crate::balance::Balance;
|
||||||
|
use crate::enemy::Enemy;
|
||||||
|
|
||||||
|
/// A dense uniform grid over the arena, one bucket per cell.
|
||||||
|
///
|
||||||
|
/// A `Resource`, not a component on the tower: it describes the world rather than the tower,
|
||||||
|
/// and it carries no state across frames, so the placement rule of ADR-0002 §6 is untouched.
|
||||||
|
/// It changes every single frame, which makes `is_changed()` on it worthless as a signal — it
|
||||||
|
/// must never become an input to the `EffectiveStats` recomputation (ADR-0004, consequences).
|
||||||
|
#[derive(Resource)]
|
||||||
|
pub struct SpatialGrid {
|
||||||
|
/// Edge length of one cell. Follows the separation radius, *not* the tower range
|
||||||
|
/// (ADR-0004 §2) — the small query is the one that runs 10 000 times per frame.
|
||||||
|
cell_size: f32,
|
||||||
|
/// Cells per side. The grid is square and centred on the tower.
|
||||||
|
dim: usize,
|
||||||
|
/// Half the edge length of the covered square, in world units.
|
||||||
|
half_extent: f32,
|
||||||
|
/// The buckets, row-major. Positions are stored next to the entity: the separation system
|
||||||
|
/// writes `Transform` while reading its neighbours' positions, and a grid that held bare
|
||||||
|
/// `Entity` would force it to borrow the enemy query mutably and immutably at once.
|
||||||
|
cells: Vec<Vec<(Entity, Vec2)>>,
|
||||||
|
}
|
||||||
|
|
||||||
|
impl SpatialGrid {
|
||||||
|
/// Sizes the grid from `Balance`, so a changed arena radius or separation radius reshapes
|
||||||
|
/// it without any further code change.
|
||||||
|
pub fn from_balance(balance: &Balance) -> Self {
|
||||||
|
let cell_size = balance
|
||||||
|
.enemy
|
||||||
|
.separation_radius
|
||||||
|
.max(balance.combat.hit_radius);
|
||||||
|
let half_extent = balance.arena.radius;
|
||||||
|
let dim = ((half_extent * 2.0 / cell_size).ceil() as usize).max(1);
|
||||||
|
Self {
|
||||||
|
cell_size,
|
||||||
|
dim,
|
||||||
|
half_extent,
|
||||||
|
cells: vec![Vec::new(); dim * dim],
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Cell coordinates of a world position. Positions outside the grid clamp into the edge
|
||||||
|
/// cell (ADR-0004 §1) — the spawn rim sits exactly on the boundary.
|
||||||
|
fn cell_of(&self, pos: Vec2) -> (usize, usize) {
|
||||||
|
let last = (self.dim - 1) as isize;
|
||||||
|
let index = |v: f32| {
|
||||||
|
(((v + self.half_extent) / self.cell_size).floor() as isize).clamp(0, last) as usize
|
||||||
|
};
|
||||||
|
(index(pos.x), index(pos.y))
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Empties every bucket while keeping its allocation. There is no allocation per frame.
|
||||||
|
fn clear(&mut self) {
|
||||||
|
for cell in &mut self.cells {
|
||||||
|
cell.clear();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
fn insert(&mut self, entity: Entity, pos: Vec2) {
|
||||||
|
let (x, y) = self.cell_of(pos);
|
||||||
|
self.cells[y * self.dim + x].push((entity, pos));
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Visits every entity within `radius` of `centre`, narrow phase included — the callback
|
||||||
|
/// only ever sees real hits, never block candidates.
|
||||||
|
///
|
||||||
|
/// This is the query all four consumers of ADR-0004 share. The caller's own entity is
|
||||||
|
/// visited too if it is in the grid; whoever cares filters it out.
|
||||||
|
pub fn for_each_in_radius(
|
||||||
|
&self,
|
||||||
|
centre: Vec2,
|
||||||
|
radius: f32,
|
||||||
|
mut visit: impl FnMut(Entity, Vec2),
|
||||||
|
) {
|
||||||
|
let (min_x, min_y) = self.cell_of(centre - Vec2::splat(radius));
|
||||||
|
let (max_x, max_y) = self.cell_of(centre + Vec2::splat(radius));
|
||||||
|
let radius_sq = radius * radius;
|
||||||
|
for y in min_y..=max_y {
|
||||||
|
for x in min_x..=max_x {
|
||||||
|
for &(entity, pos) in &self.cells[y * self.dim + x] {
|
||||||
|
if centre.distance_squared(pos) <= radius_sq {
|
||||||
|
visit(entity, pos);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Rebuilds the whole grid from the enemy positions of this frame.
|
||||||
|
///
|
||||||
|
/// Full rebuild rather than an incremental update: it costs 0.057 ms at the hard cap, a third
|
||||||
|
/// of a percent of the frame, and an incremental one would pay the same scattered bucket write
|
||||||
|
/// on every cell crossing while adding a per-entity back-index and a class of bugs (ADR-0004
|
||||||
|
/// §3 with its 2026-08-11 addendum). The same trade ADR-0002 §6 made for the accumulators.
|
||||||
|
///
|
||||||
|
/// **The one and only pass over the enemy set.** Ordered after `move_enemies` and before every
|
||||||
|
/// consumer (ADR-0004 §6).
|
||||||
|
pub fn rebuild_spatial_grid(
|
||||||
|
mut grid: ResMut<SpatialGrid>,
|
||||||
|
enemies: Query<(Entity, &Transform), With<Enemy>>,
|
||||||
|
) {
|
||||||
|
grid.clear();
|
||||||
|
for (entity, transform) in &enemies {
|
||||||
|
grid.insert(entity, transform.translation.truncate());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#[cfg(test)]
|
||||||
|
mod tests {
|
||||||
|
use super::*;
|
||||||
|
use core::time::Duration;
|
||||||
|
use std::time::Instant;
|
||||||
|
|
||||||
|
/// The bound ADR-0004 §3 rests on: the rebuild costs at most this at `HARD_ENEMY_CAP`.
|
||||||
|
const BUDGET_MS: f64 = 0.10;
|
||||||
|
|
||||||
|
fn grid() -> SpatialGrid {
|
||||||
|
SpatialGrid::from_balance(&Balance::from_constants())
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Real entity ids, taken from a throwaway world — there is no supported way to conjure an
|
||||||
|
/// `Entity` out of a number that survives a Bevy upgrade.
|
||||||
|
fn ids(count: usize) -> Vec<Entity> {
|
||||||
|
let mut world = World::new();
|
||||||
|
(0..count).map(|_| world.spawn_empty().id()).collect()
|
||||||
|
}
|
||||||
|
|
||||||
|
/// The narrow phase is part of the query, so a candidate from the same cell block that is
|
||||||
|
/// out of range must not reach the callback. Without this the separation would push
|
||||||
|
/// against neighbours it never actually had.
|
||||||
|
#[test]
|
||||||
|
fn the_query_returns_neighbours_in_range_and_nothing_else() {
|
||||||
|
let mut grid = grid();
|
||||||
|
let cell_size = grid.cell_size;
|
||||||
|
let e = ids(3);
|
||||||
|
|
||||||
|
grid.insert(e[0], Vec2::new(3.0, 0.0));
|
||||||
|
// Inside the cell block the query walks, but outside the query radius.
|
||||||
|
grid.insert(e[1], Vec2::new(cell_size * 1.2, 0.0));
|
||||||
|
grid.insert(e[2], Vec2::new(200.0, 200.0));
|
||||||
|
|
||||||
|
let mut found = Vec::new();
|
||||||
|
grid.for_each_in_radius(Vec2::ZERO, 10.0, |entity, _| found.push(entity));
|
||||||
|
|
||||||
|
assert_eq!(found, vec![e[0]], "query returned {found:?}");
|
||||||
|
}
|
||||||
|
|
||||||
|
/// The spawn rim sits exactly on the grid boundary, and a separation offset may push an
|
||||||
|
/// enemy past it. Both must land in a cell instead of panicking on an index.
|
||||||
|
#[test]
|
||||||
|
fn positions_on_and_beyond_the_rim_clamp_into_the_edge_cell() {
|
||||||
|
let grid = grid();
|
||||||
|
let radius = Balance::from_constants().arena.radius;
|
||||||
|
let last = grid.dim - 1;
|
||||||
|
|
||||||
|
assert_eq!(grid.cell_of(Vec2::splat(radius)), (last, last));
|
||||||
|
assert_eq!(grid.cell_of(Vec2::splat(-radius * 3.0)), (0, 0));
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Revision trigger 1 of ADR-0004, as a runnable check: the decision against an incremental
|
||||||
|
/// update rests on the rebuild staying under 0.10 ms at the hard cap. If this fails, the
|
||||||
|
/// ADR is due — not the number.
|
||||||
|
///
|
||||||
|
/// It prints `move_enemies` next to it because the ADR originally used that as its yardstick.
|
||||||
|
/// The measurement in #16 refuted the yardstick (0.057 ms against 0.021 ms — the scattered
|
||||||
|
/// bucket writes cost more than the arithmetic the ADR counted) without touching the bound.
|
||||||
|
/// Printed, not asserted, for exactly that reason.
|
||||||
|
///
|
||||||
|
/// Ignored by default because it is a measurement, not a unit test:
|
||||||
|
/// cargo test --release -- --ignored --nocapture
|
||||||
|
#[test]
|
||||||
|
#[ignore = "perf measurement; run with: cargo test --release -- --ignored --nocapture"]
|
||||||
|
fn the_rebuild_stays_within_its_budget_at_the_hard_cap() {
|
||||||
|
use crate::enemy::{Enemy, move_enemies};
|
||||||
|
|
||||||
|
let balance = Balance::from_constants();
|
||||||
|
let count = balance.enemy.hard_cap;
|
||||||
|
|
||||||
|
let mut app = App::new();
|
||||||
|
app.add_plugins(MinimalPlugins)
|
||||||
|
.insert_resource(SpatialGrid::from_balance(&balance))
|
||||||
|
.insert_resource(balance.clone());
|
||||||
|
|
||||||
|
// Spread over the whole disc, all of them outside the attack range, so `move_enemies`
|
||||||
|
// does its full work for every single one.
|
||||||
|
for i in 0..count {
|
||||||
|
let angle = (i as f32 / count as f32) * core::f32::consts::TAU;
|
||||||
|
let radius = balance.arena.radius * (0.2 + 0.8 * (i % 97) as f32 / 97.0);
|
||||||
|
let pos = Vec2::from_angle(angle) * radius;
|
||||||
|
app.world_mut()
|
||||||
|
.spawn((Enemy, Transform::from_xyz(pos.x, pos.y, 0.0)));
|
||||||
|
}
|
||||||
|
|
||||||
|
let world = app.world_mut();
|
||||||
|
world
|
||||||
|
.resource_mut::<Time>()
|
||||||
|
.advance_by(Duration::from_micros(16_667));
|
||||||
|
let move_id = world.register_system(move_enemies);
|
||||||
|
let rebuild_id = world.register_system(rebuild_spatial_grid);
|
||||||
|
|
||||||
|
let median = |world: &mut World, id| {
|
||||||
|
let mut samples: Vec<f64> = (0..24)
|
||||||
|
.map(|_| {
|
||||||
|
let t0 = Instant::now();
|
||||||
|
world.run_system(id).expect("system ran");
|
||||||
|
t0.elapsed().as_secs_f64() * 1e3
|
||||||
|
})
|
||||||
|
.skip(4) // discard the cold runs
|
||||||
|
.collect();
|
||||||
|
samples.sort_by(f64::total_cmp);
|
||||||
|
samples[samples.len() / 2]
|
||||||
|
};
|
||||||
|
|
||||||
|
let move_ms = median(world, move_id);
|
||||||
|
let rebuild_ms = median(world, rebuild_id);
|
||||||
|
println!(
|
||||||
|
"{count} enemies: rebuild_spatial_grid {rebuild_ms:.3} ms (budget {BUDGET_MS:.3} ms) \
|
||||||
|
| move_enemies {move_ms:.3} ms"
|
||||||
|
);
|
||||||
|
|
||||||
|
assert!(
|
||||||
|
rebuild_ms <= BUDGET_MS,
|
||||||
|
"ADR-0004 revision trigger 1 fired: rebuild {rebuild_ms:.3} ms exceeds the \
|
||||||
|
{BUDGET_MS:.3} ms the decision rests on, at {count} enemies"
|
||||||
|
);
|
||||||
|
}
|
||||||
|
}
|
||||||
Reference in New Issue
Block a user