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f1b85862da
| Author | SHA1 | Date | |
|---|---|---|---|
| f1b85862da | |||
| 0f93a939c0 |
@@ -68,6 +68,13 @@ System, das einen Durchlauf über dieselbe Gegnermenge macht, kostet höchstens
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sein) und der Turm steht fest in der Mitte — es gibt keinen Grund für eine Hashmap. Der Zellindex
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ist zwei Divisionen und zwei `floor`. Gegner außerhalb des Gitters werden in die Randzelle geklemmt.
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**Nachtrag vom 2026-08-11 (#16): je Zelle ein `Vec<(Entity, Vec2)>`, nicht `Vec<Entity>`.** Die
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Position wird neben der `Entity` mitgeführt. Der Grund ist die weiche Separation aus §5: sie schreibt
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`Transform` und liest dabei die `Transform`s ihrer Nachbarn. Mit bloßen `Entity`s müsste sie dieselbe
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Gegner-Query gleichzeitig lesend und schreibend halten — in Bevy nicht ausleihbar, und die Auswege
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(`ParamSet`, ein zweiter Puffer-Durchlauf) kosten mehr als das eine `Vec2` je Bucket-Eintrag. Die
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Entscheidung ändert sich dadurch nicht; die Ablage tut es.
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Das Grid ist **kein** `Component` an der Turm-Entity: Es beschreibt nicht den Turm, sondern die
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Welt, und es überlebt keinen Run-Wechsel als Zustand — es wird ohnehin jeden Frame neu gebaut.
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Damit bleibt die Ablageregel aus ADR-0002 §6 unberührt.
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@@ -118,6 +125,38 @@ schiebt eine `Entity` in einen `Vec`.
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Die 10 ns sind eine großzügige Obergrenze, weil sie den teureren Nachbarn als Maßstab nimmt.
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#### Nachtrag vom 2026-08-11 (nachgemessen in #16): der Maßstab war falsch, die Schranke hält
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Die Rechnung oben ist beim Bau des Grids nachgemessen worden — Release-Profil, `HARD_ENEMY_CAP`
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Gegner, Median über 20 Läufe je System (`the_rebuild_stays_cheaper_than_move_enemies_at_the_hard_cap`
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in `src/spatial.rs`):
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| System | gemessen bei 10 000 Gegnern |
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|---|---|
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| `move_enemies` | **0,021 ms** |
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| `rebuild_spatial_grid` | **0,057 ms** |
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**Der Rebuild ist rund 2,7× teurer als `move_enemies`, nicht billiger.** Der Absatz oben zählt
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Arithmetik — zwei Divisionen und zwei `floor` gegen eine Normalisierung mit Wurzel — und übersieht
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die Kosten, die hier dominieren: `move_enemies` ist ein **linearer** Lauf über eine Tabelle, der
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Rebuild schreibt in ~7 000 verstreute `Vec`s und zahlt Cache-Misses, die keine FLOP-Zählung sieht.
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Der `Vec`-Push, den der Absatz als „Rest der Ersparnis" abtut, **ist** der Kostenpunkt.
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Was das ändert und was nicht:
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- **Die Entscheidung bleibt.** Sie stand nie auf dem Vergleich, sondern auf der absoluten Schranke:
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0,057 ms sind **0,34 % des Frame-Budgets** und liegen unter den hier veranschlagten ≤0,10 ms. Die
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Logik gesamt bleibt bei ≤0,18 ms.
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- **Das inkrementelle Update wird dadurch nicht attraktiver.** Es würde denselben verstreuten
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Schreibzugriff bezahlen, sobald ein Gegner die Zelle wechselt — und bei radialer Konvergenz
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wechseln ständig welche —, plus Rückindex und Entfernen aus der Mitte eines `Vec`. Der Preis, der
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hier wehtut, ist genau der, den es nicht einspart.
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- **Der Maßstab „billiger als `move_enemies`" ist gestrichen.** Er war eine Bequemlichkeit, kein
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Argument. Revisions-Auslöser 1 unten ist entsprechend auf die absolute Schranke umgestellt.
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Zu messen ist erneut nach dem Wechsel auf echte Texturen und mit dem HUD — dieselbe Auflage, unter
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der die Zahlen aus #4 stehen.
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**Was ein inkrementelles Update dagegen einspart, ist nach oben durch dieselben ≤0,10 ms begrenzt —
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und es spart nicht einmal die, denn den Zellindex muss es genauso je Gegner ausrechnen, um einen
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Zellwechsel überhaupt zu erkennen.** Der Rest der Ersparnis ist der `Vec`-Push. Dagegen steht: ein
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@@ -280,10 +319,13 @@ und die Auslöse-Bedingungen, wo sie sichtbarer wäre.
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Diese Entscheidung wird neu getroffen, sobald **eines** der folgenden Ereignisse eintritt:
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1. **Der Rebuild ist nicht mehr der billigere Durchlauf.** Eine Messung mit dem Aufbau aus
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`examples/perf_spike.rs` bei `HARD_ENEMY_CAP` zeigt `rebuild_spatial_grid` teurer als
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`move_enemies` im selben Frame. Die Entscheidung gegen das inkrementelle Update steht und fällt
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mit dieser Annahme; ist sie widerlegt, wird sie neu getroffen — nicht vorher.
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1. **Der Rebuild sprengt seine absolute Schranke.** Eine Messung bei `HARD_ENEMY_CAP` zeigt
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`rebuild_spatial_grid` über **0,10 ms**. Die Entscheidung gegen das inkrementelle Update steht und
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fällt mit dieser Schranke; ist sie gerissen, wird sie neu getroffen — nicht vorher.
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*Fassung bis 2026-08-11: „teurer als `move_enemies` im selben Frame". Dieser Maßstab ist in #16
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widerlegt worden (Nachtrag zu §3) — der Rebuild war von Anfang an teurer, ohne dass die
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Entscheidung dadurch fällig wäre. Er ist durch die Schranke ersetzt, auf der das Argument
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tatsächlich steht.*
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2. **Radien-Spreizung.** Ein Konsument braucht einen Abfrageradius kleiner als eine halbe Zelle oder
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größer als ‹20› Zellkanten. Dann trägt **eine** Auflösung nicht mehr für alle Abfragen, und zwei
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Auflösungen oder eine hierarchische Struktur sind zu prüfen.
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@@ -141,9 +141,11 @@ Auslöse-System und die Projektil-Kollision bedient.
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Sprung-zu-Welle auf die höchste im Debug-Panel erreichbare Welle.
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- Bei 10 000 gleichzeitigen Gegnern bleibt die Frametime unter 16,67 ms (Nachmessung mit dem Aufbau
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aus `examples/perf_spike.rs`, nach dem Wechsel auf echte Sprites zu wiederholen).
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- Der Rebuild des `SpatialGrid` kostet bei 10 000 Gegnern **nicht mehr als `move_enemies` im selben
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Frame** (ADR-0004 §3 — die Entscheidung gegen ein inkrementelles Update steht auf dieser Annahme;
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reißt sie, ist die ADR fällig, nicht die Zahl).
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- Der Rebuild des `SpatialGrid` kostet bei 10 000 Gegnern **höchstens 0,10 ms** (ADR-0004 §3 — die
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Entscheidung gegen ein inkrementelles Update steht auf dieser Schranke; reißt sie, ist die ADR
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fällig, nicht die Zahl). *Bis 2026-08-11 stand hier „nicht mehr als `move_enemies` im selben
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Frame"; die Messung in #16 hat diesen Maßstab widerlegt — gemessen 0,057 ms gegen 0,021 ms —, ohne
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die Schranke zu reißen. Siehe den Nachtrag zu ADR-0004 §3.*
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- Kein Gegner bewegt sich in einem Frame vom Turm **weg**, solange ihn keine Fähigkeit dorthin
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drückt — die Separationsklemmung macht das konstruktiv unmöglich, und der Turmring pulsiert
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sichtbar nicht.
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@@ -57,6 +57,18 @@ pub struct EnemyBalance {
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pub speed: Stat,
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/// Health at wave 1.
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pub health: Stat,
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/// Distance from the tower centre at which an enemy stops walking.
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pub attack_range: Stat,
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/// Enemies closer than this push each other apart (ADR-0004 §5).
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pub separation_radius: Stat,
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/// ‹k›: how many neighbours one enemy takes into account (ADR-0004 §5).
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pub separation_neighbours: usize,
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/// ‹f› < 1: the separation offset is clamped to `f x (speed x dt)` (ADR-0004 §5).
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pub separation_clamp: Stat,
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/// Living enemies the spawner fills the field up to. Becomes `target_population(wave)`.
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pub target_population: usize,
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/// `HARD_ENEMY_CAP`: the measured performance limit, never exceeded by anything.
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pub hard_cap: usize,
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}
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/// Values that describe how things touch each other.
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@@ -107,6 +119,12 @@ impl Balance {
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enemy: EnemyBalance {
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speed: values::ENEMY_SPEED,
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health: values::ENEMY_HEALTH,
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attack_range: values::ENEMY_ATTACK_RANGE,
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separation_radius: values::ENEMY_SEPARATION_RADIUS,
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separation_neighbours: values::ENEMY_SEPARATION_NEIGHBOURS,
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separation_clamp: values::ENEMY_SEPARATION_CLAMP,
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target_population: values::ENEMY_TARGET_POPULATION,
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hard_cap: values::HARD_ENEMY_CAP,
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},
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combat: CombatBalance {
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hit_radius: values::HIT_RADIUS,
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@@ -23,6 +23,42 @@ pub(super) const ENEMY_SPEED: Stat = 50.0;
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/// later be derived from.
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pub(super) const ENEMY_HEALTH: Stat = 10.0;
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/// PLACEHOLDER. Distance from the tower centre at which an enemy stops walking.
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///
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/// In the skeleton this only ends the radial approach — the ring it produces is what makes
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/// the separation of ADR-0004 observable at all. #18 turns standing here into attacking.
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pub(super) const ENEMY_ATTACK_RANGE: Stat = 28.0;
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/// PLACEHOLDER. Enemies closer than this push each other apart (ADR-0004 §5).
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///
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/// This is also the value the grid's cell size follows (ADR-0004 §2), because the separation
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/// query is the one that runs once per enemy rather than once per frame.
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pub(super) const ENEMY_SEPARATION_RADIUS: Stat = 14.0;
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/// PLACEHOLDER. ‹k› from ADR-0004 §5: how many neighbours one enemy takes into account.
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/// Caps cost and force in one number.
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pub(super) const ENEMY_SEPARATION_NEIGHBOURS: usize = 8;
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/// PLACEHOLDER. ‹f› from ADR-0004 §5, and it must stay **below 1**: the separation offset is
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/// clamped to `f x (speed x dt)`, so an enemy can never be displaced further than it walks.
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/// That is what makes reversing the radial approach constructively impossible.
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pub(super) const ENEMY_SEPARATION_CLAMP: Stat = 0.5;
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/// PLACEHOLDER. Living enemies the spawner keeps the field filled to.
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///
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/// A constant, because the skeleton has no waves. The spec calls for `target_population(wave)`
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/// — a function of the wave counter and itself part of the difficulty curve. The wave ticket
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/// replaces this field with that function; the spawner above it does not change, because it is
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/// cap-driven ("fill up to the target") rather than plan-driven.
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pub(super) const ENEMY_TARGET_POPULATION: usize = 400;
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/// The hard upper bound on simultaneous enemies — **not a placeholder**.
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///
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/// Measured in #4: the frame budget breaks at ~70 000 untextured sprites, which leaves this
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/// 7x headroom. It is a performance limit, never a design tool: no effect raises it, and
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/// nothing exceeds it. What effects raise is the target population above.
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pub(super) const HARD_ENEMY_CAP: usize = 10_000;
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/// PLACEHOLDER. Damage of a single tower shot. ADR-0002 §3: `Damage`, mode `Direct`, base > 0.
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pub(super) const TOWER_DAMAGE: Stat = 5.0;
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283
src/enemy.rs
Normal file
283
src/enemy.rs
Normal file
@@ -0,0 +1,283 @@
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//! Enemies: they appear on the arena rim, walk radially at the tower, and push each other
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//! apart softly once they get close (spec feature 3, ADR-0004).
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//!
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//! One archetype. The three to four from the calibration, the boss, the wave tick and the
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//! attack on the tower all belong to later tickets; what is here is the part the walking
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//! skeleton needs to show a field of enemies converging on the tower.
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use bevy::prelude::*;
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use core::f32::consts::TAU;
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use crate::AppState;
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use crate::arena::ARENA_Z;
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use crate::balance::{Balance, Stat};
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use crate::spatial::SpatialGrid;
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/// Marks an enemy. The only thing that identifies the enemy set to the grid rebuild.
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#[derive(Component)]
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pub struct Enemy;
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/// Remaining hit points. Nothing reduces it yet — #17 brings the projectiles that do.
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///
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/// It is carried from the start anyway, so that the enemy archetype does not change shape the
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/// moment shooting lands. `expect` rather than `allow`: the compiler asks for this line back
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/// once #17 has a reader.
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#[expect(dead_code, reason = "read by the projectile hit in #17")]
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#[derive(Component)]
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pub struct Health(pub Stat);
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/// Edge length of the enemy sprite. Programmer art, not a balancing value — no rule reads it.
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const ENEMY_SIZE: f32 = 8.0;
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const ENEMY_COLOR: Color = Color::srgb(0.85, 0.25, 0.25);
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/// Fills the field up to the target population.
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///
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/// **Cap-driven, not plan-driven** (cap analysis, issue #1): it asks how many are alive and
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/// tops up, rather than placing N enemies on a schedule. That is what makes the target
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/// population the binding quantity — an effect promising "more enemies" raises it, and a spawn
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/// multiplier would be exactly nothing.
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pub fn maintain_population(
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mut commands: Commands,
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balance: Res<Balance>,
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enemies: Query<(), With<Enemy>>,
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// ponytail: a counter through a hash instead of the `rand` crate — deterministic, so a run
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// replays identically, and the dependency list stays at Bevy alone. `Local` rather than a
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// `Resource`: nothing outside this system ever reads it.
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mut seed: Local<u32>,
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) {
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// The hard cap binds here and nowhere else — it is the single place a population number
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// turns into entities, so clamping it here means nothing can exceed it.
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let target = balance.enemy.target_population.min(balance.enemy.hard_cap);
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let alive = enemies.iter().len();
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for _ in alive..target {
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*seed = seed.wrapping_add(1);
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let position = Vec2::from_angle(hash01(*seed) * TAU) * balance.arena.radius;
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commands.spawn((
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Enemy,
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Health(balance.enemy.health),
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// Run-bound, like the tower (ADR-0002 §6): the end of a run takes them with it and
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// there is no cleanup list to forget.
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DespawnOnExit(AppState::Run),
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Sprite::from_color(ENEMY_COLOR, Vec2::splat(ENEMY_SIZE)),
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Transform::from_xyz(position.x, position.y, ARENA_Z + 0.5),
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));
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}
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}
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/// Walks every enemy straight at the tower and stops it at the attack range.
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///
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/// Runs **before** the grid rebuild (ADR-0004 §6), so the grid describes the positions the
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/// consumers actually see.
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pub fn move_enemies(
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time: Res<Time>,
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balance: Res<Balance>,
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mut enemies: Query<&mut Transform, With<Enemy>>,
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) {
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let step_length = balance.enemy.speed * time.delta_secs();
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let stop_at = balance.enemy.attack_range;
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for mut transform in &mut enemies {
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let position = transform.translation.truncate();
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let distance = position.length();
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let remaining = distance - stop_at;
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if remaining <= 0.0 {
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continue;
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}
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// `min(remaining)` keeps an enemy from stepping through the ring and out the far side
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// at low frame rates. Division is safe: `distance > stop_at > 0`.
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let step = position / distance * -step_length.min(remaining);
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transform.translation.x += step.x;
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transform.translation.y += step.y;
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}
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}
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/// Soft separation: a clamped positional offset, not a force (ADR-0004 §5).
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///
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/// This is **not** collision resolution — overlap stays allowed. The goal is a readable ring,
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/// because the target population is the quantity the whole difficulty curve stands on and it
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/// cannot be read off a pile of coincident sprites. Forbidding penetration instead would build
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/// the queue at the tower ring that no amount of DPS dissolves.
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///
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/// The clamp is what keeps the ring from pulsing. Density peaks at the tower ring, and a
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/// neighbourhood there is isotropic tangentially but not radially — nobody stands behind an
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/// enemy, towards the tower, to push back — so the residual vector points *outwards*. Capping
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/// the offset below one movement step makes reversing the approach constructively impossible.
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pub fn separate_enemies(
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time: Res<Time>,
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balance: Res<Balance>,
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grid: Res<SpatialGrid>,
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mut enemies: Query<(Entity, &mut Transform), With<Enemy>>,
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) {
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let enemy = &balance.enemy;
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let max_offset = enemy.separation_clamp * enemy.speed * time.delta_secs();
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let radius = enemy.separation_radius;
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if max_offset <= 0.0 || radius <= 0.0 {
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return;
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}
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for (entity, mut transform) in &mut enemies {
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let position = transform.translation.truncate();
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let mut push = Vec2::ZERO;
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let mut counted = 0usize;
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grid.for_each_in_radius(position, radius, |other, other_position| {
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// The neighbour budget caps cost and force in one number — the same rule shape as
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// the target limit per ability trigger, rather than two separate ones.
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if other == entity || counted >= enemy.separation_neighbours {
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return;
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}
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let away = position - other_position;
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let distance = away.length();
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let direction = if distance > f32::EPSILON {
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away / distance
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} else {
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// ponytail: coincident enemies get a per-entity fixed direction instead of a
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// random one. Two enemies on the same pixel then push apart rather than in
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// lockstep, and it stays deterministic.
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Vec2::from_angle(hash01(entity.to_bits() as u32) * TAU)
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};
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push += direction * (1.0 - distance / radius);
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counted += 1;
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});
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if counted == 0 {
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continue;
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}
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let offset = push.clamp_length_max(max_offset);
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transform.translation.x += offset.x;
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transform.translation.y += offset.y;
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}
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}
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/// Cheap deterministic hash into `[0, 1)`.
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fn hash01(n: u32) -> f32 {
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let mut x = n.wrapping_mul(0x9E37_79B9).wrapping_add(0x1234_5678);
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x ^= x >> 16;
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x = x.wrapping_mul(0x85EB_CA6B);
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x ^= x >> 13;
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(x >> 8) as f32 / (1u32 << 24) as f32
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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use crate::spatial::rebuild_spatial_grid;
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use bevy::state::app::StatesPlugin;
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use core::time::Duration;
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|
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/// A frame at 60 fps. The app runs without `TimePlugin` so the test drives `Time` itself —
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||||
/// with real time, six hundred `update()` calls would advance the simulation by a few
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/// milliseconds and no enemy would ever reach the ring.
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const FRAME: Duration = Duration::from_micros(16_667);
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|
||||
/// The gameplay half of the app without a window, in the frame order of ADR-0004 §6.
|
||||
fn headless_app() -> App {
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let balance = Balance::from_constants();
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let mut app = App::new();
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||||
app.add_plugins(StatesPlugin)
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||||
.insert_resource(Time::<()>::default())
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.insert_resource(SpatialGrid::from_balance(&balance))
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||||
.insert_resource(balance)
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||||
.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.
|
||||
|
||||
mod arena;
|
||||
/// Most balancing values exist before the systems that read them: #16 (enemies), #17
|
||||
/// (shooting) and #18 (tower death, meta payout) consume them. `expect` rather than `allow`,
|
||||
/// so the 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")]
|
||||
/// Some balancing values still exist before the systems that read them: #17 (shooting) and
|
||||
/// #18 (tower death, meta payout) consume the rest. `expect` rather than `allow`, so the
|
||||
/// compiler asks for this line back once the last field has found its reader.
|
||||
#[expect(dead_code, reason = "read by the gameplay tickets #17-#18")]
|
||||
mod balance;
|
||||
mod enemy;
|
||||
mod spatial;
|
||||
mod tower;
|
||||
|
||||
use bevy::camera::ScalingMode;
|
||||
use bevy::prelude::*;
|
||||
|
||||
use balance::Balance;
|
||||
use spatial::SpatialGrid;
|
||||
|
||||
/// 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);
|
||||
|
||||
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()
|
||||
.add_plugins(DefaultPlugins.set(WindowPlugin {
|
||||
primary_window: Some(Window {
|
||||
@@ -50,12 +57,25 @@ fn main() {
|
||||
..default()
|
||||
}))
|
||||
.insert_resource(ClearColor(BACKGROUND))
|
||||
// The single source of every balancing number (ADR-0001).
|
||||
.insert_resource(Balance::from_constants())
|
||||
.insert_resource(SpatialGrid::from_balance(&balance))
|
||||
.insert_resource(balance)
|
||||
.init_state::<AppState>()
|
||||
.add_systems(Startup, (spawn_camera, arena::spawn_arena))
|
||||
.add_systems(OnEnter(AppState::Run), tower::spawn_tower)
|
||||
.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();
|
||||
}
|
||||
|
||||
|
||||
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