Extract headless sim crate from server
Move chunk, entity, world, map, sim and load_world into a new sim library crate together with the game rules from shared (player_action, action_delta, delta_action, step_allowed, tile_collidable, tick constants). shared keeps only the wire types and re-exports the rules, so server and client compile unchanged. First step toward a local single-player build. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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co-authored by
Claude Opus 5
parent
5610c2c343
commit
303c587aee
+4
-90
@@ -1,81 +1,9 @@
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use bytemuck::{Pod, Zeroable};
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pub mod player_action {
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pub const NOOP: u16 = 0;
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pub const NORTH: u16 = 1;
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pub const EAST: u16 = 2;
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pub const SOUTH: u16 = 3;
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pub const WEST: u16 = 4;
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pub const NORTH_EAST: u16 = 5;
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pub const SOUTH_EAST: u16 = 6;
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pub const SOUTH_WEST: u16 = 7;
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pub const NORTH_WEST: u16 = 8;
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}
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/// The movement delta of an action, or `None` for `NOOP` and unknown values.
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pub fn action_delta(action: u16) -> Option<(i32, i32)> {
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match action {
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player_action::NORTH => Some((0, -1)),
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player_action::EAST => Some((1, 0)),
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player_action::SOUTH => Some((0, 1)),
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player_action::WEST => Some((-1, 0)),
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player_action::NORTH_EAST => Some((1, -1)),
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player_action::SOUTH_EAST => Some((1, 1)),
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player_action::SOUTH_WEST => Some((-1, 1)),
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player_action::NORTH_WEST => Some((-1, -1)),
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_ => None,
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}
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}
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/// The action for a single-step delta. Inverse of [`action_delta`]; panics on anything
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/// that is not a king move.
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pub fn delta_action(dx: i32, dy: i32) -> u16 {
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match (dx, dy) {
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(0, -1) => player_action::NORTH,
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(1, 0) => player_action::EAST,
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(0, 1) => player_action::SOUTH,
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(-1, 0) => player_action::WEST,
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(1, -1) => player_action::NORTH_EAST,
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(1, 1) => player_action::SOUTH_EAST,
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(-1, 1) => player_action::SOUTH_WEST,
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(-1, -1) => player_action::NORTH_WEST,
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d => panic!("non-step delta {d:?}"),
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}
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}
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/// The single-step movement rule, shared by the server sim, client prediction and the
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/// client pathfinder so all three agree on the same physics.
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///
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/// World geometry is chessboard (Chebyshev): diagonal and cardinal steps are the same
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/// distance, so a step is any king move onto a free tile. A diagonal step additionally
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/// requires *both* orthogonal neighbor tiles to be free — no squeezing between two
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/// diagonally touching blockers (corner cutting).
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pub fn step_allowed(
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from: (i32, i32),
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to: (i32, i32),
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blocked: impl Fn(i32, i32) -> bool,
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) -> bool {
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let (dx, dy) = (to.0 - from.0, to.1 - from.1);
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if dx.abs() > 1 || dy.abs() > 1 || (dx == 0 && dy == 0) {
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return false;
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}
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if blocked(to.0, to.1) {
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return false;
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}
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dx == 0 || dy == 0 || (!blocked(from.0 + dx, from.1) && !blocked(from.0, from.1 + dy))
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}
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/// Server base tick rate. The shared timeline all action scheduling is expressed in.
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pub const TICK_HZ: u32 = 24;
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/// Movement resolves on every `TICKS_PER_MOVE`-th tick — one "movement window" per
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/// `TICKS_PER_MOVE` ticks (6 Hz). Window `w` executes at tick `w * TICKS_PER_MOVE`.
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pub const TICKS_PER_MOVE: u32 = 4;
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/// How many *future* movement windows a client may address. Part of the protocol
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/// contract: actions targeted beyond this horizon are dropped, and the client's
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/// unconfirmed in-flight steps must stay within it.
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pub const ACTION_WINDOW_HORIZON: usize = 3;
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// Game rules and tick constants live in the `sim` crate; re-exported here so the
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// wire layer and both binaries share one vocabulary.
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pub use sim::{player_action, action_delta, delta_action, step_allowed, tile_collidable,
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TICK_HZ, TICKS_PER_MOVE, ACTION_WINDOW_HORIZON};
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pub const MAGIC: u16 = 0x524C;
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pub const VERSION: u8 = 1;
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@@ -101,20 +29,6 @@ pub fn chunk_coords(id: u32) -> (i16, i16) {
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(id as u16 as i16, (id >> 16) as u16 as i16)
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}
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/// Shared movement vocabulary: whether a tile id blocks movement.
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///
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/// Single source of truth for both the server (collision in the sim) and the client
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/// (movement prediction). Keep this in lockstep with the tileset in `overworld.tga`.
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///
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/// Test values for now — a proper tile-data file format replaces this table later.
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pub fn tile_collidable(tile_id: u16) -> bool {
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match tile_id {
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0 => true, // empty / world border (the server pads chunks past the map rim with id 0)
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146 => true, // trees / rocks
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_ => false,
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}
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}
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#[derive(Clone, Copy, Pod, Zeroable)]
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#[repr(C, packed)]
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pub struct Header {
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