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>
This commit is contained in:
co-authored by
Claude Opus 5
parent
5610c2c343
commit
303c587aee
Generated
+6
@@ -1477,6 +1477,7 @@ version = "0.1.0"
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dependencies = [
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"bytemuck",
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"shared",
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"sim",
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]
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[[package]]
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@@ -1484,6 +1485,7 @@ name = "shared"
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version = "0.1.0"
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dependencies = [
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"bytemuck",
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"sim",
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]
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[[package]]
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@@ -1492,6 +1494,10 @@ version = "1.3.0"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "0fda2ff0d084019ba4d7c6f371c95d8fd75ce3524c3cb8fb653a3023f6323e64"
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[[package]]
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name = "sim"
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version = "0.1.0"
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[[package]]
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name = "simd_cesu8"
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version = "1.1.1"
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+1
-1
@@ -1,3 +1,3 @@
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[workspace]
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members = ["shared", "client", "server", "netsim"]
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members = ["sim", "shared", "client", "server", "netsim"]
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resolver = "2"
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@@ -6,3 +6,4 @@ edition = "2024"
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[dependencies]
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shared = { path = "../shared" }
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bytemuck = "1.24.0"
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sim = { path = "../sim" }
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+2
-33
@@ -1,46 +1,15 @@
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mod chunk;
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mod entity;
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mod world;
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mod sim;
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mod net;
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mod map;
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use std::thread;
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use std::time::{Duration, Instant};
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use chunk::{Chunk, TileDef, TileFlags};
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use world::World;
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use sim::Sim;
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use sim::map::TileMap;
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use sim::{load_world, Sim};
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use net::Net;
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use map::TileMap;
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const TICK_HZ: u32 = 24;
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const TICK_DURATION: Duration = Duration::from_micros(1_000_000 / TICK_HZ as u64);
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/// Build a world from a loaded tile map. The map's top-left tile sits at world (0, 0); the
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/// map is sliced into 32×32 chunks. Tiles inside a loaded chunk but outside the authored map
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/// become an invisible solid border (id 0, collidable), so the walkable world edge sits flush
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/// with the visible map rim instead of with the larger chunk boundary.
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fn load_world(map: &TileMap) -> World {
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let mut w = World::new();
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let max_cx = (map.width.saturating_sub(1) >> 5) as i16;
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let max_cy = (map.height.saturating_sub(1) >> 5) as i16;
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for cy in 0..=max_cy {
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for cx in 0..=max_cx {
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let chunk = Chunk::generate(|lx, ly| {
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let (wx, wy) = world::local_to_tile(cx, cy, lx, ly);
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if wx < 0 || wy < 0 || wx >= map.width as i16 || wy >= map.height as i16 {
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return TileDef { tile_id: 0, flags: TileFlags(TileFlags::COLLIDABLE) };
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}
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let id = map.tile(wx, wy);
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TileDef { tile_id: id, flags: map::tile_flags(id) }
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}).expect("palette overflow during world gen");
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w.set_chunk(cx, cy, chunk);
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}
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}
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w
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}
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fn main() {
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let map = TileMap::from_csv("assets/map_test");
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println!("loaded map {}×{} ({} tiles)", map.width, map.height, map.tiles.len());
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+2
-2
@@ -12,7 +12,7 @@ use shared::{
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MAGIC, VERSION, packet_type,
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};
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use crate::world::World;
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use sim::world::World;
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pub struct NetClient {
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pub entity_id: u32,
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@@ -153,7 +153,7 @@ impl Net {
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// Step 1 — resolve player position
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let Some(entity) = world.entities.get(&client.entity_id) else { continue };
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let pos = entity.pos;
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let (player_cx, player_cy) = crate::world::tile_to_chunk(pos.0, pos.1);
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let (player_cx, player_cy) = sim::world::tile_to_chunk(pos.0, pos.1);
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// Step 2 — build 9-slot chunk manifest
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let mut chunks = [ChunkEntry { chunk_id: 0, version: 0 }; 9];
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@@ -5,3 +5,4 @@ edition = "2024"
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[dependencies]
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bytemuck = { version = "1.24.0", features = ["derive", "min_const_generics"] }
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sim = { path = "../sim" }
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+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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@@ -0,0 +1,6 @@
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[package]
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name = "sim"
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version = "0.1.0"
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edition = "2024"
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[dependencies]
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+126
@@ -0,0 +1,126 @@
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//! Headless world simulation: tiles, entities, movement rules and the tick loop.
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//! No platform or rendering dependencies — the game binary drives `Sim::tick`.
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pub mod chunk;
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pub mod entity;
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pub mod map;
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pub mod world;
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mod sim;
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pub use sim::Sim;
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use chunk::{Chunk, TileDef, TileFlags};
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use map::TileMap;
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use world::World;
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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 sim and the pathfinder so both agree
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/// 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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/// Base tick rate. The 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 an actor may address. Actions targeted beyond
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/// this horizon are dropped.
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pub const ACTION_WINDOW_HORIZON: usize = 3;
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/// Movement vocabulary: whether a tile id blocks movement. Keep this in lockstep with
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/// 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 (chunks past the map rim are padded 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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/// Build a world from a loaded tile map. The map's top-left tile sits at world (0, 0); the
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/// map is sliced into 32×32 chunks. Tiles inside a loaded chunk but outside the authored map
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/// become an invisible solid border (id 0, collidable), so the walkable world edge sits flush
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/// with the visible map rim instead of with the larger chunk boundary.
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pub fn load_world(map: &TileMap) -> World {
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let mut w = World::new();
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let max_cx = (map.width.saturating_sub(1) >> 5) as i16;
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let max_cy = (map.height.saturating_sub(1) >> 5) as i16;
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for cy in 0..=max_cy {
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for cx in 0..=max_cx {
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let chunk = Chunk::generate(|lx, ly| {
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let (wx, wy) = world::local_to_tile(cx, cy, lx, ly);
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if wx < 0 || wy < 0 || wx >= map.width as i16 || wy >= map.height as i16 {
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return TileDef { tile_id: 0, flags: TileFlags(TileFlags::COLLIDABLE) };
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}
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let id = map.tile(wx, wy);
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TileDef { tile_id: id, flags: map::tile_flags(id) }
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}).expect("palette overflow during world gen");
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w.set_chunk(cx, cy, chunk);
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}
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}
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w
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}
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@@ -65,11 +65,11 @@ impl TileMap {
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}
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/// Gameplay flags for a global tile id. Collision comes from the shared movement
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/// vocabulary (`shared::tile_collidable`) so the client can predict it identically;
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/// other flags (opaque, …) stay server-side. Tile ids index into `overworld.tga`.
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/// vocabulary (`crate::tile_collidable`) so the client can predict it identically;
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/// other flags (opaque, …) stay sim-side. Tile ids index into `overworld.tga`.
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pub fn tile_flags(tile_id: u16) -> TileFlags {
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let mut bits = 0u8;
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if shared::tile_collidable(tile_id) {
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if crate::tile_collidable(tile_id) {
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bits |= TileFlags::COLLIDABLE;
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}
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TileFlags(bits)
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@@ -1,5 +1,5 @@
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use std::collections::{BTreeMap, HashMap};
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use shared::{ACTION_WINDOW_HORIZON, TICKS_PER_MOVE};
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use crate::{ACTION_WINDOW_HORIZON, TICKS_PER_MOVE};
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use crate::world::World;
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pub struct Sim {
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@@ -33,7 +33,7 @@ impl Sim {
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// dropped — once its window has passed, its cancellation intent is
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// ambiguous, and as a gap-filler it would block real steps (worst case
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// one stale step executes; the client's reconciliation handles that).
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if shared::action_delta(action).is_some() {
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if crate::action_delta(action).is_some() {
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let gap = (min_window..min_window + ACTION_WINDOW_HORIZON as u32)
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.find(|w| !slots.contains_key(w));
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if let Some(w) = gap {
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@@ -62,7 +62,7 @@ impl Sim {
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self.pending.retain(|_, slots| !slots.is_empty());
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for (entity_id, action) in actions {
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let delta = match shared::action_delta(action) {
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let delta = match crate::action_delta(action) {
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Some(d) => d,
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None => continue, // NOOP or garbage
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};
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@@ -74,7 +74,7 @@ impl Sim {
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let to = (from.0 + delta.0, from.1 + delta.1);
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// `step_allowed` is the shared movement rule (chessboard geometry, no corner
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// cutting) — the client predicts with the exact same function.
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let allowed = shared::step_allowed(from, to, |x, y| {
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let allowed = crate::step_allowed(from, to, |x, y| {
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self.world.tile_flags(x as i16, y as i16).map_or(true, |f| f.collidable())
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});
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if allowed {
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Block a user