Add bump-to-attack, death and a sim event queue

A step onto an occupied tile is now an attack: the geometry rule is checked
against terrain only and the target tile decides between move and bump.
Entities carry an attack stat; at zero hp they are removed. The sim reports
Attacked/Died through an event queue the game drains after every movement
window — the seam for sound, log, camera effects and spawns. Click-to-move
treats an occupied goal as a target but detours around entities in the way;
the player's death ends the game.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
2026-09-19 10:59:14 +02:00
co-authored by Claude Opus 5
parent c512bf49da
commit b64c83fce0
6 changed files with 181 additions and 39 deletions
+50 -6
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@@ -7,7 +7,7 @@ use crate::assets::{Image, Tile};
use crate::input::{GameAction, InputState}; use crate::input::{GameAction, InputState};
use sim::entity::{Entity, EntityKind}; use sim::entity::{Entity, EntityKind};
use sim::map::TileMap; use sim::map::TileMap;
use sim::{delta_action, load_world, step_allowed, Sim, TICK_HZ, TICKS_PER_MOVE}; use sim::{delta_action, load_world, step_allowed, Event, Sim, TICK_HZ, TICKS_PER_MOVE};
pub enum GameSignal { pub enum GameSignal {
Quit, Quit,
@@ -87,8 +87,8 @@ impl Game {
println!("loaded {map_path}: {}×{} tiles in {:.1} ms", println!("loaded {map_path}: {}×{} tiles in {:.1} ms",
map.width, map.height, t0.elapsed().as_secs_f64() * 1e3); map.width, map.height, t0.elapsed().as_secs_f64() * 1e3);
let mut sim = Sim::new(world); let mut sim = Sim::new(world);
let player_id = sim.world.spawn_entity(EntityKind::Player, 0, (0, 0), 100); let player_id = sim.world.spawn_entity(EntityKind::Player, 0, (0, 0), 100, 3);
sim.world.spawn_entity(EntityKind::Npc, 1, (6, 6), 5); sim.world.spawn_entity(EntityKind::Npc, 1, (6, 6), 5, 1);
let mut game = Game { let mut game = Game {
tileset, tileset,
@@ -127,6 +127,9 @@ impl Game {
while self.tick_accum_ms >= TICK_MS { while self.tick_accum_ms >= TICK_MS {
self.tick_accum_ms -= TICK_MS; self.tick_accum_ms -= TICK_MS;
if self.sim.step() { if self.sim.step() {
if self.handle_events() {
return Some(GameSignal::Quit);
}
self.track_lerp(); self.track_lerp();
self.sync_route(); self.sync_route();
self.step_movement(input); self.step_movement(input);
@@ -144,6 +147,27 @@ impl Game {
None None
} }
/// React to what the sim reported for the last window. Returns `true` once the
/// player is dead — the one event the game cannot continue past.
fn handle_events(&mut self) -> bool {
let mut dead = false;
for ev in self.sim.take_events() {
match ev {
Event::Attacked { by, target, damage } => {
println!("#{by} hits #{target} for {damage}");
}
Event::Died { id, at } => {
println!("#{id} dies at {at:?}");
dead |= id == self.player_id;
}
}
}
if dead {
println!("You died.");
}
dead
}
/// Where the camera wants to be: the viewport centered on the player's rendered /// Where the camera wants to be: the viewport centered on the player's rendered
/// (interpolated) position, not the coarser sim tile — otherwise the target itself /// (interpolated) position, not the coarser sim tile — otherwise the target itself
/// jumps in discrete per-tile steps and the easing below has nothing smooth to chase. /// jumps in discrete per-tile steps and the easing below has nothing smooth to chase.
@@ -196,7 +220,7 @@ impl Game {
return; return;
} }
match pathfind::find_path(self.player_pos(), goal, |x, y| self.sim.world.blocked(x, y)) { match self.plan(goal) {
Some(steps) => { Some(steps) => {
self.route = steps.into(); self.route = steps.into();
self.goal = Some(goal); self.goal = Some(goal);
@@ -241,7 +265,15 @@ impl Game {
}; };
let Some((nx, ny)) = step else { return }; let Some((nx, ny)) = step else { return };
if step_allowed(from, (nx, ny), |x, y| self.sim.world.blocked(x, y)) { // A keyboard step or the route's final step may bump into an entity (the sim
// turns that into an attack); an entity blocking the route midway is walked
// around instead.
let may_bump = dir.is_some() || self.goal == Some((nx, ny));
let legal = step_allowed(from, (nx, ny), |x, y| {
if may_bump && (x, y) == (nx, ny) { self.sim.world.solid(x, y) }
else { self.sim.world.blocked(x, y) }
});
if legal {
self.sim.set_action(self.player_id, delta_action(nx - from.0, ny - from.1)); self.sim.set_action(self.player_id, delta_action(nx - from.0, ny - from.1));
} else if dir.is_none() { } else if dir.is_none() {
self.replan_route(); self.replan_route();
@@ -271,12 +303,24 @@ impl Game {
self.goal = None; self.goal = None;
return; return;
} }
match pathfind::find_path(pos, goal, |x, y| self.sim.world.blocked(x, y)) { match self.plan(goal) {
Some(steps) => self.route = steps.into(), Some(steps) => self.route = steps.into(),
None => self.goal = None, None => self.goal = None,
} }
} }
/// Route from the player to `goal`. An entity standing on the goal does not make
/// it unreachable — the route ends with a bump into it — but entities along the
/// way are walked around.
fn plan(&self, goal: (i32, i32)) -> Option<Vec<(i32, i32)>> {
if self.sim.world.solid(goal.0, goal.1) {
return None;
}
pathfind::find_path(self.player_pos(), goal, |x, y| {
(x, y) != goal && self.sim.world.blocked(x, y)
})
}
/// Fold the sim's entity positions into the interpolation table: a changed position /// Fold the sim's entity positions into the interpolation table: a changed position
/// starts a new lerp from the old one, a jump of more than one tile (Chebyshev — a /// starts a new lerp from the old one, a jump of more than one tile (Chebyshev — a
/// teleport) snaps, and vanished entities are dropped. /// teleport) snaps, and vanished entities are dropped.
+19 -4
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@@ -58,13 +58,23 @@ crate's `tick`/`set_action` interface is the seam a server could be wrapped arou
approach, τ = 120 ms), snapping only to whole pixels at render time (and outright approach, τ = 120 ms), snapping only to whole pixels at render time (and outright
on teleport-sized corrections). The viewport renders with sub-tile offsets on teleport-sized corrections). The viewport renders with sub-tile offsets
(31×31 tile pass + right-strip clip). (31×31 tile pass + right-strip clip).
- [x] Entity blocking: `World::blocked` (solid tile ∨ out of world ∨ occupied) is the - [x] Entity blocking: `World::solid` (collidable tile ∨ out of world) and
one predicate the sim's `entity_tick` and the pathfinder share. Intents execute `World::blocked` (solid ∨ occupied). The sim checks the geometry rule against
in id order, so the player (id 1) wins a contested tile deterministically. `solid` and resolves the target tile itself; the pathfinder plans with `blocked`.
Intents execute in id order, so the player (id 1) wins a contested tile
deterministically.
- [x] First NPC: `EntityKind { Player, Npc }` on `Entity`; `Sim::think` runs before - [x] First NPC: `EntityKind { Player, Npc }` on `Entity`; `Sim::think` runs before
every movement window and schedules a random king move for each NPC one window every movement window and schedules a random king move for each NPC one window
in four (seeded xorshift in `Sim`). Sprite = tile 1 in `entities.png` (a hen from in four (seeded xorshift in `Sim`). Sprite = tile 1 in `entities.png` (a hen from
the Mini-Medieval pack). One is spawned at (6, 6) in `Game::start`. the Mini-Medieval pack). One is spawned at (6, 6) in `Game::start`.
- [x] Bump-to-attack and death: the geometry rule is checked against terrain only
(`World::solid`); an entity on the target tile turns the step into an attack
(`Entity::attack` damage, `hp` saturating). At 0 hp the entity is removed. The
sim reports both through its event queue — `sim::Event { Attacked, Died }`,
drained by the game with `Sim::take_events` after every window — which is the
seam for sound, message log, camera shake, spawns. Player death quits for now.
Click-to-move treats an occupied goal as a target (route ends in a bump) but
walks around entities in the way; keyboard steps always bump.
- [x] Entity interpolation: per-id lerp table (`EntityLerp` in `game.rs`) — previous/current - [x] Entity interpolation: per-id lerp table (`EntityLerp` in `game.rs`) — previous/current
tile plus a clock, rendered as a pixel lerp over one movement interval. Jumps of tile plus a clock, rendered as a pixel lerp over one movement interval. Jumps of
more than one tile (Chebyshev) snap. Purely cosmetic; game logic keeps using the more than one tile (Chebyshev) snap. Purely cosmetic; game logic keeps using the
@@ -106,7 +116,12 @@ budget model goes once there are enough NPCs to need it. The action-point model
06 is still pending and only matters once NPC speeds should differ. 06 is still pending and only matters once NPC speeds should differ.
- [x] `EntityKind::Npc`, `Sim::think` scheduling intents through the same intent table - [x] `EntityKind::Npc`, `Sim::think` scheduling intents through the same intent table
- Bump-to-attack: a step onto an occupied tile becomes an attack instead of a refused move - [x] Bump-to-attack, death, `Event` queue
- Stats beyond `hp`/`attack` (defense, speed) as plain fields; a `Stats` substruct once
they crowd `Entity`. No ECS until entities actually differ in *which* components they
carry — see the discussion of 2026-09-19.
- NPC reactions (flee when hit, aggro on the player) — `think` would need to see the
previous window's events; today the game drains them right after `step`
- Per sim-tick: distribute a fixed `think_budget` across entities ordered by player proximity - Per sim-tick: distribute a fixed `think_budget` across entities ordered by player proximity
- Complex entities consume more budget; simple ones less. Loop breaks at zero — natural load shedding. - Complex entities consume more budget; simple ones less. Loop breaks at zero — natural load shedding.
- No framework. No trait objects yet. A match on `EntityKind` is fine. - No framework. No trait objects yet. A match on `EntityKind` is fine.
+4 -1
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@@ -13,10 +13,12 @@ pub struct Entity {
pub pos: (i16, i16), pub pos: (i16, i16),
pub hp: u16, pub hp: u16,
pub hp_max: u16, pub hp_max: u16,
/// Damage dealt per bump.
pub attack: u16,
} }
impl Entity { impl Entity {
pub fn new(id: u32, kind: EntityKind, type_id: u16, pos: (i16, i16), hp: u16) -> Self { pub fn new(id: u32, kind: EntityKind, type_id: u16, pos: (i16, i16), hp: u16, attack: u16) -> Self {
Self { Self {
id, id,
kind, kind,
@@ -24,6 +26,7 @@ impl Entity {
pos, pos,
hp, hp,
hp_max: hp, hp_max: hp,
attack,
} }
} }
} }
+1 -1
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@@ -7,7 +7,7 @@ pub mod map;
pub mod world; pub mod world;
mod sim; mod sim;
pub use sim::Sim; pub use sim::{Event, Sim};
use chunk::Chunk; use chunk::Chunk;
use map::TileMap; use map::TileMap;
+89 -15
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@@ -7,6 +7,18 @@ use crate::world::World;
/// How often a wandering NPC takes a step: one window in `WANDER_ODDS`. /// How often a wandering NPC takes a step: one window in `WANDER_ODDS`.
const WANDER_ODDS: u32 = 4; const WANDER_ODDS: u32 = 4;
/// Something that happened during a tick and that the outside (rendering, sound,
/// message log, spawning) may want to react to. The sim itself never reads these
/// back — they are an output channel, drained with `Sim::take_events`.
#[derive(Clone, Copy, PartialEq, Eq, Debug)]
pub enum Event {
/// `by` bumped into `target` and dealt `damage`.
Attacked { by: u32, target: u32, damage: u16 },
/// An entity's hp reached zero; it has already been removed from the world. `at`
/// is where it stood, since the entity itself is gone.
Died { id: u32, at: (i16, i16) },
}
pub struct Sim { pub struct Sim {
pub world: World, pub world: World,
/// Base tick counter (24 Hz). Movement resolves every `TICKS_PER_MOVE`-th tick. /// Base tick counter (24 Hz). Movement resolves every `TICKS_PER_MOVE`-th tick.
@@ -17,6 +29,7 @@ pub struct Sim {
intents: HashMap<u32, u16>, intents: HashMap<u32, u16>,
/// xorshift state for NPC decisions. Seeded, so a run is reproducible. /// xorshift state for NPC decisions. Seeded, so a run is reproducible.
rng: u64, rng: u64,
events: Vec<Event>,
} }
impl Sim { impl Sim {
@@ -25,7 +38,12 @@ impl Sim {
} }
pub fn with_seed(world: World, seed: u64) -> Self { pub fn with_seed(world: World, seed: u64) -> Self {
Self { world, tick: 0, intents: HashMap::new(), rng: seed.max(1) } Self { world, tick: 0, intents: HashMap::new(), rng: seed.max(1), events: Vec::new() }
}
/// Events since the last call, in the order they happened.
pub fn take_events(&mut self) -> Vec<Event> {
std::mem::take(&mut self.events)
} }
fn rand(&mut self) -> u32 { fn rand(&mut self) -> u32 {
@@ -97,11 +115,27 @@ impl Sim {
}; };
let from = (pos.0 as i32, pos.1 as i32); let from = (pos.0 as i32, pos.1 as i32);
let to = (from.0 + delta.0, from.1 + delta.1); let to = (from.0 + delta.0, from.1 + delta.1);
// `step_allowed` is the shared movement rule (chessboard geometry, no corner // The geometry rule (king move, no corner cutting) is checked against terrain
// cutting) — the pathfinder plans with the exact same function. // only; what is on the target tile then decides between a move and a bump.
if crate::step_allowed(from, to, |x, y| self.world.blocked(x, y)) { if !crate::step_allowed(from, to, |x, y| self.world.solid(x, y)) {
self.world.move_entity(entity_id, (to.0 as i16, to.1 as i16)); continue;
} }
match self.world.entity_at(to.0, to.1) {
None => self.world.move_entity(entity_id, (to.0 as i16, to.1 as i16)),
Some(target) => self.attack(entity_id, target),
}
}
}
fn attack(&mut self, by: u32, target: u32) {
let damage = self.world.entities[&by].attack;
let t = self.world.entities.get_mut(&target).unwrap();
t.hp = t.hp.saturating_sub(damage);
let (hp, at) = (t.hp, t.pos);
self.events.push(Event::Attacked { by, target, damage });
if hp == 0 {
self.world.remove_entity(target);
self.events.push(Event::Died { id: target, at });
} }
} }
} }
@@ -128,7 +162,7 @@ mod tests {
#[test] #[test]
fn one_step_per_window_and_replacement() { fn one_step_per_window_and_replacement() {
let mut sim = Sim::new(open_world()); let mut sim = Sim::new(open_world());
let id = sim.world.spawn_entity(EntityKind::Player, 0, (4, 4), 1); let id = sim.world.spawn_entity(EntityKind::Player, 0, (4, 4), 1, 1);
sim.set_action(id, player_action::SOUTH); sim.set_action(id, player_action::SOUTH);
sim.set_action(id, player_action::NORTH); // replaces sim.set_action(id, player_action::NORTH); // replaces
sim.step(); // no window yet sim.step(); // no window yet
@@ -142,12 +176,12 @@ mod tests {
#[test] #[test]
fn blocked_and_out_of_world_steps_are_rejected() { fn blocked_and_out_of_world_steps_are_rejected() {
let mut sim = Sim::new(open_world()); let mut sim = Sim::new(open_world());
let id = sim.world.spawn_entity(EntityKind::Player, 0, (4, 4), 1); let id = sim.world.spawn_entity(EntityKind::Player, 0, (4, 4), 1, 1);
sim.set_action(id, player_action::EAST); // into the wall at (5, 4) sim.set_action(id, player_action::EAST); // into the wall at (5, 4)
step_window(&mut sim); step_window(&mut sim);
assert_eq!(sim.world.entities[&id].pos, (4, 4)); assert_eq!(sim.world.entities[&id].pos, (4, 4));
let edge = sim.world.spawn_entity(EntityKind::Player, 0, (0, 0), 1); let edge = sim.world.spawn_entity(EntityKind::Player, 0, (0, 0), 1, 1);
sim.set_action(edge, player_action::WEST); // no chunk there sim.set_action(edge, player_action::WEST); // no chunk there
step_window(&mut sim); step_window(&mut sim);
assert_eq!(sim.world.entities[&edge].pos, (0, 0)); assert_eq!(sim.world.entities[&edge].pos, (0, 0));
@@ -156,7 +190,7 @@ mod tests {
#[test] #[test]
fn noop_clears_intent() { fn noop_clears_intent() {
let mut sim = Sim::new(open_world()); let mut sim = Sim::new(open_world());
let id = sim.world.spawn_entity(EntityKind::Player, 0, (4, 4), 1); let id = sim.world.spawn_entity(EntityKind::Player, 0, (4, 4), 1, 1);
sim.set_action(id, player_action::SOUTH); sim.set_action(id, player_action::SOUTH);
sim.set_action(id, player_action::NOOP); sim.set_action(id, player_action::NOOP);
step_window(&mut sim); step_window(&mut sim);
@@ -166,14 +200,13 @@ mod tests {
#[test] #[test]
fn entities_block_each_other() { fn entities_block_each_other() {
let mut sim = Sim::new(open_world()); let mut sim = Sim::new(open_world());
let a = sim.world.spawn_entity(EntityKind::Player, 0, (4, 4), 1); let a = sim.world.spawn_entity(EntityKind::Player, 0, (4, 4), 5, 0);
let b = sim.world.spawn_entity(EntityKind::Player, 0, (4, 5), 1); let b = sim.world.spawn_entity(EntityKind::Player, 0, (4, 5), 5, 0);
sim.set_action(a, player_action::SOUTH); // onto b sim.set_action(a, player_action::SOUTH); // onto b: a bump, not a move
step_window(&mut sim); step_window(&mut sim);
assert_eq!(sim.world.entities[&a].pos, (4, 4)); assert_eq!(sim.world.entities[&a].pos, (4, 4));
// Corner rule applies to entities too: b at (4,5) and a blocker at (5,4) seal // The wall at (5,4) seals the diagonal (4,4) → (5,5) by the corner rule.
// the diagonal (4,4) → (5,5).
sim.set_action(a, player_action::SOUTH_EAST); sim.set_action(a, player_action::SOUTH_EAST);
step_window(&mut sim); step_window(&mut sim);
assert_eq!(sim.world.entities[&a].pos, (4, 4)); assert_eq!(sim.world.entities[&a].pos, (4, 4));
@@ -189,7 +222,7 @@ mod tests {
#[test] #[test]
fn npc_wanders_but_never_walks_through_walls() { fn npc_wanders_but_never_walks_through_walls() {
let mut sim = Sim::new(open_world()); let mut sim = Sim::new(open_world());
let npc = sim.world.spawn_entity(EntityKind::Npc, 1, (10, 10), 1); let npc = sim.world.spawn_entity(EntityKind::Npc, 1, (10, 10), 1, 1);
let mut prev = (10, 10); let mut prev = (10, 10);
let mut moved = false; let mut moved = false;
for _ in 0..200 { for _ in 0..200 {
@@ -204,4 +237,45 @@ mod tests {
} }
assert!(moved); assert!(moved);
} }
#[test]
fn bump_attacks_and_kills() {
let mut sim = Sim::new(open_world());
let p = sim.world.spawn_entity(EntityKind::Player, 0, (4, 4), 10, 3);
let n = sim.world.spawn_entity(EntityKind::Player, 1, (4, 5), 5, 0);
sim.set_action(p, player_action::SOUTH);
step_window(&mut sim);
assert_eq!(sim.world.entities[&n].hp, 2);
assert_eq!(sim.take_events(), vec![Event::Attacked { by: p, target: n, damage: 3 }]);
assert!(sim.take_events().is_empty()); // drained
sim.set_action(p, player_action::SOUTH);
step_window(&mut sim);
assert!(!sim.world.entities.contains_key(&n));
assert!(!sim.world.blocked(4, 5));
assert_eq!(sim.take_events(), vec![
Event::Attacked { by: p, target: n, damage: 3 },
Event::Died { id: n, at: (4, 5) },
]);
// The tile is free again: the same intent now moves.
sim.set_action(p, player_action::SOUTH);
step_window(&mut sim);
assert_eq!(sim.world.entities[&p].pos, (4, 5));
assert!(sim.take_events().is_empty());
}
#[test]
fn no_diagonal_attack_around_a_corner() {
let mut sim = Sim::new(open_world());
// Wall at (5,4), n at (4,5): the diagonal (4,4) → (5,5) is sealed on one side
// by terrain — by the corner rule, a bump there is as illegal as a move.
let p = sim.world.spawn_entity(EntityKind::Player, 0, (4, 4), 10, 3);
let n = sim.world.spawn_entity(EntityKind::Player, 1, (5, 5), 5, 0);
sim.set_action(p, player_action::SOUTH_EAST);
step_window(&mut sim);
assert_eq!(sim.world.entities[&n].hp, 5);
assert!(sim.take_events().is_empty());
}
} }
+18 -12
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@@ -52,28 +52,34 @@ impl World {
chunk.set_tile(lx, ly, id); chunk.set_tile(lx, ly, id);
} }
pub fn spawn_entity(&mut self, kind: EntityKind, type_id: u16, pos: (i16, i16), hp: u16) -> u32 { pub fn spawn_entity(&mut self, kind: EntityKind, type_id: u16, pos: (i16, i16), hp: u16, attack: u16) -> u32 {
let id = self.next_entity_id; let id = self.next_entity_id;
self.next_entity_id += 1; self.next_entity_id += 1;
let entity = Entity::new(id, kind, type_id, pos, hp); let entity = Entity::new(id, kind, type_id, pos, hp, attack);
self.add_entity(entity); self.add_entity(entity);
id id
} }
/// True if any entity stands on `(wx, wy)`. Goes through the chunk index, so it is /// The entity standing on `(wx, wy)`, if any. Goes through the chunk index, so it
/// cheap enough to call per pathfinder expansion. /// is cheap enough to call per pathfinder expansion.
pub fn occupied(&self, wx: i16, wy: i16) -> bool { pub fn entity_at(&self, wx: i32, wy: i32) -> Option<u32> {
let (Ok(wx), Ok(wy)) = (i16::try_from(wx), i16::try_from(wy)) else { return None };
let (cx, cy) = tile_to_chunk(wx, wy); let (cx, cy) = tile_to_chunk(wx, wy);
self.entities_in_chunk(cx, cy).iter() self.entities_in_chunk(cx, cy).iter().copied()
.any(|id| self.entities[id].pos == (wx, wy)) .find(|id| self.entities[id].pos == (wx, wy))
} }
/// The movement blocker predicate: a tile blocks if it is solid, outside the loaded /// True if the terrain at `(wx, wy)` blocks movement: a collidable tile or outside
/// world, or occupied by an entity. Both the sim and the pathfinder plan with this. /// the loaded world.
pub fn solid(&self, wx: i32, wy: i32) -> bool {
let (Ok(wx), Ok(wy)) = (i16::try_from(wx), i16::try_from(wy)) else { return true };
self.tile_flags(wx, wy).map_or(true, |f| f.collidable())
}
/// The movement blocker predicate: solid terrain or an entity in the way. Both the
/// sim and the pathfinder plan with this.
pub fn blocked(&self, wx: i32, wy: i32) -> bool { pub fn blocked(&self, wx: i32, wy: i32) -> bool {
let Ok(wx) = i16::try_from(wx) else { return true }; self.solid(wx, wy) || self.entity_at(wx, wy).is_some()
let Ok(wy) = i16::try_from(wy) else { return true };
self.tile_flags(wx, wy).map_or(true, |f| f.collidable()) || self.occupied(wx, wy)
} }
pub fn add_entity(&mut self, entity: Entity) { pub fn add_entity(&mut self, entity: Entity) {