# Roadmap Local single-player roguelike with a continuously simulated, tick-based world. Workspace layout: `sim/` (headless world simulation — tiles, entities, movement rules, tick loop; no platform dependencies, unit-testable) and `game/` (the executable — window, rendering, input, pathfinding, camera; owns a `Sim` and drives it). The platform layer — window, GPU, input, RGB565 framebuffer — lives in the external `pbio` crate (git dependency, branch `truecolor16`), not in this repo. History: this fork started from a client/server multiplayer architecture (authoritative UDP server, thin client with prediction). The scope was cut to single player in September 2026; the sim kept its authoritative shape, everything network-related was removed. The `sim` crate's `tick`/`set_action` interface is the seam a server could be wrapped around again. --- ## Achieved milestones - [x] PNG loader: `Image::from_png` (via the `png` crate, quantized to RGB565 on load, alpha mask), `to_tileset` → `Vec` in `game/src/assets.rs`. Framebuffer is 16-bit truecolor (`pbio` branch `truecolor16`) - [x] Pixel helpers: `set_pixel`, `extract`, `blit`, `blit_tile` in `game/src/game/pixelhelper.rs` — signed `i32` offsets, clip against all four framebuffer edges, per-tile opacity mask - [x] Input system: `GameAction`, `InputMap`, `InputState` in `game/src/input.rs` (over `pbio::Key`) - [x] World model: `World` of 32×32 `Chunk`s (plain `[u16; 1024]` tile ids, flags derived on lookup — the network-era 64-entry palette is gone), entities indexed per chunk, `entities_in_viewport`. Map path is the first CLI argument; `assets/map_large` is a generated 256×256 stress map - [x] Map loader: Tiled-CSV parser in `sim/src/map.rs` (flip-flag masking, content-derived dimensions), `load_world` slices it into chunks, invisible solid border at the map rim. See `notes/07-map-loader.md` - [x] Tile rendering: chunk-based world rendering straight from `World` (`render_viewport`) - [x] Sprite-based entity rendering: entity `type_id` → tile in `entities.png`, blitted with transparency - [x] Hybrid tick loop: 24 Hz base tick, movement in `entity_tick` every 4th tick (6 Hz); the game loop drives the sim with a fixed-timestep accumulator. See `notes/06-hybrid-tick-loop.md` - [x] Intent model: one scheduled action per entity per movement window (`Sim::set_action`), replaced on re-set, consumed on execution. Headless tests in `sim/src/sim.rs` - [x] 8-directional movement in chessboard geometry: world physics use the Chebyshev metric — diagonal and cardinal steps are the same distance, a "circle" is a square of tiles, matching the square viewport. The single-step rule lives in `sim::step_allowed` (king move onto a free tile, diagonals additionally need both orthogonal neighbors free — no corner cutting) and is the one function used by the sim and the A*. Two held keys walk diagonally. - [x] Collision vocabulary seeded with test values (`sim::tile_collidable`): id 146 (trees/rocks) and id 0 (empty / the invisible world border). A proper tile-data file format replaces this table later. - [x] Click-to-move: framebuffer click → world tile, A* over the world (`game/src/game/pathfind.rs`, 8-connected, Chebyshev heuristic), route fed into the sim one step per movement window. Keyboard input cancels the route; each step is re-validated at scheduling time and a blocked step replans toward the persistent goal. Click-and-hold steers continuously: while the button is held the route keeps replanning toward the tile under the cursor (only when that tile changes — cursor or camera movement), sweeping across blocked tiles keeps the current route. - [x] Smooth camera follow: the camera is a float pixel position (`cam` in `game.rs`) that tracks the player linearly at ~64 px/s, snapping only to whole pixels at render time (and outright on teleport-sized corrections). The viewport renders with sub-tile offsets (31×31 tile pass + right-strip clip). - [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 more than one tile (Chebyshev) snap. Purely cosmetic; game logic keeps using the sim's tile positions. --- ## Upcoming work ### 06 — Hybrid tick loop *(partially done)* Design of record: **`notes/06-hybrid-tick-loop.md`**. - [x] 24 Hz base loop driven from the game loop - [x] Stride layout settled: `entity_tick` at `%4` (6 Hz, sets movement rate) - [ ] Action-point model (`energy` / `speed` per entity, act when `energy >= ACTION_COST`). Removed from `entity.rs` for now as premature — reintroduce when NPCs (08) actually need it. Then `entity_tick` can move to `%2` (12 Hz) and `speed` sets the effective movement rate. --- ### 07 — Tiled map loader *(done — see Achieved / `notes/07-map-loader.md`)* Remaining follow-ups when the need is concrete: - Collision vocabulary: seeded with test values (0, 146) in `sim::tile_collidable`. Decide on a proper file format for tile data (collision, opacity, …) instead of a hardcoded match. - Tile flipping: orientation is discarded on load; revisit with the sprite pass (09). - Multiple / object layers (spawns, triggers) — not yet parsed. The player currently spawns at (0, 0). --- ### 08 — Basic NPC entity + AI budget One dumb wandering enemy. Validates the simulation architecture before complexity accumulates. Depends on the action-point model from 06 being reintroduced. NPCs schedule intents through the same `Sim::set_action` the player uses. - Add `EntityKind::Npc` with a `think() -> u32` method returning budget cost - 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. - No framework. No trait objects yet. A match on `EntityKind` is fine. ```rust let mut budget: u32 = BASE_BUDGET; for entity in entities_by_player_proximity() { if budget == 0 { break; } budget = budget.saturating_sub(entity.think(&mut world)); } ``` - Entity-vs-entity blocking: `step_allowed` only checks tiles. Once NPCs exist, occupied tiles need to block too — in the sim *and* in the pathfinder's `blocked` closure. --- ### 09 — Client camera *(done — see Achieved)* Sprite rendering, camera follow and entity interpolation have all landed. --- ### Later — UI / HUD - Bitmap font renderer: 8×8 glyph sheet PNG, `draw_text(frame, font, x, y, color, text)` — see `notes/04` - UI primitives in `game/src/ui.rs`: `fill_rect`, `draw_rect`, `draw_hbar` — see `notes/05` - HUD layout (320×240): HP bar + player name bottom 16px, message log right panel - A real clip-rect on the blit primitives belongs here — once the viewport and HUD panels are two distinct regions, the abstraction earns its keep. Not before. --- ### Later — Distribution - Asset embedding: `include_bytes!` for single-binary distribution (assets are currently read relative to the working directory) - Save / load: the world is a plain `Sim` value — serialize it. Roguelike convention is a single save slot deleted on load --- ### Later — World depth Once the simulation architecture is stable and a real level exists: - Doors, interactive objects - Combat: melee range check, HP, death, permadeath - Inventory - Day/night and weather on the slow tick (`% 192`) — affect visibility, spawns - Procedural dungeon generation (BSP or cellular automata feeding into the same tile format)