Phase 2: Entity data model extensions for behavior system
- Add Behavior enum (IDLE..FLEE, 11 values) and Trigger enum (DONE, BLOCKED, TARGET) as runtime IntEnum classes (closes #297, closes #298) - Add entity label system: labels property (frozenset), add_label(), remove_label(), has_label(), constructor kwarg (closes #296) - Add cell_pos integer logical position decoupled from float draw_pos; grid_pos now aliases cell_pos; SpatialHash::updateCell() for cell-based bucket management; FOV/visibility uses cell_position (closes #295) - Add step callback and default_behavior properties to Entity for grid.step() turn management (closes #299) - Update updateVisibility, visible_entities, ColorLayer::updatePerspective to use cell_position instead of float position BREAKING: grid_pos no longer derives from float x/y position. Use cell_pos/grid_pos for logical position, draw_pos for render position. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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@ -33,7 +33,11 @@ public:
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// This removes from old bucket and inserts into new bucket if needed
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void update(std::shared_ptr<UIEntity> entity, float old_x, float old_y);
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// Query all entities at a specific cell (exact integer position match)
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// Update entity position using integer cell coordinates (#295)
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// Removes from old bucket and inserts into new based on cell_position
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void updateCell(std::shared_ptr<UIEntity> entity, int old_x, int old_y);
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// Query all entities at a specific cell (uses cell_position for matching)
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// O(n) where n = entities in the bucket containing this cell
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std::vector<std::shared_ptr<UIEntity>> queryCell(int x, int y) const;
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