Update "Proposal%253A%2BNext-Generation%2BGrid%2B%2526%2BEntity%2BSystem.-.-"
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# Proposal: Next-Generation Grid & Entity System
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*Last updated: 2026-02-07*
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# Proposal: Next-Generation Grid & Entity System
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**Status:** Partially Implemented (Phase 1 complete, Phase 4 complete, Phase 2 partial)
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**Complexity:** Major architectural overhaul
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**Impact:** Grid System, Entity Management, Performance
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**Related Pages:**
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- [[Grid-System]] - Current grid architecture
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- [[Entity-Management]] - Current entity usage
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- [[Grid-Rendering-Pipeline]] - Current rendering architecture (includes Dynamic Layer API)
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**Source Documents:**
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- `NEXT_GEN_GRIDS_ENTITIES_SHORTCOMINGS.md` - Analysis of current limitations
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- `NEXT_GEN_GRIDS_ENTITIES_PROPOSAL.md` - Detailed technical proposal
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- `NEXT_GEN_GRIDS_ENTITIES_IDEATION.md` - Use cases and ideation
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**Related Issues:**
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- [#115](../issues/115) - SpatialHash for 10,000+ entities - **CLOSED (completed)**
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- [#116](../issues/116) - Dirty flag system - **CLOSED (completed)**
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- [#113](../issues/113) - Batch operations - **CLOSED (completed)**
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- [#117](../issues/117) - Memory pool - Open (tier3-future)
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- [#123](../issues/123) - Subgrid system - **CLOSED (completed)** (Grid now has children collection; see also #132)
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- [#124](../issues/124) - Grid Point Animation - Open (tier4-deferred)
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- [#122](../issues/122) - Parent-Child UI System - **CLOSED (completed)**
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- [#237](../issues/237) - Multi-tile entity support - Open (future)
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- [#147](../issues/147), [#148](../issues/148), [#150](../issues/150) - Dynamic Layer System - **CLOSED (completed)**
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---
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## Implementation Progress
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### Phase 1: Performance Foundation - COMPLETE
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All three Phase 1 items have been implemented and are in production:
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- **SpatialHash** ([#115](../issues/115)): O(1) entity lookup by grid position. Entities are indexed in a spatial hash on the grid, enabling fast queries for 10,000+ entities.
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- **Dirty flag system** ([#116](../issues/116)): Grids track dirty state to avoid unnecessary re-rendering. Only modified regions trigger render updates.
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- **Batch operations** ([#113](../issues/113)): Bulk entity operations implemented for efficient mass updates.
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### Phase 2: Multi-Tile Support - PARTIAL
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- **Subgrid system** ([#123](../issues/123)): **CLOSED.** Grid now supports a `children` collection (see also [#132](../issues/132)), enabling nested UI elements within grids.
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- **Full multi-tile entity support** ([#237](../issues/237)): **Still open (future).** Entity dimensions, occupied tile tracking, and multi-tile pathfinding remain unimplemented.
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### Phase 3: Flexible Content - NOT STARTED
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Grid children ([#132](../issues/132)) enables attaching UIDrawables to grids, which partially addresses this use case. However, the proposed entity content flexibility (replacing hardcoded UISprite with arbitrary UIDrawable content) has not been implemented.
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### Phase 4: Layer System - COMPLETE (implemented differently than proposed)
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The Dynamic Layer System ([#147](../issues/147), [#148](../issues/148), [#150](../issues/150)) has been fully implemented, but with a different API than originally proposed. Instead of a generic `GridLayer` class, the system uses standalone **TileLayer** and **ColorLayer** objects that are created independently and added to grids:
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```python
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# Current API (implemented):
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layer = mcrfpy.TileLayer(name="terrain", z_index=-1, texture=texture)
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grid.add_layer(layer)
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color_layer = mcrfpy.ColorLayer(name="fog", z_index=5)
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grid.add_layer(color_layer)
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# Access layers:
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grid.layers # returns tuple of all layers
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grid.layer("fog") # lookup by name
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grid.remove_layer(layer)
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layer.visible = False
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```
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See [[Grid-Rendering-Pipeline]] for the complete current layer API documentation.
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---
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## Executive Summary
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The current UIEntity/UIGrid system has fundamental architectural limitations preventing implementation of modern roguelike features. This proposal outlines a comprehensive redesign supporting:
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- **Flexible entity content** - Entities containing any UIDrawable (Frame, Caption, Grid, Sprite)
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- **Multi-tile entities** - 2x2, 3x3, or arbitrary-sized creatures and structures
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- **Custom layer system** - Weather effects, particle layers, UI overlays
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- **Spatial optimization** - O(1) entity queries via spatial hashing
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- **Memory efficiency** - Optional gridstate, chunk-based loading
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**Key Insight:** Maintain entity as grid-specific *container* (no inheritance from UIDrawable), but allow flexible *content* (any UIDrawable).
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---
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## Current Limitations
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### 1. Entity Type Rigidity
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**Problem:**
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- UIEntity hardcoded to contain only UISprite
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- Cannot place Frames, Captions, or Grids on grids
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- Blocks speech bubbles, nested grids, complex UI
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**Current Code:**
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```cpp
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class UIEntity {
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UISprite sprite; // Hardcoded!
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// Should be: std::shared_ptr<UIDrawable> content;
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}
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```
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### 2. Single-Tile Limitation
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**Problem:**
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- Entity position is single point
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- No concept of dimensions or occupied tiles
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- Blocks large enemies (2x2 dragons), multi-tile structures (castle doors)
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**Missing:**
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- `width`/`height` properties
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- Spatial occupancy tracking
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- Collision detection for multi-tile entities
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### 3. ~~Fixed Layer System~~ (RESOLVED)
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**Original Problem:**
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- Grid had three hardcoded layers: tiles, entities, visibility
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- No custom layers
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- Blocked cloud layer, particle effects, weather overlays
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**Resolution:** The Dynamic Layer System (#147, #148, #150) was implemented with TileLayer and ColorLayer objects. Grids now support arbitrary numbers of named layers with z-ordering and visibility control. See [[Grid-Rendering-Pipeline]] for details.
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### 4. ~~Performance Issues~~ (RESOLVED)
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**Original Problem:**
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- Linear O(n) iteration through all entities
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- No spatial indexing
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- Full grid re-render every frame
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**Resolution:** SpatialHash (#115) provides O(1) entity lookup. Dirty flag system (#116) prevents unnecessary re-renders. These optimizations are now in production.
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### 5. Memory Inefficiency
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**Problem:**
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- Every entity maintains full gridstate vector (width x height)
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- Decorative entities (clouds) waste memory on visibility data
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- Cannot unload distant chunks
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**Status:** Memory pool (#117) remains open as tier3-future work.
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---
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## Proposed Architecture
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### Core Change 1: Flexible Entity Content
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```cpp
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class UIEntity { // No inheritance - grid-specific container
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private:
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std::shared_ptr<UIDrawable> content; // Any drawable!
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sf::Vector2f gridPosition; // Position in grid coords
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sf::Vector2i dimensions; // Size in tiles (default 1x1)
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std::set<sf::Vector2i> occupiedTiles; // Cached occupied positions
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std::vector<UIGridPointState> gridstate; // Optional perspective data
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public:
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void setContent(std::shared_ptr<UIDrawable> drawable);
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void renderAt(sf::RenderTarget& target, sf::Vector2f pixelPos);
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bool occupies(int x, int y) const;
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};
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```
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**Python API:**
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```python
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# Entity with sprite (backward compatible)
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enemy = mcrfpy.Entity(grid_pos=(10, 10), sprite_index=5)
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# Entity with frame (NEW - speech bubble)
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speech_frame = mcrfpy.Frame(size=(100, 50))
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speech_caption = mcrfpy.Caption(text="Hello!")
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speech_frame.append(speech_caption)
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speech_entity = mcrfpy.Entity(grid_pos=(player.x, player.y - 2))
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speech_entity.content = speech_frame
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# Entity with nested grid (NEW - mini-map)
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minimap_grid = mcrfpy.Grid(grid_size=(20, 20), pos=(0, 0), size=(100, 100))
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minimap_entity = mcrfpy.Entity(grid_pos=(5, 5))
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minimap_entity.content = minimap_grid
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```
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### Core Change 2: Multi-Tile Entities
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```cpp
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class GridOccupancyMap {
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private:
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std::unordered_map<int, std::set<std::shared_ptr<UIEntity>>> spatialHash;
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int cellSize = 16;
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public:
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void addEntity(std::shared_ptr<UIEntity> entity);
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void removeEntity(std::shared_ptr<UIEntity> entity);
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std::vector<std::shared_ptr<UIEntity>> getEntitiesAt(int x, int y); // O(1)
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std::vector<std::shared_ptr<UIEntity>> getEntitiesInRect(sf::IntRect rect);
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};
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```
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**Python API:**
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```python
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# Large enemy (2x2 tiles)
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dragon = mcrfpy.Entity(
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grid_pos=(20, 20),
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sprite_index=10,
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dimensions=(2, 2) # NEW: multi-tile support
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)
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# Check what tiles dragon occupies
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occupied = dragon.occupied_tiles # [(20, 20), (21, 20), (20, 21), (21, 21)]
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# Collision detection accounts for size
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if grid.can_move_to(dragon, new_x, new_y):
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dragon.x = new_x
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dragon.y = new_y
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```
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### ~~Core Change 3: Flexible Layer System~~ (IMPLEMENTED - see above)
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The layer system has been implemented as standalone TileLayer/ColorLayer objects rather than the generic `GridLayer` class originally proposed. The current implementation provides named layers, z-ordering, visibility control, and per-cell access. See the **Implementation Progress** section above and [[Grid-Rendering-Pipeline]] for the actual API.
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### ~~Core Change 4: Spatial Optimization~~ (IMPLEMENTED)
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SpatialHash is now in production (#115). Entity queries are O(1) average case. The dirty flag system (#116) prevents unnecessary re-renders.
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---
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## Migration Path
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### Phase 1: Performance Foundation (Issues #115, #116, #113) - COMPLETE
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**Backward compatible improvements:**
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1. ~~Add SpatialHash to existing UIGrid~~ **DONE**
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2. ~~Implement dirty flag system~~ **DONE**
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3. ~~Add batch operations for entities~~ **DONE**
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**No breaking changes to Python API.**
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### Phase 2: Multi-Tile Support (Issues #123, #237) - PARTIAL
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The subgrid system (#123) is complete - Grid now has a children collection. Full multi-tile entity support (#237) remains future work:
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```cpp
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// Still proposed (not yet implemented):
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// Add to UIEntity class
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sf::Vector2i dimensions = {1, 1}; // Default 1x1 (backward compatible)
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std::set<sf::Vector2i> occupiedTiles;
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void updateOccupiedTiles();
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bool occupies(int x, int y) const;
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```
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**Python API additions:**
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```python
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# Backward compatible - existing code works unchanged
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enemy = mcrfpy.Entity(grid_pos=(10, 10), sprite_index=5)
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# New code can specify dimensions
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dragon = mcrfpy.Entity(grid_pos=(20, 20), sprite_index=10, dimensions=(2, 2))
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```
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### Phase 3: Flexible Content (Issue #124) - NOT STARTED
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**Replace UIEntity::sprite with content:**
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```cpp
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// Deprecate: UISprite sprite;
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// Add: std::shared_ptr<UIDrawable> content;
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// Backward compatibility shim:
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PyObject* get_sprite() {
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auto sprite = std::dynamic_pointer_cast<UISprite>(content);
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if (!sprite) {
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// Legacy: entity still has sprite member
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return legacy_sprite_accessor();
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}
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return RET_PY_INSTANCE(sprite);
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}
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```
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**Migration period:** 1-2 releases with deprecation warnings.
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### Phase 4: Layer System - COMPLETE
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Implemented as TileLayer/ColorLayer standalone objects (#147, #148, #150). See [[Grid-Rendering-Pipeline]] for the current API. The implementation differs from the original proposal (generic `GridLayer` class) but achieves the same goals: named layers, z-ordering, visibility, and per-cell control.
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---
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## Use Cases Enabled
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### Speech Bubbles (requires Phase 3)
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```python
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speech = mcrfpy.Frame(size=(100, 40))
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speech.append(mcrfpy.Caption(text="Hello adventurer!"))
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bubble = mcrfpy.Entity(grid_pos=(npc.x, npc.y - 1))
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bubble.content = speech
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grid.entities.append(bubble)
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```
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### Large Enemies (requires Phase 2)
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```python
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dragon = mcrfpy.Entity(grid_pos=(25, 25), sprite_index=DRAGON, dimensions=(3, 3))
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# Pathfinding accounts for size
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if grid.can_large_entity_move_to(dragon, new_x, new_y):
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dragon.move_to(new_x, new_y)
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```
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### Weather Effects (POSSIBLE NOW with Dynamic Layers)
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```python
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# Using current TileLayer API:
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rain_layer = mcrfpy.TileLayer(name="rain", z_index=200, texture=rain_texture)
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grid.add_layer(rain_layer)
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# Set rain tile indices on the layer
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for i in range(100):
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x, y = random.randint(0, 49), random.randint(0, 49)
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rain_layer.set((x, y), RAINDROP_TILE_INDEX)
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```
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### Nested Mini-Map (requires Phase 3)
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```python
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minimap = mcrfpy.Grid(grid_size=(20, 20), pos=(0, 0), size=(100, 100))
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# ... populate minimap ...
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minimap_entity = mcrfpy.Entity(grid_pos=(0, 0))
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minimap_entity.content = minimap
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hud_layer.entities.append(minimap_entity)
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```
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---
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## Performance Expectations
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### Before Phase 1 (Historical - Pre-Implementation)
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- 1,000 entities: 60 FPS
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- 10,000 entities: 15 FPS (unacceptable)
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- Entity query: O(n) = slow
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### After Phase 1 (Current - SpatialHash + Dirty Flags in Production)
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- 1,000 entities: 60 FPS
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- 10,000 entities: 60 FPS (with spatial hash + culling)
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- Entity query: O(1) average case
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> **Note:** The SpatialHash and dirty flag systems are now in production. The "Before" numbers above reflect historical performance prior to these optimizations.
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### Memory Impact (Projected - for future phases)
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- Per-entity overhead: +24 bytes (dimensions, occupied tiles set)
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- Spatial hash: ~8KB for 1000 entities (negligible)
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- Optional gridstate: Save width x height x sizeof(UIGridPointState) per decorative entity
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---
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## Open Questions
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1. **Backward Compatibility Timeline**
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- How many releases should deprecation period last?
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- Support for legacy `entity.sprite` accessor?
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2. ~~**Layer API Design**~~ (RESOLVED - TileLayer/ColorLayer implemented)
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3. **Multi-Tile Pathfinding** (relevant if Phase 2 proceeds)
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- Should large entities use separate TCOD maps?
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- How to handle partially-blocked paths?
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4. **Content Delegation** (relevant if Phase 3 proceeds)
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- Should entity forward all UIDrawable methods to content?
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- Or keep explicit `entity.content.method()` pattern?
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---
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## Implementation Complexity
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**Estimated Effort:**
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- ~~Phase 1 (SpatialHash, dirty flags, batch ops): 40-60 hours~~ **COMPLETE**
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- Phase 2 (Multi-tile): 20-30 hours - partially done (subgrid complete, multi-tile entities remain)
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- Phase 3 (Flexible content): 30-40 hours - not started
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- ~~Phase 4 (Layers): 40-50 hours~~ **COMPLETE** (implemented as TileLayer/ColorLayer)
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**Remaining:** ~40-60 hours for Phase 2 completion + Phase 3 (if pursued)
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**Risk Areas:**
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- Backward compatibility testing
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- Python binding complexity for flexible content
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- Performance regression testing
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- Documentation updates
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---
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## Remaining Decisions
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Phase 1 (Performance Foundation) and Phase 4 (Layer System) are **complete and in production**. The remaining question is whether to pursue:
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- **Phase 2 completion** ([#237](../issues/237)): Full multi-tile entity support (dimensions, occupied tiles, multi-tile pathfinding). This enables large enemies, multi-tile structures, and size-aware collision.
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- **Phase 3** ([#124](../issues/124)): Flexible entity content (replacing hardcoded UISprite with arbitrary UIDrawable). This enables speech bubbles, nested grids in entities, and complex entity visuals.
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Both remain as future/deferred priorities. The incremental approach has proven effective - the highest-impact items (performance and layers) were completed first.
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---
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**Navigation:**
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- [[Home]] - Documentation hub
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- [[Grid-System]] - Current architecture
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- [[Design-Proposals]] - All design proposals
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@ -1,436 +0,0 @@
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# Proposal: Next-Generation Grid & Entity System
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**Status:** Design Phase
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**Complexity:** Major architectural overhaul
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**Impact:** Grid System, Entity Management, Performance
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**Related Pages:**
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- [[Grid-System]] - Current grid architecture
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- [[Entity-Management]] - Current entity usage
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- [[Grid-Rendering-Pipeline]] - Current rendering architecture
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**Source Documents:**
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- `NEXT_GEN_GRIDS_ENTITIES_SHORTCOMINGS.md` - Analysis of current limitations
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- `NEXT_GEN_GRIDS_ENTITIES_PROPOSAL.md` - Detailed technical proposal
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- `NEXT_GEN_GRIDS_ENTITIES_IDEATION.md` - Use cases and ideation
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**Related Issues:**
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- [#115](../issues/115) - SpatialHash for 10,000+ entities
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- [#116](../issues/116) - Dirty flag system
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- [#113](../issues/113) - Batch operations
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- [#117](../issues/117) - Memory pool
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- [#123](../issues/123) - Subgrid system
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- [#124](../issues/124) - Grid Point Animation
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---
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## Executive Summary
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The current UIEntity/UIGrid system has fundamental architectural limitations preventing implementation of modern roguelike features. This proposal outlines a comprehensive redesign supporting:
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- **Flexible entity content** - Entities containing any UIDrawable (Frame, Caption, Grid, Sprite)
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- **Multi-tile entities** - 2x2, 3x3, or arbitrary-sized creatures and structures
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- **Custom layer system** - Weather effects, particle layers, UI overlays
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- **Spatial optimization** - O(1) entity queries via spatial hashing
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- **Memory efficiency** - Optional gridstate, chunk-based loading
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**Key Insight:** Maintain entity as grid-specific *container* (no inheritance from UIDrawable), but allow flexible *content* (any UIDrawable).
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---
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|
||||
## Current Limitations
|
||||
|
||||
### 1. Entity Type Rigidity
|
||||
|
||||
**Problem:**
|
||||
- UIEntity hardcoded to contain only UISprite
|
||||
- Cannot place Frames, Captions, or Grids on grids
|
||||
- Blocks speech bubbles, nested grids, complex UI
|
||||
|
||||
**Current Code:**
|
||||
```cpp
|
||||
class UIEntity {
|
||||
UISprite sprite; // Hardcoded!
|
||||
// Should be: std::shared_ptr<UIDrawable> content;
|
||||
}
|
||||
```
|
||||
|
||||
### 2. Single-Tile Limitation
|
||||
|
||||
**Problem:**
|
||||
- Entity position is single point
|
||||
- No concept of dimensions or occupied tiles
|
||||
- Blocks large enemies (2x2 dragons), multi-tile structures (castle doors)
|
||||
|
||||
**Missing:**
|
||||
- `width`/`height` properties
|
||||
- Spatial occupancy tracking
|
||||
- Collision detection for multi-tile entities
|
||||
|
||||
### 3. Fixed Layer System
|
||||
|
||||
**Problem:**
|
||||
- Grid has three hardcoded layers: tiles, entities, visibility
|
||||
- No custom layers
|
||||
- Blocks cloud layer, particle effects, weather overlays
|
||||
|
||||
### 4. Performance Issues
|
||||
|
||||
**Problem:**
|
||||
- Linear O(n) iteration through all entities
|
||||
- No spatial indexing
|
||||
- Full grid re-render every frame
|
||||
|
||||
**Current Code:**
|
||||
```cpp
|
||||
// O(n) iteration every frame
|
||||
for (auto e : *entities) {
|
||||
if (in_viewport(e)) render(e);
|
||||
}
|
||||
```
|
||||
|
||||
### 5. Memory Inefficiency
|
||||
|
||||
**Problem:**
|
||||
- Every entity maintains full gridstate vector (width × height)
|
||||
- Decorative entities (clouds) waste memory on visibility data
|
||||
- Cannot unload distant chunks
|
||||
|
||||
---
|
||||
|
||||
## Proposed Architecture
|
||||
|
||||
### Core Change 1: Flexible Entity Content
|
||||
|
||||
```cpp
|
||||
class UIEntity { // No inheritance - grid-specific container
|
||||
private:
|
||||
std::shared_ptr<UIDrawable> content; // Any drawable!
|
||||
sf::Vector2f gridPosition; // Position in grid coords
|
||||
sf::Vector2i dimensions; // Size in tiles (default 1x1)
|
||||
std::set<sf::Vector2i> occupiedTiles; // Cached occupied positions
|
||||
std::vector<UIGridPointState> gridstate; // Optional perspective data
|
||||
|
||||
public:
|
||||
void setContent(std::shared_ptr<UIDrawable> drawable);
|
||||
void renderAt(sf::RenderTarget& target, sf::Vector2f pixelPos);
|
||||
bool occupies(int x, int y) const;
|
||||
};
|
||||
```
|
||||
|
||||
**Python API:**
|
||||
```python
|
||||
# Entity with sprite (backward compatible)
|
||||
enemy = mcrfpy.Entity(grid_pos=(10, 10), sprite_index=5)
|
||||
|
||||
# Entity with frame (NEW - speech bubble)
|
||||
speech_frame = mcrfpy.Frame(size=(100, 50))
|
||||
speech_caption = mcrfpy.Caption(text="Hello!")
|
||||
speech_frame.append(speech_caption)
|
||||
speech_entity = mcrfpy.Entity(grid_pos=(player.x, player.y - 2))
|
||||
speech_entity.content = speech_frame
|
||||
|
||||
# Entity with nested grid (NEW - mini-map)
|
||||
minimap_grid = mcrfpy.Grid(grid_size=(20, 20), pos=(0, 0), size=(100, 100))
|
||||
minimap_entity = mcrfpy.Entity(grid_pos=(5, 5))
|
||||
minimap_entity.content = minimap_grid
|
||||
```
|
||||
|
||||
### Core Change 2: Multi-Tile Entities
|
||||
|
||||
```cpp
|
||||
class GridOccupancyMap {
|
||||
private:
|
||||
std::unordered_map<int, std::set<std::shared_ptr<UIEntity>>> spatialHash;
|
||||
int cellSize = 16;
|
||||
|
||||
public:
|
||||
void addEntity(std::shared_ptr<UIEntity> entity);
|
||||
void removeEntity(std::shared_ptr<UIEntity> entity);
|
||||
std::vector<std::shared_ptr<UIEntity>> getEntitiesAt(int x, int y); // O(1)
|
||||
std::vector<std::shared_ptr<UIEntity>> getEntitiesInRect(sf::IntRect rect);
|
||||
};
|
||||
```
|
||||
|
||||
**Python API:**
|
||||
```python
|
||||
# Large enemy (2x2 tiles)
|
||||
dragon = mcrfpy.Entity(
|
||||
grid_pos=(20, 20),
|
||||
sprite_index=10,
|
||||
dimensions=(2, 2) # NEW: multi-tile support
|
||||
)
|
||||
|
||||
# Check what tiles dragon occupies
|
||||
occupied = dragon.occupied_tiles # [(20, 20), (21, 20), (20, 21), (21, 21)]
|
||||
|
||||
# Collision detection accounts for size
|
||||
if grid.can_move_to(dragon, new_x, new_y):
|
||||
dragon.x = new_x
|
||||
dragon.y = new_y
|
||||
```
|
||||
|
||||
### Core Change 3: Flexible Layer System
|
||||
|
||||
```cpp
|
||||
class GridLayer {
|
||||
public:
|
||||
enum class Type { TILE, ENTITY, EFFECT, OVERLAY, CUSTOM };
|
||||
|
||||
private:
|
||||
Type type;
|
||||
std::string name;
|
||||
int zOrder;
|
||||
float opacity = 1.0f;
|
||||
bool visible = true;
|
||||
std::shared_ptr<EntityCollection> entities; // For ENTITY layers
|
||||
|
||||
public:
|
||||
virtual void render(UIGrid* grid, sf::RenderTarget& target);
|
||||
};
|
||||
|
||||
class UIGrid : public UIDrawable {
|
||||
private:
|
||||
std::map<std::string, std::shared_ptr<GridLayer>> layers;
|
||||
std::vector<std::shared_ptr<GridLayer>> sortedLayers; // By zOrder
|
||||
|
||||
public:
|
||||
std::shared_ptr<GridLayer> addLayer(const std::string& name,
|
||||
GridLayer::Type type, int zOrder);
|
||||
};
|
||||
```
|
||||
|
||||
**Python API:**
|
||||
```python
|
||||
# Create custom layers
|
||||
grid.add_layer("clouds", mcrfpy.LayerType.EFFECT, z_order=100)
|
||||
grid.add_layer("particles", mcrfpy.LayerType.EFFECT, z_order=50)
|
||||
grid.add_layer("units", mcrfpy.LayerType.ENTITY, z_order=10)
|
||||
|
||||
# Add entities to specific layers
|
||||
cloud = mcrfpy.Entity(grid_pos=(15, 15), sprite_index=20)
|
||||
grid.get_layer("clouds").entities.append(cloud)
|
||||
|
||||
# Layer control
|
||||
grid.get_layer("clouds").opacity = 0.5
|
||||
grid.get_layer("clouds").visible = False
|
||||
```
|
||||
|
||||
### Core Change 4: Spatial Optimization
|
||||
|
||||
**SpatialHash Implementation:**
|
||||
```cpp
|
||||
int hashPosition(int x, int y) const {
|
||||
return (x / cellSize) * 1000000 + (y / cellSize);
|
||||
}
|
||||
|
||||
std::vector<std::shared_ptr<UIEntity>> getEntitiesInRect(sf::IntRect rect) {
|
||||
std::set<std::shared_ptr<UIEntity>> result;
|
||||
|
||||
// Only check relevant hash cells
|
||||
for (int y = rect.top; y < rect.top + rect.height; y += cellSize) {
|
||||
for (int x = rect.left; x < rect.left + rect.width; x += cellSize) {
|
||||
int hash = hashPosition(x, y);
|
||||
if (spatialHash.count(hash)) {
|
||||
result.insert(spatialHash[hash].begin(), spatialHash[hash].end());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return std::vector<std::shared_ptr<UIEntity>>(result.begin(), result.end());
|
||||
}
|
||||
```
|
||||
|
||||
**Performance Impact:**
|
||||
- Current: O(n) for entity queries
|
||||
- Proposed: O(1) average case
|
||||
|
||||
**Benchmark Targets:**
|
||||
- 10,000 entities with 50 visible: <1ms per frame
|
||||
- Entity collision detection: O(k) where k = entities in same hash cell
|
||||
|
||||
---
|
||||
|
||||
## Migration Path
|
||||
|
||||
### Phase 1: Performance Foundation (Issues #115, #116, #117)
|
||||
|
||||
**Backward compatible improvements:**
|
||||
1. Add SpatialHash to existing UIGrid
|
||||
2. Implement dirty flag system
|
||||
3. Add memory pool for entities
|
||||
|
||||
**No breaking changes to Python API.**
|
||||
|
||||
### Phase 2: Multi-Tile Support (Issue #123)
|
||||
|
||||
**Add to existing UIEntity:**
|
||||
```cpp
|
||||
// Add to UIEntity class
|
||||
sf::Vector2i dimensions = {1, 1}; // Default 1x1 (backward compatible)
|
||||
std::set<sf::Vector2i> occupiedTiles;
|
||||
|
||||
void updateOccupiedTiles();
|
||||
bool occupies(int x, int y) const;
|
||||
```
|
||||
|
||||
**Python API additions:**
|
||||
```python
|
||||
# Backward compatible - existing code works unchanged
|
||||
enemy = mcrfpy.Entity(grid_pos=(10, 10), sprite_index=5)
|
||||
|
||||
# New code can specify dimensions
|
||||
dragon = mcrfpy.Entity(grid_pos=(20, 20), sprite_index=10, dimensions=(2, 2))
|
||||
```
|
||||
|
||||
### Phase 3: Flexible Content (Issue #124)
|
||||
|
||||
**Replace UIEntity::sprite with content:**
|
||||
```cpp
|
||||
// Deprecate: UISprite sprite;
|
||||
// Add: std::shared_ptr<UIDrawable> content;
|
||||
|
||||
// Backward compatibility shim:
|
||||
PyObject* get_sprite() {
|
||||
auto sprite = std::dynamic_pointer_cast<UISprite>(content);
|
||||
if (!sprite) {
|
||||
// Legacy: entity still has sprite member
|
||||
return legacy_sprite_accessor();
|
||||
}
|
||||
return RET_PY_INSTANCE(sprite);
|
||||
}
|
||||
```
|
||||
|
||||
**Migration period:** 1-2 releases with deprecation warnings.
|
||||
|
||||
### Phase 4: Layer System
|
||||
|
||||
**Add GridLayer system alongside existing architecture:**
|
||||
```cpp
|
||||
// Existing entities automatically added to default "entities" layer
|
||||
// New layer API available for advanced use
|
||||
```
|
||||
|
||||
**Backward compatible - existing code works unchanged.**
|
||||
|
||||
---
|
||||
|
||||
## Use Cases Enabled
|
||||
|
||||
### Speech Bubbles
|
||||
```python
|
||||
speech = mcrfpy.Frame(size=(100, 40))
|
||||
speech.append(mcrfpy.Caption(text="Hello adventurer!"))
|
||||
bubble = mcrfpy.Entity(grid_pos=(npc.x, npc.y - 1))
|
||||
bubble.content = speech
|
||||
grid.entities.append(bubble)
|
||||
```
|
||||
|
||||
### Large Enemies
|
||||
```python
|
||||
dragon = mcrfpy.Entity(grid_pos=(25, 25), sprite_index=DRAGON, dimensions=(3, 3))
|
||||
|
||||
# Pathfinding accounts for size
|
||||
if grid.can_large_entity_move_to(dragon, new_x, new_y):
|
||||
dragon.move_to(new_x, new_y)
|
||||
```
|
||||
|
||||
### Weather Effects
|
||||
```python
|
||||
grid.add_layer("rain", mcrfpy.LayerType.EFFECT, z_order=200)
|
||||
rain_layer = grid.get_layer("rain")
|
||||
|
||||
for i in range(100):
|
||||
raindrop = mcrfpy.Entity(
|
||||
grid_pos=(random.randint(0, 49), random.randint(0, 49)),
|
||||
sprite_index=RAINDROP
|
||||
)
|
||||
rain_layer.entities.append(raindrop)
|
||||
```
|
||||
|
||||
### Nested Mini-Map
|
||||
```python
|
||||
minimap = mcrfpy.Grid(grid_size=(20, 20), pos=(0, 0), size=(100, 100))
|
||||
# ... populate minimap ...
|
||||
|
||||
minimap_entity = mcrfpy.Entity(grid_pos=(0, 0))
|
||||
minimap_entity.content = minimap
|
||||
hud_layer.entities.append(minimap_entity)
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Performance Expectations
|
||||
|
||||
### Before (Current System)
|
||||
- 1,000 entities: 60 FPS
|
||||
- 10,000 entities: 15 FPS (unacceptable)
|
||||
- Entity query: O(n) = slow
|
||||
|
||||
### After (Proposed System)
|
||||
- 1,000 entities: 60 FPS
|
||||
- 10,000 entities: 60 FPS (with spatial hash + culling)
|
||||
- Entity query: O(1) average case
|
||||
|
||||
### Memory Impact
|
||||
- Per-entity overhead: +24 bytes (dimensions, occupied tiles set)
|
||||
- Spatial hash: ~8KB for 1000 entities (negligible)
|
||||
- Optional gridstate: Save width × height × sizeof(UIGridPointState) per decorative entity
|
||||
|
||||
---
|
||||
|
||||
## Open Questions
|
||||
|
||||
1. **Backward Compatibility Timeline**
|
||||
- How many releases should deprecation period last?
|
||||
- Support for legacy `entity.sprite` accessor?
|
||||
|
||||
2. **Layer API Design**
|
||||
- Should layers have separate render textures?
|
||||
- Layer blending modes (multiply, add, alpha)?
|
||||
|
||||
3. **Multi-Tile Pathfinding**
|
||||
- Should large entities use separate TCOD maps?
|
||||
- How to handle partially-blocked paths?
|
||||
|
||||
4. **Content Delegation**
|
||||
- Should entity forward all UIDrawable methods to content?
|
||||
- Or keep explicit `entity.content.method()` pattern?
|
||||
|
||||
---
|
||||
|
||||
## Implementation Complexity
|
||||
|
||||
**Estimated Effort:**
|
||||
- Phase 1 (SpatialHash, dirty flags): 40-60 hours
|
||||
- Phase 2 (Multi-tile): 20-30 hours
|
||||
- Phase 3 (Flexible content): 30-40 hours
|
||||
- Phase 4 (Layers): 40-50 hours
|
||||
|
||||
**Total:** 130-180 hours (3-4 months part-time)
|
||||
|
||||
**Risk Areas:**
|
||||
- Backward compatibility testing
|
||||
- Python binding complexity for flexible content
|
||||
- Performance regression testing
|
||||
- Documentation updates
|
||||
|
||||
---
|
||||
|
||||
## Decision Needed
|
||||
|
||||
**Should this proposal move forward?**
|
||||
- ✅ Addresses major architectural limitations
|
||||
- ✅ Enables modern roguelike features
|
||||
- ✅ Clear migration path with backward compatibility
|
||||
- ⚠️ Significant implementation effort
|
||||
- ⚠️ Risk of introducing bugs in core systems
|
||||
|
||||
**Alternative:** Focus on incremental improvements (SpatialHash, dirty flags) without architectural redesign.
|
||||
|
||||
---
|
||||
|
||||
**Navigation:**
|
||||
- [[Home]] - Documentation hub
|
||||
- [[Grid-System]] - Current architecture
|
||||
- [[Design-Proposals]] - All design proposals
|
||||
Loading…
Add table
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Reference in a new issue