diff --git a/Proposal-Next-Gen-Grid-Entity-System.-.md b/Proposal%3A-Next-Gen-Grid-Entity-System.md similarity index 96% rename from Proposal-Next-Gen-Grid-Entity-System.-.md rename to Proposal%3A-Next-Gen-Grid-Entity-System.md index 2441299..c5fdb2c 100644 --- a/Proposal-Next-Gen-Grid-Entity-System.-.md +++ b/Proposal%3A-Next-Gen-Grid-Entity-System.md @@ -1,436 +1,436 @@ -# Proposal: Next-Generation Grid & Entity System - -**Status:** Design Phase -**Complexity:** Major architectural overhaul -**Impact:** Grid System, Entity Management, Performance - -**Related Pages:** -- [[Grid-System]] - Current grid architecture -- [[Entity-Management]] - Current entity usage -- [[Grid-Rendering-Pipeline]] - Current rendering architecture - -**Source Documents:** -- `NEXT_GEN_GRIDS_ENTITIES_SHORTCOMINGS.md` - Analysis of current limitations -- `NEXT_GEN_GRIDS_ENTITIES_PROPOSAL.md` - Detailed technical proposal -- `NEXT_GEN_GRIDS_ENTITIES_IDEATION.md` - Use cases and ideation - -**Related Issues:** -- [#115](../../issues/115) - SpatialHash for 10,000+ entities -- [#116](../../issues/116) - Dirty flag system -- [#113](../../issues/113) - Batch operations -- [#117](../../issues/117) - Memory pool -- [#123](../../issues/123) - Subgrid system -- [#124](../../issues/124) - Grid Point Animation - ---- - -## Executive Summary - -The current UIEntity/UIGrid system has fundamental architectural limitations preventing implementation of modern roguelike features. This proposal outlines a comprehensive redesign supporting: - -- **Flexible entity content** - Entities containing any UIDrawable (Frame, Caption, Grid, Sprite) -- **Multi-tile entities** - 2x2, 3x3, or arbitrary-sized creatures and structures -- **Custom layer system** - Weather effects, particle layers, UI overlays -- **Spatial optimization** - O(1) entity queries via spatial hashing -- **Memory efficiency** - Optional gridstate, chunk-based loading - -**Key Insight:** Maintain entity as grid-specific *container* (no inheritance from UIDrawable), but allow flexible *content* (any UIDrawable). - ---- - -## 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 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 content; // Any drawable! - sf::Vector2f gridPosition; // Position in grid coords - sf::Vector2i dimensions; // Size in tiles (default 1x1) - std::set occupiedTiles; // Cached occupied positions - std::vector gridstate; // Optional perspective data - -public: - void setContent(std::shared_ptr 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>> spatialHash; - int cellSize = 16; - -public: - void addEntity(std::shared_ptr entity); - void removeEntity(std::shared_ptr entity); - std::vector> getEntitiesAt(int x, int y); // O(1) - std::vector> 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 entities; // For ENTITY layers - -public: - virtual void render(UIGrid* grid, sf::RenderTarget& target); -}; - -class UIGrid : public UIDrawable { -private: - std::map> layers; - std::vector> sortedLayers; // By zOrder - -public: - std::shared_ptr 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> getEntitiesInRect(sf::IntRect rect) { - std::set> 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>(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 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 content; - -// Backward compatibility shim: -PyObject* get_sprite() { - auto sprite = std::dynamic_pointer_cast(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 +# Proposal: Next-Generation Grid & Entity System + +**Status:** Design Phase +**Complexity:** Major architectural overhaul +**Impact:** Grid System, Entity Management, Performance + +**Related Pages:** +- [[Grid-System]] - Current grid architecture +- [[Entity-Management]] - Current entity usage +- [[Grid-Rendering-Pipeline]] - Current rendering architecture + +**Source Documents:** +- `NEXT_GEN_GRIDS_ENTITIES_SHORTCOMINGS.md` - Analysis of current limitations +- `NEXT_GEN_GRIDS_ENTITIES_PROPOSAL.md` - Detailed technical proposal +- `NEXT_GEN_GRIDS_ENTITIES_IDEATION.md` - Use cases and ideation + +**Related Issues:** +- [#115](../../issues/115) - SpatialHash for 10,000+ entities +- [#116](../../issues/116) - Dirty flag system +- [#113](../../issues/113) - Batch operations +- [#117](../../issues/117) - Memory pool +- [#123](../../issues/123) - Subgrid system +- [#124](../../issues/124) - Grid Point Animation + +--- + +## Executive Summary + +The current UIEntity/UIGrid system has fundamental architectural limitations preventing implementation of modern roguelike features. This proposal outlines a comprehensive redesign supporting: + +- **Flexible entity content** - Entities containing any UIDrawable (Frame, Caption, Grid, Sprite) +- **Multi-tile entities** - 2x2, 3x3, or arbitrary-sized creatures and structures +- **Custom layer system** - Weather effects, particle layers, UI overlays +- **Spatial optimization** - O(1) entity queries via spatial hashing +- **Memory efficiency** - Optional gridstate, chunk-based loading + +**Key Insight:** Maintain entity as grid-specific *container* (no inheritance from UIDrawable), but allow flexible *content* (any UIDrawable). + +--- + +## 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 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 content; // Any drawable! + sf::Vector2f gridPosition; // Position in grid coords + sf::Vector2i dimensions; // Size in tiles (default 1x1) + std::set occupiedTiles; // Cached occupied positions + std::vector gridstate; // Optional perspective data + +public: + void setContent(std::shared_ptr 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>> spatialHash; + int cellSize = 16; + +public: + void addEntity(std::shared_ptr entity); + void removeEntity(std::shared_ptr entity); + std::vector> getEntitiesAt(int x, int y); // O(1) + std::vector> 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 entities; // For ENTITY layers + +public: + virtual void render(UIGrid* grid, sf::RenderTarget& target); +}; + +class UIGrid : public UIDrawable { +private: + std::map> layers; + std::vector> sortedLayers; // By zOrder + +public: + std::shared_ptr 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> getEntitiesInRect(sf::IntRect rect) { + std::set> 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>(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 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 content; + +// Backward compatibility shim: +PyObject* get_sprite() { + auto sprite = std::dynamic_pointer_cast(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