Add "Proposal-Next-Gen-Grid-Entity-System"
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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
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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
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**Problem:**
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- Grid has three hardcoded layers: tiles, entities, visibility
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- No custom layers
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- Blocks cloud layer, particle effects, weather overlays
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### 4. Performance Issues
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**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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**Current Code:**
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```cpp
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// O(n) iteration every frame
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for (auto e : *entities) {
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if (in_viewport(e)) render(e);
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}
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```
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### 5. Memory Inefficiency
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**Problem:**
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- Every entity maintains full gridstate vector (width × 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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---
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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
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```cpp
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class GridLayer {
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public:
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enum class Type { TILE, ENTITY, EFFECT, OVERLAY, CUSTOM };
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private:
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Type type;
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std::string name;
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int zOrder;
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float opacity = 1.0f;
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bool visible = true;
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std::shared_ptr<EntityCollection> entities; // For ENTITY layers
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public:
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virtual void render(UIGrid* grid, sf::RenderTarget& target);
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};
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class UIGrid : public UIDrawable {
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private:
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std::map<std::string, std::shared_ptr<GridLayer>> layers;
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std::vector<std::shared_ptr<GridLayer>> sortedLayers; // By zOrder
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public:
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std::shared_ptr<GridLayer> addLayer(const std::string& name,
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GridLayer::Type type, int zOrder);
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};
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```
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**Python API:**
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```python
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# Create custom layers
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grid.add_layer("clouds", mcrfpy.LayerType.EFFECT, z_order=100)
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grid.add_layer("particles", mcrfpy.LayerType.EFFECT, z_order=50)
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grid.add_layer("units", mcrfpy.LayerType.ENTITY, z_order=10)
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# Add entities to specific layers
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cloud = mcrfpy.Entity(grid_pos=(15, 15), sprite_index=20)
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grid.get_layer("clouds").entities.append(cloud)
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# Layer control
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grid.get_layer("clouds").opacity = 0.5
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grid.get_layer("clouds").visible = False
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```
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### Core Change 4: Spatial Optimization
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**SpatialHash Implementation:**
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```cpp
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int hashPosition(int x, int y) const {
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return (x / cellSize) * 1000000 + (y / cellSize);
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}
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std::vector<std::shared_ptr<UIEntity>> getEntitiesInRect(sf::IntRect rect) {
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std::set<std::shared_ptr<UIEntity>> result;
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// Only check relevant hash cells
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for (int y = rect.top; y < rect.top + rect.height; y += cellSize) {
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for (int x = rect.left; x < rect.left + rect.width; x += cellSize) {
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int hash = hashPosition(x, y);
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if (spatialHash.count(hash)) {
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result.insert(spatialHash[hash].begin(), spatialHash[hash].end());
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}
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}
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}
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return std::vector<std::shared_ptr<UIEntity>>(result.begin(), result.end());
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}
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```
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**Performance Impact:**
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- Current: O(n) for entity queries
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- Proposed: O(1) average case
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**Benchmark Targets:**
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- 10,000 entities with 50 visible: <1ms per frame
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- Entity collision detection: O(k) where k = entities in same hash cell
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---
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## Migration Path
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### Phase 1: Performance Foundation (Issues #115, #116, #117)
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**Backward compatible improvements:**
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1. Add SpatialHash to existing UIGrid
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2. Implement dirty flag system
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3. Add memory pool for entities
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**No breaking changes to Python API.**
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### Phase 2: Multi-Tile Support (Issue #123)
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**Add to existing UIEntity:**
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```cpp
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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)
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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
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**Add GridLayer system alongside existing architecture:**
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```cpp
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// Existing entities automatically added to default "entities" layer
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// New layer API available for advanced use
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```
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**Backward compatible - existing code works unchanged.**
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---
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## Use Cases Enabled
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### Speech Bubbles
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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
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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
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```python
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grid.add_layer("rain", mcrfpy.LayerType.EFFECT, z_order=200)
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rain_layer = grid.get_layer("rain")
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for i in range(100):
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raindrop = mcrfpy.Entity(
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grid_pos=(random.randint(0, 49), random.randint(0, 49)),
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sprite_index=RAINDROP
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)
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rain_layer.entities.append(raindrop)
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```
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### Nested Mini-Map
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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 (Current System)
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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 (Proposed System)
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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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### Memory Impact
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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 × height × 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**
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- Should layers have separate render textures?
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- Layer blending modes (multiply, add, alpha)?
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3. **Multi-Tile Pathfinding**
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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**
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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): 40-60 hours
|
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|
- 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)
|
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|
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|
**Risk Areas:**
|
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|
- Backward compatibility testing
|
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|
- Python binding complexity for flexible content
|
||||||
|
- Performance regression testing
|
||||||
|
- Documentation updates
|
||||||
|
|
||||||
|
---
|
||||||
|
|
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|
## 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…
Reference in New Issue