Add "Grid-System"

John McCardle 2025-10-25 20:57:05 +00:00
parent 1c784e2830
commit 8bd530056c
1 changed files with 161 additions and 0 deletions

161
Grid-System.-.md Normal file

@ -0,0 +1,161 @@
# Grid System
The Grid System is McRogueFace's core spatial container for roguelike game maps. It provides tilemap rendering, entity management, FOV (field of view), and pathfinding integration with libtcod.
## Quick Reference
**Related Issues:**
- [#124](../../issues/124) - Grid Point Animation (Tier 1 - Active)
- [#123](../../issues/123) - Grid Subgrid System (Tier 1 - Active)
- [#114](../../issues/114) - CellView API (Tier 1 - Active)
- [#113](../../issues/113) - Batch Operations for Grid (Tier 1 - Active)
- [#64](../../issues/64) - Grid-Entity-GridPointState TCOD Updates
- [#50](../../issues/50) - Grid Background Color (Closed - Implemented)
**Key Files:**
- `src/UIGrid.h` / `src/UIGrid.cpp` - Main grid implementation
- `src/UIGridPoint.h` - Individual grid cell (visual layer)
- `src/UIGridPointState.h` - Per-entity perspective/knowledge
- `src/UIEntity.h` / `src/UIEntity.cpp` - Entity system (lives on grid)
**API Reference:**
- See [mcrfpy.Grid](../../docs/api_reference_dynamic.html#Grid) in generated API docs
- See [mcrfpy.Entity](../../docs/api_reference_dynamic.html#Entity) in generated API docs
## Architecture Overview
### Three-Layer Design
The Grid System uses a three-layer architecture for sophisticated roguelike features:
1. **Visual Layer** (`UIGridPoint`)
- What's displayed: tile sprite, colors, animations
- Shared by all viewers
- File: `src/UIGridPoint.h`
2. **World State Layer** (`TCODMap`)
- Physical properties: walkable, transparent, cost
- Used for pathfinding and FOV calculations
- Integration: libtcod via `src/UIGrid.cpp`
3. **Perspective Layer** (`UIGridPointState`)
- Per-entity knowledge: what each entity has seen/explored
- Enables fog of war, asymmetric information
- File: `src/UIGridPointState.h`
This architecture follows proven patterns from Caves of Qud, Cogmind, and DCSS.
### Grid → Entity Relationship
**Entity Lifecycle:**
- Entities live on exactly 0 or 1 grids
- `grid.entities.append(entity)` sets `entity.grid = grid`
- `grid.entities.remove(entity)` sets `entity.grid = None`
- Entity removal handled automatically on grid destruction
**Spatial Queries:**
- Currently: Linear iteration through entity list
- Planned: SpatialHash for O(1) lookups (see [#115](../../issues/115))
## Sub-Pages
- [[Grid-Rendering-Pipeline]] - How grid renders each frame
- [[Grid-TCOD-Integration]] - FOV, pathfinding, walkability
- [[Grid-Entity-Lifecycle]] - Entity creation, movement, removal
- [[Grid-Performance-Optimization]] - Dirty flags, culling, batch ops
## Common Tasks
### Creating a Grid
```python
import mcrfpy
# Create 50x50 grid with 16x16 tile size
grid = mcrfpy.Grid(50, 50, 16, 16)
grid.texture = mcrfpy.createTexture("tileset.png")
grid.pos = (100, 100) # Screen position
# Add to scene
mcrfpy.sceneUI("game").append(grid)
```
**Details:** See `src/UIGrid.cpp::PyInit()` for constructor implementation
### Setting Tile Properties
```python
# Access individual cell
cell = grid.at((x, y))
# Visual properties
cell.tilesprite = 42 # Sprite index in texture
cell.color = mcrfpy.Color(255, 255, 255)
# World properties (TCOD integration)
grid.walkable((x, y), True) # Can entities walk here?
grid.transparent((x, y), True) # Can see through?
```
**Implementation:** `src/UIGrid.cpp::walkable()`, `src/UIGrid.cpp::transparent()`
### FOV and Pathfinding
```python
# Compute field of view from entity position
grid.compute_fov(entity.x, entity.y, radius=10)
# A* pathfinding
path = entity.path_to(target_x, target_y)
```
**Implementation:**
- FOV: `src/UIGrid.cpp::compute_fov()` (TCOD integration)
- Pathfinding: `src/UIEntity.cpp::path_to()` (uses TCOD A*)
## Performance Characteristics
**Current:**
- Grid rendering: O(visible_cells) - renders only viewport
- Entity rendering: O(entities) - culls out-of-bounds (see `src/UIGrid.cpp::render()`)
- Static grids: Inefficient - redraws unchanged cells every frame
**Optimizations In Progress:**
- [#116](../../issues/116): Dirty flag system - only redraw on changes
- [#113](../../issues/113): Batch operations - reduce Python/C++ boundary crossings
- [#115](../../issues/115): SpatialHash - O(1) entity spatial queries
- [#123](../../issues/123): Subgrid system - divide large grids into chunks
**Profiling:** Press F3 in-game to see grid render metrics (see [[Performance-and-Profiling]])
## Design Proposals
Active architectural evolution:
- [[Proposal-Next-Gen-Grid-Architecture]] - Subgrid system, tile animation
- [[Proposal-Next-Gen-Entity-System]] - Flexible entity content, multi-tile entities
## Known Issues & Limitations
**Current Limitations:**
- No tile-level animation (planned: [#124](../../issues/124))
- Large grids (>200x200) can have rendering overhead
- Entity iteration is O(n) for spatial queries
**Workarounds:**
- Keep grids reasonably sized (< 100x100 for best performance)
- Use entity culling (automatically enabled in `UIGrid::render()`)
- Profile with F3 overlay to identify bottlenecks
## Related Systems
- [[UI-Component-Hierarchy]] - Grid inherits from UIDrawable
- [[Animation-System]] - Grid properties are animatable (pos, zoom, etc)
- [[Performance-and-Profiling]] - Grid rendering instrumented with ScopedTimer
- [[Entity-Management]] - Entity use case depends on Grid system
---
**See Also:**
- Tutorial: [McRogueFace Does The Entire Roguelike Tutorial](../../roguelike_tutorial/)
- Build Guide: CLAUDE.md in repository root