Files
Emil 4a89612081 revert: remove camera zoom, keep day/night + tooltip + crosshair
Zoom caused buffer reallocation issues and cursor misalignment.
Removed: char_size field, adjust_zoom(), MIN/MAX_CHAR, zoom input.
Kept: day/night cycle, tooltip, crosshair, cell_pixel_size() (returns constant 8).
2026-06-22 19:45:09 +03:00

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AGENTS.md

Build & Run

cargo build                          # debug build
cargo run --release -- --mode graphics    # Vulkan colored cells (PRIMARY, recommended)
cargo run --release -- --mode ascii       # Vulkan ASCII glyphs (debug backend)
cargo run -- --mode terminal         # ANSI terminal mode (legacy)
cargo run -- --mode pipe             # JSON stdin/stdout for AI agents
cargo run -- --mode test             # run all JSON scenarios
cargo run -- --mode headless --headless-ticks 60  # dump to headless_dump.txt
cargo run -- --mode capture --headless-ticks 60    # render graphics-like PNG to capture.png
cargo run --release -- --mode benchmark --benchmark-ticks 600 --benchmark-renderer graphics --benchmark-biome surface  # FPS benchmark (surface)
cargo run --release -- --mode benchmark --benchmark-ticks 600 --benchmark-renderer graphics --benchmark-biome caves     # FPS benchmark (caves)
cargo run --release -- --mode benchmark --benchmark-ticks 600 --benchmark-renderer graphics --benchmark-biome dungeon  # FPS benchmark (dungeon)
cargo run --release -- --mode tape --headless-ticks 300 --tape-interval 10 --tape-output tape.txt --tape-json tape.json  # multi-spectrum recording

Rust edition 2024, requires rustc >= 1.96. Vulkan 1.2+ required for ascii/graphics modes (falls back to terminal). Use --release for playable frame rates; GPU modes are CPU-bound in debug builds due to the cellular-automaton simulation. The GPU event loop is capped at 60 FPS.

Architecture Priorities

  • Graphics mode (--mode graphics) is the PRIMARY renderer — colored cells, 8x8 px, 16:9 window
  • ASCII mode (--mode ascii) is a DEBUG backend — same Vulkan pipeline with glyph atlas
  • Terminal mode (--mode terminal) is LEGACY — kept for headless/test compatibility
  • AI observation uses multi-spectrum ASCII layers via pipe protocol:
    • materials — material type per cell
    • temperature — heat levels encoded as characters
    • light — light intensity per cell (world-space fallback)
    • entities — entity positions and types only
    • density — material density visualization
    • velocity — entity movement speed and CA activity
    • gas — gas type + density per cell (NEW)
    • pressure — pressure levels per cell (NEW)

Tape System

# Record all spectrums every 10 ticks for 300 ticks
cargo run --release -- --mode tape --headless-ticks 300 --tape-interval 10 \
  --tape-output tape.txt --tape-json tape.json

Each tape frame contains:

  • Tick number, depth, kills, score
  • Camera position
  • Player HP, position, entity count
  • All 8 spectrum layers as ASCII text

Pipe protocol spectrum commands:

  • {"cmd":"get_spectrum","spectrum":"materials","w":80,"h":25} — single spectrum
  • {"cmd":"get_all_spectrums","w":80,"h":25} — all spectrums at once

Tests

cargo test                           # all 185 integration tests (171 original + 14 multilayer)
cargo test --test physics_sand       # single test file
cargo test --test multilayer         # multi-layer world tests
cargo run -- --mode test --scenario-dir scenarios  # 14 JSON scenarios

Tests are in tests/*.rs, use verbatim::ai::GameSession API (not the render loop). Scenarios are in scenarios/*.json. Run python3 tools/render_dump.py to convert a headless_dump.txt frame to PNG for visual inspection. Use --mode capture to generate a graphics-like PNG directly without a window.

Controls

Terminal (--mode terminal):

  • a / d or / — move
  • w / / space — jump (press only)
  • h / j / k / l — shoot left / down / up / right
  • f — toggle fireball mode
  • > — descend when standing on stairs
  • e — use/equip first inventory item
  • r — drop first inventory item
  • 10 / x — paint material brush
  • q / ctrl-c — quit

GPU (--mode ascii / --mode graphics):

  • a / d or / — move
  • w / / space — jump
  • h / j / k / l — shoot left / down / up / right (keyboard fallback)
  • Left-click — shoot toward mouse cursor (Noita-style aiming)
  • Mouse position — player faces mouse direction (left/right)
  • f — toggle fireball mode
  • > / . — descend when standing on stairs
  • e — use/equip first inventory item
  • r — drop first inventory item
  • 10 / x — paint material brush
  • y / u / i / o — move camera offset
  • m — toggle audio
  • q / esc — quit

Shaders

GLSL shaders in assets/shaders/. Pre-compiled to SPIR-V via glslangValidator -V. Recompile after editing:

glslangValidator -V assets/shaders/cell.vert -o assets/shaders/cell_vert.spv
glslangValidator -V assets/shaders/cell.frag -o assets/shaders/cell_frag.spv
glslangValidator -V assets/shaders/graphics.vert -o assets/shaders/graphics_vert.spv
glslangValidator -V assets/shaders/graphics.frag -o assets/shaders/graphics_frag.spv

SPV files are committed. include_bytes! embeds them at compile time.

Architecture

Source of truth: ChunkedGrid of Cell structs with parallel per-chunk layer arrays. Replaces the old fixed-size Grid with dual storage:

  • Bounded mode: Vec<Chunk> for deterministic 250x250 test/AI grids.
  • Infinite mode: HashMap<(i64, i64), Chunk> for continuous Noita-scale worlds.

Main game (--mode terminal, --mode ascii, --mode graphics) uses the infinite mode. Each Cell stores material, fg/bg color, variant inline (9 bytes, no temp). Temperature, gas, pressure, and light are stored in parallel arrays per chunk. Chunks are 64x64 cells with active, modified, was_modified, generated, and dirty flags.

Multi-layer world (Phase 6): Each Chunk has 5 parallel arrays alongside cells:

  • temps: Vec<f32> — temperature per cell (16 KB/chunk)
  • pressure: Vec<u8> — pressure per cell, 128 = atmospheric (4 KB/chunk)
  • gas_type: Vec<u8> — gas type: 0=air, 1=smoke, 2=poison, 3=CO2, 4=steam (4 KB/chunk)
  • gas_density: Vec<u8> — gas concentration 0-255 (4 KB/chunk)
  • light: Vec<[u8;3]> — world-space RGB light (12 KB/chunk)

Layer access via grid.get_temp()/set_temp(), grid.get_gas()/set_gas(), grid.get_pressure()/set_pressure(), grid.get_light()/set_light(). All set_* methods call mark_dirty() (shared dirty rect). cells_swap swaps all layers. set_material also sets default_temp().

Simulation steps per fixed_update(): apply_gas_damage()ca.step() (material CA + heat_transfer + gas_step + pressure_step + light_step) → entity updates → combat → status effects. The ca.step() saves pre-clear dirty rects and passes them to layer steps so heat/gas/pressure can diffuse beyond CA-active cells. All loaded chunks are activated every tick — uniform simulation rate across the world.

Serialization: Multi-section chunk format with VWM1 magic header. Sections: cells (8 bytes × 4096), temps (4 × 4096), gas (2 × 4096), pressure (1 × 4096), light (3 × 4096). Old 12-byte format auto-detected and loaded for backward compat.

Audio (src/audio/mod.rs): AudioEngine using rodio for WAV playback. 15 procedurally generated sounds (jump, shoot, hit, explosion, death, pickup, descend, powerup, step, lava_bubble, acid_sizzle, water_splash, fire_crackle, ui_click, goblin_growl) embedded via include_bytes!. Each sound creates its own Sink + detach() for overlapping playback. Ambient sounds scan 15-cell radius around player. M key toggles audio. Gracefully degrades when no audio device available.

Four entity kinds: Player, Goblin, Slime, Corpse. Three physics types: cellular (CA materials in grid), rigid (alive entities, AABB + slope stepping), ragdoll (corpses, Verlet constraints).

Three render modes: terminal (crossterm ANSI), ascii (Vulkan glyph atlas + instanced), graphics (Vulkan colored quads). All three read the same ChunkedGrid + EntityManager and an optional LightGrid overlay. GPU renderers upload a viewport-relative grid buffer and index it in shaders with cam_pos.

Lighting pass: render::lighting::LightGrid is computed each frame on the CPU. Light sources are emitted by Lava and Fire cells. Light attenuates with distance and is blocked by solid cells (ray-cast line-of-sight). The ambient light level is configurable per mode; the default ambient is [100, 100, 120]. The Renderer trait and all renderers accept Option<&LightGrid>; UiLayer elements are drawn unlit on top.

GpuRenderer trait (main.rs): unifies VulkanRenderer and GraphicsRenderer behind run_gpu_mode<R>(). Both have identical event loops; only shader/instance format differs.

Game loop: Game::fixed_update() = activate chunks -> CA step -> rigid update -> ragdoll update -> slime AI -> goblin AI -> combat -> projectiles -> damage -> corpse decomposition -> status effects -> score -> item pickup. Called from event loop with fixed 16ms accumulator. Game::run() is terminal-only (uses InputHandler with crossterm). GPU modes use run_gpu_mode with WindowInput (winit PhysicalKey, layout-agnostic).

BodyTemplate (entity/body_template.rs): data-driven entity body definitions. JSON-serializable. build_humanoid() delegates to template_for_kind().apply_to(). To add a new creature shape, add a BodyTemplate constructor + match arm in template_for_kind. Each SubBody has a color: [u8; 4] field for per-part coloring.

Combat: player uses ranged projectiles (Arrow / Magic Bolt / Fireball). player_shoot() fires in the direction held. update_projectiles() moves projectiles, resolves entity hits (damage + knockback), and applies fireball ignition. Enemy contact damage still applies (Goblin 8 dmg, Slime 5 dmg per 20 ticks) reduced by equipped armor. Knockback applied to player.

Slime AI: update_slime_ai() makes slimes jump toward player every 60 ticks when within 40 cells. Jump power scales with proximity.

Goblin AI: update_goblin_ai() moves toward player when far, backs away when close, and flees when health < 10.

Corpse decomposition: decompose_corpses() turns dead Corpse bodies into Flesh cells in the grid over time.

RPG layer: Entity carries stats (strength, agility, toughness, willpower), level, XP, status effects (on_fire/poisoned/frozen/bleeding), and add_xp / xp_to_level / recalc_max_health. Status effects deal damage or expire in update_status_effects. EntityInfo exposes these for AI state.

Items & inventory: Item (weapon, armor, consumable), ItemManager, and inventory/equipment slots on Player. Items spawn in the world and are picked up on contact. Game::use_item(0) equips weapons/armor or consumes potions; Game::drop_item(0) returns an item to the world. Equipped weapon adds damage bonus to projectiles; equipped armor reduces enemy contact damage.

UI layer: ui::UiLayer overlays non-destructive UI on all renderers. Uses a flat Vec<Option<UiCell>> array (not HashMap) for O(1) cell access. font_scale auto-computed from screen height — text, panels, health bars, and minimap scale proportionally. Health bars above entities, bottom-line HUD, scrolling message log, floating damage numbers, screen-edge indicators, death screen, entity labels, status icons, minimap (sampled with step_by(4)), and a character panel. UI is drawn unlit on top of the world. In GPU (ascii/graphics) and capture modes the UI is rendered as a separate 2x2 pixel-per-cell pass; terminal mode renders UI at full character size.

Chunk system: ChunkedGrid is divided into 64x64 Chunks. Each chunk tracks active, modified, was_modified, generated, and dirty (an optional bounding rect of cells that need processing). save_chunk(path, cx, cy) and load_chunk(path, cx, cy) serialize chunk data via multi-section VWM1 binary format. Cell serialization is handled by Cell::to_bytes() / Cell::from_bytes() (8 bytes/cell). Chunk::generated is set when a chunk is generated or loaded from cache, preventing accidental regeneration.

Dirty rect optimization (Noita-style): Each chunk maintains a dirty: Option<(i32, i32, i32, i32)> bounding rect of cells that need CA processing. When a cell changes via set, set_material, cells_swap, or set_cell_index, the chunk's dirty rect is expanded to include that cell ±1 (for neighbor influence). The CA step only iterates cells within dirty rects, skipping chunks with no dirty rect entirely. Liquids and gases (water, lava, acid, steam, fire, smoke) re-mark themselves dirty after processing so they continue to flow and react. Sand and other solids can sleep when at rest. All dirty rects are processed fully — no size limits — ensuring uniform simulation across chunks. update_active_chunks activates all loaded chunks every tick for consistent physics.

World cache: main game seeds are saved in Game::seed and written to cache/worlds/<seed>/. Each cached world stores per-chunk binary files plus a meta.json with player spawn and item placement. Game::init_world() loads the cache if it exists; otherwise it generates the spawn region and saves it. This makes Noita-scale worlds load instantly after the first visit.

Vertical biome progression: World Y (cy) selects biome per chunk:

  • cy < 2 — surface (grass, dirt, stone, trees, pools, dunes)
  • 2 <= cy < 6 — caves (stone, CA-carved empty space, lava/water/acid pools)
  • cy >= 6 — dungeon (BSP rooms, corridors, stone walls)

Chunk streaming: Game::stream_chunks() is called every fixed_update. It loads cached chunks (or generates new ones) in a 2-chunk radius around the player, saves modified chunks beyond that radius every 10 ticks (1 chunk at a time), and unloads distant chunks every 120 ticks. All loaded chunks are activated for uniform simulation. Streaming is active for infinite grids; test/AI 250×250 grids skip streaming.

Vertical descent: MaterialId::Stairs is a solid feature material. Player stands on stairs and presses > to descend. Game::descend() increments depth, resets the world, and respawns the player at the top. HUD shows current depth.

Key Conventions

  • No comments in code unless explicitly requested.
  • Cell colors are inline — renderers read cell.fg/cell.bg directly, never lookup MaterialRegistry in render path. Registry is for physics properties only (density, solid, flammable, etc.).
  • Vector movementPlayer::move_left/right sets velocity directly (set_horizontal_vel), no accumulation. stop_horizontal zeroes it. Jump is edge-triggered (press only, not held).
  • Slope steppingupdate_rigid_entity tries stepping up 1 cell before resolving X collision, enabling walking up slopes without jumping.
  • Adaptive viewportcheck_resize() in both Vulkan renderers recreates swapchain on window resize. grid_w/grid_h recalculated from extent / 16 (cell size = 16x16 px). Wayland uses window.inner_size() (surface extent is undefined).
  • Cell::new() copies colors from MaterialRegistry at creation time. Per-cell color variation is possible by modifying cell.fg/cell.bg after creation.
  • Auto-constraintsBodyTemplate::auto_constraints(n) connects all parts to all others (n^2). Works for any template shape. Simpler than manual constraint lists.
  • Item pickupGame::update_item_pickup() scans items within 1.5 cells of the player and adds them to player.inventory.
  • Stat-based health — Entity max health derived from base + toughness * 5 + level * 10. recalc_max_health() called on add_xp level-up.
  • Status effectsupdate_status_effects() applies damage for poison/bleeding/fire and cancels movement for frozen; effects expire when their timer reaches zero.
  • Random seedingGame::new() uses a fixed seed for tests/AI sessions; Game::new_random() seeds from system time and is used by terminal/ascii/graphics modes. Cached worlds are keyed by seed.
  • Dirty rectsChunkedGrid::mark_dirty(x, y) expands the chunk's dirty rect to include (x,y) ±1 and propagates to neighbor chunks at boundaries. cells_swap and set_cell_index call mark_dirty automatically. set and set_material also call mark_dirty. The CA step clears each chunk's dirty rect at the start of processing and rebuilds it from cell modifications during processing.
  • World scale: WORLD_SCALE = 5 in worldgen.rs — all world features (trees, pools, walls, dunes, rooms, corridors, terrain amplitude) are multiplied by this factor. Change this constant to adjust entity-to-world size ratio.
  • Surface terrain: Multi-octave sine noise with low frequencies (base 0.012, detail 0.04, micro 0.11) scaled by WORLD_SCALE. Produces wide rolling hills (~260 cell wavelength) instead of narrow peaks.
  • Uniform tick rate: All loaded chunks simulate every tick — no chunk is frozen or partially updated. cells_swap uses split_at_mut for direct chunk array access in bounded mode.
  • Fire propagation: Newly ignited cells get updated_this_tick = true to prevent chain reactions within a single tick. Fire spreads 1 cell/tick (linear, not exponential).

Module Layout

src/
  main.rs              # CLI, GpuRenderer trait, run_gpu_mode<R>(), event loops
  lib.rs               # pub mod declarations
  game.rs              # Game struct, world gen, fixed_update, collision, combat, slime AI
  input.rs             # Terminal input (crossterm, InputHandler) — terminal mode only
  audio/mod.rs         # AudioEngine (rodio), 15 embedded WAV sounds, ambient scanning
  world/               # Cell, MaterialId, MaterialRegistry, ChunkedGrid, Grid (legacy), Chunk, CellularAutomaton, WorldGenerator, WorldCache
  physics/             # VerletSolver, SubBody (with color field), Constraint, resolve_grid_collision, ProjectileManager
  entity/              # Entity (rigid/ragdoll), EntityManager, Player, BodyTemplate, Item, ItemManager
  render/              # terminal.rs, vulkan.rs (ASCII), graphics.rs (cells), lighting.rs, window_input.rs, capture.rs
  ai/                  # GameSession, AiAction, pipe protocol, replay, scenarios, spectrum
  ui/                  # UiLayer (flat Vec), HUD, messages, damage numbers, edge indicators, scalable font

PLAN.md

Detailed roadmap with 8 phases, architecture decisions, milestones, and cross-platform support table. Read it for design context before making architectural changes. Player combat is ranged (projectiles), not melee — this is a design decision recorded in Phase 1.