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authorhistoria <[not public]>2026-06-29 18:13:33 -0400
committerhistoria <[not public]>2026-06-29 18:13:33 -0400
commit7d76673fa0707d204c7d084c8f90c8133c22a31a (patch)
tree6fc832b9f3fde6ed455abb535f6e28b0e5db1fd9 /AGENTS.md
parentfeb80b7dde200d4121cd9f9c583a08f9869c5588 (diff)
downloadthehouseoficarus-7d76673fa0707d204c7d084c8f90c8133c22a31a.tar.gz
feat: migrated map (and bfs) to full 3D instead of individual 2D maps on different planes.
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@@ -165,3 +165,8 @@ Full field reference in `item/item.go`. Key fields: equip_slot, weapon_type, att
- **Tick subscriber ordering**: `AdvanceActions`, combat subscriptions, mob attack subscriptions,
and hazard ticks are independent subscribers without priority guarantees. A trigger completing
and a mob landing a hit on the same tick have non-deterministic ordering.
+- **3D map BFS cost**: `buildGraph()` does a full 3D BFS across the entire reachable world on every
+ map render (`map`/`look`/move). For large worlds (10k+ rooms) this could become expensive. Options:
+ (a) cache the graph keyed by player room and invalidate on world edits (`dig`/`room insert`/`undig`),
+ (b) prune by visited rooms (revert to horizontal-only expansion from unvisited), or (c) compute z-level
+ assignments once at startup and use precomputed plane membership.