refactor nav coverage into clustered windows
Replace region-based runtime pathing with interest-cluster coverage windows so active nav areas stay contiguous and spawn anchors participate in initial coverage.
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@@ -17,6 +17,12 @@ namespace InfiniteWorld.VoxelWorld.Contracts
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void GetInterestPoints(List<WorldInterestPoint> results);
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}
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public interface INavCoverageReader
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{
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bool IsPositionCovered(Vector3 worldPosition);
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void GetCoverageWindows(List<NavCoverageWindowSnapshot> results);
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}
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public readonly struct ChunkNavSourceSnapshot
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{
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public ChunkNavSourceSnapshot(Vector2Int coord, int version, ChunkNavBuildSourceDescriptor[] sources)
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@@ -77,7 +83,31 @@ namespace InfiniteWorld.VoxelWorld.Contracts
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{
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PlayerActor = 0,
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ActiveNpc = 1,
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Other = 2
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SpawnAnchor = 2,
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Other = 3
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}
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public readonly struct NavCoverageWindowSnapshot
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{
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public NavCoverageWindowSnapshot(int id, Bounds bounds, NavCoverageState state, int interestCount)
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{
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Id = id;
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Bounds = bounds;
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State = state;
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InterestCount = interestCount;
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}
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public int Id { get; }
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public Bounds Bounds { get; }
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public NavCoverageState State { get; }
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public int InterestCount { get; }
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}
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public enum NavCoverageState
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{
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Pending = 0,
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Building = 1,
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Ready = 2
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}
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public readonly struct ChunkNavGeometryReadyMessage
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