Nothing puts anything in an instance, and nothing takes one down #68
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Instances are addressable, walkable and renderable. Nothing puts anything in
one, and there is no policy for taking one down.
Built and working: allocation from a band of unused map, a chunk map that
collision derives its floor from,
Collision.view/1resolving by position, andthe dynamic rebuild (opcode
44) that tells the client to draw the copy fromthe source square. A player teleported into one walks around in it correctly.
Missing, and all of it content decisions rather than engine gaps:
work automatically because they are coordinates, but nothing places them
there — an instanced boss room needs its boss put in it.
release/1exists and nothing calls it. Whatevercalls it has to get players out first: a banded tile with no instance is
void, so a player left in a collapsed one is standing in nothing.
arithmetic. That is what makes "which instance is this tile in" a division
rather than a search, which matters because route-finding asks it. A boss room
fits; a raid does not. Variable extents want an interval tree.
copy_of/1builds unrotated copies, which is what an instance of an existing room is.
One thing worth checking against before the first caller lands: #26 (closed)
names instancing as a thing that might send the player-list reset packet, which
would silently reset every slot's render speed. The instance work does not
send it — it reuses the ordinary scene rebuild — and a future caller should keep
it that way.