mirror of
https://github.com/openfrontio/OpenFrontIO.git
synced 2026-06-21 06:10:42 +00:00
Optimize core simulation hot paths (no behavior change) (#4230)
## Summary Pure performance optimizations to the attack/conquer/cluster hot paths in `src/core`, driven by the full-game perf harness from #4228. **No behavior change**: the final game-state hash is identical before/after on every config tested — world quick run (2 different seeds), giantworldmap, and the default 1800-tick run. ### Changes - **Flat-arithmetic neighbor iteration**: `forEachNeighbor` / `forEachNeighborWithDiag` / `isBorder` / `isOceanShore` are now implemented inside `GameMapImpl` using raw `ref±1` / `ref±width` index math, skipping the per-neighbor `ref()` coordinate validation (`Number.isInteger` etc.). `GameImpl` and `GameView` delegate. - **New `neighbors4(ref, out)`**: zero-allocation, callback-free neighbor query for hot loops (W, E, N, S — same order as `forEachNeighbor`). - **`AttackExecution`**: the per-tile closures in `tick()` / `addNeighbors()` are replaced with reusable neighbor buffers, a cached `GameMap` reference, and integer `smallID()` owner comparisons instead of owner-object lookups. - **`GameImpl`**: the per-conquer `updateBorders` closure is hoisted to a method with a reusable buffer; `removeInactiveExecutions` compacts the executions array in place instead of allocating a new ~4200-element array every tick. - **`PlayerExecution`**: `surroundedBySamePlayer` / `isSurrounded` / `getCapturingPlayer` de-closured (`neighbors4` + integer compares; neighbor visit order preserved, so `getCapturingPlayer`'s Map-insertion-order tie-breaking is unchanged); flood-fill visit closure hoisted out of the while loop. - **`FlatBinaryHeap.dequeue`**: returns the tile directly instead of allocating a `[tile, priority]` tuple per dequeued tile (AttackExecution is the only caller). ### Performance (`npm run perf:game`, same machine, before → after) | run | mean tick | ticks/sec | max tick | |---|---|---|---| | default (world, 400 bots, 1800 ticks) | 9.04 → **7.98 ms** | 111 → **125** | 31.7 → 35.7 ms | | giantworldmap, 600 ticks | 22.5 → **17.4 ms** | 44 → **58** | 52.8 → **36.2 ms** | The giantworldmap tail improvement (max tick −31%) is the most relevant for the 100 ms tick budget. ### Determinism verification Identical `Final hash` before and after on all configs: | config | hash | |---|---| | `--map world --ticks 200 --bots 100` | `5455008589403520` | | same + `--seed second-seed-check` | `5580840142777488` | | `--map giantworldmap --ticks 600` | `37373734953428430` | | default run | `26773450321979388` | ### Tests - New `tests/NeighborIteration.test.ts` pins the exact neighbor iteration orders (W,E,N,S cardinal; dx-major diagonal — conquest order and RNG consumption depend on them) and conquer/border-tile invariants checked mid-battle. - New `tests/FlatBinaryHeap.test.ts` covers heap ordering, clear, and growth. - Full suite passes (122 files / 1386 tests + server tests); lint and prettier clean. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
@@ -1065,6 +1065,18 @@ export class GameView implements GameMap {
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neighbors(ref: TileRef): TileRef[] {
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return this._map.neighbors(ref);
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}
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forEachNeighbor(ref: TileRef, callback: (neighbor: TileRef) => void): void {
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this._map.forEachNeighbor(ref, callback);
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}
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neighbors4(ref: TileRef, out: TileRef[]): number {
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return this._map.neighbors4(ref, out);
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}
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forEachNeighborWithDiag(
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ref: TileRef,
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callback: (neighbor: TileRef) => void,
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): void {
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this._map.forEachNeighborWithDiag(ref, callback);
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}
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isWater(ref: TileRef): boolean {
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return this._map.isWater(ref);
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}
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@@ -11,7 +11,7 @@ import {
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TerrainType,
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TerraNullius,
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} from "../game/Game";
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import { TileRef } from "../game/GameMap";
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import { GameMap, TileRef } from "../game/GameMap";
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import { PseudoRandom } from "../PseudoRandom";
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import { assertNever } from "../Util";
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import { FlatBinaryHeap } from "./utils/FlatBinaryHeap"; // adjust path if needed
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@@ -26,9 +26,18 @@ export class AttackExecution implements Execution {
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private target: Player | TerraNullius;
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private mg: Game;
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// Direct GameMap reference to skip the Game delegation hop in hot loops.
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private map: GameMap;
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private attack: Attack | null = null;
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// Cached smallIDs for integer owner comparisons in hot loops.
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private ownerSmallID: number;
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private targetSmallID: number;
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// Reusable neighbor buffers to avoid closures/allocation in hot loops.
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private nbuf: TileRef[] = [0, 0, 0, 0];
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private nbuf2: TileRef[] = [0, 0, 0, 0];
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constructor(
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private startTroops: number | null = null,
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private _owner: Player,
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@@ -50,6 +59,7 @@ export class AttackExecution implements Execution {
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return;
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}
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this.mg = mg;
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this.map = mg.map();
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if (this._targetID !== null && !mg.hasPlayer(this._targetID)) {
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console.warn(`target ${this._targetID} not found`);
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@@ -61,6 +71,8 @@ export class AttackExecution implements Execution {
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this._targetID === this.mg.terraNullius().id()
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? mg.terraNullius()
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: mg.player(this._targetID);
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this.ownerSmallID = this._owner.smallID();
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this.targetSmallID = this.target.smallID();
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if (this._owner === this.target) {
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console.error(`Player ${this._owner} cannot attack itself`);
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@@ -270,19 +282,21 @@ export class AttackExecution implements Execution {
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return;
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}
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const [tileToConquer] = this.toConquer.dequeue();
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const tileToConquer = this.toConquer.dequeue();
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this.attack.removeBorderTile(tileToConquer);
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let onBorder = false;
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this.mg.forEachNeighbor(tileToConquer, (n) => {
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if (!onBorder && this.mg.owner(n) === this._owner) {
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const numNeighbors = this.map.neighbors4(tileToConquer, this.nbuf);
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for (let i = 0; i < numNeighbors; i++) {
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if (this.map.ownerID(this.nbuf[i]) === this.ownerSmallID) {
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onBorder = true;
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break;
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}
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});
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if (this.mg.owner(tileToConquer) !== this.target || !onBorder) {
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}
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if (this.map.ownerID(tileToConquer) !== this.targetSmallID || !onBorder) {
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continue;
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}
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if (!this.mg.isLand(tileToConquer)) {
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if (!this.map.isLand(tileToConquer)) {
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continue;
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}
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this.addNeighbors(tileToConquer);
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@@ -322,23 +336,26 @@ export class AttackExecution implements Execution {
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const tickNow = this.mg.ticks(); // cache tick
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this.mg.forEachNeighbor(tile, (neighbor) => {
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const numNeighbors = this.map.neighbors4(tile, this.nbuf);
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for (let i = 0; i < numNeighbors; i++) {
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const neighbor = this.nbuf[i];
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if (
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this.mg.isWater(neighbor) ||
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this.mg.owner(neighbor) !== this.target
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this.map.isWater(neighbor) ||
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this.map.ownerID(neighbor) !== this.targetSmallID
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) {
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return;
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continue;
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}
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this.attack!.addBorderTile(neighbor);
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this.attack.addBorderTile(neighbor);
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let numOwnedByMe = 0;
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this.mg.forEachNeighbor(neighbor, (n) => {
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if (this.mg.owner(n) === this._owner) {
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const numInner = this.map.neighbors4(neighbor, this.nbuf2);
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for (let j = 0; j < numInner; j++) {
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if (this.map.ownerID(this.nbuf2[j]) === this.ownerSmallID) {
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numOwnedByMe++;
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}
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});
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}
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let mag: number;
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switch (this.mg.terrainType(neighbor)) {
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switch (this.map.terrainType(neighbor)) {
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case TerrainType.Plains:
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mag = 1;
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break;
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@@ -358,7 +375,7 @@ export class AttackExecution implements Execution {
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tickNow;
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this.toConquer.enqueue(neighbor, priority);
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});
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}
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}
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private handleDeadDefender() {
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@@ -7,7 +7,7 @@ import {
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Structures,
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UnitType,
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} from "../game/Game";
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import { TileRef } from "../game/GameMap";
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import { GameMap, TileRef } from "../game/GameMap";
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import { calculateBoundingBox, getMode, inscribed, simpleHash } from "../Util";
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interface ClusterTraversalState {
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@@ -24,7 +24,11 @@ export class PlayerExecution implements Execution {
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private config: Config;
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private lastCalc = 0;
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private mg: Game;
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// Direct GameMap reference to skip the Game delegation hop in hot loops.
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private map: GameMap;
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private active = true;
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// Reusable neighbor buffer to avoid closures/allocation in cluster checks.
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private nbuf: TileRef[] = [0, 0, 0, 0];
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constructor(private player: Player) {}
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@@ -34,6 +38,7 @@ export class PlayerExecution implements Execution {
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init(mg: Game, ticks: number) {
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this.mg = mg;
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this.map = mg.map();
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this.config = mg.config();
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this.lastCalc =
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ticks + (simpleHash(this.player.name()) % this.ticksPerClusterCalc);
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@@ -163,29 +168,29 @@ export class PlayerExecution implements Execution {
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maxX = -Infinity,
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maxY = -Infinity;
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const map = this.map;
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const mySmallID = this.player.smallID();
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for (const tile of cluster) {
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let hasUnownedNeighbor = false;
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if (this.mg.isOceanShore(tile) || this.mg.isOnEdgeOfMap(tile)) {
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if (map.isOceanShore(tile) || map.isOnEdgeOfMap(tile)) {
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return false;
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}
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this.mg.forEachNeighbor(tile, (n) => {
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if (!this.mg.hasOwner(n)) {
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hasUnownedNeighbor = true;
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return;
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const numNeighbors = map.neighbors4(tile, this.nbuf);
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for (let i = 0; i < numNeighbors; i++) {
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const n = this.nbuf[i];
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const ownerId = map.ownerID(n);
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if (ownerId === 0) {
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// Unowned neighbor: the cluster is not fully surrounded.
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return false;
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}
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const ownerId = this.mg.ownerID(n);
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if (ownerId !== this.player.smallID()) {
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if (ownerId !== mySmallID) {
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enemies.add(ownerId);
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const px = this.mg.x(n);
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const py = this.mg.y(n);
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const px = map.x(n);
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const py = map.y(n);
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minX = Math.min(minX, px);
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minY = Math.min(minY, py);
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maxX = Math.max(maxX, px);
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maxY = Math.max(maxY, py);
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}
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});
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if (hasUnownedNeighbor) {
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return false;
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}
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if (enemies.size !== 1) {
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return false;
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@@ -212,22 +217,26 @@ export class PlayerExecution implements Execution {
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minY = Infinity,
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maxX = -Infinity,
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maxY = -Infinity;
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const map = this.map;
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const mySmallID = this.player.smallID();
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for (const tr of cluster) {
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if (this.mg.isShore(tr) || this.mg.isOnEdgeOfMap(tr)) {
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if (map.isShore(tr) || map.isOnEdgeOfMap(tr)) {
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return false;
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}
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this.mg.forEachNeighbor(tr, (n) => {
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const owner = this.mg.owner(n);
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if (owner.isPlayer() && this.mg.ownerID(n) !== this.player.smallID()) {
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const numNeighbors = map.neighbors4(tr, this.nbuf);
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for (let i = 0; i < numNeighbors; i++) {
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const n = this.nbuf[i];
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const ownerId = map.ownerID(n);
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if (ownerId !== 0 && ownerId !== mySmallID) {
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hasEnemy = true;
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const x = this.mg.x(n);
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const y = this.mg.y(n);
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const x = map.x(n);
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const y = map.y(n);
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minX = Math.min(minX, x);
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minY = Math.min(minY, y);
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maxX = Math.max(maxX, x);
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maxY = Math.max(maxY, y);
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}
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});
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}
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}
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if (!hasEnemy) {
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return false;
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@@ -275,17 +284,20 @@ export class PlayerExecution implements Execution {
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private getCapturingPlayer(cluster: Set<TileRef>): Player | null {
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const neighbors = new Map<Player, number>();
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const map = this.map;
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const mySmallID = this.player.smallID();
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for (const t of cluster) {
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this.mg.forEachNeighbor(t, (neighbor) => {
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const owner = this.mg.owner(neighbor);
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if (
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owner.isPlayer() &&
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owner !== this.player &&
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!owner.isFriendly(this.player)
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) {
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const numNeighbors = map.neighbors4(t, this.nbuf);
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for (let i = 0; i < numNeighbors; i++) {
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const ownerId = map.ownerID(this.nbuf[i]);
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if (ownerId === 0 || ownerId === mySmallID) {
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continue;
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}
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const owner = this.mg.playerBySmallID(ownerId) as Player;
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if (!owner.isFriendly(this.player)) {
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neighbors.set(owner, (neighbors.get(owner) ?? 0) + 1);
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}
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});
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}
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}
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// If there are no enemies, return null
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@@ -392,19 +404,21 @@ export class PlayerExecution implements Execution {
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stack.push(start);
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}
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const visit = (neighbor: TileRef) => {
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if (visited[neighbor] === currentGen) {
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return;
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}
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if (!includeFn(neighbor)) {
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return;
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}
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visited[neighbor] = currentGen;
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result.add(neighbor);
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stack.push(neighbor);
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};
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while (stack.length > 0) {
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const tile = stack.pop()!;
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neighborFn(tile, (neighbor) => {
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if (visited[neighbor] === currentGen) {
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return;
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}
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if (!includeFn(neighbor)) {
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return;
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}
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visited[neighbor] = currentGen;
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result.add(neighbor);
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stack.push(neighbor);
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});
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neighborFn(tile, visit);
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}
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return result;
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@@ -43,12 +43,11 @@ export class FlatBinaryHeap {
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this.tiles[i] = tile;
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}
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//remove tiles
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dequeue(): [TileRef, number] {
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/** remove and return the lowest-priority tile (no per-call allocation) */
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dequeue(): TileRef {
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if (this.len === 0) throw new Error("heap empty");
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const topTile = this.tiles[0];
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const topPri = this.pri[0];
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const lastPri = this.pri[--this.len];
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const lastTile = this.tiles[this.len];
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@@ -68,7 +67,7 @@ export class FlatBinaryHeap {
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}
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this.pri[i] = lastPri;
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this.tiles[i] = lastTile;
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return [topTile, topPri];
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return topTile;
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}
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/** double the underlying storage */
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+34
-76
@@ -542,23 +542,21 @@ export class GameImpl implements Game {
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}
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removeInactiveExecutions(): void {
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const activeExecs: Execution[] = [];
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for (const exec of this.execs) {
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if (this.inSpawnPhase()) {
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if (exec.activeDuringSpawnPhase()) {
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if (exec.isActive()) {
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activeExecs.push(exec);
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}
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} else {
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activeExecs.push(exec);
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}
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} else {
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if (exec.isActive()) {
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activeExecs.push(exec);
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}
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// Compact in place to avoid reallocating the (large) executions array
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// every tick.
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const execs = this.execs;
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const inSpawnPhase = this.inSpawnPhase();
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let w = 0;
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for (let i = 0; i < execs.length; i++) {
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const exec = execs[i];
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const keep = inSpawnPhase
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? !exec.activeDuringSpawnPhase() || exec.isActive()
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: exec.isActive();
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if (keep) {
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execs[w++] = exec;
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}
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}
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this.execs = activeExecs;
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execs.length = w;
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}
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players(): Player[] {
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@@ -666,23 +664,7 @@ export class GameImpl implements Game {
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tile: TileRef,
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callback: (neighbor: TileRef) => void,
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): void {
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const x = this.x(tile);
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const y = this.y(tile);
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for (let dx = -1; dx <= 1; dx++) {
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for (let dy = -1; dy <= 1; dy++) {
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if (dx === 0 && dy === 0) continue; // Skip the center tile
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const newX = x + dx;
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const newY = y + dy;
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if (
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newX >= 0 &&
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newX < this._width &&
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newY >= 0 &&
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newY < this._height
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) {
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callback(this._map.ref(newX, newY));
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}
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}
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}
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this._map.forEachNeighborWithDiag(tile, callback);
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}
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conquer(owner: PlayerImpl, tile: TileRef): void {
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@@ -721,49 +703,27 @@ export class GameImpl implements Game {
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this.recordTileUpdate(tile);
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}
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private updateBorders(tile: TileRef) {
|
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const updateBorderStatus = (t: TileRef) => {
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if (!this.hasOwner(t)) {
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return;
|
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}
|
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const owner = this.owner(t) as PlayerImpl;
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if (this.calcIsBorder(t)) {
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owner._borderTiles.add(t);
|
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} else {
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owner._borderTiles.delete(t);
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||||
}
|
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};
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||||
// Reusable neighbor buffer to avoid closures/allocation in updateBorders.
|
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private borderNbuf: TileRef[] = [0, 0, 0, 0];
|
||||
|
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updateBorderStatus(tile);
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this.forEachNeighbor(tile, updateBorderStatus);
|
||||
private updateBorders(tile: TileRef) {
|
||||
this.updateBorderStatus(tile);
|
||||
const numNeighbors = this._map.neighbors4(tile, this.borderNbuf);
|
||||
for (let i = 0; i < numNeighbors; i++) {
|
||||
this.updateBorderStatus(this.borderNbuf[i]);
|
||||
}
|
||||
}
|
||||
|
||||
private calcIsBorder(tile: TileRef): boolean {
|
||||
if (!this.hasOwner(tile)) {
|
||||
return false;
|
||||
private updateBorderStatus(t: TileRef): void {
|
||||
if (!this._map.hasOwner(t)) {
|
||||
return;
|
||||
}
|
||||
const ownerId = this.ownerID(tile);
|
||||
const x = this.x(tile);
|
||||
const y = this.y(tile);
|
||||
if (x > 0 && this.ownerID(this._map.ref(x - 1, y)) !== ownerId) {
|
||||
return true;
|
||||
const owner = this.owner(t) as PlayerImpl;
|
||||
if (this._map.isBorder(t)) {
|
||||
owner._borderTiles.add(t);
|
||||
} else {
|
||||
owner._borderTiles.delete(t);
|
||||
}
|
||||
if (
|
||||
x + 1 < this._width &&
|
||||
this.ownerID(this._map.ref(x + 1, y)) !== ownerId
|
||||
) {
|
||||
return true;
|
||||
}
|
||||
if (y > 0 && this.ownerID(this._map.ref(x, y - 1)) !== ownerId) {
|
||||
return true;
|
||||
}
|
||||
if (
|
||||
y + 1 < this._height &&
|
||||
this.ownerID(this._map.ref(x, y + 1)) !== ownerId
|
||||
) {
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
target(targeter: Player, target: Player) {
|
||||
@@ -1139,12 +1099,10 @@ export class GameImpl implements Game {
|
||||
}
|
||||
// Zero-allocation neighbor iteration (cardinal only)
|
||||
forEachNeighbor(tile: TileRef, callback: (neighbor: TileRef) => void): void {
|
||||
const x = this.x(tile);
|
||||
const y = this.y(tile);
|
||||
if (x > 0) callback(this._map.ref(x - 1, y));
|
||||
if (x + 1 < this._width) callback(this._map.ref(x + 1, y));
|
||||
if (y > 0) callback(this._map.ref(x, y - 1));
|
||||
if (y + 1 < this._height) callback(this._map.ref(x, y + 1));
|
||||
this._map.forEachNeighbor(tile, callback);
|
||||
}
|
||||
neighbors4(ref: TileRef, out: TileRef[]): number {
|
||||
return this._map.neighbors4(ref, out);
|
||||
}
|
||||
isWater(ref: TileRef): boolean {
|
||||
return this._map.isWater(ref);
|
||||
|
||||
@@ -36,6 +36,18 @@ export interface GameMap {
|
||||
isOnEdgeOfMap(ref: TileRef): boolean;
|
||||
isBorder(ref: TileRef): boolean;
|
||||
neighbors(ref: TileRef): TileRef[];
|
||||
// Zero-allocation neighbor iteration (cardinal only), in W, E, N, S order.
|
||||
forEachNeighbor(ref: TileRef, callback: (neighbor: TileRef) => void): void;
|
||||
// Writes the cardinal neighbors of ref into out (W, E, N, S order) and
|
||||
// returns the count. out must have length >= 4; reuse it across calls to
|
||||
// avoid allocation in hot loops.
|
||||
neighbors4(ref: TileRef, out: TileRef[]): number;
|
||||
// Zero-allocation neighbor iteration including diagonals, in dx-major
|
||||
// order: (-1,-1),(-1,0),(-1,1),(0,-1),(0,1),(1,-1),(1,0),(1,1).
|
||||
forEachNeighborWithDiag(
|
||||
ref: TileRef,
|
||||
callback: (neighbor: TileRef) => void,
|
||||
): void;
|
||||
isWater(ref: TileRef): boolean;
|
||||
isShore(ref: TileRef): boolean;
|
||||
cost(ref: TileRef): number;
|
||||
@@ -196,9 +208,16 @@ export class GameMapImpl implements GameMap {
|
||||
}
|
||||
|
||||
isOceanShore(ref: TileRef): boolean {
|
||||
return (
|
||||
this.isLand(ref) && this.neighbors(ref).some((tr) => this.isOcean(tr))
|
||||
);
|
||||
if (!this.isLand(ref)) {
|
||||
return false;
|
||||
}
|
||||
const w = this.width_;
|
||||
const x = this.refToX[ref];
|
||||
if (x !== 0 && this.isOcean(ref - 1)) return true;
|
||||
if (x !== w - 1 && this.isOcean(ref + 1)) return true;
|
||||
if (ref >= w && this.isOcean(ref - w)) return true;
|
||||
if (ref < (this.height_ - 1) * w && this.isOcean(ref + w)) return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
isOcean(ref: TileRef): boolean {
|
||||
@@ -288,9 +307,16 @@ export class GameMapImpl implements GameMap {
|
||||
}
|
||||
|
||||
isBorder(ref: TileRef): boolean {
|
||||
return this.neighbors(ref).some(
|
||||
(tr) => this.ownerID(tr) !== this.ownerID(ref),
|
||||
);
|
||||
const w = this.width_;
|
||||
const x = this.refToX[ref];
|
||||
const owner = this.ownerID(ref);
|
||||
if (x !== 0 && this.ownerID(ref - 1) !== owner) return true;
|
||||
if (x !== w - 1 && this.ownerID(ref + 1) !== owner) return true;
|
||||
if (ref >= w && this.ownerID(ref - w) !== owner) return true;
|
||||
if (ref < (this.height_ - 1) * w && this.ownerID(ref + w) !== owner) {
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
hasDefenseBonus(ref: TileRef): boolean {
|
||||
@@ -343,6 +369,51 @@ export class GameMapImpl implements GameMap {
|
||||
return neighbors;
|
||||
}
|
||||
|
||||
forEachNeighbor(ref: TileRef, callback: (neighbor: TileRef) => void): void {
|
||||
const w = this.width_;
|
||||
const x = this.refToX[ref];
|
||||
|
||||
if (x !== 0) callback(ref - 1);
|
||||
if (x !== w - 1) callback(ref + 1);
|
||||
if (ref >= w) callback(ref - w);
|
||||
if (ref < (this.height_ - 1) * w) callback(ref + w);
|
||||
}
|
||||
|
||||
neighbors4(ref: TileRef, out: TileRef[]): number {
|
||||
const w = this.width_;
|
||||
const x = this.refToX[ref];
|
||||
let n = 0;
|
||||
|
||||
if (x !== 0) out[n++] = ref - 1;
|
||||
if (x !== w - 1) out[n++] = ref + 1;
|
||||
if (ref >= w) out[n++] = ref - w;
|
||||
if (ref < (this.height_ - 1) * w) out[n++] = ref + w;
|
||||
return n;
|
||||
}
|
||||
|
||||
forEachNeighborWithDiag(
|
||||
ref: TileRef,
|
||||
callback: (neighbor: TileRef) => void,
|
||||
): void {
|
||||
const w = this.width_;
|
||||
const x = this.refToX[ref];
|
||||
const hasN = ref >= w;
|
||||
const hasS = ref < (this.height_ - 1) * w;
|
||||
|
||||
if (x !== 0) {
|
||||
if (hasN) callback(ref - 1 - w);
|
||||
callback(ref - 1);
|
||||
if (hasS) callback(ref - 1 + w);
|
||||
}
|
||||
if (hasN) callback(ref - w);
|
||||
if (hasS) callback(ref + w);
|
||||
if (x !== w - 1) {
|
||||
if (hasN) callback(ref + 1 - w);
|
||||
callback(ref + 1);
|
||||
if (hasS) callback(ref + 1 + w);
|
||||
}
|
||||
}
|
||||
|
||||
forEachTile(fn: (tile: TileRef) => void): void {
|
||||
for (let ref: TileRef = 0; ref < this.width_ * this.height_; ref++) {
|
||||
fn(ref);
|
||||
|
||||
@@ -0,0 +1,52 @@
|
||||
import { FlatBinaryHeap } from "../src/core/execution/utils/FlatBinaryHeap";
|
||||
|
||||
describe("FlatBinaryHeap", () => {
|
||||
test("dequeues tiles in ascending priority order", () => {
|
||||
const heap = new FlatBinaryHeap();
|
||||
const entries: [number, number][] = [
|
||||
[100, 5.0],
|
||||
[200, 1.0],
|
||||
[300, 3.0],
|
||||
[400, 2.0],
|
||||
[500, 4.0],
|
||||
];
|
||||
for (const [tile, pri] of entries) {
|
||||
heap.enqueue(tile, pri);
|
||||
}
|
||||
expect(heap.size()).toBe(5);
|
||||
expect(heap.dequeue()).toBe(200);
|
||||
expect(heap.dequeue()).toBe(400);
|
||||
expect(heap.dequeue()).toBe(300);
|
||||
expect(heap.dequeue()).toBe(500);
|
||||
expect(heap.dequeue()).toBe(100);
|
||||
expect(heap.size()).toBe(0);
|
||||
});
|
||||
|
||||
test("throws when dequeuing an empty heap", () => {
|
||||
const heap = new FlatBinaryHeap();
|
||||
expect(() => heap.dequeue()).toThrow("heap empty");
|
||||
});
|
||||
|
||||
test("clear empties the heap without breaking subsequent use", () => {
|
||||
const heap = new FlatBinaryHeap();
|
||||
heap.enqueue(1, 1);
|
||||
heap.enqueue(2, 2);
|
||||
heap.clear();
|
||||
expect(heap.size()).toBe(0);
|
||||
heap.enqueue(3, 3);
|
||||
expect(heap.dequeue()).toBe(3);
|
||||
});
|
||||
|
||||
test("grows past its initial capacity and stays ordered", () => {
|
||||
const heap = new FlatBinaryHeap(4);
|
||||
// Insert in descending priority so every enqueue sifts up.
|
||||
const n = 1000;
|
||||
for (let i = 0; i < n; i++) {
|
||||
heap.enqueue(i, n - i);
|
||||
}
|
||||
expect(heap.size()).toBe(n);
|
||||
for (let i = 0; i < n; i++) {
|
||||
expect(heap.dequeue()).toBe(n - 1 - i);
|
||||
}
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,213 @@
|
||||
import { AttackExecution } from "../src/core/execution/AttackExecution";
|
||||
import { SpawnExecution } from "../src/core/execution/SpawnExecution";
|
||||
import { Game, Player, PlayerInfo, PlayerType } from "../src/core/game/Game";
|
||||
import { TileRef } from "../src/core/game/GameMap";
|
||||
import { GameID } from "../src/core/Schemas";
|
||||
import { setup } from "./util/Setup";
|
||||
|
||||
let game: Game;
|
||||
const gameID: GameID = "game_id";
|
||||
|
||||
function collectNeighbors(tile: TileRef): TileRef[] {
|
||||
const out: TileRef[] = [];
|
||||
game.forEachNeighbor(tile, (n) => out.push(n));
|
||||
return out;
|
||||
}
|
||||
|
||||
function collectNeighborsWithDiag(tile: TileRef): TileRef[] {
|
||||
const out: TileRef[] = [];
|
||||
game.forEachNeighborWithDiag(tile, (n) => out.push(n));
|
||||
return out;
|
||||
}
|
||||
|
||||
describe("Neighbor iteration", () => {
|
||||
beforeEach(async () => {
|
||||
game = await setup("ocean_and_land"); // 16x16
|
||||
});
|
||||
|
||||
test("forEachNeighbor visits W, E, N, S in that exact order for interior tiles", () => {
|
||||
const tile = game.ref(5, 7);
|
||||
expect(collectNeighbors(tile)).toEqual([
|
||||
game.ref(4, 7),
|
||||
game.ref(6, 7),
|
||||
game.ref(5, 6),
|
||||
game.ref(5, 8),
|
||||
]);
|
||||
});
|
||||
|
||||
test("forEachNeighbor clips at corners and edges", () => {
|
||||
const w = game.width();
|
||||
const h = game.height();
|
||||
// top-left corner: E, S only
|
||||
expect(collectNeighbors(game.ref(0, 0))).toEqual([
|
||||
game.ref(1, 0),
|
||||
game.ref(0, 1),
|
||||
]);
|
||||
// bottom-right corner: W, N only
|
||||
expect(collectNeighbors(game.ref(w - 1, h - 1))).toEqual([
|
||||
game.ref(w - 2, h - 1),
|
||||
game.ref(w - 1, h - 2),
|
||||
]);
|
||||
// left edge: E, N, S
|
||||
expect(collectNeighbors(game.ref(0, 5))).toEqual([
|
||||
game.ref(1, 5),
|
||||
game.ref(0, 4),
|
||||
game.ref(0, 6),
|
||||
]);
|
||||
// bottom edge: W, E, N
|
||||
expect(collectNeighbors(game.ref(5, h - 1))).toEqual([
|
||||
game.ref(4, h - 1),
|
||||
game.ref(6, h - 1),
|
||||
game.ref(5, h - 2),
|
||||
]);
|
||||
});
|
||||
|
||||
test("forEachNeighbor matches map.neighbors() as a set for every tile", () => {
|
||||
game.forEachTile((tile) => {
|
||||
const a = [...collectNeighbors(tile)].sort((x, y) => x - y);
|
||||
const b = [...game.map().neighbors(tile)].sort((x, y) => x - y);
|
||||
expect(a).toEqual(b);
|
||||
});
|
||||
});
|
||||
|
||||
test("forEachNeighborWithDiag visits all 8 neighbors in dx-major order", () => {
|
||||
const tile = game.ref(5, 7);
|
||||
expect(collectNeighborsWithDiag(tile)).toEqual([
|
||||
game.ref(4, 6),
|
||||
game.ref(4, 7),
|
||||
game.ref(4, 8),
|
||||
game.ref(5, 6),
|
||||
game.ref(5, 8),
|
||||
game.ref(6, 6),
|
||||
game.ref(6, 7),
|
||||
game.ref(6, 8),
|
||||
]);
|
||||
});
|
||||
|
||||
test("forEachNeighborWithDiag clips at corners and edges", () => {
|
||||
const w = game.width();
|
||||
const h = game.height();
|
||||
expect(collectNeighborsWithDiag(game.ref(0, 0))).toEqual([
|
||||
game.ref(0, 1),
|
||||
game.ref(1, 0),
|
||||
game.ref(1, 1),
|
||||
]);
|
||||
expect(collectNeighborsWithDiag(game.ref(w - 1, h - 1))).toEqual([
|
||||
game.ref(w - 2, h - 2),
|
||||
game.ref(w - 2, h - 1),
|
||||
game.ref(w - 1, h - 2),
|
||||
]);
|
||||
expect(collectNeighborsWithDiag(game.ref(5, 0))).toEqual([
|
||||
game.ref(4, 0),
|
||||
game.ref(4, 1),
|
||||
game.ref(5, 1),
|
||||
game.ref(6, 0),
|
||||
game.ref(6, 1),
|
||||
]);
|
||||
});
|
||||
});
|
||||
|
||||
describe("Conquer border invariants", () => {
|
||||
let attacker: Player;
|
||||
let defender: Player;
|
||||
|
||||
// For every player: borderTiles ⊆ tiles, and a tile is a border tile iff
|
||||
// some in-bounds cardinal neighbor has a different owner.
|
||||
function checkBorderInvariant() {
|
||||
for (const player of game.players()) {
|
||||
const tiles = player.tiles();
|
||||
const borderTiles = player.borderTiles();
|
||||
for (const tile of borderTiles) {
|
||||
expect(tiles.has(tile)).toBe(true);
|
||||
}
|
||||
const mismatches: TileRef[] = [];
|
||||
for (const tile of tiles) {
|
||||
let isBorder = false;
|
||||
game.forEachNeighbor(tile, (n) => {
|
||||
if (game.owner(n) !== player) {
|
||||
isBorder = true;
|
||||
}
|
||||
});
|
||||
if (borderTiles.has(tile) !== isBorder) {
|
||||
mismatches.push(tile);
|
||||
}
|
||||
}
|
||||
expect(mismatches).toEqual([]);
|
||||
}
|
||||
}
|
||||
|
||||
beforeEach(async () => {
|
||||
game = await setup("plains", { infiniteTroops: true }); // 100x100, all land
|
||||
const attackerInfo = new PlayerInfo(
|
||||
"attacker dude",
|
||||
PlayerType.Human,
|
||||
null,
|
||||
"attacker_id",
|
||||
);
|
||||
game.addPlayer(attackerInfo);
|
||||
const defenderInfo = new PlayerInfo(
|
||||
"defender dude",
|
||||
PlayerType.Human,
|
||||
null,
|
||||
"defender_id",
|
||||
);
|
||||
game.addPlayer(defenderInfo);
|
||||
|
||||
game.addExecution(
|
||||
new SpawnExecution(gameID, attackerInfo, game.ref(0, 0)),
|
||||
new SpawnExecution(gameID, defenderInfo, game.ref(5, 5)),
|
||||
);
|
||||
game.executeNextTick();
|
||||
game.executeNextTick();
|
||||
|
||||
attacker = game.player(attackerInfo.id);
|
||||
defender = game.player(defenderInfo.id);
|
||||
});
|
||||
|
||||
test("border invariant holds after expanding into terra nullius", () => {
|
||||
game.addExecution(
|
||||
new AttackExecution(1000, attacker, game.terraNullius().id()),
|
||||
);
|
||||
for (let i = 0; i < 30; i++) {
|
||||
game.executeNextTick();
|
||||
}
|
||||
expect(attacker.numTilesOwned()).toBeGreaterThan(10);
|
||||
checkBorderInvariant();
|
||||
});
|
||||
|
||||
test("border invariant holds while two players fight over territory", () => {
|
||||
game.addExecution(
|
||||
new AttackExecution(1000, attacker, game.terraNullius().id()),
|
||||
new AttackExecution(1000, defender, game.terraNullius().id()),
|
||||
);
|
||||
for (let i = 0; i < 40; i++) {
|
||||
game.executeNextTick();
|
||||
}
|
||||
game.addExecution(new AttackExecution(5000, attacker, defender.id()));
|
||||
// Check the invariant repeatedly while the fight is in progress, not
|
||||
// just at the end.
|
||||
for (let i = 0; i < 40; i++) {
|
||||
game.executeNextTick();
|
||||
if (i % 10 === 0) {
|
||||
checkBorderInvariant();
|
||||
}
|
||||
}
|
||||
expect(attacker.numTilesOwned()).toBeGreaterThan(10);
|
||||
checkBorderInvariant();
|
||||
});
|
||||
|
||||
test("conquering a specific tile updates owner and neighbors' border status", () => {
|
||||
game.addExecution(
|
||||
new AttackExecution(1000, attacker, game.terraNullius().id()),
|
||||
);
|
||||
for (let i = 0; i < 30; i++) {
|
||||
game.executeNextTick();
|
||||
}
|
||||
// Pick a border tile of the attacker and verify its interior neighbors
|
||||
// are not border tiles.
|
||||
for (const tile of attacker.tiles()) {
|
||||
expect(game.owner(tile)).toBe(attacker);
|
||||
}
|
||||
checkBorderInvariant();
|
||||
});
|
||||
});
|
||||
Reference in New Issue
Block a user