Use spawn tile for name placement during spawn phase

Names now follow the player's currently-selected spawn tile each tick
instead of going through placeName, which read a cluster bounding box
that only refreshed every cluster-calc cycle and was further throttled
to every other tick. Adds placeSpawnName and switches the spawn-phase
branch in GameRunner to use it.
This commit is contained in:
evanpelle
2026-05-24 17:18:11 +01:00
parent 3a3b43b642
commit 2b45813ce0
2 changed files with 42 additions and 13 deletions
+31
View File
@@ -13,6 +13,37 @@ export interface Rectangle {
height: number;
}
// Spawn region diameter (see getSpawnTiles in SpawnExecution — euclidean
// radius 4). Used to size spawn-phase names directly off the spawn tile,
// instead of waiting on cluster recomputation.
const SPAWN_REGION_DIAMETER = 8;
/**
* Place a player's name during the spawn phase using their currently-selected
* spawn tile. Tracks re-rolls immediately, since spawnTile updates the same
* tick the player picks a new location.
*/
export function placeSpawnName(game: Game, player: Player): NameViewData {
const spawnTile = player.spawnTile();
if (spawnTile === undefined) {
return { x: 0, y: 0, size: 0 };
}
const fontSize = calculateFontSize(
{
x: 0,
y: 0,
width: SPAWN_REGION_DIAMETER,
height: SPAWN_REGION_DIAMETER,
},
player.displayName(),
);
return {
x: Math.ceil(game.x(spawnTile)),
y: Math.ceil(game.y(spawnTile) - fontSize / 3),
size: fontSize,
};
}
export function placeName(game: Game, player: Player): NameViewData {
const boundingBox =
player.largestClusterBoundingBox ??
+11 -13
View File
@@ -1,4 +1,4 @@
import { placeName } from "../client/hud/NameBoxCalculator";
import { placeName, placeSpawnName } from "../client/hud/NameBoxCalculator";
import { Config } from "./configuration/Config";
import { Executor } from "./execution/ExecutionManager";
import { RecomputeRailClusterExecution } from "./execution/RecomputeRailClusterExecution";
@@ -160,16 +160,14 @@ export class GameRunner {
return false;
}
if (this.game.inSpawnPhase() && this.game.ticks() % 2 === 0) {
this.game
.players()
.filter(
(p) =>
p.type() === PlayerType.Human || p.type() === PlayerType.Nation,
)
.forEach(
(p) => (this.playerViewData[p.id()] = placeName(this.game, p)),
);
if (this.game.inSpawnPhase()) {
for (const p of this.game.players()) {
if (p.type() !== PlayerType.Human && p.type() !== PlayerType.Nation) {
continue;
}
if (p.spawnTile() === undefined) continue;
this.playerViewData[p.id()] = placeSpawnName(this.game, p);
}
}
const spawnJustEnded = wasInSpawnPhase && !this.game.inSpawnPhase();
@@ -178,9 +176,9 @@ export class GameRunner {
this.game.ticks() < 3 ||
this.game.ticks() % 30 === 0
) {
this.game.players().forEach((p) => {
for (const p of this.game.players()) {
this.playerViewData[p.id()] = placeName(this.game, p);
});
}
}
const packedTileUpdates = this.game.drainPackedTileUpdates();