Optimize mover rendering and segment plan pipeline

This commit is contained in:
scamiv
2026-02-27 15:06:48 +01:00
parent 9703fecab8
commit 2cda35fb40
17 changed files with 924 additions and 354 deletions
+20 -17
View File
@@ -8,7 +8,6 @@ import {
UnitType,
} from "../game/Game";
import { TileRef } from "../game/GameMap";
import { densePathToLosKeypointSegments } from "../game/MotionPlans";
import { PathFinding } from "../pathfinding/PathFinder";
import { PathStatus, SteppingPathFinder } from "../pathfinding/types";
import { distSortUnit } from "../Util";
@@ -115,22 +114,7 @@ export class TradeShipExecution implements Execution {
if (dst !== this.motionPlanDst) {
this.motionPlanId++;
const from = result.node;
const segPlan = this.pathFinder.planSegments?.(from, dst) ??
(() => {
const densePath = this.pathFinder.findPath(from, dst);
return densePath
? densePathToLosKeypointSegments(
densePath,
this.mg.map(),
(t) =>
this.mg.isWater(t) ||
(this.mg.isLand(t) && this.mg.isShoreline(t)),
)
: null;
})() ?? {
points: Uint32Array.from([from]),
segmentSteps: new Uint32Array(0),
};
const segPlan = this.safeSegmentPlan(from, dst);
this.mg.recordMotionPlan({
kind: "grid_segments",
@@ -226,4 +210,23 @@ export class TradeShipExecution implements Execution {
dstPort(): TileRef {
return this._dstPort.tile();
}
private safeSegmentPlan(from: TileRef, to: TileRef): {
points: Uint32Array;
segmentSteps: Uint32Array;
} {
const segPlan = this.pathFinder.planSegments?.(from, to);
if (segPlan) {
return segPlan;
}
const map = this.mg.map();
console.warn(
`TradeShipExecution: missing segment plan from (${map.x(from)},${map.y(from)}) to (${map.x(to)},${map.y(to)}); using defensive single-point fallback`,
);
return {
points: Uint32Array.from([from]),
segmentSteps: new Uint32Array(0),
};
}
}
+22 -36
View File
@@ -9,10 +9,7 @@ import {
UnitType,
} from "../game/Game";
import { TileRef } from "../game/GameMap";
import {
densePathToLosKeypointSegments,
MotionPlanRecord,
} from "../game/MotionPlans";
import { MotionPlanRecord } from "../game/MotionPlans";
import { targetTransportTile } from "../game/TransportShipUtils";
import { PathFinding } from "../pathfinding/PathFinder";
import { PathStatus, SteppingPathFinder } from "../pathfinding/types";
@@ -116,22 +113,7 @@ export class TransportShipExecution implements Execution {
targetTile: this.dst,
});
const segPlan = this.pathFinder.planSegments?.(this.src, this.dst) ??
(() => {
const densePath = this.pathFinder.findPath(this.src, this.dst);
return densePath
? densePathToLosKeypointSegments(
densePath,
this.mg.map(),
(t) =>
this.mg.isWater(t) ||
(this.mg.isLand(t) && this.mg.isShoreline(t)),
)
: null;
})() ?? {
points: Uint32Array.from([this.src]),
segmentSteps: new Uint32Array(0),
};
const segPlan = this.safeSegmentPlan(this.src, this.dst);
const motionPlan: MotionPlanRecord = {
kind: "grid_segments",
@@ -281,22 +263,7 @@ export class TransportShipExecution implements Execution {
if (this.dst !== null && this.dst !== this.motionPlanDst) {
this.motionPlanId++;
const from = this.boat.tile();
const segPlan = this.pathFinder.planSegments?.(from, this.dst) ??
(() => {
const densePath = this.pathFinder.findPath(from, this.dst);
return densePath
? densePathToLosKeypointSegments(
densePath,
this.mg.map(),
(t) =>
this.mg.isWater(t) ||
(this.mg.isLand(t) && this.mg.isShoreline(t)),
)
: null;
})() ?? {
points: Uint32Array.from([from]),
segmentSteps: new Uint32Array(0),
};
const segPlan = this.safeSegmentPlan(from, this.dst);
this.mg.recordMotionPlan({
kind: "grid_segments",
@@ -318,4 +285,23 @@ export class TransportShipExecution implements Execution {
isActive(): boolean {
return this.active;
}
private safeSegmentPlan(from: TileRef, to: TileRef): {
points: Uint32Array;
segmentSteps: Uint32Array;
} {
const segPlan = this.pathFinder.planSegments?.(from, to);
if (segPlan) {
return segPlan;
}
const map = this.mg.map();
console.warn(
`TransportShipExecution: missing segment plan from (${map.x(from)},${map.y(from)}) to (${map.x(to)},${map.y(to)}); using defensive single-point fallback`,
);
return {
points: Uint32Array.from([from]),
segmentSteps: new Uint32Array(0),
};
}
}
-89
View File
@@ -1,4 +1,3 @@
import type { GameMap } from "./GameMap";
import { TileRef } from "./GameMap";
export enum PackedMotionPlanKind {
@@ -292,91 +291,3 @@ export function densePathToKeypointSegments(path: ArrayLike<number>): {
segmentSteps: Uint32Array.from(segmentSteps),
};
}
function canTraverseDda(
map: GameMap,
from: TileRef,
to: TileRef,
isTraversable: (t: TileRef) => boolean,
): boolean {
const x0 = map.x(from);
const y0 = map.y(from);
const x1 = map.x(to);
const y1 = map.y(to);
const dx = x1 - x0;
const dy = y1 - y0;
const steps = Math.max(Math.abs(dx), Math.abs(dy));
if (steps === 0) {
return isTraversable(from);
}
for (let t = 0; t <= steps; t++) {
const x = Math.round(x0 + (dx * t) / steps);
const y = Math.round(y0 + (dy * t) / steps);
if (!map.isValidCoord(x, y)) {
return false;
}
const ref = map.ref(x, y);
if (!isTraversable(ref)) {
return false;
}
}
return true;
}
export function densePathToLosKeypointSegments(
path: readonly TileRef[] | Uint32Array,
map: GameMap,
isTraversable: (t: TileRef) => boolean,
): { points: Uint32Array; segmentSteps: Uint32Array } | null {
const len = path.length >>> 0;
if (len === 0) {
return null;
}
const first = (path[0] ?? 0) as TileRef;
if (len === 1) {
return {
points: Uint32Array.from([first >>> 0]),
segmentSteps: new Uint32Array(0),
};
}
const points: number[] = [first >>> 0];
const segmentSteps: number[] = [];
let i = 0;
while (i < len - 1) {
let best = i + 1;
let lo = i + 1;
let hi = len - 1;
// Binary search for farthest "visible" point along the existing path.
while (lo <= hi) {
const mid = (lo + hi) >>> 1;
const ok = canTraverseDda(
map,
path[i] as TileRef,
path[mid] as TileRef,
isTraversable,
);
if (ok) {
best = mid;
lo = mid + 1;
} else {
hi = mid - 1;
}
}
points.push((path[best] as TileRef) >>> 0);
segmentSteps.push(best - i);
i = best;
}
return {
points: Uint32Array.from(points),
segmentSteps: Uint32Array.from(segmentSteps),
};
}
+1
View File
@@ -57,6 +57,7 @@ export class PathFinding {
const pf = new AStarWater(miniMap);
return PathFinderBuilder.create(pf)
.wrap((pf) => new SmoothingWaterTransformer(pf, miniMap))
.wrap((pf) => new ShoreCoercingTransformer(pf, miniMap))
.wrap((pf) => new MiniMapTransformer(pf, game.map(), miniMap))
.buildWithStepper(tileStepperConfig(game));
+36 -24
View File
@@ -111,11 +111,42 @@ export class PathFinderStepper<T> implements SteppingPathFinder<T> {
});
if (allFailed) {
if (!Array.isArray(from)) {
this.path = null;
this.pathIndex = 0;
this.lastTo = to;
}
return null;
}
}
return this.finder.findPath(from, to);
const isSingleSource = !Array.isArray(from);
if (isSingleSource) {
if (this.lastTo === null || !this.config.equals(this.lastTo, to)) {
this.path = null;
this.pathIndex = 0;
this.lastTo = to;
}
}
const path = this.finder.findPath(from, to);
if (isSingleSource) {
if (path === null) {
this.path = null;
this.pathIndex = 0;
return null;
}
this.path = path;
this.pathIndex = 0;
if (path.length > 0 && this.config.equals(path[0], from)) {
this.pathIndex = 1;
}
this.lastTo = to;
}
return path;
}
planSegments(from: T | T[], to: T): SegmentPlan | null {
@@ -126,7 +157,7 @@ export class PathFinderStepper<T> implements SteppingPathFinder<T> {
// If called with multi-source, don't try to prime the step cache (next() uses single-source).
if (Array.isArray(from)) {
// Still compute a path first so inner transformers can cache their segment plan off findPath().
this.finder.findPath(from, to);
this.findPath(from, to);
return this.finder.planSegments(from, to);
}
@@ -148,28 +179,9 @@ export class PathFinderStepper<T> implements SteppingPathFinder<T> {
};
}
if (this.lastTo === null || !this.config.equals(this.lastTo, to)) {
this.path = null;
this.pathIndex = 0;
this.lastTo = to;
}
if (this.path === null) {
try {
this.path = this.finder.findPath(from, to);
} catch (err) {
console.error("PathFinder threw an error during findPath", err);
return null;
}
if (this.path === null) {
return null;
}
this.pathIndex = 0;
if (this.path.length > 0 && this.config.equals(this.path[0], from)) {
this.pathIndex = 1;
}
const path = this.findPath(from, to);
if (path === null) {
return null;
}
return this.finder.planSegments(from, to);
@@ -130,9 +130,63 @@ export class MiniMapTransformer implements PathFinder<number> {
steps.push(segSteps >>> 0);
}
const compressed = this.compressCollinearSegments(points, steps);
return {
points: Uint32Array.from(points),
segmentSteps: Uint32Array.from(steps),
points: Uint32Array.from(compressed.points),
segmentSteps: Uint32Array.from(compressed.segmentSteps),
};
}
private compressCollinearSegments(
points: number[],
segmentSteps: number[],
): { points: number[]; segmentSteps: number[] } {
if (points.length <= 2 || segmentSteps.length <= 1) {
return { points, segmentSteps };
}
const outPoints: number[] = [points[0] >>> 0];
const outSteps: number[] = [];
let runSteps = segmentSteps[0] >>> 0;
let runDir = this.segmentDirection(points[0] as TileRef, points[1] as TileRef);
for (let i = 1; i < segmentSteps.length; i++) {
const segDir = this.segmentDirection(
points[i] as TileRef,
points[i + 1] as TileRef,
);
if (segDir.dx === runDir.dx && segDir.dy === runDir.dy) {
runSteps = (runSteps + (segmentSteps[i] >>> 0)) >>> 0;
continue;
}
outPoints.push(points[i] >>> 0);
outSteps.push(runSteps >>> 0);
runDir = segDir;
runSteps = segmentSteps[i] >>> 0;
}
outPoints.push(points[points.length - 1] >>> 0);
outSteps.push(runSteps >>> 0);
return {
points: outPoints,
segmentSteps: outSteps,
};
}
private segmentDirection(
from: TileRef,
to: TileRef,
): { dx: number; dy: number } {
const dx = this.map.x(to) - this.map.x(from);
const dy = this.map.y(to) - this.map.y(from);
return {
dx: Math.sign(dx),
dy: Math.sign(dy),
};
}