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https://github.com/openfrontio/OpenFrontIO.git
synced 2026-08-16 21:22:00 +00:00
Refactor territory defense management in GameImpl and CanvasTerritoryRenderer
- Consolidated defended state logic for tiles into dedicated methods in GameImpl to improve clarity and maintainability. - Updated CanvasTerritoryRenderer to utilize the new isDefended method for determining tile defense status. - Removed redundant checks and streamlined the painting logic for territory tiles.
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@@ -532,6 +532,10 @@ export class GameImpl implements Game {
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owner._lastTileChange = this._ticks;
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this.updateBorders(tile);
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this._map.setFallout(tile, false);
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// Update defended state for the conquered tile and nearby border tiles
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this.updateDefendedStateForTileChange(tile, owner);
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this.addUpdate({
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type: GameUpdateType.Tile,
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update: this.toTileUpdate(tile),
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@@ -553,6 +557,9 @@ export class GameImpl implements Game {
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this._map.setOwnerID(tile, 0);
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this.updateBorders(tile);
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if (this._map.isDefended(tile)) {
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this._map.setDefended(tile, false);
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}
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this.addUpdate({
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type: GameUpdateType.Tile,
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update: this.toTileUpdate(tile),
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@@ -752,14 +759,23 @@ export class GameImpl implements Game {
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addUnit(u: Unit) {
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this.unitGrid.addUnit(u);
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if (u.type() === UnitType.DefensePost) {
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this.updateDefendedStateForDefensePost(u.tile(), u.owner() as PlayerImpl);
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}
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}
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removeUnit(u: Unit) {
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if (u.type() === UnitType.DefensePost) {
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this.updateDefendedStateForDefensePost(u.tile(), u.owner() as PlayerImpl);
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}
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this.unitGrid.removeUnit(u);
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if (u.hasTrainStation()) {
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this._railNetwork.removeStation(u);
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}
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}
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updateUnitTile(u: Unit) {
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if (u.type() === UnitType.DefensePost) {
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this.updateDefendedStateForDefensePost(u.tile(), u.owner() as PlayerImpl);
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}
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this.unitGrid.updateUnitCell(u);
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}
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@@ -955,6 +971,63 @@ export class GameImpl implements Game {
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// Record stats
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this.stats().goldWar(conqueror, conquered, gold);
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}
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/**
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* Update defended state for border tiles within range of a defense post.
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*/
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private updateDefendedStateForDefensePost(
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center: TileRef,
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owner: PlayerImpl,
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) {
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const range = this.config().defensePostRange();
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const rangeSq = range * range;
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for (const tile of owner._borderTiles) {
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if (this._map.euclideanDistSquared(center, tile) <= rangeSq) {
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const wasDefended = this._map.isDefended(tile);
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const isDefended = this.unitGrid.hasUnitNearby(
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tile,
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range,
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UnitType.DefensePost,
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owner.id(),
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);
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if (wasDefended !== isDefended) {
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this._map.setDefended(tile, isDefended);
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this.addUpdate({
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type: GameUpdateType.Tile,
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update: this.toTileUpdate(tile),
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});
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}
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}
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}
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}
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/**
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* Update defended state when a tile changes ownership.
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*/
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private updateDefendedStateForTileChange(tile: TileRef, owner: PlayerImpl) {
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const wasDefended = this._map.isDefended(tile);
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const isDefended = this.unitGrid.hasUnitNearby(
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tile,
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this.config().defensePostRange(),
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UnitType.DefensePost,
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owner.id(),
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);
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if (wasDefended !== isDefended) {
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this._map.setDefended(tile, isDefended);
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this.addUpdate({
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type: GameUpdateType.Tile,
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update: this.toTileUpdate(tile),
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});
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}
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// If the conquered tile has a defense post, update nearby border tiles
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if (
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this.unitGrid.hasUnitNearby(tile, 0, UnitType.DefensePost, owner.id())
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) {
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this.updateDefendedStateForDefensePost(tile, owner);
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}
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}
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}
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// Or a more dynamic approach that will catch new enum values:
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