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perf: reduce core-sim GC churn 42% and add GC-churn profiling to the perf harness (#4494)
## Summary
Reduces core-simulation GC churn by **42%** on a 20-game-minute Giant
World Map run, and extends the headless full-game perf harness so churn
is measurable and regressions are visible.
### 1. GC-churn measurement (`tests/perf/fullgame/GcProfiler.ts`)
`npm run perf:game` now reports:
- **GC pauses** by kind (minor/major/incremental) via a
`PerformanceObserver` on `'gc'` entries, bucketed into tick windows by
timestamp (V8 only delivers these entries on a timer task, so they're
flushed after the run)
- **Allocation rate** per `--window N` ticks (default 1000) from
used-heap deltas sampled every tick, so churn can be tracked across game
phases
- **Top allocating functions** from the V8 sampling heap profiler with
`includeObjectsCollectedBy{Major,Minor}GC` — i.e. actual churn including
short-lived garbage, not live memory — plus a `.heapprofile` loadable in
Chrome DevTools (Memory → Allocation sampling)
New flags: `--window N`, `--no-gc-profile`, `--no-alloc-profile`.
### 2. Allocation reductions in the hot paths it found
| Site | Change |
|---|---|
| `GameMap.bfs` | inline neighbor enumeration instead of an array per
visited tile |
| `GameMap`/`Game` | new `forEachNeighborNSWE` — allocation-free
iterator matching `neighbors()` N,S,W,E order for order-sensitive
callers (`forEachNeighbor` visits W,E,N,S, so substituting it would
change sim behavior) |
| `PlayerImpl.nearby` / `sharesBorderWith` / `shoreReachableNeighbors` |
no per-call neighbor arrays; no materialized shore-tile array |
| `PlayerImpl.units(types)` | gather into a reusable scratch buffer,
return one exact-size slice (still a fresh snapshot array per call) |
| `AiAttackBehavior.maybeAttack` | single pass over border neighbors
replacing the `flatMap`/`filter`/`map` chain over every border tile |
| `AiAttackBehavior.isBorderingNukedTerritory` | reusable `neighbors4`
buffer with early exit |
| `SharedWaterCache.build` | allocation-free neighbor iteration |
| `SpatialQuery.bfsNearest` | first-minimum scan instead of
collect-then-stable-sort (identical result incl. tie-breaking) |
### Results (Giant World Map, 400 bots, 12,000 ticks ≈ 20 game-minutes,
seed `perf-default`)
| Metric | Before | After |
|---|---|---|
| Sampled allocations (incl. collected) | 97.7 GB | **56.9 GB (−42%)** |
| GC count / total pause | 1,682 / 3,313 ms (1.8% of wall) | 1,058 /
2,087 ms (1.2%) |
| Ticks/sec | 66 | 70 |
| p99 / max tick | 49.9 ms / 988 ms | 43.5 ms / 689 ms |
| Ticks over 100 ms budget | 31 | 19 |
## Determinism
Every rewrite preserves exact iteration order (the new NSWE iterator
exists precisely for the order-sensitive sites). Verified by identical
final game-state hashes on three runs: Giant World Map 12,000 ticks
(`67286276735690560`), Giant World Map 2,000 ticks, and World 1,800
ticks.
## Test plan
- [x] Full suite green (1,896 tests)
- [x] New tests: `forEachNeighborNSWE` order contract vs `neighbors()`
over every tile; `units()` filtering semantics (insertion order,
fresh-array guarantee, duplicate types, Set path)
- [x] Final-hash equality on 3 seeded headless runs (2 maps)
🤖 Generated with [Claude Code](https://claude.com/claude-code)
---------
Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
@@ -1172,6 +1172,12 @@ export class GameView implements GameMap {
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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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forEachNeighborNSWE(
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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.forEachNeighborNSWE(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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@@ -48,17 +48,20 @@ export class SharedWaterCache {
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let hasOcean = false;
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const lakes = new Set<number>();
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// The lake set is only membership-tested, so neighbor visit order does
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// not matter — use the allocation-free iterator.
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const visit = (neighbor: number) => {
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if (!game.isWater(neighbor)) return;
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if (game.isOcean(neighbor)) {
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hasOcean = true;
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return;
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}
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const comp = game.getWaterComponent(neighbor);
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if (comp !== null) lakes.add(comp);
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};
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for (const tile of player.borderTiles()) {
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if (!game.isShore(tile)) continue;
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for (const neighbor of game.neighbors(tile)) {
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if (!game.isWater(neighbor)) continue;
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if (game.isOcean(neighbor)) {
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hasOcean = true;
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continue;
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}
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const comp = game.getWaterComponent(neighbor);
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if (comp !== null) lakes.add(comp);
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}
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game.forEachNeighbor(tile, visit);
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}
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playerToWater.set(player, { hasOcean, lakes });
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@@ -33,6 +33,9 @@ import {
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import { TransportShipExecution } from "../TransportShipExecution";
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import { closestTwoTiles } from "../Util";
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// Reusable neighbor buffer for hot loops; the simulation is single-threaded.
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const NEIGHBOR_SCRATCH: TileRef[] = [0, 0, 0, 0];
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export class AiAttackBehavior {
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private botAttackTroopsSent: number = 0;
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@@ -52,20 +55,24 @@ export class AiAttackBehavior {
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throw new Error("not initialized");
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}
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const border = Array.from(this.player.borderTiles())
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.flatMap((t) => this.game.neighbors(t))
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.filter(
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(t) =>
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this.game.isLand(t) &&
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!this.game.isImpassable(t) &&
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this.game.ownerID(t) !== this.player?.smallID(),
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);
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// Neighbor visit order matters here: the set's insertion order feeds the
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// stable troop-count sort below, so ties keep border-discovery order.
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const borderingPlayerSet = new Set<Player>();
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let borderHasNonNukedTerraNullius = false;
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const smallID = this.player.smallID();
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const visit = (t: number) => {
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if (!this.game.isLand(t) || this.game.isImpassable(t)) return;
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if (this.game.ownerID(t) === smallID) return;
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const owner = this.game.playerBySmallID(this.game.ownerID(t));
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if (owner.isPlayer()) borderingPlayerSet.add(owner);
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if (!this.game.hasOwner(t) && !this.game.hasFallout(t)) {
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borderHasNonNukedTerraNullius = true;
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}
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};
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for (const t of this.player.borderTiles()) {
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this.game.forEachNeighborNSWE(t, visit);
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}
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const playerNeighbors = this.player.nearby();
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const borderingPlayerSet = new Set<Player>(
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border
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.map((t) => this.game.playerBySmallID(this.game.ownerID(t)))
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.filter((o): o is Player => o.isPlayer()),
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);
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for (const n of playerNeighbors) {
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if (n.isPlayer()) borderingPlayerSet.add(n);
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}
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@@ -81,7 +88,7 @@ export class AiAttackBehavior {
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// Attack TerraNullius but not nuked territory (direct border or across a river)
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const hasNonNukedTerraNullius =
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border.some((t) => !this.game.hasOwner(t) && !this.game.hasFallout(t)) ||
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borderHasNonNukedTerraNullius ||
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playerNeighbors.some((n) => !n.isPlayer());
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if (hasNonNukedTerraNullius) {
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if (this.sendAttack(this.game.terraNullius())) return;
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@@ -548,8 +555,13 @@ export class AiAttackBehavior {
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return false;
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}
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// Boolean result, so neighbor order doesn't matter; a reused scratch
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// buffer keeps this allocation-free and allows early exit.
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const nbuf = NEIGHBOR_SCRATCH;
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for (const tile of this.player.borderTiles()) {
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for (const neighbor of this.game.neighbors(tile)) {
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const n = this.game.neighbors4(tile, nbuf);
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for (let i = 0; i < n; i++) {
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const neighbor = nbuf[i];
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if (
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this.game.isLand(neighbor) &&
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!this.game.hasOwner(neighbor) &&
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@@ -705,6 +705,14 @@ export interface Game extends GameMap {
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forEachTile(fn: (tile: TileRef) => void): void;
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// Zero-allocation neighbor iteration (cardinal only) to avoid creating arrays
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forEachNeighbor(tile: TileRef, callback: (neighbor: TileRef) => void): void;
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// Same, but in neighbors() N, S, W, E order — for order-sensitive code.
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forEachNeighborNSWE(
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tile: TileRef,
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callback: (neighbor: TileRef) => void,
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): void;
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// Writes the cardinal neighbors of ref into out (W, E, N, S order) and
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// returns the count. Reuse out across calls to avoid allocation.
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neighbors4(ref: TileRef, out: TileRef[]): number;
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// Zero-allocation neighbor iteration for performance-critical cluster calculation
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// Alternative to neighborsWithDiag() that returns arrays
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// Avoids creating intermediate arrays and uses a callback for better performance
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@@ -1134,6 +1134,12 @@ export class GameImpl implements Game {
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forEachNeighbor(tile: TileRef, callback: (neighbor: TileRef) => void): void {
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this._map.forEachNeighbor(tile, callback);
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}
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forEachNeighborNSWE(
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tile: TileRef,
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callback: (neighbor: TileRef) => void,
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): void {
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this._map.forEachNeighborNSWE(tile, 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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@@ -39,6 +39,14 @@ export interface GameMap {
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neighbors(ref: TileRef): TileRef[];
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// Zero-allocation neighbor iteration (cardinal only), in W, E, N, S order.
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forEachNeighbor(ref: TileRef, callback: (neighbor: TileRef) => void): void;
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// Zero-allocation neighbor iteration (cardinal only) in the same N, S, W, E
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// order as neighbors(). Use this in order-sensitive code — anything feeding
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// sets/arrays whose iteration order affects the simulation — where
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// forEachNeighbor's W, E, N, S order would change behavior.
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forEachNeighborNSWE(
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ref: TileRef,
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callback: (neighbor: TileRef) => void,
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): void;
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// Writes the cardinal neighbors of ref into out (W, E, N, S order) and
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// returns the count. out must have length >= 4; reuse it across calls to
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// avoid allocation in hot loops.
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@@ -395,6 +403,19 @@ export class GameMapImpl implements GameMap {
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if (ref < (this.height_ - 1) * w) callback(ref + w);
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}
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forEachNeighborNSWE(
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ref: TileRef,
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callback: (neighbor: TileRef) => void,
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): void {
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const w = this.width_;
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const x = this.refToX[ref];
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if (ref >= w) callback(ref - w);
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if (ref < (this.height_ - 1) * w) callback(ref + w);
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if (x !== 0) callback(ref - 1);
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if (x !== w - 1) callback(ref + 1);
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}
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neighbors4(ref: TileRef, out: TileRef[]): number {
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const w = this.width_;
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const x = this.refToX[ref];
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@@ -480,15 +501,24 @@ export class GameMapImpl implements GameMap {
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q.push(tile);
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}
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// Neighbors are enumerated inline in the same order as neighbors() to
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// avoid allocating an array per visited tile.
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const w = this.width_;
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const southLimit = (this.height_ - 1) * w;
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const visit = (n: TileRef) => {
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if (!seen.has(n) && filter(this, n)) {
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seen.add(n);
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q.push(n);
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}
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};
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while (q.length > 0) {
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const curr = q.pop();
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if (curr === undefined) continue;
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for (const n of this.neighbors(curr)) {
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if (!seen.has(n) && filter(this, n)) {
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seen.add(n);
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q.push(n);
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}
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}
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const x = this.refToX[curr];
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if (curr >= w) visit(curr - w);
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if (curr < southLimit) visit(curr + w);
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if (x !== 0) visit(curr - 1);
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if (x !== w - 1) visit(curr + 1);
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}
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return seen;
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}
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+53
-59
@@ -84,6 +84,13 @@ const EMPTY_ATTACK_UPDATES: AttackUpdate[] = [];
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const EMPTY_ALLIANCE_VIEWS: AllianceView[] = [];
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const EMPTY_EMOJIS: EmojiMessage[] = [];
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const EMPTY_EMBARGOES = new Set<string>();
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// Reusable buffers for hot loops. The simulation is single-threaded and these
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// are fully consumed before any re-entrant call, so sharing is safe.
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const NEIGHBOR_SCRATCH: TileRef[] = [0, 0, 0, 0];
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const UNITS_SCRATCH: Unit[] = [];
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// N, S, W, E — the sampling directions used by shoreReachableNeighbors().
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const SHORE_DIRECTIONS_DX = [0, 0, -1, 1];
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const SHORE_DIRECTIONS_DY = [-1, 1, 0, 0];
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Object.freeze(EMPTY_NUMBER_ARRAY);
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Object.freeze(EMPTY_STRING_ARRAY);
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Object.freeze(EMPTY_ATTACK_UPDATES);
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@@ -361,53 +368,41 @@ export class PlayerImpl implements Player {
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return this._units;
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}
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// Hot path. Matches are gathered into a reusable scratch buffer and
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// copied out with an exact-size slice, so each call allocates exactly
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// one right-sized result array.
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const scratch = UNITS_SCRATCH;
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let n = 0;
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// Fast paths for common small arity calls to avoid Set allocation.
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if (len === 1) {
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const t0 = types[0]!;
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const out: Unit[] = [];
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for (const u of this._units) {
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if (u.type() === t0) out.push(u);
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if (u.type() === t0) scratch[n++] = u;
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}
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return out;
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}
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if (len === 2) {
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} else if (len === 2) {
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const t0 = types[0]!;
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const t1 = types[1]!;
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if (t0 === t1) {
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const out: Unit[] = [];
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for (const u of this._units) {
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if (u.type() === t0) out.push(u);
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}
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return out;
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}
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const out: Unit[] = [];
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for (const u of this._units) {
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const t = u.type();
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if (t === t0 || t === t1) out.push(u);
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if (t === t0 || t === t1) scratch[n++] = u;
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}
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return out;
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}
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if (len === 3) {
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} else if (len === 3) {
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const t0 = types[0]!;
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const t1 = types[1]!;
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const t2 = types[2]!;
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// Keep semantics identical for duplicates in types by using direct comparisons.
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const out: Unit[] = [];
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for (const u of this._units) {
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const t = u.type();
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if (t === t0 || t === t1 || t === t2) out.push(u);
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if (t === t0 || t === t1 || t === t2) scratch[n++] = u;
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}
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} else {
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const ts = new Set(types);
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for (const u of this._units) {
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if (ts.has(u.type())) scratch[n++] = u;
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}
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return out;
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}
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const ts = new Set(types);
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const out: Unit[] = [];
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for (const u of this._units) {
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if (ts.has(u.type())) out.push(u);
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}
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return out;
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return scratch.slice(0, n);
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}
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private numUnitsConstructed: Partial<Record<UnitType, number>> = {};
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@@ -454,9 +449,13 @@ export class PlayerImpl implements Player {
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}
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sharesBorderWith(other: Player | TerraNullius): boolean {
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const map = this.mg.map();
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const otherID = other.smallID();
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const nbuf = NEIGHBOR_SCRATCH;
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for (const border of this._borderTiles) {
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for (const neighbor of this.mg.map().neighbors(border)) {
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if (this.mg.map().ownerID(neighbor) === other.smallID()) {
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const n = map.neighbors4(border, nbuf);
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for (let i = 0; i < n; i++) {
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if (map.ownerID(nbuf[i]) === otherID) {
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return true;
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}
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}
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@@ -478,26 +477,23 @@ export class PlayerImpl implements Player {
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nearby(): (Player | TerraNullius)[] {
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const ns: Set<Player | TerraNullius> = new Set();
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for (const border of this.borderTiles()) {
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for (const neighbor of this.mg.map().neighbors(border)) {
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if (
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this.mg.map().isLand(neighbor) &&
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!this.mg.map().isImpassable(neighbor)
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) {
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if (
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!this.mg.map().hasOwner(neighbor) &&
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this.mg.map().hasFallout(neighbor)
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) {
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continue;
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}
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const owner = this.mg.map().ownerID(neighbor);
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if (owner !== this.smallID()) {
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ns.add(
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this.mg.playerBySmallID(owner) satisfies Player | TerraNullius,
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);
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}
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const map = this.mg.map();
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const smallID = this.smallID();
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const visit = (neighbor: TileRef) => {
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if (map.isLand(neighbor) && !map.isImpassable(neighbor)) {
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if (!map.hasOwner(neighbor) && map.hasFallout(neighbor)) {
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return;
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}
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const owner = map.ownerID(neighbor);
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if (owner !== smallID) {
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ns.add(
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this.mg.playerBySmallID(owner) satisfies Player | TerraNullius,
|
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);
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}
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}
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};
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for (const border of this.borderTiles()) {
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map.forEachNeighborNSWE(border, visit);
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}
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for (const n of this.shoreReachableNeighbors()) {
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ns.add(n);
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@@ -511,21 +507,19 @@ export class PlayerImpl implements Player {
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private shoreReachableNeighbors(): Set<Player | TerraNullius> {
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const ns: Set<Player | TerraNullius> = new Set();
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const map = this.mg.map();
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const shores = Array.from(this.borderTiles()).filter((t) => map.isShore(t));
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const directions: [number, number][] = [
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[0, -1],
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[0, 1],
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[-1, 0],
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[1, 0],
|
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];
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for (let i = 0; i < shores.length; i += 10) {
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const border = shores[i];
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let shoreIdx = 0;
|
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for (const border of this.borderTiles()) {
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if (!map.isShore(border)) continue;
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// Visit every 10th shore tile.
|
||||
if (shoreIdx++ % 10 !== 0) continue;
|
||||
|
||||
const bx = map.x(border);
|
||||
const by = map.y(border);
|
||||
|
||||
for (const [dx, dy] of directions) {
|
||||
for (let d = 0; d < 4; d++) {
|
||||
const dx = SHORE_DIRECTIONS_DX[d];
|
||||
const dy = SHORE_DIRECTIONS_DY[d];
|
||||
// Only follow directions that immediately enter water; land-adjacent
|
||||
// directions are already covered by the direct neighbors() loop.
|
||||
const x1 = bx + dx;
|
||||
|
||||
@@ -32,25 +32,25 @@ export class SpatialQuery {
|
||||
predicate: (t: TileRef) => boolean,
|
||||
): TileRef | null {
|
||||
const map = this.game.map();
|
||||
const candidates: TileRef[] = [];
|
||||
|
||||
// Strict < keeps the first candidate on distance ties, so the winner
|
||||
// depends only on the deterministic BFS visit order.
|
||||
let best: TileRef | null = null;
|
||||
let bestDist = Infinity;
|
||||
for (const tile of map.bfs(
|
||||
from,
|
||||
(_, t) => map.manhattanDist(from, t) <= maxDist,
|
||||
)) {
|
||||
if (predicate(tile)) {
|
||||
candidates.push(tile);
|
||||
const dist = map.manhattanDist(from, tile);
|
||||
if (dist < bestDist) {
|
||||
best = tile;
|
||||
bestDist = dist;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (candidates.length === 0) return null;
|
||||
|
||||
// Sort by Manhattan distance to find actual nearest
|
||||
candidates.sort(
|
||||
(a, b) => map.manhattanDist(from, a) - map.manhattanDist(from, b),
|
||||
);
|
||||
|
||||
return candidates[0];
|
||||
return best;
|
||||
}
|
||||
|
||||
/**
|
||||
|
||||
Reference in New Issue
Block a user