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.
This commit is contained in:
scamiv
2025-12-04 00:46:38 +01:00
parent 8752d55817
commit bbf768025e
2 changed files with 75 additions and 34 deletions
@@ -1,6 +1,5 @@
import { Colord } from "colord";
import { Theme } from "../../../core/configuration/Config";
import { UnitType } from "../../../core/game/Game";
import { TileRef } from "../../../core/game/GameMap";
import { GameView, PlayerView } from "../../../core/game/GameView";
import { FrameProfiler } from "../FrameProfiler";
@@ -83,15 +82,8 @@ export class CanvasTerritoryRenderer implements TerritoryRendererStrategy {
: null;
const isBorderTile = this.game.isBorder(tile);
const hasFallout = this.game.hasFallout(tile);
let isDefended = false;
if (owner && isBorderTile) {
isDefended = this.game.hasUnitNearby(
tile,
this.game.config().defensePostRange(),
UnitType.DefensePost,
owner.id(),
);
}
const isDefended =
owner && isBorderTile ? this.game.isDefended(tile) : false;
if (!owner) {
if (hasFallout) {
@@ -264,30 +256,6 @@ export class WebglTerritoryRenderer implements TerritoryRendererStrategy {
}
paintTile(tile: TileRef): void {
const hasOwner = this.game.hasOwner(tile);
const rawOwner = hasOwner ? this.game.owner(tile) : null;
const owner =
rawOwner &&
typeof (rawOwner as any).isPlayer === "function" &&
(rawOwner as any).isPlayer()
? (rawOwner as PlayerView)
: null;
const isBorderTile = this.game.isBorder(tile);
// Update defended state in the shared buffer (used for checkerboard pattern).
if (owner && isBorderTile) {
const isDefended = this.game.hasUnitNearby(
tile,
this.game.config().defensePostRange(),
UnitType.DefensePost,
owner.id(),
);
this.game.setDefended(tile, isDefended);
} else {
// Clear defended state for non-border tiles
this.game.setDefended(tile, false);
}
this.renderer.markTile(tile);
}
+73
View File
@@ -532,6 +532,10 @@ export class GameImpl implements Game {
owner._lastTileChange = this._ticks;
this.updateBorders(tile);
this._map.setFallout(tile, false);
// Update defended state for the conquered tile and nearby border tiles
this.updateDefendedStateForTileChange(tile, owner);
this.addUpdate({
type: GameUpdateType.Tile,
update: this.toTileUpdate(tile),
@@ -553,6 +557,9 @@ export class GameImpl implements Game {
this._map.setOwnerID(tile, 0);
this.updateBorders(tile);
if (this._map.isDefended(tile)) {
this._map.setDefended(tile, false);
}
this.addUpdate({
type: GameUpdateType.Tile,
update: this.toTileUpdate(tile),
@@ -752,14 +759,23 @@ export class GameImpl implements Game {
addUnit(u: Unit) {
this.unitGrid.addUnit(u);
if (u.type() === UnitType.DefensePost) {
this.updateDefendedStateForDefensePost(u.tile(), u.owner() as PlayerImpl);
}
}
removeUnit(u: Unit) {
if (u.type() === UnitType.DefensePost) {
this.updateDefendedStateForDefensePost(u.tile(), u.owner() as PlayerImpl);
}
this.unitGrid.removeUnit(u);
if (u.hasTrainStation()) {
this._railNetwork.removeStation(u);
}
}
updateUnitTile(u: Unit) {
if (u.type() === UnitType.DefensePost) {
this.updateDefendedStateForDefensePost(u.tile(), u.owner() as PlayerImpl);
}
this.unitGrid.updateUnitCell(u);
}
@@ -955,6 +971,63 @@ export class GameImpl implements Game {
// Record stats
this.stats().goldWar(conqueror, conquered, gold);
}
/**
* Update defended state for border tiles within range of a defense post.
*/
private updateDefendedStateForDefensePost(
center: TileRef,
owner: PlayerImpl,
) {
const range = this.config().defensePostRange();
const rangeSq = range * range;
for (const tile of owner._borderTiles) {
if (this._map.euclideanDistSquared(center, tile) <= rangeSq) {
const wasDefended = this._map.isDefended(tile);
const isDefended = this.unitGrid.hasUnitNearby(
tile,
range,
UnitType.DefensePost,
owner.id(),
);
if (wasDefended !== isDefended) {
this._map.setDefended(tile, isDefended);
this.addUpdate({
type: GameUpdateType.Tile,
update: this.toTileUpdate(tile),
});
}
}
}
}
/**
* Update defended state when a tile changes ownership.
*/
private updateDefendedStateForTileChange(tile: TileRef, owner: PlayerImpl) {
const wasDefended = this._map.isDefended(tile);
const isDefended = this.unitGrid.hasUnitNearby(
tile,
this.config().defensePostRange(),
UnitType.DefensePost,
owner.id(),
);
if (wasDefended !== isDefended) {
this._map.setDefended(tile, isDefended);
this.addUpdate({
type: GameUpdateType.Tile,
update: this.toTileUpdate(tile),
});
}
// If the conquered tile has a defense post, update nearby border tiles
if (
this.unitGrid.hasUnitNearby(tile, 0, UnitType.DefensePost, owner.id())
) {
this.updateDefendedStateForDefensePost(tile, owner);
}
}
}
// Or a more dynamic approach that will catch new enum values: