use tiles to improve perf

This commit is contained in:
evanpelle
2024-08-10 19:35:31 -07:00
parent f7b0441f41
commit dd94bb4c65
8 changed files with 64 additions and 54 deletions
+6 -6
View File
@@ -56,12 +56,12 @@ class Client {
this.lobbiesContainer.appendChild(button);
});
// Join first lobby
if (!this.hasJoined && lobbies.length > 0) {
this.hasJoined = true
console.log(`joining lobby ${lobbies[0].id}`)
this.joinLobby(lobbies[0].id)
}
// // Join first lobby
// if (!this.hasJoined && lobbies.length > 0) {
// this.hasJoined = true
// console.log(`joining lobby ${lobbies[0].id}`)
// this.joinLobby(lobbies[0].id)
// }
}
async fetchLobbies() {
+2 -2
View File
@@ -95,7 +95,7 @@ export class ClientGame {
this.renderer.initialize()
this.input.initialize()
this.executor.spawnBots(500)
this.executor.spawnBots(1000)
setInterval(() => this.tick(), 10);
@@ -148,7 +148,7 @@ export class ClientGame {
const owner = tile.owner()
const targetID = owner.isPlayer() ? owner.id() : null
if (tile.owner() != this.myPlayer) {
if (this.myPlayer.sharesBorderWith(tile.owner())) {
if (this.myPlayer.sharesBorderWith(tile.owner())) {
this.sendAttackIntent(targetID, cell)
} else {
// TODO verify on ocean
+3 -3
View File
@@ -193,15 +193,15 @@ export class GameRenderer {
tileUpdate(event: TileEvent) {
this.paintTile(event.tile)
this.gs.neighbors(event.tile.cell()).forEach(c => this.paintTile(this.gs.tile(c)))
event.tile.neighbors().forEach(t => this.paintTile(t))
}
playerEvent(event: PlayerEvent) {
}
boatEvent(event: BoatEvent) {
this.paintCell(event.boat.cell(), new Colord({r: 255, g: 255, b: 255}))
this.gs.neighbors(event.boat.cell()).map(c => this.gs.tile(c)).forEach(t => this.paintTile(t))
this.paintCell(event.boat.tile().cell(), new Colord({r: 255, g: 255, b: 255}))
this.gs.neighbors(event.boat.tile()).forEach(t => this.paintTile(t))
}
resize(width: number, height: number): void {
+4 -4
View File
@@ -75,13 +75,13 @@ export interface Tile {
export interface Boat {
troops(): number
cell(): Cell
tile(): Tile
owner(): Player
target(): Player | TerraNullius
}
export interface MutableBoat extends Boat {
move(cell: Cell): void
move(tile: Tile): void
owner(): MutablePlayer
target(): MutablePlayer | TerraNullius
setTroops(troops: number): void
@@ -115,7 +115,7 @@ export interface MutablePlayer extends Player {
executions(): Execution[]
neighbors(): (MutablePlayer | TerraNullius)[]
boats(): MutableBoat[]
addBoat(troops: number, cell: Cell, target: Player | TerraNullius): MutableBoat
addBoat(troops: number, tile: Tile, target: Player | TerraNullius): MutableBoat
}
export interface Game {
@@ -124,7 +124,7 @@ export interface Game {
players(): Player[]
tile(cell: Cell): Tile
isOnMap(cell: Cell): boolean
neighbors(cell: Cell): Cell[]
neighbors(cell: Cell | Tile): Tile[]
width(): number
height(): number
forEachTile(fn: (tile: Tile) => void): void
+42 -32
View File
@@ -9,6 +9,8 @@ type CellString = string
class TileImpl implements Tile {
public _isBorder = false
constructor(
private readonly gs: GameImpl,
public _owner: PlayerImpl | TerraNulliusImpl,
@@ -24,13 +26,13 @@ class TileImpl implements Tile {
hasOwner(): boolean {return this._owner != this.gs._terraNullius}
owner(): MutablePlayer | TerraNullius {return this._owner}
isBorder(): boolean {return this.gs.isBorder(this)}
isBorder(): boolean {return this._isBorder}
isInterior(): boolean {return this.hasOwner() && !this.isBorder()}
cell(): Cell {return this._cell}
terrain(): TerrainType {return this._terrain}
neighbors(): Tile[] {
return this.gs.neighbors(this._cell).map(c => this.gs.tile(c))
return this.gs.neighbors(this)
}
game(): Game {return this.gs}
@@ -40,14 +42,14 @@ export class BoatImpl implements MutableBoat {
constructor(
private g: GameImpl,
private _cell: Cell,
private _tile: Tile,
private _troops: number,
private _owner: PlayerImpl,
private _target: PlayerImpl | TerraNulliusImpl
) { }
move(cell: Cell): void {
this._cell = cell
move(tile: Tile): void {
this._tile = tile
this.g.fireBoatUpdateEvent(this)
}
setTroops(troops: number): void {
@@ -56,8 +58,8 @@ export class BoatImpl implements MutableBoat {
troops(): number {
return this._troops
}
cell(): Cell {
return this._cell
tile(): Tile {
return this._tile
}
owner(): PlayerImpl {
return this._owner
@@ -77,8 +79,8 @@ export class PlayerImpl implements MutablePlayer {
constructor(private gs: GameImpl, public readonly _id: PlayerID, public readonly playerInfo: PlayerInfo, private _troops) {
}
addBoat(troops: number, cell: Cell, target: Player | TerraNullius): BoatImpl {
const b = new BoatImpl(this.gs, cell, troops, this, target as PlayerImpl | TerraNulliusImpl)
addBoat(troops: number, tile: Tile, target: Player | TerraNullius): BoatImpl {
const b = new BoatImpl(this.gs, tile, troops, this, target as PlayerImpl | TerraNulliusImpl)
this._boats.push(b)
this.gs.fireBoatUpdateEvent(b)
return b
@@ -184,6 +186,7 @@ export class GameImpl implements MutableGame {
private _height: number
_terraNullius: TerraNulliusImpl
constructor(terrainMap: TerrainMap, private eventBus: EventBus) {
this._terraNullius = new TerraNulliusImpl(this)
this._width = terrainMap.width();
@@ -281,21 +284,26 @@ export class GameImpl implements MutableGame {
&& cell.y < this._height
}
neighbors(cell: Cell): Cell[] {
this.assertIsOnMap(cell)
const ns = [
new Cell(cell.x + 1, cell.y),
new Cell(cell.x - 1, cell.y),
new Cell(cell.x, cell.y + 1),
new Cell(cell.x, cell.y - 1)
].filter(c => this.isOnMap(c))
neighbors(tile: Tile): Tile[] {
this.assertIsOnMap(tile.cell())
const x = tile.cell().x
const y = tile.cell().y
const ns: TileImpl[] = []
if (y > 0) {
ns.push(this.map[x][y - 1])
}
if (y < this._height - 1) {
ns.push(this.map[x][y + 1])
}
if (x > 0) {
ns.push(this.map[x - 1][y])
}
if (x < this._width - 1) {
ns.push(this.map[x + 1][y])
}
return ns
}
tileNeighbors(tile: Tile): Tile[] {
return this.neighbors(tile.cell()).map(c => this.tile(c))
}
private assertIsOnMap(cell: Cell) {
if (!this.isOnMap(cell)) {
throw new Error(`cell ${cell.toString()} is not on map`)
@@ -318,35 +326,37 @@ export class GameImpl implements MutableGame {
previousOwner.tiles.delete(cell.toString())
previousOwner._borderTiles.delete(cell.toString())
previousOwner._borderTileSet.delete(tile)
tile._isBorder = false
}
tile._owner = owner
owner.tiles.set(cell.toString(), tile)
this.updateBorders(cell)
this.updateBorders(tile)
this.eventBus.emit(new TileEvent(tile))
}
private updateBorders(cell: Cell) {
const cells: Cell[] = []
cells.push(cell)
this.neighbors(cell).forEach(c => cells.push(c))
cells.map(c => this.tile(c)).filter(c => c.hasOwner()).forEach(t => {
private updateBorders(tile: Tile) {
const tiles: Tile[] = []
tiles.push(tile)
tile.neighbors().forEach(t => tiles.push(t))
tiles.filter(t => t.hasOwner()).forEach(t => {
if (this.isBorder(t)) {
(t.owner() as PlayerImpl)._borderTiles.set(t.cell().toString(), t);
(t.owner() as PlayerImpl)._borderTileSet.add(t)
(t.owner() as PlayerImpl)._borderTileSet.add(t);
(t as TileImpl)._isBorder = true
} else {
(t.owner() as PlayerImpl)._borderTiles.delete(t.cell().toString());
(t.owner() as PlayerImpl)._borderTileSet.delete(t)
(t.owner() as PlayerImpl)._borderTileSet.delete(t);
(t as TileImpl)._isBorder = false
}
})
}
isBorder(tile: Tile): boolean {
this.assertIsOnMap(tile.cell())
if (!tile.hasOwner()) {
return false
}
for (const neighbor of this.neighbors(tile.cell())) {
let bordersEnemy = this.tile(neighbor).owner() != tile.owner()
for (const neighbor of tile.neighbors()) {
let bordersEnemy = tile.owner() != neighbor.owner()
if (bordersEnemy) {
return true
}
+3 -3
View File
@@ -5,7 +5,7 @@ import {manhattanDist} from "../Util";
export class AttackExecution implements Execution {
private active: boolean = true;
private toConquer: PriorityQueue<TileContainer> = new PriorityQueue<TileContainer>(11, (a: TileContainer, b: TileContainer) => a.priority - b.priority);
private toConquer: PriorityQueue<TileContainer> = new PriorityQueue<TileContainer>(1000, (a: TileContainer, b: TileContainer) => a.priority - b.priority);
private random = new PseudoRandom(123)
private _owner: MutablePlayer
@@ -50,7 +50,7 @@ export class AttackExecution implements Execution {
return
}
if (this.toConquer.size() < 10) {
if (this.toConquer.size() < 5) {
this.calculateToConquer()
}
if (this.toConquer.size() == 0) {
@@ -130,7 +130,7 @@ export class AttackExecution implements Execution {
// .filter(t => t.terrain() == TerrainTypes.Land)
// .filter(t => t.owner() == this._owner)
// .length
this.toConquer.add(new TileContainer(neighbor, + this.random.nextInt(0, 4)))
this.toConquer.add(new TileContainer(neighbor, 1))
}
}
// }
+2 -2
View File
@@ -50,7 +50,7 @@ export class BoatAttackExecution implements Execution {
this.path = this.computePath(this.src, this.dst)
if (this.path != null) {
console.log(`got path ${this.path.map(t => t.cell().toString())}`)
this.boat = this.attacker.addBoat(1000, this.src.cell(), this.target)
this.boat = this.attacker.addBoat(1000, this.src, this.target)
} else {
console.log('got null path')
this.active = false
@@ -80,7 +80,7 @@ export class BoatAttackExecution implements Execution {
}
const nextTile = this.path[this.currTileIndex]
this.boat.move(nextTile.cell())
this.boat.move(nextTile)
}
owner(): MutablePlayer {
+2 -2
View File
@@ -12,7 +12,7 @@ export class BotExecution implements Execution {
constructor(private bot: MutablePlayer) {
this.random = new PseudoRandom(bot.id())
this.attackRate = this.random.nextInt(50, 200)
this.attackRate = this.random.nextInt(10, 50)
}
init(gs: MutableGame, ticks: number) {
@@ -35,7 +35,7 @@ export class BotExecution implements Execution {
const toAttack = ns[this.random.nextInt(0, ns.length)]
this.gs.addExecution(new AttackExecution(
this.bot.troops() / 5,
this.bot.troops() / 100,
this.bot.id(),
toAttack.isPlayer() ? toAttack.id() : null,
null