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f6a08e16db
If this PR fixes an issue, link it below. If not, delete these two lines. Resolves #(issue number) ## Description: ## PR Title perf(core): reduce hot-path allocations & safe optimizations This PR brings in a set of allocation-focused optimizations in core hot paths ### Scope - `src/core/execution/NukeExecution.ts` - `src/core/execution/WarshipExecution.ts` - `src/core/game/UnitGrid.ts` - `src/core/game/PlayerImpl.ts` - `src/core/configuration/DefaultConfig.ts` - `src/core/execution/SAMLauncherExecution.ts` ### What Changed - `NukeExecution.detonate`: reduced call overhead/allocations by caching `mg`/`config`, avoiding repeated lookups, and using allocation-free loops (no `forEach` closures) in the diminishing-effect pass. - `WarshipExecution.findTargetUnit`: replaced allocate+sort flow with single-pass best-target selection. - `UnitGrid.nearbyUnits`: reduced call overhead and allocations via single-type fast path and cached query coordinates. - `PlayerImpl.units`: added fast paths for common small-arity type queries (1-3 unit types). - `DefaultConfig.unitInfo`: cached `UnitInfo` objects per `UnitType` to avoid repeated object/closure creation. - `SAMLauncherExecution` targeting: removed sort churn and streamlined target selection with single-pass hydrogen prioritization. ### Rebase - One conflict was resolved in `NukeExecution.detonate` by keeping `main`'s diminishing-effect-per-impacted-tile behavior, while retaining the allocation-reduction refactors. ## Please complete the following: - [ ] I have added screenshots for all UI updates - [ ] I process any text displayed to the user through translateText() and I've added it to the en.json file - [ ] I have added relevant tests to the test directory - [ ] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: DISCORD_USERNAME
351 lines
9.8 KiB
TypeScript
351 lines
9.8 KiB
TypeScript
import {
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Execution,
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Game,
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isUnit,
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MessageType,
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Player,
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Unit,
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UnitType,
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} from "../game/Game";
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import { TileRef } from "../game/GameMap";
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import { PseudoRandom } from "../PseudoRandom";
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import { SAMMissileExecution } from "./SAMMissileExecution";
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type Target = {
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unit: Unit;
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tile: TileRef;
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};
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type InterceptionTile = {
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tile: TileRef;
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tick: number;
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};
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/**
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* Smart SAM targeting system preshoting nukes so its range is strictly enforced
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*/
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class SAMTargetingSystem {
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// Interception tiles are computed a single time, but it may not be reachable yet.
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// Store the result so it can be intercepted at the proper time, rather than recomputing each tick.
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// Null interception tile means there are no interception tiles in range. Store it to avoid recomputing.
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private readonly precomputedNukes: Map<number, InterceptionTile | null> =
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new Map();
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private readonly missileSpeed: number;
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constructor(
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private readonly mg: Game,
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private readonly sam: Unit,
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) {
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this.missileSpeed = this.mg.config().defaultSamMissileSpeed();
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}
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updateUnreachableNukes(nearbyUnits: { unit: Unit; distSquared: number }[]) {
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if (this.precomputedNukes.size === 0) {
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return;
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}
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// Avoid per-tick allocations for the common case where only a few nukes are tracked.
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if (this.precomputedNukes.size <= 16) {
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for (const nukeId of this.precomputedNukes.keys()) {
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let found = false;
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for (const u of nearbyUnits) {
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if (u.unit.id() === nukeId) {
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found = true;
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break;
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}
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}
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if (!found) {
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this.precomputedNukes.delete(nukeId);
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}
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}
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return;
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}
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const nearbyUnitSet = new Set<number>();
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for (const u of nearbyUnits) {
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nearbyUnitSet.add(u.unit.id());
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}
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for (const nukeId of this.precomputedNukes.keys()) {
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if (!nearbyUnitSet.has(nukeId)) {
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this.precomputedNukes.delete(nukeId);
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}
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}
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}
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private tickToReach(currentTile: TileRef, tile: TileRef): number {
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return Math.ceil(
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this.mg.manhattanDist(currentTile, tile) / this.missileSpeed,
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);
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}
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private computeInterceptionTile(
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unit: Unit,
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samTile: TileRef,
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rangeSquared: number,
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): InterceptionTile | undefined {
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const trajectory = unit.trajectory();
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const currentIndex = unit.trajectoryIndex();
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const explosionTick: number = trajectory.length - currentIndex;
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for (let i = currentIndex; i < trajectory.length; i++) {
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const trajectoryTile = trajectory[i];
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if (
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trajectoryTile.targetable &&
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this.mg.euclideanDistSquared(samTile, trajectoryTile.tile) <=
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rangeSquared
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) {
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const nukeTickToReach = i - currentIndex;
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const samTickToReach = this.tickToReach(samTile, trajectoryTile.tile);
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const tickBeforeShooting = nukeTickToReach - samTickToReach;
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if (samTickToReach < explosionTick && tickBeforeShooting >= 0) {
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return { tick: tickBeforeShooting, tile: trajectoryTile.tile };
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}
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}
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}
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return undefined;
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}
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public getSingleTarget(ticks: number): Target | null {
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const samTile = this.sam.tile();
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const range = this.mg.config().samRange(this.sam.level());
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const rangeSquared = range * range;
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// Look beyond the SAM range so it can preshot nukes
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const detectionRange = this.mg.config().maxSamRange() * 2;
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const nukes = this.mg.nearbyUnits(
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samTile,
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detectionRange,
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[UnitType.AtomBomb, UnitType.HydrogenBomb],
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({ unit }) => {
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return (
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isUnit(unit) &&
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unit.owner() !== this.sam.owner() &&
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!this.sam.owner().isFriendly(unit.owner()) &&
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!unit.targetedBySAM()
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);
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},
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);
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// Clear unreachable nukes that went out of range
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this.updateUnreachableNukes(nukes);
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let best: Target | null = null;
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for (const nuke of nukes) {
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const nukeId = nuke.unit.id();
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const cached = this.precomputedNukes.get(nukeId);
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if (cached !== undefined) {
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if (cached === null) {
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// Already computed as unreachable, skip
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continue;
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}
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if (cached.tick === ticks) {
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// Time to shoot!
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const target = { tile: cached.tile, unit: nuke.unit };
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if (
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best === null ||
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(target.unit.type() === UnitType.HydrogenBomb &&
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best.unit.type() !== UnitType.HydrogenBomb)
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) {
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best = target;
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}
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this.precomputedNukes.delete(nukeId);
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continue;
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}
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if (cached.tick > ticks) {
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// Not due yet, skip for now.
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continue;
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}
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// Missed the planned tick (e.g was on cooldown), recompute a new interception tile if possible
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this.precomputedNukes.delete(nukeId);
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}
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const interceptionTile = this.computeInterceptionTile(
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nuke.unit,
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samTile,
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rangeSquared,
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);
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if (interceptionTile !== undefined) {
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if (interceptionTile.tick <= 1) {
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// Shoot instantly
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const target = { unit: nuke.unit, tile: interceptionTile.tile };
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if (
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best === null ||
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(target.unit.type() === UnitType.HydrogenBomb &&
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best.unit.type() !== UnitType.HydrogenBomb)
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) {
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best = target;
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}
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} else {
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// Nuke will be reachable but not yet. Store the result.
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this.precomputedNukes.set(nukeId, {
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tick: interceptionTile.tick + ticks,
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tile: interceptionTile.tile,
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});
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}
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} else {
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// Store unreachable nukes in order to prevent useless interception computation
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this.precomputedNukes.set(nukeId, null);
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}
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}
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return best;
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}
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}
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export class SAMLauncherExecution implements Execution {
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private mg: Game;
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private active: boolean = true;
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// As MIRV go very fast we have to detect them very early but we only
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// shoot the one targeting very close (MIRVWarheadProtectionRadius)
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private MIRVWarheadSearchRadius = 400;
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private MIRVWarheadProtectionRadius = 50;
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private targetingSystem: SAMTargetingSystem;
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private pseudoRandom: PseudoRandom | undefined;
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constructor(
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private player: Player,
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private tile: TileRef | null,
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private sam: Unit | null = null,
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) {
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if (sam !== null) {
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this.tile = sam.tile();
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}
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}
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init(mg: Game, ticks: number): void {
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this.mg = mg;
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}
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tick(ticks: number): void {
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if (this.mg === null || this.player === null) {
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throw new Error("Not initialized");
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}
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if (this.sam === null) {
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if (this.tile === null) {
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throw new Error("tile is null");
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}
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const spawnTile = this.player.canBuild(UnitType.SAMLauncher, this.tile);
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if (spawnTile === false) {
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console.warn("cannot build SAM Launcher");
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this.active = false;
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return;
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}
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this.sam = this.player.buildUnit(UnitType.SAMLauncher, spawnTile, {});
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}
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this.targetingSystem ??= new SAMTargetingSystem(this.mg, this.sam);
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if (this.sam.isUnderConstruction()) {
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return;
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}
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if (this.sam.isInCooldown()) {
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const frontTime = this.sam.missileTimerQueue()[0];
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if (frontTime === undefined) {
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return;
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}
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const cooldown =
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this.mg.config().SAMCooldown() - (this.mg.ticks() - frontTime);
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if (cooldown <= 0) {
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this.sam.reloadMissile();
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}
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return;
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}
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if (!this.sam.isActive()) {
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this.active = false;
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return;
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}
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if (this.player !== this.sam.owner()) {
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this.player = this.sam.owner();
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}
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this.pseudoRandom ??= new PseudoRandom(this.sam.id());
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const mirvWarheadTargets = this.mg.nearbyUnits(
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this.sam.tile(),
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this.MIRVWarheadSearchRadius,
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UnitType.MIRVWarhead,
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({ unit }) => {
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if (!isUnit(unit)) return false;
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if (unit.owner() === this.player) return false;
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if (this.player.isFriendly(unit.owner())) return false;
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const dst = unit.targetTile();
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return (
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this.sam !== null &&
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dst !== undefined &&
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this.mg.manhattanDist(dst, this.sam.tile()) <
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this.MIRVWarheadProtectionRadius
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);
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},
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);
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let target: Target | null = null;
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if (mirvWarheadTargets.length === 0) {
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target = this.targetingSystem.getSingleTarget(ticks);
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if (target !== null) {
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console.log("Target acquired");
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}
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}
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// target is already filtered to exclude nukes targeted by other SAMs
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if (target || mirvWarheadTargets.length > 0) {
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this.sam.launch();
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const type =
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mirvWarheadTargets.length > 0
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? UnitType.MIRVWarhead
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: target?.unit.type();
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if (type === undefined) throw new Error("Unknown unit type");
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if (mirvWarheadTargets.length > 0) {
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const samOwner = this.sam.owner();
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// Message
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this.mg.displayMessage(
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"events_display.mirv_warheads_intercepted",
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MessageType.SAM_HIT,
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samOwner.id(),
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undefined,
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{ count: mirvWarheadTargets.length },
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);
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mirvWarheadTargets.forEach(({ unit: u }) => {
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// Delete warheads
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u.delete();
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});
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// Record stats
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this.mg
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.stats()
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.bombIntercept(
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samOwner,
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UnitType.MIRVWarhead,
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mirvWarheadTargets.length,
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);
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} else if (target !== null) {
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target.unit.setTargetedBySAM(true);
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this.mg.addExecution(
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new SAMMissileExecution(
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this.sam.tile(),
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this.sam.owner(),
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this.sam,
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target.unit,
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target.tile,
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),
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);
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} else {
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throw new Error("target is null");
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}
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}
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}
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isActive(): boolean {
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return this.active;
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}
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activeDuringSpawnPhase(): boolean {
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return false;
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}
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}
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