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# Pathfinding pt. 3 ## Description: This PR introduces final change to the pathfinding - path refinement. It optimizes Line of Sight refinement by searching with for the best tile with a binary search instead of linearly. And then spends the recovered budget on better refinement of the first and last 50 tiles of the journey - the place where user is most likely to look at. Additionally this PR re-introduces magnitude check and makes the ships prefer sailing close to the coast, but not too close. ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## What? | Before | After | | :--- | :--- | | <img width="1097" height="1117" alt="image" src="https://github.com/user-attachments/assets/4a0b300d-10ef-4151-b6dc-33acfb49f992" /> | <img width="1093" height="1119" alt="image" src="https://github.com/user-attachments/assets/cf81c515-c145-40f4-91e5-a4353986907b" /> | | <img width="1096" height="1129" alt="image" src="https://github.com/user-attachments/assets/21b46bce-f961-4259-88f6-fe4a66180270" /> | <img width="1098" height="1126" alt="image" src="https://github.com/user-attachments/assets/d92587d1-e6b6-4353-b4a4-1efe71bca43d" /> | ## Performance There is actually a severe performance impact of these changes. The path initial path takes almost 2x as long to generate - this is because pre processing can only do so much if the initial path is ugly. Luckily in real gameplay we only need to do this calculation once per edge, so the actual observed performance impact should be much smaller. Cache FTW. | | No Cache | Cache | | :--- | :--- | :--- | | Before | 277.04ms | 208.58ms | | After | 498.34ms | 264.27ms | ## DebugSpan Small utility, it allows any code to be easily instrumented for performance. The idea is the same as with [OTEL Spans](https://opentelemetry.io/docs/concepts/signals/traces/). Produce a span, create sub-spans, measure whatever you need. Works only when `globalThis.__DEBUG_SPAN_ENABLED__ === true`, otherwise no-op. Cool stuff, try it out: ```ts // Convenient wrapper, small performance impact return DebugSpan.wrap('add', () => a + b) // Synchronous API, basically free DebugSpan.start('work') work() DebugSpan.end() // Create sub spans DebugSpan.wrap('complex', () => { const aPlusB = DebugSpan.wrap('add', () => a + b) DebugSpan.set('additionResult', () => aPlusB) // Store data return aPlusB * c }) // Access spans, data and timing const span = DebugSpan.getLast() const compelxSpan = DebugSpan.getLast('complex') console.log(complexSpan.duration, complexSpan.data['additionResult']) ``` These are virtually free and can be enabled on-demand **in production** and available in the devtools. Under the hood devtools integration is just a wrapper around [Performance API](https://developer.mozilla.org/en-US/docs/Web/API/Performance_API). For clarity data keys not prefixed by `$` are omitted from the integration. Every key prefixed with `$` must be fully JSON serializable. <img width="977" height="799" alt="image" src="https://github.com/user-attachments/assets/b4d43506-1639-4f78-a611-30e61de12a07" />
245 lines
6.1 KiB
TypeScript
245 lines
6.1 KiB
TypeScript
import { TileRef } from "../../../../src/core/game/GameMap.js";
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import { PathFinding } from "../../../../src/core/pathfinding/PathFinder.js";
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import { SteppingPathFinder } from "../../../../src/core/pathfinding/types.js";
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import { DebugSpan } from "../../../../src/core/utilities/DebugSpan.js";
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import { getAdapter } from "../../utils.js";
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import { COMPARISON_ADAPTERS, loadMap } from "./maps.js";
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// Primary result with debug info
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interface PrimaryResult {
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path: Array<[number, number]> | null;
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length: number;
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time: number;
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debug: {
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nodePath: Array<[number, number]> | null;
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initialPath: Array<[number, number]> | null;
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cachedSegmentsUsed: number | null;
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timings: Record<string, number>;
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};
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}
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// Comparison result (path + timing only)
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interface ComparisonResult {
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adapter: string;
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path: Array<[number, number]> | null;
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length: number;
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time: number;
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}
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export interface PathfindResult {
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primary: PrimaryResult;
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comparisons: ComparisonResult[];
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}
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// Cache adapters per map
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const adapterCache = new Map<
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string,
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Map<string, SteppingPathFinder<TileRef>>
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>();
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/**
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* Get or create an adapter for a map
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*/
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function getOrCreateAdapter(
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mapName: string,
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adapterName: string,
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game: any,
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): SteppingPathFinder<TileRef> {
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if (!adapterCache.has(mapName)) {
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adapterCache.set(mapName, new Map());
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}
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const mapAdapters = adapterCache.get(mapName)!;
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if (!mapAdapters.has(adapterName)) {
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mapAdapters.set(adapterName, getAdapter(game, adapterName));
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}
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return mapAdapters.get(adapterName)!;
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}
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/**
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* Convert TileRef array to coordinate array
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*/
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function pathToCoords(
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path: TileRef[] | null,
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game: any,
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): Array<[number, number]> | null {
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if (!path) return null;
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return path.map((tile) => [game.x(tile), game.y(tile)]);
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}
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/**
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* Extract timings from DebugSpan hierarchy
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* Flattens nested spans into { spanName: duration } format
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*/
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function extractTimings(span: {
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name: string;
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duration?: number;
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children: any[];
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}): Record<string, number> {
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const timings: Record<string, number> = {};
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if (span.duration !== undefined) {
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timings[span.name] = span.duration;
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}
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for (const child of span.children) {
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Object.assign(timings, extractTimings(child));
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}
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return timings;
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}
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/**
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* Compute primary path using PathFinding.Water with debug info
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*/
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function computePrimaryPath(
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game: any,
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fromRef: TileRef,
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toRef: TileRef,
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): PrimaryResult {
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const miniMap = game.miniMap();
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// Use standard PathFinding.Water
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const pf = PathFinding.Water(game);
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// Enable DebugSpan to capture internal state
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DebugSpan.enable();
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const path = pf.findPath(fromRef, toRef);
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// Get span data and disable
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const span = DebugSpan.getLastSpan();
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DebugSpan.disable();
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// Convert node path (miniMap coords) to full map coords
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let nodePath: Array<[number, number]> | null = null;
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const spanNodePath = span?.data?.nodePath as TileRef[] | undefined;
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if (spanNodePath) {
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nodePath = spanNodePath.map((tile: TileRef) => {
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const x = miniMap.x(tile) * 2;
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const y = miniMap.y(tile) * 2;
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return [x, y] as [number, number];
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});
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}
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// Convert initialPath (miniMap TileRefs) to full map coords
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let initialPath: Array<[number, number]> | null = null;
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const spanInitialPath = span?.data?.initialPath as TileRef[] | undefined;
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if (spanInitialPath) {
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initialPath = spanInitialPath.map((tile: TileRef) => {
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const x = miniMap.x(tile) * 2;
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const y = miniMap.y(tile) * 2;
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return [x, y] as [number, number];
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});
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}
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let cachedSegmentsUsed: number | null = null;
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if (span?.data?.cachedSegmentsUsed !== undefined) {
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cachedSegmentsUsed = span.data.cachedSegmentsUsed as number;
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}
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// Extract timings from span hierarchy
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const timings = span ? extractTimings(span) : {};
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return {
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path: pathToCoords(path, game),
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length: path ? path.length : 0,
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time: timings["hpa:findPath"] || 0,
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debug: {
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nodePath,
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initialPath,
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cachedSegmentsUsed,
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timings,
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},
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};
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}
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/**
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* Compute comparison path using adapter
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*/
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function computeComparisonPath(
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adapter: SteppingPathFinder<TileRef>,
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game: any,
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fromRef: TileRef,
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toRef: TileRef,
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adapterName: string,
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): ComparisonResult {
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const start = performance.now();
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const path = adapter.findPath(fromRef, toRef);
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const time = performance.now() - start;
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return {
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adapter: adapterName,
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path: pathToCoords(path, game),
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length: path ? path.length : 0,
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time,
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};
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}
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/**
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* Compute pathfinding between two points
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*/
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export async function computePath(
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mapName: string,
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from: [number, number],
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to: [number, number],
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options: { adapters?: string[] } = {},
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): Promise<PathfindResult> {
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const { game } = await loadMap(mapName);
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// Convert coordinates to TileRefs
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const fromRef = game.ref(from[0], from[1]);
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const toRef = game.ref(to[0], to[1]);
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// Validate that both points are water tiles
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if (!game.isWater(fromRef)) {
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throw new Error(`Start point (${from[0]}, ${from[1]}) is not water`);
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}
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if (!game.isWater(toRef)) {
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throw new Error(`End point (${to[0]}, ${to[1]}) is not water`);
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}
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// Compute primary path (PathFinding.Water with debug)
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const primary = computePrimaryPath(game, fromRef, toRef);
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// Compute comparison paths
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const selectedAdapters = options.adapters ?? COMPARISON_ADAPTERS;
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const comparisons: ComparisonResult[] = [];
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for (const adapterName of selectedAdapters) {
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if (!COMPARISON_ADAPTERS.includes(adapterName)) {
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console.warn(`Unknown adapter: ${adapterName}, skipping`);
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continue;
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}
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try {
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const adapter = getOrCreateAdapter(mapName, adapterName, game);
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const result = computeComparisonPath(
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adapter,
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game,
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fromRef,
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toRef,
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adapterName,
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);
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comparisons.push(result);
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} catch (error) {
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console.error(`Error with adapter ${adapterName}:`, error);
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comparisons.push({
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adapter: adapterName,
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path: null,
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length: 0,
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time: 0,
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});
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}
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}
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return { primary, comparisons };
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}
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/**
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* Clear pathfinding adapter caches
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*/
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export function clearAdapterCaches() {
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adapterCache.clear();
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}
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