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OpenFrontIO/src/core/pathfinding/PathFinder.ts
T
Arkadiusz Sygulski 85def73bd9 Pathfinding Refinement (#2878)
# 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"
/>
2026-01-13 12:39:54 -08:00

105 lines
3.5 KiB
TypeScript

import { Game } from "../game/Game";
import { GameMap, TileRef } from "../game/GameMap";
import { TrainStation } from "../game/TrainStation";
import { AStarRail } from "./algorithms/AStar.Rail";
import { AStarWater } from "./algorithms/AStar.Water";
import { AirPathFinder } from "./PathFinder.Air";
import {
ParabolaOptions,
ParabolaUniversalPathFinder,
} from "./PathFinder.Parabola";
import { StationPathFinder } from "./PathFinder.Station";
import { PathFinderBuilder } from "./PathFinderBuilder";
import { StepperConfig } from "./PathFinderStepper";
import { ComponentCheckTransformer } from "./transformers/ComponentCheckTransformer";
import { MiniMapTransformer } from "./transformers/MiniMapTransformer";
import { ShoreCoercingTransformer } from "./transformers/ShoreCoercingTransformer";
import { SmoothingWaterTransformer } from "./transformers/SmoothingWaterTransformer";
import { PathStatus, SteppingPathFinder } from "./types";
/**
* Pathfinders that work with GameMap - usable in both simulation and UI layers
*/
export class UniversalPathFinding {
static Parabola(
gameMap: GameMap,
options?: ParabolaOptions,
): ParabolaUniversalPathFinder {
return new ParabolaUniversalPathFinder(gameMap, options);
}
}
/**
* Pathfinders that require Game - simulation layer only
*/
export class PathFinding {
static Water(game: Game): SteppingPathFinder<TileRef> {
const pf = game.miniWaterHPA();
const graph = game.miniWaterGraph();
if (!pf || !graph || graph.nodeCount < 100) {
return PathFinding.WaterSimple(game);
}
const miniMap = game.miniMap();
const componentCheckFn = (t: TileRef) => graph.getComponentId(t);
return PathFinderBuilder.create(pf)
.wrap((pf) => new ComponentCheckTransformer(pf, componentCheckFn))
.wrap((pf) => new SmoothingWaterTransformer(pf, miniMap))
.wrap((pf) => new ShoreCoercingTransformer(pf, miniMap))
.wrap((pf) => new MiniMapTransformer(pf, game.map(), miniMap))
.buildWithStepper(tileStepperConfig(game));
}
static WaterSimple(game: Game): SteppingPathFinder<TileRef> {
const miniMap = game.miniMap();
const pf = new AStarWater(miniMap);
return PathFinderBuilder.create(pf)
.wrap((pf) => new ShoreCoercingTransformer(pf, miniMap))
.wrap((pf) => new MiniMapTransformer(pf, game.map(), miniMap))
.buildWithStepper(tileStepperConfig(game));
}
static Rail(game: Game): SteppingPathFinder<TileRef> {
const miniMap = game.miniMap();
const pf = new AStarRail(miniMap);
return PathFinderBuilder.create(pf)
.wrap((pf) => new MiniMapTransformer(pf, game.map(), miniMap))
.buildWithStepper(tileStepperConfig(game));
}
static Stations(game: Game): SteppingPathFinder<TrainStation> {
const pf = new StationPathFinder(game);
return PathFinderBuilder.create(pf).buildWithStepper({
equals: (a, b) => a.id === b.id,
distance: (a, b) => game.manhattanDist(a.tile(), b.tile()),
});
}
static Air(game: Game): SteppingPathFinder<TileRef> {
const pf = new AirPathFinder(game);
return PathFinderBuilder.create(pf).buildWithStepper({
equals: (a, b) => a === b,
});
}
}
function tileStepperConfig(game: Game): StepperConfig<TileRef> {
return {
equals: (a, b) => a === b,
distance: (a, b) => game.manhattanDist(a, b),
preCheck: (from, to) =>
typeof from !== "number" ||
typeof to !== "number" ||
!game.isValidRef(from) ||
!game.isValidRef(to)
? { status: PathStatus.NOT_FOUND }
: null,
};
}