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