Files
OpenFrontIO/src/core/game/UnitGrid.ts
T
scamiv f6a08e16db Perf alloc (#3241)
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
2026-02-19 19:01:12 -06:00

304 lines
9.2 KiB
TypeScript

import { PlayerID, Unit, UnitType } from "./Game";
import { GameMap, TileRef } from "./GameMap";
import { UnitView } from "./GameView";
export type UnitPredicate = (value: {
unit: Unit | UnitView;
distSquared: number;
}) => boolean;
export class UnitGrid {
private grid: Map<UnitType, Set<Unit | UnitView>>[][];
private readonly cellSize = 100;
constructor(private gm: GameMap) {
this.grid = Array(Math.ceil(gm.height() / this.cellSize))
.fill(null)
.map(() =>
Array(Math.ceil(gm.width() / this.cellSize))
.fill(null)
.map(() => new Map<UnitType, Set<Unit | UnitView>>()),
);
}
// Get grid coordinates from pixel coordinates
private getGridCoords(x: number, y: number): [number, number] {
return [Math.floor(x / this.cellSize), Math.floor(y / this.cellSize)];
}
// Add a unit to the grid
addUnit(unit: Unit | UnitView) {
const tile = unit.tile();
const [gridX, gridY] = this.getGridCoords(this.gm.x(tile), this.gm.y(tile));
if (this.isValidCell(gridX, gridY)) {
const unitSet = this.grid[gridY][gridX].get(unit.type());
if (unitSet !== undefined) {
unitSet.add(unit);
} else {
this.grid[gridY][gridX].set(
unit.type(),
new Set<Unit | UnitView>([unit]),
);
}
}
}
// Remove a unit from the grid
removeUnit(unit: Unit | UnitView) {
const tile = unit.tile();
this.removeUnitByTile(unit, tile);
}
removeUnitByTile(unit: Unit | UnitView, tile: TileRef) {
const [gridX, gridY] = this.getGridCoords(this.gm.x(tile), this.gm.y(tile));
if (this.isValidCell(gridX, gridY)) {
const unitSet = this.grid[gridY][gridX].get(unit.type());
if (unitSet !== undefined) {
unitSet.delete(unit);
}
}
}
/**
* Move an unit to its new cell if it changed
*/
updateUnitCell(unit: Unit | UnitView) {
const newTile = unit.tile();
const oldTile = unit.lastTile();
const [gridX, gridY] = this.getGridCoords(
this.gm.x(oldTile),
this.gm.y(oldTile),
);
const [newGridX, newGridY] = this.getGridCoords(
this.gm.x(newTile),
this.gm.y(newTile),
);
if (gridX !== newGridX || gridY !== newGridY) {
this.removeUnitByTile(unit, oldTile);
this.addUnit(unit);
}
}
private isValidCell(gridX: number, gridY: number): boolean {
return (
gridX >= 0 &&
gridX < this.grid[0].length &&
gridY >= 0 &&
gridY < this.grid.length
);
}
// Compute the exact cells in range of tile
private getCellsInRange(tile: TileRef, range: number) {
const x = this.gm.x(tile);
const y = this.gm.y(tile);
const cellSize = this.cellSize;
const [gridX, gridY] = this.getGridCoords(x, y);
const startGridX = Math.max(
0,
gridX - Math.ceil((range - (x % cellSize)) / cellSize),
);
const endGridX = Math.min(
this.grid[0].length - 1,
gridX + Math.ceil((range - (cellSize - (x % cellSize))) / cellSize),
);
const startGridY = Math.max(
0,
gridY - Math.ceil((range - (y % cellSize)) / cellSize),
);
const endGridY = Math.min(
this.grid.length - 1,
gridY + Math.ceil((range - (cellSize - (y % cellSize))) / cellSize),
);
return { startGridX, endGridX, startGridY, endGridY };
}
private squaredDistanceFromTile(
unit: Unit | UnitView,
tile: TileRef,
): number {
const x = this.gm.x(tile);
const y = this.gm.y(tile);
const tileX = this.gm.x(unit.tile());
const tileY = this.gm.y(unit.tile());
const dx = tileX - x;
const dy = tileY - y;
const distSquared = dx * dx + dy * dy;
return distSquared;
}
// Get all units within range of a point
// Returns [unit, distanceSquared] pairs for efficient filtering
nearbyUnits(
tile: TileRef,
searchRange: number,
types: readonly UnitType[] | UnitType,
predicate?: UnitPredicate,
includeUnderConstruction: boolean = false,
): Array<{ unit: Unit | UnitView; distSquared: number }> {
const nearby: Array<{ unit: Unit | UnitView; distSquared: number }> = [];
const gm = this.gm;
const x = gm.x(tile);
const y = gm.y(tile);
const { startGridX, endGridX, startGridY, endGridY } = this.getCellsInRange(
tile,
searchRange,
);
const rangeSquared = searchRange * searchRange;
// `Array.isArray` does not reliably narrow `readonly T[]` in TS, so use a
// cheap runtime check that narrows correctly for our string-backed UnitType.
if (typeof types !== "string") {
for (let cy = startGridY; cy <= endGridY; cy++) {
for (let cx = startGridX; cx <= endGridX; cx++) {
const cell = this.grid[cy][cx];
for (const type of types) {
const unitSet = cell.get(type);
if (unitSet === undefined) continue;
for (const unit of unitSet) {
if (!unit.isActive()) continue;
// Exclude units under construction by default (e.g., defense posts being built)
// But include them for spacing checks
if (!includeUnderConstruction && unit.isUnderConstruction())
continue;
const unitTile = unit.tile();
const dx = gm.x(unitTile) - x;
const dy = gm.y(unitTile) - y;
const distSquared = dx * dx + dy * dy;
if (distSquared > rangeSquared) continue;
const value = { unit, distSquared };
if (predicate !== undefined && !predicate(value)) continue;
nearby.push(value);
}
}
}
}
return nearby;
}
const type = types;
for (let cy = startGridY; cy <= endGridY; cy++) {
for (let cx = startGridX; cx <= endGridX; cx++) {
const unitSet = this.grid[cy][cx].get(type);
if (unitSet === undefined) continue;
for (const unit of unitSet) {
if (!unit.isActive()) continue;
// Exclude units under construction by default (e.g., defense posts being built)
// But include them for spacing checks
if (!includeUnderConstruction && unit.isUnderConstruction()) continue;
const unitTile = unit.tile();
const dx = gm.x(unitTile) - x;
const dy = gm.y(unitTile) - y;
const distSquared = dx * dx + dy * dy;
if (distSquared > rangeSquared) continue;
const value = { unit, distSquared };
if (predicate !== undefined && !predicate(value)) continue;
nearby.push(value);
}
}
}
return nearby;
}
private unitIsInRange(
unit: Unit | UnitView,
tile: TileRef,
rangeSquared: number,
playerId?: PlayerID,
includeUnderConstruction: boolean = false,
): boolean {
if (!unit.isActive()) {
return false;
}
// Exclude units under construction by default (e.g., defense posts being built)
// But include them for spacing checks
if (!includeUnderConstruction && unit.isUnderConstruction()) {
return false;
}
if (playerId !== undefined && unit.owner().id() !== playerId) {
return false;
}
const distSquared = this.squaredDistanceFromTile(unit, tile);
return distSquared <= rangeSquared;
}
// Return true if it finds an owned specific unit in range
hasUnitNearby(
tile: TileRef,
searchRange: number,
type: UnitType,
playerId?: PlayerID,
includeUnderConstruction: boolean = false,
): boolean {
const { startGridX, endGridX, startGridY, endGridY } = this.getCellsInRange(
tile,
searchRange,
);
const rangeSquared = searchRange * searchRange;
for (let cy = startGridY; cy <= endGridY; cy++) {
for (let cx = startGridX; cx <= endGridX; cx++) {
const unitSet = this.grid[cy][cx].get(type);
if (unitSet === undefined) continue;
for (const unit of unitSet) {
if (
this.unitIsInRange(
unit,
tile,
rangeSquared,
playerId,
includeUnderConstruction,
)
) {
return true;
}
}
}
}
return false;
}
// Return true if any unit of the given types matches the predicate
anyUnitNearby(
tile: TileRef,
searchRange: number,
types: readonly UnitType[],
predicate: (unit: Unit | UnitView) => boolean,
playerId?: PlayerID,
includeUnderConstruction: boolean = false,
): boolean {
const { startGridX, endGridX, startGridY, endGridY } = this.getCellsInRange(
tile,
searchRange,
);
const rangeSquared = searchRange * searchRange;
for (let cy = startGridY; cy <= endGridY; cy++) {
for (let cx = startGridX; cx <= endGridX; cx++) {
for (const type of types) {
const unitSet = this.grid[cy][cx].get(type);
if (unitSet === undefined) continue;
for (const unit of unitSet) {
if (
!this.unitIsInRange(
unit,
tile,
rangeSquared,
playerId,
includeUnderConstruction,
)
) {
continue;
}
if (predicate(unit)) {
return true;
}
}
}
}
}
return false;
}
}