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