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2dad1dc9a6
## Description: - Record MIRV warhead intercepted stats. - Refactor `nearbyUnits()` to accept a predicate, and combine related unnecessary `filter()` and `map()` calls. ## 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 - [x] I understand that submitting code with bugs that could have been caught through manual testing blocks releases and new features for all contributors --------- Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com> Co-authored-by: evanpelle <evanpelle@gmail.com>
158 lines
4.7 KiB
TypeScript
158 lines
4.7 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 class UnitGrid {
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private grid: 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 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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this.grid[gridY][gridX].add(unit);
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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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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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this.grid[gridY][gridX].delete(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: UnitType | UnitType[],
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predicate?: (value: {
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unit: Unit | UnitView;
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distSquared: number;
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}) => boolean,
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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 { 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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const typeSet = Array.isArray(types) ? new Set(types) : new Set([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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for (const unit of this.grid[cy][cx]) {
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if (!typeSet.has(unit.type())) continue;
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if (!unit.isActive()) continue;
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const distSquared = this.squaredDistanceFromTile(unit, tile);
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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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// 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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): 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 unit of this.grid[cy][cx]) {
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if (
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unit.type() === type &&
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unit.owner().id() === playerId &&
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unit.isActive()
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) {
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const distSquared = this.squaredDistanceFromTile(unit, tile);
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if (distSquared <= rangeSquared) {
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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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