Files
OpenFrontIO/src/core/game/UnitGrid.ts
T
Scott Anderson 2dad1dc9a6 Record MIRV warhead intercepted stats, perf improvements (#1220)
## 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>
2025-06-19 12:58:27 -07:00

158 lines
4.7 KiB
TypeScript

import { PlayerID, Unit, UnitType } from "./Game";
import { GameMap, TileRef } from "./GameMap";
import { UnitView } from "./GameView";
export class UnitGrid {
private grid: 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 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)) {
this.grid[gridY][gridX].add(unit);
}
}
// Remove a unit from the grid
removeUnit(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)) {
this.grid[gridY][gridX].delete(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: UnitType | UnitType[],
predicate?: (value: {
unit: Unit | UnitView;
distSquared: number;
}) => boolean,
): Array<{ unit: Unit | UnitView; distSquared: number }> {
const nearby: Array<{ unit: Unit | UnitView; distSquared: number }> = [];
const { startGridX, endGridX, startGridY, endGridY } = this.getCellsInRange(
tile,
searchRange,
);
const rangeSquared = searchRange * searchRange;
const typeSet = Array.isArray(types) ? new Set(types) : new Set([types]);
for (let cy = startGridY; cy <= endGridY; cy++) {
for (let cx = startGridX; cx <= endGridX; cx++) {
for (const unit of this.grid[cy][cx]) {
if (!typeSet.has(unit.type())) continue;
if (!unit.isActive()) continue;
const distSquared = this.squaredDistanceFromTile(unit, tile);
if (distSquared > rangeSquared) continue;
const value = { unit, distSquared };
if (predicate !== undefined && !predicate(value)) continue;
nearby.push(value);
}
}
}
return nearby;
}
// Return true if it finds an owned specific unit in range
hasUnitNearby(
tile: TileRef,
searchRange: number,
type: UnitType,
playerId: PlayerID,
): 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 unit of this.grid[cy][cx]) {
if (
unit.type() === type &&
unit.owner().id() === playerId &&
unit.isActive()
) {
const distSquared = this.squaredDistanceFromTile(unit, tile);
if (distSquared <= rangeSquared) {
return true;
}
}
}
}
}
return false;
}
}