Files
OpenFrontIO/src/core/execution/TradeShipExecution.ts
T
scamiv c911bfb2d8 Packed unit updates / MotionPlans (#3292)
## Description:

Reduce per-step `Unit` update traffic by shipping packed motion plans
and letting the client advance plan-driven units locally.

Changes:
- Add packed motion plan records (`packedMotionPlans?: Uint32Array`) to
game updates and transfer the buffer worker -> main.
- Introduce `src/core/game/MotionPlans.ts` (schema + pack/unpack) for
grid + train motion plans.
- Extend `Game` with `recordMotionPlan(...)` and
`drainPackedMotionPlans()`, and implement buffering/packing in
`GameImpl`.
- Treat units with motion plans as “plan-driven”: suppress per-tile
`Unit` updates on `move()` and advance positions client-side.
- Emit motion plans from executions:
- `TradeShipExecution`: record/update grid motion plans and `touch()`
when changing target after capture.
- `TransportShipExecution`: record initial plan and update it when
destination changes.
  - `TrainExecution`: record a train plan on init (engine + cars).
- Client: apply motion plans in `GameView` and ensure `UnitLayer`
updates sprites for motion-planned units even when no `Unit` updates
arrived.

## 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
2026-02-27 20:54:42 -08:00

216 lines
5.9 KiB
TypeScript

import { renderNumber } from "../../client/Utils";
import {
Execution,
Game,
MessageType,
Player,
Unit,
UnitType,
} from "../game/Game";
import { TileRef } from "../game/GameMap";
import { PathFinding } from "../pathfinding/PathFinder";
import { PathStatus, SteppingPathFinder } from "../pathfinding/types";
import { distSortUnit } from "../Util";
export class TradeShipExecution implements Execution {
private active = true;
private mg: Game;
private tradeShip: Unit | undefined;
private wasCaptured = false;
private pathFinder: SteppingPathFinder<TileRef>;
private tilesTraveled = 0;
private motionPlanId = 1;
private motionPlanDst: TileRef | null = null;
constructor(
private origOwner: Player,
private srcPort: Unit,
private _dstPort: Unit,
) {}
init(mg: Game, ticks: number): void {
this.mg = mg;
this.pathFinder = PathFinding.Water(mg);
}
tick(ticks: number): void {
if (this.tradeShip === undefined) {
const spawn = this.origOwner.canBuild(
UnitType.TradeShip,
this.srcPort.tile(),
);
if (spawn === false) {
console.warn(`cannot build trade ship`);
this.active = false;
return;
}
this.tradeShip = this.origOwner.buildUnit(UnitType.TradeShip, spawn, {
targetUnit: this._dstPort,
lastSetSafeFromPirates: ticks,
});
this.mg.stats().boatSendTrade(this.origOwner, this._dstPort.owner());
}
if (!this.tradeShip.isActive()) {
this.active = false;
return;
}
const tradeShipOwner = this.tradeShip.owner();
const dstPortOwner = this._dstPort.owner();
if (this.wasCaptured !== true && this.origOwner !== tradeShipOwner) {
// Store as variable in case ship is recaptured by previous owner
this.wasCaptured = true;
}
// If a player captures another player's port while trading we should delete
// the ship.
if (dstPortOwner.id() === this.srcPort.owner().id()) {
this.tradeShip.delete(false);
this.active = false;
return;
}
if (
!this.wasCaptured &&
(!this._dstPort.isActive() || !tradeShipOwner.canTrade(dstPortOwner))
) {
this.tradeShip.delete(false);
this.active = false;
return;
}
if (
this.wasCaptured &&
(tradeShipOwner !== dstPortOwner || !this._dstPort.isActive())
) {
const ports = this.tradeShip
.owner()
.units(UnitType.Port)
.sort(distSortUnit(this.mg, this.tradeShip));
if (ports.length === 0) {
this.tradeShip.delete(false);
this.active = false;
return;
} else {
this._dstPort = ports[0];
this.tradeShip.setTargetUnit(this._dstPort);
// Plan-driven units don't emit per-tick unit updates, so force a sync for the new target.
this.tradeShip.touch();
}
}
const curTile = this.tradeShip.tile();
if (curTile === this.dstPort()) {
this.complete();
return;
}
const dst = this._dstPort.tile();
const result = this.pathFinder.next(curTile, dst);
switch (result.status) {
case PathStatus.NEXT:
if (dst !== this.motionPlanDst) {
this.motionPlanId++;
const from = result.node;
const path = this.pathFinder.findPath(from, dst) ?? [from];
if (path.length === 0 || path[0] !== from) {
path.unshift(from);
}
this.mg.recordMotionPlan({
kind: "grid",
unitId: this.tradeShip.id(),
planId: this.motionPlanId,
startTick: ticks + 1,
ticksPerStep: 1,
path,
});
this.motionPlanDst = dst;
}
// Update safeFromPirates status
if (this.mg.isWater(result.node) && this.mg.isShoreline(result.node)) {
this.tradeShip.setSafeFromPirates();
}
this.tradeShip.move(result.node);
this.tilesTraveled++;
break;
case PathStatus.COMPLETE:
this.complete();
return;
case PathStatus.NOT_FOUND:
console.warn("captured trade ship cannot find route");
if (this.tradeShip.isActive()) {
this.tradeShip.delete(false);
}
this.active = false;
return;
}
}
private complete() {
this.active = false;
this.tradeShip!.delete(false);
const gold = this.mg.config().tradeShipGold(this.tilesTraveled);
if (this.wasCaptured) {
this.tradeShip!.owner().addGold(gold, this._dstPort.tile());
this.mg.displayMessage(
"events_display.received_gold_from_captured_ship",
MessageType.CAPTURED_ENEMY_UNIT,
this.tradeShip!.owner().id(),
gold,
{
gold: renderNumber(gold),
name: this.origOwner.displayName(),
},
);
// Record stats
this.mg
.stats()
.boatCapturedTrade(this.tradeShip!.owner(), this.origOwner, gold);
} else {
this.srcPort.owner().addGold(gold);
this._dstPort.owner().addGold(gold, this._dstPort.tile());
this.mg.displayMessage(
"events_display.received_gold_from_trade",
MessageType.RECEIVED_GOLD_FROM_TRADE,
this._dstPort.owner().id(),
gold,
{
gold: renderNumber(gold),
name: this.srcPort.owner().displayName(),
},
);
this.mg.displayMessage(
"events_display.received_gold_from_trade",
MessageType.RECEIVED_GOLD_FROM_TRADE,
this.srcPort.owner().id(),
gold,
{
gold: renderNumber(gold),
name: this._dstPort.owner().displayName(),
},
);
// Record stats
this.mg
.stats()
.boatArriveTrade(this.srcPort.owner(), this._dstPort.owner(), gold);
}
return;
}
isActive(): boolean {
return this.active;
}
activeDuringSpawnPhase(): boolean {
return false;
}
dstPort(): TileRef {
return this._dstPort.tile();
}
}