Files
OpenFrontIO/src/core/game/UnitImpl.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

489 lines
12 KiB
TypeScript

import { simpleHash, toInt, withinInt } from "../Util";
import {
AllUnitParams,
MessageType,
Player,
Tick,
TrainType,
TrajectoryTile,
Unit,
UnitInfo,
UnitType,
} from "./Game";
import { GameImpl } from "./GameImpl";
import { TileRef } from "./GameMap";
import { GameUpdateType, UnitUpdate } from "./GameUpdates";
import { PlayerImpl } from "./PlayerImpl";
export class UnitImpl implements Unit {
private _active = true;
private _targetTile: TileRef | undefined;
private _targetUnit: Unit | undefined;
private _health: bigint;
private _lastTile: TileRef;
private _retreating: boolean = false;
private _targetedBySAM = false;
private _reachedTarget = false;
private _wasDestroyedByEnemy: boolean = false;
private _destroyer: Player | undefined = undefined;
private _lastSetSafeFromPirates: number; // Only for trade ships
private _underConstruction: boolean = false;
private _lastOwner: PlayerImpl | null = null;
private _troops: number;
// Number of missiles in cooldown, if empty all missiles are ready.
private _missileTimerQueue: number[] = [];
private _hasTrainStation: boolean = false;
private _patrolTile: TileRef | undefined;
private _level: number = 1;
private _targetable: boolean = true;
private _loaded: boolean | undefined;
private _trainType: TrainType | undefined;
// Nuke only
private _trajectoryIndex: number = 0;
private _trajectory: TrajectoryTile[];
private _deletionAt: number | null = null;
constructor(
private _type: UnitType,
private mg: GameImpl,
private _tile: TileRef,
private _id: number,
public _owner: PlayerImpl,
params: AllUnitParams = {},
) {
this._lastTile = _tile;
this._health = toInt(this.mg.unitInfo(_type).maxHealth ?? 1);
this._targetTile =
"targetTile" in params ? (params.targetTile ?? undefined) : undefined;
this._trajectory = "trajectory" in params ? (params.trajectory ?? []) : [];
this._troops = "troops" in params ? (params.troops ?? 0) : 0;
this._lastSetSafeFromPirates =
"lastSetSafeFromPirates" in params
? (params.lastSetSafeFromPirates ?? 0)
: 0;
this._patrolTile =
"patrolTile" in params ? (params.patrolTile ?? undefined) : undefined;
this._targetUnit =
"targetUnit" in params ? (params.targetUnit ?? undefined) : undefined;
this._loaded =
"loaded" in params ? (params.loaded ?? undefined) : undefined;
this._trainType = "trainType" in params ? params.trainType : undefined;
switch (this._type) {
case UnitType.Warship:
case UnitType.Port:
case UnitType.MissileSilo:
case UnitType.DefensePost:
case UnitType.SAMLauncher:
case UnitType.City:
case UnitType.Factory:
this.mg.stats().unitBuild(_owner, this._type);
}
}
setTargetable(targetable: boolean): void {
if (this._targetable !== targetable) {
this._targetable = targetable;
this.mg.addUpdate(this.toUpdate());
}
}
isTargetable(): boolean {
return this._targetable;
}
setPatrolTile(tile: TileRef): void {
this._patrolTile = tile;
}
patrolTile(): TileRef | undefined {
return this._patrolTile;
}
isUnit(): this is Unit {
return true;
}
touch(): void {
this.mg.addUpdate(this.toUpdate());
}
setTileTarget(tile: TileRef | undefined): void {
this._targetTile = tile;
}
tileTarget(): TileRef | undefined {
return this._targetTile;
}
id() {
return this._id;
}
toUpdate(): UnitUpdate {
return {
type: GameUpdateType.Unit,
unitType: this._type,
id: this._id,
troops: this._troops,
ownerID: this._owner.smallID(),
lastOwnerID: this._lastOwner?.smallID(),
isActive: this._active,
reachedTarget: this._reachedTarget,
retreating: this._retreating,
pos: this._tile,
markedForDeletion: this._deletionAt ?? false,
targetable: this._targetable,
lastPos: this._lastTile,
health: this.hasHealth() ? Number(this._health) : undefined,
underConstruction: this._underConstruction,
targetUnitId: this._targetUnit?.id() ?? undefined,
targetTile: this.targetTile() ?? undefined,
missileTimerQueue: this._missileTimerQueue,
level: this.level(),
hasTrainStation: this._hasTrainStation,
trainType: this._trainType,
loaded: this._loaded,
};
}
type(): UnitType {
return this._type;
}
lastTile(): TileRef {
return this._lastTile;
}
move(tile: TileRef): void {
if (tile === null) {
throw new Error("tile cannot be null");
}
this._lastTile = this._tile;
this._tile = tile;
this.mg.onUnitMoved(this);
}
setTroops(troops: number): void {
this._troops = Math.max(0, troops);
}
troops(): number {
return this._troops;
}
health(): number {
return Number(this._health);
}
hasHealth(): boolean {
return this.info().maxHealth !== undefined;
}
tile(): TileRef {
return this._tile;
}
owner(): PlayerImpl {
return this._owner;
}
info(): UnitInfo {
return this.mg.unitInfo(this._type);
}
setOwner(newOwner: PlayerImpl): void {
this.clearPendingDeletion();
switch (this._type) {
case UnitType.Warship:
case UnitType.Port:
case UnitType.MissileSilo:
case UnitType.DefensePost:
case UnitType.SAMLauncher:
case UnitType.City:
case UnitType.Factory:
this.mg.stats().unitCapture(newOwner, this._type);
this.mg.stats().unitLose(this._owner, this._type);
break;
}
this._lastOwner = this._owner;
this._lastOwner._units = this._lastOwner._units.filter((u) => u !== this);
this._owner = newOwner;
this._owner._units.push(this);
this.mg.addUpdate(this.toUpdate());
this.mg.displayMessage(
"events_display.unit_captured_by_enemy",
MessageType.UNIT_CAPTURED_BY_ENEMY,
this._lastOwner.id(),
undefined,
{ unit: this.type(), name: newOwner.displayName() },
);
this.mg.displayMessage(
"events_display.captured_enemy_unit",
MessageType.CAPTURED_ENEMY_UNIT,
newOwner.id(),
undefined,
{ unit: this.type(), name: this._lastOwner.displayName() },
);
}
modifyHealth(delta: number, attacker?: Player): void {
this._health = withinInt(
this._health + toInt(delta),
0n,
toInt(this.info().maxHealth ?? 1),
);
if (this._health === 0n) {
this.delete(true, attacker);
}
}
clearPendingDeletion(): void {
this._deletionAt = null;
}
isMarkedForDeletion(): boolean {
return this._deletionAt !== null;
}
markForDeletion(): void {
if (!this.isActive()) {
return;
}
this._deletionAt =
this.mg.ticks() + this.mg.config().deletionMarkDuration();
this.mg.addUpdate(this.toUpdate());
}
isOverdueDeletion(): boolean {
if (!this.isActive()) {
return false;
}
return this._deletionAt !== null && this.mg.ticks() - this._deletionAt > 0;
}
delete(displayMessage?: boolean, destroyer?: Player): void {
if (!this.isActive()) {
throw new Error(`cannot delete ${this} not active`);
}
// Record whether this unit was destroyed by an enemy (vs. arrived / retreated)
this._wasDestroyedByEnemy = destroyer !== undefined;
this._destroyer = destroyer ?? undefined;
this._owner._units = this._owner._units.filter((b) => b !== this);
this._active = false;
this.mg.addUpdate(this.toUpdate());
this.mg.removeUnit(this);
if (displayMessage !== false) {
this.displayMessageOnDeleted();
}
if (destroyer !== undefined) {
switch (this._type) {
case UnitType.TransportShip:
this.mg
.stats()
.boatDestroyTroops(destroyer, this._owner, this._troops);
break;
case UnitType.TradeShip:
this.mg.stats().boatDestroyTrade(destroyer, this._owner);
break;
case UnitType.City:
case UnitType.DefensePost:
case UnitType.MissileSilo:
case UnitType.Port:
case UnitType.SAMLauncher:
case UnitType.Warship:
case UnitType.Factory:
this.mg.stats().unitDestroy(destroyer, this._type);
this.mg.stats().unitLose(this.owner(), this._type);
break;
}
}
}
private displayMessageOnDeleted(): void {
if (this._type === UnitType.MIRVWarhead) {
return;
}
if (this._type === UnitType.Train && this._trainType !== TrainType.Engine) {
return;
}
this.mg.displayMessage(
"events_display.unit_destroyed",
MessageType.UNIT_DESTROYED,
this.owner().id(),
undefined,
{ unit: this._type },
);
}
isActive(): boolean {
return this._active;
}
wasDestroyedByEnemy(): boolean {
return this._wasDestroyedByEnemy;
}
destroyer(): Player | undefined {
return this._destroyer;
}
retreating(): boolean {
return this._retreating;
}
orderBoatRetreat() {
if (this.type() !== UnitType.TransportShip) {
throw new Error(`Cannot retreat ${this.type()}`);
}
if (!this._retreating) {
this._retreating = true;
this.mg.addUpdate(this.toUpdate());
}
}
isUnderConstruction(): boolean {
return this._underConstruction;
}
setUnderConstruction(underConstruction: boolean): void {
if (this._underConstruction !== underConstruction) {
this._underConstruction = underConstruction;
this.mg.addUpdate(this.toUpdate());
}
}
hash(): number {
return this.tile() + simpleHash(this.type()) * this._id;
}
toString(): string {
return `Unit:${this._type},owner:${this.owner().name()}`;
}
launch(): void {
this._missileTimerQueue.push(this.mg.ticks());
this.mg.addUpdate(this.toUpdate());
}
ticksLeftInCooldown(): Tick | undefined {
return this._missileTimerQueue[0];
}
isInCooldown(): boolean {
return this._missileTimerQueue.length === this._level;
}
missileTimerQueue(): number[] {
return this._missileTimerQueue;
}
reloadMissile(): void {
this._missileTimerQueue.shift();
this.mg.addUpdate(this.toUpdate());
}
setTargetTile(targetTile: TileRef | undefined) {
this._targetTile = targetTile;
}
targetTile(): TileRef | undefined {
return this._targetTile;
}
setTrajectoryIndex(i: number): void {
const max = this._trajectory.length - 1;
this._trajectoryIndex = i < 0 ? 0 : i > max ? max : i;
}
trajectoryIndex(): number {
return this._trajectoryIndex;
}
trajectory(): TrajectoryTile[] {
return this._trajectory;
}
setTargetUnit(target: Unit | undefined): void {
this._targetUnit = target;
}
targetUnit(): Unit | undefined {
return this._targetUnit;
}
setTargetedBySAM(targeted: boolean): void {
this._targetedBySAM = targeted;
}
targetedBySAM(): boolean {
return this._targetedBySAM;
}
setReachedTarget(): void {
this._reachedTarget = true;
}
reachedTarget(): boolean {
return this._reachedTarget;
}
setSafeFromPirates(): void {
this._lastSetSafeFromPirates = this.mg.ticks();
}
isSafeFromPirates(): boolean {
return (
this.mg.ticks() - this._lastSetSafeFromPirates <
this.mg.config().safeFromPiratesCooldownMax()
);
}
level(): number {
return this._level;
}
setTrainStation(trainStation: boolean): void {
this._hasTrainStation = trainStation;
this.mg.addUpdate(this.toUpdate());
}
hasTrainStation(): boolean {
return this._hasTrainStation;
}
increaseLevel(): void {
this._level++;
if ([UnitType.MissileSilo, UnitType.SAMLauncher].includes(this.type())) {
this._missileTimerQueue.push(this.mg.ticks());
}
this.mg.addUpdate(this.toUpdate());
}
decreaseLevel(destroyer?: Player): void {
this._level--;
if ([UnitType.MissileSilo, UnitType.SAMLauncher].includes(this.type())) {
this._missileTimerQueue.pop();
}
if (this._level <= 0) {
this.delete(true, destroyer);
return;
}
this.mg.addUpdate(this.toUpdate());
}
trainType(): TrainType | undefined {
return this._trainType;
}
isLoaded(): boolean | undefined {
return this._loaded;
}
setLoaded(loaded: boolean): void {
if (this._loaded !== loaded) {
this._loaded = loaded;
this.mg.addUpdate(this.toUpdate());
}
}
}