Files
OpenFrontIO/src/core/game/DefensePostGrid.ts
T
2025-02-12 08:28:15 -08:00

93 lines
2.8 KiB
TypeScript

import { Unit } from "./Game";
import { GameMap, TileRef } from "./GameMap";
import { UnitView } from "./GameView";
export class DefenseGrid {
private grid: Set<Unit | UnitView>[][];
private readonly cellSize = 100;
constructor(
private gm: GameMap,
private searchRange: number,
) {
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 defense unit to the grid
addDefense(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 defense unit from the grid
removeDefense(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
);
}
// Get all defense units within range of a point
// Returns [unit, distanceSquared] pairs for efficient filtering
nearbyDefenses(tile: TileRef): Array<Unit | UnitView> {
const x = this.gm.x(tile);
const y = this.gm.y(tile);
const [gridX, gridY] = this.getGridCoords(x, y);
const cellsToCheck = Math.ceil(this.searchRange / this.cellSize);
const nearby: Array<Unit | UnitView> = [];
// Pre-calculate range bounds for efficiency
const startGridX = Math.max(0, gridX - cellsToCheck);
const endGridX = Math.min(this.grid[0].length - 1, gridX + cellsToCheck);
const startGridY = Math.max(0, gridY - cellsToCheck);
const endGridY = Math.min(this.grid.length - 1, gridY + cellsToCheck);
// Squared range for faster comparison (avoid sqrt)
const rangeSquared = this.searchRange * this.searchRange;
for (let cy = startGridY; cy <= endGridY; cy++) {
for (let cx = startGridX; cx <= endGridX; cx++) {
for (const unit of this.grid[cy][cx]) {
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;
if (distSquared <= rangeSquared) {
nearby.push(unit);
}
}
}
}
return nearby;
}
}