Improve item ejector system

This commit is contained in:
tobspr 2020-09-18 18:32:53 +02:00
parent c0c624135b
commit 746f4935ad
2 changed files with 47 additions and 92 deletions

View File

@ -40,9 +40,9 @@ export class StaleAreaDetector {
* Makes this detector recompute the area of an entity whenever
* it changes in any way
* @param {Array<typeof Component>} components
* @param {number} tilesAround
* @param {number} tilesAround How many tiles arround to expand the area
*/
recomputeOnComponentsChanged(components, tilesAround = 1) {
recomputeOnComponentsChanged(components, tilesAround) {
const componentIds = components.map(component => component.getId());
/**
@ -50,6 +50,10 @@ export class StaleAreaDetector {
* @param {Entity} entity
*/
const checker = entity => {
if (!this.root.gameInitialized) {
return;
}
// Check for all components
for (let i = 0; i < componentIds.length; ++i) {
if (entity.components[componentIds[i]]) {

View File

@ -2,8 +2,11 @@ import { globalConfig } from "../../core/config";
import { DrawParameters } from "../../core/draw_parameters";
import { createLogger } from "../../core/logging";
import { Rectangle } from "../../core/rectangle";
import { StaleAreaDetector } from "../../core/stale_area_detector";
import { enumDirection, enumDirectionToVector } from "../../core/vector";
import { BaseItem } from "../base_item";
import { BeltComponent } from "../components/belt";
import { ItemAcceptorComponent } from "../components/item_acceptor";
import { ItemEjectorComponent } from "../components/item_ejector";
import { Entity } from "../entity";
import { GameSystemWithFilter } from "../game_system_with_filter";
@ -15,102 +18,52 @@ export class ItemEjectorSystem extends GameSystemWithFilter {
constructor(root) {
super(root, [ItemEjectorComponent]);
this.root.signals.entityAdded.add(this.checkForCacheInvalidation, this);
this.root.signals.entityDestroyed.add(this.checkForCacheInvalidation, this);
this.root.signals.postLoadHook.add(this.recomputeCache, this);
this.staleAreaDetector = new StaleAreaDetector({
root: this.root,
name: "item-ejector",
recomputeMethod: this.recomputeArea.bind(this),
});
/**
* @type {Rectangle}
*/
this.areaToRecompute = null;
this.staleAreaDetector.recomputeOnComponentsChanged(
[ItemEjectorComponent, ItemAcceptorComponent, BeltComponent],
1
);
this.root.signals.postLoadHook.add(this.recomputeCacheFull, this);
}
/**
*
* @param {Entity} entity
* Recomputes an area after it changed
* @param {Rectangle} area
*/
checkForCacheInvalidation(entity) {
if (!this.root.gameInitialized) {
return;
}
if (!entity.components.StaticMapEntity) {
return;
}
// Optimize for the common case: adding or removing one building at a time. Clicking
// and dragging can cause up to 4 add/remove signals.
const staticComp = entity.components.StaticMapEntity;
const bounds = staticComp.getTileSpaceBounds();
const expandedBounds = bounds.expandedInAllDirections(2);
if (this.areaToRecompute) {
this.areaToRecompute = this.areaToRecompute.getUnion(expandedBounds);
} else {
this.areaToRecompute = expandedBounds;
}
}
/**
* Precomputes the cache, which makes up for a huge performance improvement
*/
recomputeCache() {
if (this.areaToRecompute) {
logger.log("Recomputing cache using rectangle");
if (G_IS_DEV && globalConfig.debug.renderChanges) {
this.root.hud.parts.changesDebugger.renderChange(
"ejector-area",
this.areaToRecompute,
"#fe50a6"
);
}
this.recomputeAreaCache();
this.areaToRecompute = null;
} else {
logger.log("Full cache recompute");
if (G_IS_DEV && globalConfig.debug.renderChanges) {
this.root.hud.parts.changesDebugger.renderChange(
"ejector-full",
new Rectangle(-1000, -1000, 2000, 2000),
"#fe50a6"
);
}
// Try to find acceptors for every ejector
for (let i = 0; i < this.allEntities.length; ++i) {
const entity = this.allEntities[i];
this.recomputeSingleEntityCache(entity);
}
}
}
/**
* Recomputes the cache in the given area
*/
recomputeAreaCache() {
const area = this.areaToRecompute;
let entryCount = 0;
logger.log("Recomputing area:", area.x, area.y, "/", area.w, area.h);
// Store the entities we already recomputed, so we don't do work twice
const recomputedEntities = new Set();
for (let x = area.x; x < area.right(); ++x) {
for (let y = area.y; y < area.bottom(); ++y) {
const entities = this.root.map.getLayersContentsMultipleXY(x, y);
for (let i = 0; i < entities.length; ++i) {
const entity = entities[i];
// Recompute the entity in case its relevant for this system and it
// hasn't already been computed
if (!recomputedEntities.has(entity.uid) && entity.components.ItemEjector) {
recomputedEntities.add(entity.uid);
this.recomputeSingleEntityCache(entity);
recomputeArea(area) {
/** @type {Set<number>} */
const seenUids = new Set();
for (let x = 0; x < area.w; ++x) {
for (let y = 0; y < area.h; ++y) {
const tileX = area.x + x;
const tileY = area.y + y;
// @NOTICE: Item ejector currently only supports regular layer
const contents = this.root.map.getLayerContentXY(tileX, tileY, "regular");
if (contents && contents.components.ItemEjector) {
if (!seenUids.has(contents.uid)) {
seenUids.add(contents.uid);
this.recomputeSingleEntityCache(contents);
}
}
}
}
return entryCount;
}
/**
* Recomputes the whole cache after the game has loaded
*/
recomputeCacheFull() {
logger.log("Full cache recompute in post load hook");
for (let i = 0; i < this.allEntities.length; ++i) {
const entity = this.allEntities[i];
this.recomputeSingleEntityCache(entity);
}
}
/**
@ -183,9 +136,7 @@ export class ItemEjectorSystem extends GameSystemWithFilter {
}
update() {
if (this.areaToRecompute) {
this.recomputeCache();
}
this.staleAreaDetector.update();
// Precompute effective belt speed
let progressGrowth = 2 * this.root.dynamicTickrate.deltaSeconds;