This method gets called often via Contains calls. We can significantly speed up the method for flat maps since we know the projection and it is trivial to perform. This avoids an expensive projection lookup.
This method performs an expensive calculation and is called often during pathfinding. We create a cache of the terrain indicies for the map to vastly reduce the cost.
- Cache the shroud projection even for flat maps to avoid allocating single element arrays.
- Avoid LINQ in shroud and map projection queries to avoid enumerator allocations.
- Avoid LINQ in calculation of sync values.
- Cache enumerables in ProductionQueue.
- Cache delegate in HackyAI.
PPos is best thought of as a cell grid applied in
screen space. Multiple cells with different
terrain heights may be projected to the same PPos,
or to multiple PPos if they do not align with the
screen grid.
PPos coordinates are used primarily for map edge
checks and shroud / visibility queries.
The per-actor visibility now tracks all cells
inside the map area (including those outside the
currently visible bounds), but the shroud/fog is
only cleared if the cell is inside the currently
visible bounds.
The actor and smudge definitions are now stored
as raw MiniYamlNodes in the map. It is now the
responsibility of the consumers to parse these
into real objects.
Introduced also a small Unit test project to prove it.
- Separated caching capabilities from PathFinder class to increase cohesion and maintainability.
Refactored the pathfinding algorithm by extracting methods based on responsibilities like
calculating costs and reordering functions. These changes should provide a in average a small increase in
pathfinding performance and maintainability.
- Optimized the pathfinder algorithm to reuse calculations like the
MovementCost and heuristics.
- Introduced base classes, IPathSearch and IPriorityQueue interfaces,
and restructured code to ease readability and testability
- Renamed the PathFinder related classes to more appropriate names. Made the
traits rely on the interface IPathfinder instead of concrete PathFinder
implementation.
- Massive performance improvements
- Solved error with harvesters' Heuristic
- Updated the heuristic to ease redability and adjustability. D can be
adjusted to offer best paths by decreasing and more performance by
increasing it
- Refactored the CellLayer<CellInfo> creation in its own Singleton class
- Extracted the graph abstraction onto an IGraph interface, making the
Pathfinder agnostic to the definition of world and terrain. This
abstraction can help in the future to be able to cache graphs for similar
classes and their costs, speeding up the pathfinder and being able to feed
the A* algorithm with different types of graphs like Hierarchical graphs