Refactor Game Engine Pipeline and Targeting Logic#164
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This commit optimizes the core game tick update in `MainViewModel.kt` and
the stall targeting logic in `Registry.kt`. Key improvements include:
1. **Optimized Pipeline Order:** Reordered the `updateGame` loop to build
the `SpatialIndex<Enemy>` after movement, ensuring targeting and
collisions use the most up-to-date coordinates.
2. **Engine Data Pre-calculation:** Pre-calculating Bak Kut Teh boosts
and sorted targeting lists (`FIRST`, `STRONGEST`, `WEAKEST`) once per
tick to eliminate redundant calculations inside the stall loop.
3. **Targeting Efficiency:** Updated `StallBehavior.selectTarget` to use
`SpatialIndex.findNearby` for `CLOSEST` mode targeting, reducing
complexity from $O(E)$ to $O(1)$.
4. **State Update Consolidation:** Refactored `handleEnemyMovement` and
hit tracking to batch `GameState` and `HexTile` map copies, reducing
memory allocation overhead.
These changes result in a more efficient and maintainable game engine.
Record added to `fixes.md` as `REF-011`.
Co-authored-by: candour <4670475+candour@users.noreply.github.com>
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Estimated code review effort🎯 3 (Moderate) | ⏱️ ~22 minutes Possibly related PRs
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app/src/main/java/com/messark/hawker/MainViewModel.ktapp/src/main/java/com/messark/hawker/registry/Registry.ktfixes.md
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
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Refactored the game engine update pipeline and targeting logic in
MainViewModel.ktandRegistry.ktfor improved performance and code clarity. The update reorders the pipeline steps, pre-calculates expensive engine data (boosts, targeting lists), optimizesCLOSESTtarget selection viaSpatialIndex, and consolidates state updates to minimize memory overhead from redundantGameStatecopies. Unit tests confirm correct behavior and performance gains.PR created automatically by Jules for task 14640828118690784622 started by @candour
Summary by CodeRabbit