Refactor Enemy Processing Pipeline#166
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Consolidated updateTransientState and handleEnemyMovement into handleEnemyPipeline. Introduced EngineUpdateBatch to collect and apply state updates in batches, reducing GameState copies. Optimized "held enemy" tracking by using a lookup map instead of grid iterations. Ensured released enemies can move in the same frame and restructured puddle detection for accurate stat tracking. Updated fixes.md with REF-012. Co-authored-by: candour <4670475+candour@users.noreply.github.com>
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app/src/main/java/com/messark/hawker/MainViewModel.ktfixes.md
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Align REF-012 date/status with actual merge timeline. Line 47 currently logs REF-012 as 2026-07-10 and Resolved, but this PR is still open (created on May 18, 2026). Please use the actual pr creation date. |
Acknowledged. I've updated the date for REF-012 to 2026-05-18 and changed the status to 'In Progress' to align with the PR timeline. |
Co-authored-by: candour <4670475+candour@users.noreply.github.com>
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@coderabbitai resolve |
✅ Actions performedComments resolved and changes approved. |
I have refactored the core enemy processing pipeline in
MainViewModel.ktto improve both performance and code simplicity.Key improvements include:
handleEnemyPipelinemethod, reducing redundant iterations over the enemy list.EngineUpdateBatchmechanism to collect health losses, gold changes, and hex modifications. These are now applied to theGameStatein a single batch, significantly reducing the overhead of immutable state copying.heldEnemyId, improving engine performance during ticks with many active stalls.A record of this architectural refactor has been added to
fixes.mdunder REF-012.PR created automatically by Jules for task 8137139885773267720 started by @candour
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