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61 changes: 31 additions & 30 deletions src/client/scenes/WorldScene.ts
Original file line number Diff line number Diff line change
Expand Up @@ -2,7 +2,7 @@ import * as Phaser from 'phaser';
import { TileMap } from '../game/map/TileMap';
import { TerrainRenderer } from '../game/map/TerrainRenderer';
import { SpriteLoader } from '../game/utils/SpriteLoader';
import { getReachableTilesForUnit, useGameStore } from '@client/game/state/gameStore';
import { getReachableTilesForUnit, useGameStore, selectUnitById } from '@client/game/state/gameStore';
import { eventBus } from '@client/game/state/EventBus';
import { MAP_CONSTANTS } from '@shared/game/constants';
import { UnitRenderer } from '../game/map/UnitRenderer';
Expand Down Expand Up @@ -59,41 +59,42 @@ export class WorldScene extends Phaser.Scene {
this.storeUnsubscribe = useGameStore.subscribe((state, prevState) => {
if (!this.scene.isActive('WorldScene')) return;

const playerSettlements = state.players.flatMap(p => p.settlements);
const prevPlayerSettlements = prevState.players.flatMap(p => p.settlements);
const playerUnits = state.players.flatMap(p => p.units);
const prevPlayerUnits = prevState.players.flatMap(p => p.units);

// ⚡ Turbo: Skip expensive terrain rendering if nothing relevant changed
if (
state.map !== prevState.map ||
playerSettlements.length !== prevPlayerSettlements.length ||
!playerSettlements.every((c, i) => c === prevPlayerSettlements[i])
) {
const mapChanged = state.map !== prevState.map;
const playersChanged = state.players !== prevState.players;
const selectionChanged = state.selectedUnitId !== prevState.selectedUnitId;

if (!mapChanged && !playersChanged && !selectionChanged) return;

// 1. Terrain Rendering - Skip if nothing relevant changed
// We check for map changes or settlement changes (via player array or settlement list references)
const settlementsChanged = playersChanged && (
state.players.length !== prevState.players.length ||
state.players.some((p, i) => p.settlements !== prevState.players[i]?.settlements)
);

if (mapChanged || settlementsChanged) {
const playerSettlements = state.players.flatMap(p => p.settlements);
this.terrainRenderer.renderTileMap(state.map, [], playerSettlements);
}

// ⚡ Turbo: Skip expensive unit rendering if no units or selections changed
if (
state.players !== prevState.players ||
state.selectedUnitId !== prevState.selectedUnitId
) {
// 2. Unit Rendering - Skip if no units or selections changed
if (playersChanged || selectionChanged) {
this.unitRenderer.render(state.players, state.selectedUnitId);
}

// ⚡ Turbo: Skip pathfinding if selected unit or map hasn't changed
if (
state.selectedUnitId !== prevState.selectedUnitId ||
playerUnits.find(u => u.id === state.selectedUnitId) !== prevPlayerUnits.find(u => u.id === state.selectedUnitId) ||
state.map !== prevState.map
) {
const selectedUnit = playerUnits.find((u) => u.id === state.selectedUnitId);
if (selectedUnit) {
this.reachableTiles = getReachableTilesForUnit(selectedUnit, state.map);
this.terrainRenderer.updateReachableHighlights(this.reachableTiles);
} else {
this.reachableTiles = [];
this.terrainRenderer.clearReachableHighlights();
// 3. Pathfinding / Reachable Highlights - Skip if selected unit or map hasn't changed
if (selectionChanged || playersChanged || mapChanged) {
const selectedUnit = selectUnitById(state, state.selectedUnitId);
const prevSelectedUnit = selectUnitById(prevState, prevState.selectedUnitId);

if (selectedUnit !== prevSelectedUnit || mapChanged) {
if (selectedUnit) {
this.reachableTiles = getReachableTilesForUnit(selectedUnit, state.map);
this.terrainRenderer.updateReachableHighlights(this.reachableTiles);
} else {
this.reachableTiles = [];
this.terrainRenderer.clearReachableHighlights();
}
}
}
});
Expand Down
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