Implement optimized collision detection system using NumPy
- Introduced a hybrid collision detection approach that utilizes NumPy for vectorized operations, improving performance for games with many entities (200+). - Added a spatial grid for efficient lookups and AABB (Axis-Aligned Bounding Box) collision detection. - Implemented a new `CollisionSystem` class with methods for registering units, checking collisions, and managing spatial data. - Created performance tests to benchmark the new collision system against the old O(n²) method, demonstrating significant speed improvements. - Updated existing code to integrate the new collision detection system and ensure compatibility with game logic.
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+39
-18
@@ -1,6 +1,7 @@
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from .unit import Unit
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from . import rat
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from .points import Point
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from engine.collision_system import CollisionLayer
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import uuid
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import random
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@@ -11,7 +12,7 @@ NUCLEAR_TIMER = 50 # 1 second at ~50 FPS
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class Bomb(Unit):
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def __init__(self, game, position=(0,0), id=None):
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super().__init__(game, position, id)
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super().__init__(game, position, id, collision_layer=CollisionLayer.BOMB)
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# Specific attributes for bombs
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self.speed = 4 # Bombs age faster
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self.fight = False
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@@ -50,7 +51,7 @@ class Timer(Bomb):
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self.die()
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def die(self, unit=None, score=None):
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"""Handle bomb explosion and chain reactions."""
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"""Handle bomb explosion and chain reactions using vectorized collision system."""
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score = 10
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print("BOOM")
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target_unit = unit if unit else self
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@@ -65,24 +66,16 @@ class Timer(Bomb):
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# Bomb-specific behavior: create explosion
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self.game.spawn_unit(Explosion, target_unit.position)
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# Collect all explosion positions using vectorized approach
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explosion_positions = []
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# Check for chain reactions in all four directions
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for direction in ["N", "S", "E", "W"]:
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x, y = target_unit.position
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while True:
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if not self.game.map.is_wall(x, y):
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self.game.spawn_unit(Explosion, (x, y))
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for victim in self.game.unit_positions.get((x, y), []):
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if victim.id in self.game.units:
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if victim.partial_move >= 0.5:
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victim.die(score=score)
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if score < 160:
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score *= 2
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for victim in self.game.unit_positions_before.get((x, y), []):
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if victim.id in self.game.units:
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if victim.partial_move < 0.5:
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victim.die(score=score)
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if score < 160:
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score *= 2
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explosion_positions.append((x, y))
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else:
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break
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if direction == "N":
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@@ -93,12 +86,40 @@ class Timer(Bomb):
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x += 1
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elif direction == "W":
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x -= 1
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# Create all explosions at once
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for pos in explosion_positions:
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self.game.spawn_unit(Explosion, pos)
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# Use optimized collision system to get all rats in explosion area
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# This replaces the nested loop with a single vectorized operation
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victim_ids = self.game.collision_system.get_units_in_area(
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explosion_positions,
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layer_filter=CollisionLayer.RAT
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)
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# Kill all victims with score multiplier
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for victim_id in victim_ids:
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victim = self.game.get_unit_by_id(victim_id)
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if victim and victim.id in self.game.units:
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# Determine position based on partial_move
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victim_pos = victim.position if victim.partial_move >= 0.5 else victim.position_before
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if victim_pos in explosion_positions:
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victim.die(score=score)
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if score < 160:
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score *= 2
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class Explosion(Bomb):
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def __init__(self, game, position=(0,0), id=None):
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# Initialize with proper EXPLOSION layer
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Unit.__init__(self, game, position, id, collision_layer=CollisionLayer.EXPLOSION)
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self.speed = 20 # Bombs age faster * 5
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self.fight = False
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def move(self):
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self.age += self.speed*5
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if self.age == AGE_THRESHOLD:
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self.age += self.speed
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if self.age >= AGE_THRESHOLD:
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self.die()
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def draw(self):
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@@ -114,7 +135,7 @@ class Explosion(Bomb):
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class NuclearBomb(Unit):
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def __init__(self, game, position=(0,0), id=None):
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super().__init__(game, position, id)
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super().__init__(game, position, id, collision_layer=CollisionLayer.BOMB)
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self.speed = 1 # Slow countdown
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self.fight = False
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self.timer = NUCLEAR_TIMER # 1 second timer
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