tarinai/js/simulation_effects_system.js
2026-07-20 14:36:59 +09:00

155 lines
6 KiB
JavaScript

"use strict";
// Layer: simulation/system-effects
// Owns frame updates for transient visual/effect entities.
(function (global) {
function effectPriority(effect) {
const explicit = Number(effect?._effectImportance);
if (Number.isFinite(explicit)) return Math.max(0, Math.min(3, explicit));
const type = String(effect?.type || "");
if (type === "explosion" || type === "shoot_impact" || type === "bubble" || type === "heart" || type === "electric_shock" || type === "ascend_soul") return 3;
if (type === "ring" || type === "fall") return 2;
return 1;
}
function compactEffectPressure(worldRef, effects) {
if (!Array.isArray(effects) || !effects.length) return { compacted: 0, dropped: 0 };
const before = effects.length;
let write = 0;
for (let i = 0; i < effects.length; i += 1) {
const effect = effects[i];
if (effect && !effect.dead) effects[write++] = effect;
else if (effect) worldRef.releaseEffect?.(effect);
}
effects.length = write;
const compacted = before - write;
const cap = Math.max(1, Number(global.TarinaiPerf?.performanceProfile?.().effectCap || 220));
let needDrop = Math.max(0, effects.length - cap);
if (!needDrop) return { compacted, dropped: 0 };
const dropMask = new Uint8Array(effects.length);
for (let priority = 1; priority <= 3 && needDrop > 0; priority += 1) {
for (let i = 0; i < effects.length && needDrop > 0; i += 1) {
if (dropMask[i] || effectPriority(effects[i]) !== priority) continue;
if (effects[i]?._forceVisual === true || effects[i]?.type === "bubble" || effects[i]?.type === "ascend_soul") continue;
dropMask[i] = 1;
needDrop -= 1;
}
}
write = 0;
let dropped = 0;
for (let i = 0; i < effects.length; i += 1) {
const effect = effects[i];
if (dropMask[i]) {
dropped += 1;
worldRef.releaseEffect?.(effect);
} else effects[write++] = effect;
}
effects.length = write;
worldRef._effectPressureDroppedTotal = (worldRef._effectPressureDroppedTotal || 0) + dropped;
return { compacted, dropped };
}
function effectUpdateBudgetFor(total) {
const budget = Math.max(1, Number(global.TarinaiPerf?.performanceProfile?.().effectUpdateBudget || 84));
return Math.min(total, budget);
}
function updateEffect(effect, dt, frameId = 0, runScale = 1) {
if (!effect || effect.dead) return false;
const runDt = Math.min(0.24, Math.max(0, dt * Math.max(1, Number(runScale) || 1)));
effect._effectUpdatedFrame = frameId;
effect.update(runDt);
return true;
}
function clearDisabledEffects(worldRef, effects, dt) {
if (!effects?.length) return 0;
let write = 0;
let updated = 0;
for (const effect of effects) {
if (!effect) continue;
const forced = effect._forceVisual === true || effect.type === "bubble" || effect.type === "ascend_soul";
if (!forced) {
worldRef.releaseEffect?.(effect);
continue;
}
if (!effect.dead) effect.update(Math.min(0.24, Math.max(0, dt)));
if (!effect.dead) {
effects[write++] = effect;
updated += 1;
} else worldRef.releaseEffect?.(effect);
}
effects.length = write;
worldRef._effectUpdateCursor = 0;
worldRef._renderEffectCursor = 0;
return updated;
}
function updateEffects(worldRef, dt) {
const effects = worldRef.effects || [];
if (global.TarinaiPerf?.visualLevel?.("effects", "high") === "off") {
clearDisabledEffects(worldRef, effects, dt);
worldRef._effectUpdateStats = null;
return;
}
const beforePressure = effects.length;
const pressure = compactEffectPressure(worldRef, effects);
const total = effects.length;
const frameId = (worldRef._effectUpdateFrameId || 0) + 1;
worldRef._effectUpdateFrameId = frameId;
let lightweight = 0;
let active = 0;
for (const effect of effects) {
if (!effect || effect.dead) continue;
if (effect.type === "ring") {
effect.life -= dt;
effect._effectUpdatedFrame = frameId;
lightweight += 1;
} else active += 1;
}
const budget = effectUpdateBudgetFor(active);
let updated = 0;
let runScale = 1;
if (budget >= active) {
for (const effect of effects) {
if (!effect || effect.dead || effect.type === "ring") continue;
if (updateEffect(effect, dt, frameId, 1)) updated += 1;
}
} else if (active > 0) {
// Walk the source array directly instead of allocating a temporary
// budgeted-effects array every animation frame.
runScale = Math.min(3.0, Math.max(1, active / Math.max(1, budget)));
let cursor = Math.max(0, Math.floor(worldRef._effectUpdateCursor || 0)) % Math.max(1, effects.length);
let scanned = 0;
while (updated < budget && scanned < effects.length) {
const effect = effects[cursor];
cursor = (cursor + 1) % Math.max(1, effects.length);
scanned += 1;
if (!effect || effect.dead || effect.type === "ring") continue;
updateEffect(effect, dt, frameId, runScale);
updated += 1;
}
worldRef._effectUpdateCursor = cursor;
}
if (global.TarinaiPerf?.diagnosticsEnabled?.() === true) {
const spawn = worldRef._effectSpawnStats || {};
worldRef._effectUpdateStats = {
total, beforePressure, updated: updated + lightweight, lightweight,
skipped: Math.max(0, active - updated), budget,
runScale: Number(runScale.toFixed(2)), compacted: pressure.compacted, dropped: pressure.dropped,
droppedTotal: worldRef._effectPressureDroppedTotal || 0, batched: budget < active,
spawnRequested: spawn.requested || 0, offscreenCulled: spawn.offscreenCulled || 0,
poolEligible: spawn.poolEligible || 0, pooled: spawn.pooled || 0,
};
} else worldRef._effectUpdateStats = null;
}
global.TarinaiEffectsSimulationSystem = Object.freeze({
phases: Object.freeze({ updateEffects }),
});
})(typeof window !== "undefined" ? window : globalThis);