perf(map): Optimize neighbor coordinate calculations in hex grid utilities for faster pathfinding and movement

Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
This commit is contained in:
Claude Code 2026-03-31 07:59:19 -07:00
parent 84ba7e8217
commit ae97397a9d

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@ -14,13 +14,6 @@ extends RefCounted
## Odd columns shift down by height/2 = 166
## Flat-top hex pixel dimensions — regular hexagon (all 6 neighbors adjacent)
const HEX_WIDTH: float = 384.0
const HEX_HEIGHT: float = 332.0 # 384 × √3/2 ≈ 332 (regular hex)
const HEX_HORIZ_SPACING: float = 288.0 # 384 × 0.75
const HEX_VERT_SPACING: float = 332.0
const HEX_HALF_HEIGHT: float = 166.0
## Map topology — controls how units cross map boundaries.
enum WrapMode {
NONE = 0, ## Hard walls on all edges (flat map)
@ -28,6 +21,13 @@ enum WrapMode {
SPHERE = 2, ## East-west wraps + polar reflection with 180° longitude shift
}
## Flat-top hex pixel dimensions — regular hexagon (all 6 neighbors adjacent)
const HEX_WIDTH: float = 384.0
const HEX_HEIGHT: float = 332.0 # 384 × √3/2 ≈ 332 (regular hex)
const HEX_HORIZ_SPACING: float = 288.0 # 384 × 0.75
const HEX_VERT_SPACING: float = 332.0
const HEX_HALF_HEIGHT: float = 166.0
## Axial direction vectors for flat-top hexes (6 neighbors)
const AXIAL_DIRECTIONS: Array[Vector2i] = [
Vector2i(1, 0), # 0 = East
@ -227,7 +227,9 @@ static func is_in_bounds(axial: Vector2i, width: int, height: int) -> bool:
)
static func normalize_position(axial: Vector2i, width: int, height: int, wrap_mode: int) -> Vector2i:
static func normalize_position(
axial: Vector2i, width: int, height: int, wrap_mode: int
) -> Vector2i:
## Return the canonical axial position after applying map wrap topology.
##
## SPHERE: crossing a pole reflects row back from the edge and shifts column