Optimize game engine loop and boost calculation - #188
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Remove redundant sorted enemy lists from every game tick. Implement stall boost caching to eliminate per-tick recalculations. Update targeting logic to calculate best targets directly from visible candidates. Co-authored-by: candour <4670475+candour@users.noreply.github.com>
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📝 WalkthroughWalkthrough
ChangesEngine Loop Boost Caching and selectTarget Simplification
Estimated code review effort🎯 3 (Moderate) | ⏱️ ~25 minutes Possibly related PRs
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Refactored the core game engine in
MainViewModel.ktandRegistry.ktfor improved efficiency.enemiesByModesorting logic from the main update loop, saving three O(E log E) operations per tick.stallBoostscache to store Bak Kut Teh adjacency bonuses, reducing calculations from O(Stalls) per tick to O(1) by updating the cache only when the grid layout or wave status changes.StallBehavior.selectTargetto handle all targeting modes (FIRST, CLOSEST, STRONGEST, WEAKEST) directly using collection operators on range-filtered enemies.PR created automatically by Jules for task 6111875595712730203 started by @candour
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