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This pull request refactors and optimizes the attack execution logic in
AttackExecution.ts, focusing on performance and code clarity. The main improvements include removing redundant null checks, hoisting invariant calculations out of loops, reducing allocations in neighbor processing, and optimizing tile conquest inGameImpl.ts. These changes collectively streamline attack processing, reduce unnecessary computations, and improve maintainability.Attack Execution Logic Improvements:
this.attackby using non-null assertions and local variables, simplifying method logic and reducing code noise. [1] [2] [3]forEachNeighbor, eliminating intermediate allocations and improving efficiency. [1] [2]magnitude()method directly, avoiding enum switches and reducing branching.Tile Conquest Optimization:
GameImpl.conquer()to use direct owner ID checks and batch-aware cache invalidation, reducing unnecessary lookups and virtual dispatches. Also added a conditional branch to avoid unnecessary fallout clearing when not needed.