From 8f4dc369834a7936805106ed0d9006c71f0305c5 Mon Sep 17 00:00:00 2001 From: Claude Date: Sat, 31 Jan 2026 05:11:55 +0000 Subject: [PATCH] refactor: Remove unused lastEnemyCheckResult from CombatSystem The Map was declared and cleaned up on unit death, but never actually read or written to. Removing dead code. https://claude.ai/code/session_011yj6jLPCU6EcLnwumt9Bdk --- src/engine/systems/CombatSystem.ts | 4 ---- 1 file changed, 4 deletions(-) diff --git a/src/engine/systems/CombatSystem.ts b/src/engine/systems/CombatSystem.ts index 129e6b75..ea871061 100644 --- a/src/engine/systems/CombatSystem.ts +++ b/src/engine/systems/CombatSystem.ts @@ -111,9 +111,6 @@ export class CombatSystem extends System { // RTS-STYLE: Reduced from 15 to 5 ticks for more responsive combat detection private readonly COMBAT_ZONE_CHECK_INTERVAL = 5; // Re-check zone every 5 ticks (~250ms) - // PERF: Track player unit counts per grid cell for fast enemy detection - private lastEnemyCheckResult: Map = new Map(); - // PERF OPTIMIZATION: Combat-active entity list // Only units in this set are processed for target acquisition private combatActiveUnits: Set = new Set(); @@ -364,7 +361,6 @@ export class CombatSystem extends System { // PERF: Clean up combat zone tracking this.combatAwareUnits.delete(data.entityId); this.combatZoneCheckTick.delete(data.entityId); - this.lastEnemyCheckResult.delete(data.entityId); } private handleAttackCommand(command: {