create async path finder, trade ships use async when captured

This commit is contained in:
Evan
2024-11-29 15:41:13 -08:00
parent b20f390c7c
commit 020d193667
19 changed files with 267 additions and 219 deletions
+27 -136
View File
@@ -1,138 +1,29 @@
import { PriorityQueue } from "@datastructures-js/priority-queue";
import { SearchNode } from "../game/Game";
import { PathFindResultType } from "./PathFinding";
import { Cell, Tile } from "../game/Game";
export class AStar {
private fwdOpenSet: PriorityQueue<{ tile: SearchNode; fScore: number; }>;
private bwdOpenSet: PriorityQueue<{ tile: SearchNode; fScore: number; }>;
private fwdCameFrom: Map<SearchNode, SearchNode>;
private bwdCameFrom: Map<SearchNode, SearchNode>;
private fwdGScore: Map<SearchNode, number>;
private bwdGScore: Map<SearchNode, number>;
private meetingPoint: SearchNode | null;
public completed: boolean;
constructor(
private src: SearchNode,
private dst: SearchNode,
private canMove: (t: SearchNode) => boolean,
private neighbors: (sn: SearchNode) => SearchNode[],
private iterations: number,
private maxTries: number
) {
this.fwdOpenSet = new PriorityQueue<{ tile: SearchNode; fScore: number; }>(
(a, b) => a.fScore - b.fScore
);
this.bwdOpenSet = new PriorityQueue<{ tile: SearchNode; fScore: number; }>(
(a, b) => a.fScore - b.fScore
);
this.fwdCameFrom = new Map<SearchNode, SearchNode>();
this.bwdCameFrom = new Map<SearchNode, SearchNode>();
this.fwdGScore = new Map<SearchNode, number>();
this.bwdGScore = new Map<SearchNode, number>();
this.meetingPoint = null;
this.completed = false;
// Initialize forward search
this.fwdGScore.set(src, 0);
this.fwdOpenSet.enqueue({ tile: src, fScore: this.heuristic(src, dst) });
// Initialize backward search
this.bwdGScore.set(dst, 0);
this.bwdOpenSet.enqueue({ tile: dst, fScore: this.heuristic(dst, src) });
}
compute(): PathFindResultType {
if (this.completed) return PathFindResultType.Completed;
this.maxTries -= 1;
let iterations = this.iterations;
while (!this.fwdOpenSet.isEmpty() && !this.bwdOpenSet.isEmpty()) {
iterations--;
if (iterations <= 0) {
if (this.maxTries <= 0) {
return PathFindResultType.PathNotFound;
}
return PathFindResultType.Pending;
}
// Process forward search
const fwdCurrent = this.fwdOpenSet.dequeue()!.tile;
if (this.bwdGScore.has(fwdCurrent)) {
// We found a meeting point!
this.meetingPoint = fwdCurrent;
this.completed = true;
return PathFindResultType.Completed;
}
this.expandSearchNode(fwdCurrent, true);
// Process backward search
const bwdCurrent = this.bwdOpenSet.dequeue()!.tile;
if (this.fwdGScore.has(bwdCurrent)) {
// We found a meeting point!
this.meetingPoint = bwdCurrent;
this.completed = true;
return PathFindResultType.Completed;
}
this.expandSearchNode(bwdCurrent, false);
}
return this.completed ? PathFindResultType.Completed : PathFindResultType.PathNotFound;
}
private expandSearchNode(current: SearchNode, isForward: boolean) {
for (const neighbor of this.neighbors(current)) {
if (neighbor !== (isForward ? this.dst : this.src) && !this.canMove(neighbor)) continue;
const gScore = isForward ? this.fwdGScore : this.bwdGScore;
const openSet = isForward ? this.fwdOpenSet : this.bwdOpenSet;
const cameFrom = isForward ? this.fwdCameFrom : this.bwdCameFrom;
let tentativeGScore = gScore.get(current)! + neighbor.cost();
if (!gScore.has(neighbor) || tentativeGScore < gScore.get(neighbor)!) {
cameFrom.set(neighbor, current);
gScore.set(neighbor, tentativeGScore);
const fScore = tentativeGScore + this.heuristic(
neighbor,
isForward ? this.dst : this.src
);
openSet.enqueue({ tile: neighbor, fScore: fScore });
}
}
}
private heuristic(a: SearchNode, b: SearchNode): number {
// TODO use wrapped
try {
return 1.1 * Math.abs(a.cell().x - b.cell().x) + Math.abs(a.cell().y - b.cell().y);
} catch {
console.log('uh oh')
}
}
public reconstructPath(): SearchNode[] {
if (!this.meetingPoint) return [];
// Reconstruct path from start to meeting point
const fwdPath: SearchNode[] = [this.meetingPoint];
let current = this.meetingPoint;
while (this.fwdCameFrom.has(current)) {
current = this.fwdCameFrom.get(current)!;
fwdPath.unshift(current);
}
// Reconstruct path from meeting point to goal
current = this.meetingPoint;
while (this.bwdCameFrom.has(current)) {
current = this.bwdCameFrom.get(current)!;
fwdPath.push(current);
}
return fwdPath;
}
export interface AStar {
compute(): PathFindResultType
reconstructPath(): SearchNode[]
}
export enum PathFindResultType {
NextTile,
Pending,
Completed,
PathNotFound
} export type TileResult = {
type: PathFindResultType.NextTile;
tile: Tile;
} | {
type: PathFindResultType.Pending;
} | {
type: PathFindResultType.Completed;
tile: Tile;
} | {
type: PathFindResultType.PathNotFound;
};
export interface SearchNode {
cost(): number
cell(): Cell
}
+16 -14
View File
@@ -1,5 +1,5 @@
import { TerrainTile, Tile, Game, GameMap, Cell } from "../game/Game";
import { PathFindResultType } from "./PathFinding";
import { AStar, PathFindResultType } from "./AStar";
export class AsyncPathFinderCreator {
private worker: Worker;
@@ -33,11 +33,11 @@ export class AsyncPathFinderCreator {
});
}
createPathFinder(src: Tile, dst: Tile, numTicks: number): AsyncPathFinder {
createParallelAStar(src: Tile, dst: Tile, numTicks: number): ParallelAStar {
if (!this.isInitialized) {
throw new Error('PathFinder not initialized');
}
return new AsyncPathFinder(this.game, this.worker, src, dst, numTicks);
return new ParallelAStar(this.game, this.worker, src, dst, numTicks);
}
cleanup() {
@@ -45,8 +45,7 @@ export class AsyncPathFinderCreator {
}
}
// AsyncPathFinder.ts
export class AsyncPathFinder {
export class ParallelAStar implements AStar {
private path: Tile[] | 'NOT_FOUND' | null = null;
private promise: Promise<void>;
@@ -59,18 +58,24 @@ export class AsyncPathFinder {
) { }
findPath(): Promise<void> {
const requestId = crypto.randomUUID()
this.promise = new Promise((resolve, reject) => {
const timeout = setTimeout(() => {
reject("Path timeout");
}, 100_000);
const handler = (e: MessageEvent) => {
if (e.data.requestId != requestId) {
return
}
clearTimeout(timeout);
this.worker.removeEventListener('message', handler);
if (e.data.type === 'pathFound') {
this.path = e.data.path.map(pos => this.game.tile(new Cell(pos.x, pos.y)));
resolve();
} else if (e.data.type === 'pathNotFound') {
this.path = 'NOT_FOUND'
} else {
reject(e.data.reason || "Path not found");
}
@@ -79,7 +84,7 @@ export class AsyncPathFinder {
this.worker.addEventListener('message', handler);
this.worker.postMessage({
type: 'findPath',
requestId: crypto.randomUUID(),
requestId: requestId,
currentTick: this.game.ticks(),
duration: this.numTicks,
start: { x: this.src.cell().x, y: this.src.cell().y },
@@ -97,14 +102,11 @@ export class AsyncPathFinder {
}
this.numTicks--;
if (this.numTicks <= 0) {
for (let i = 0; i < 1_000_000; i++) {
if (this.path == 'NOT_FOUND') {
return PathFindResultType.PathNotFound
}
if (this.path != null) {
console.log('in Asyncclient: found a path!!')
return PathFindResultType.Completed;
}
if (this.path == 'NOT_FOUND') {
return PathFindResultType.PathNotFound
}
if (this.path != null) {
return PathFindResultType.Completed;
}
throw new Error(`path not completed in time`)
}
+10 -9
View File
@@ -1,7 +1,8 @@
// pathfinding.ts
import { Cell, GameMap, SearchNode, TerrainMap, TerrainTile, TerrainType } from "../game/Game";
import { PathFindResultType } from "./PathFinding";
import { AStar } from "./AStar";
import { Cell, GameMap, TerrainMap, TerrainTile, TerrainType } from "../game/Game";
import { SearchNode } from "./AStar";
import { PathFindResultType } from "./AStar";
import { SerialAStar } from "./SerialAStar";
import { loadTerrainMap } from "../game/TerrainMapLoader";
import { PriorityQueue } from "@datastructures-js/priority-queue";
@@ -12,7 +13,7 @@ let isProcessingSearch = false
interface Search {
aStar: AStar,
aStar: SerialAStar,
deadline: number
requestId: string
}
@@ -40,17 +41,17 @@ self.onmessage = (e) => {
function initializeMap(data: { gameMap: GameMap }) {
terrainMapPromise = loadTerrainMap(data.gameMap)
self.postMessage({ type: 'initialized' });
processingInterval = setInterval(computeSearches, .5) as unknown as number;
processingInterval = setInterval(computeSearches, .1) as unknown as number;
}
function findPath(terrainMap: TerrainMap, req: SearchRequest) {
const aStar = new AStar(
const aStar = new SerialAStar(
terrainMap.terrain(new Cell(req.start.x, req.start.y)),
terrainMap.terrain(new Cell(req.end.x, req.end.y)),
(sn: SearchNode) => (sn as TerrainTile).terrainType() == TerrainType.Ocean,
(sn: SearchNode): SearchNode[] => terrainMap.neighbors((sn as TerrainTile)),
100_000,
1000
10_000,
req.duration,
);
searches.enqueue({
@@ -88,7 +89,7 @@ function computeSearches() {
case PathFindResultType.PathNotFound:
console.warn(`worker: path not found to port`);
self.postMessage({
type: 'error',
type: 'pathNotFound',
requestId: search.requestId,
});
break
+28 -27
View File
@@ -1,26 +1,8 @@
import { Tile } from "../game/Game";
import { Game, Tile } from "../game/Game";
import { manhattanDist } from "../Util";
import { AStar } from "./AStar";
export enum PathFindResultType {
NextTile,
Pending,
Completed,
PathNotFound
}
export type TileResult = {
type: PathFindResultType.NextTile;
tile: Tile
} | {
type: PathFindResultType.Pending;
} | {
type: PathFindResultType.Completed;
tile: Tile
} | {
type: PathFindResultType.PathNotFound;
}
import { AStar, PathFindResultType, TileResult } from "./AStar";
import { AsyncPathFinderCreator, ParallelAStar } from "./AsyncPathFinding";
import { SerialAStar } from "./SerialAStar";
export class PathFinder {
@@ -30,12 +12,31 @@ export class PathFinder {
private aStar: AStar
private computeFinished = true
constructor(
private iterations: number,
private canMove: (t: Tile) => boolean,
private maxTries: number = 20
private constructor(
private newAStar: (curr: Tile, dst: Tile) => AStar
) { }
public static Serial(iterations: number, canMove: (t: Tile) => boolean, maxTries: number = 20): PathFinder {
return new PathFinder(
(curr: Tile, dst: Tile) => {
return new SerialAStar(
curr,
dst,
canMove,
sn => ((sn as Tile).neighbors()), iterations, maxTries
)
}
)
}
public static Parallel(creator: AsyncPathFinderCreator, numTicks: number): PathFinder {
return new PathFinder(
(curr: Tile, dst: Tile) => {
return creator.createParallelAStar(curr, dst, numTicks)
}
)
}
nextTile(curr: Tile, dst: Tile, dist: number = 1): TileResult {
if (curr == null) {
console.error('curr is null')
@@ -53,7 +54,7 @@ export class PathFinder {
this.curr = curr
this.dst = dst
this.path = null
this.aStar = new AStar(curr, dst, this.canMove, sn => ((sn as Tile).neighbors()), this.iterations, this.maxTries)
this.aStar = this.newAStar(curr, dst)
this.computeFinished = false
return this.nextTile(curr, dst)
} else {
+138
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@@ -0,0 +1,138 @@
import { PriorityQueue } from "@datastructures-js/priority-queue";
import { AStar, SearchNode } from "./AStar";
import { PathFindResultType } from "./AStar";
export class SerialAStar implements AStar{
private fwdOpenSet: PriorityQueue<{ tile: SearchNode; fScore: number; }>;
private bwdOpenSet: PriorityQueue<{ tile: SearchNode; fScore: number; }>;
private fwdCameFrom: Map<SearchNode, SearchNode>;
private bwdCameFrom: Map<SearchNode, SearchNode>;
private fwdGScore: Map<SearchNode, number>;
private bwdGScore: Map<SearchNode, number>;
private meetingPoint: SearchNode | null;
public completed: boolean;
constructor(
private src: SearchNode,
private dst: SearchNode,
private canMove: (t: SearchNode) => boolean,
private neighbors: (sn: SearchNode) => SearchNode[],
private iterations: number,
private maxTries: number
) {
this.fwdOpenSet = new PriorityQueue<{ tile: SearchNode; fScore: number; }>(
(a, b) => a.fScore - b.fScore
);
this.bwdOpenSet = new PriorityQueue<{ tile: SearchNode; fScore: number; }>(
(a, b) => a.fScore - b.fScore
);
this.fwdCameFrom = new Map<SearchNode, SearchNode>();
this.bwdCameFrom = new Map<SearchNode, SearchNode>();
this.fwdGScore = new Map<SearchNode, number>();
this.bwdGScore = new Map<SearchNode, number>();
this.meetingPoint = null;
this.completed = false;
// Initialize forward search
this.fwdGScore.set(src, 0);
this.fwdOpenSet.enqueue({ tile: src, fScore: this.heuristic(src, dst) });
// Initialize backward search
this.bwdGScore.set(dst, 0);
this.bwdOpenSet.enqueue({ tile: dst, fScore: this.heuristic(dst, src) });
}
compute(): PathFindResultType {
if (this.completed) return PathFindResultType.Completed;
this.maxTries -= 1;
let iterations = this.iterations;
while (!this.fwdOpenSet.isEmpty() && !this.bwdOpenSet.isEmpty()) {
iterations--;
if (iterations <= 0) {
if (this.maxTries <= 0) {
return PathFindResultType.PathNotFound;
}
return PathFindResultType.Pending;
}
// Process forward search
const fwdCurrent = this.fwdOpenSet.dequeue()!.tile;
if (this.bwdGScore.has(fwdCurrent)) {
// We found a meeting point!
this.meetingPoint = fwdCurrent;
this.completed = true;
return PathFindResultType.Completed;
}
this.expandSearchNode(fwdCurrent, true);
// Process backward search
const bwdCurrent = this.bwdOpenSet.dequeue()!.tile;
if (this.fwdGScore.has(bwdCurrent)) {
// We found a meeting point!
this.meetingPoint = bwdCurrent;
this.completed = true;
return PathFindResultType.Completed;
}
this.expandSearchNode(bwdCurrent, false);
}
return this.completed ? PathFindResultType.Completed : PathFindResultType.PathNotFound;
}
private expandSearchNode(current: SearchNode, isForward: boolean) {
for (const neighbor of this.neighbors(current)) {
if (neighbor !== (isForward ? this.dst : this.src) && !this.canMove(neighbor)) continue;
const gScore = isForward ? this.fwdGScore : this.bwdGScore;
const openSet = isForward ? this.fwdOpenSet : this.bwdOpenSet;
const cameFrom = isForward ? this.fwdCameFrom : this.bwdCameFrom;
let tentativeGScore = gScore.get(current)! + neighbor.cost();
if (!gScore.has(neighbor) || tentativeGScore < gScore.get(neighbor)!) {
cameFrom.set(neighbor, current);
gScore.set(neighbor, tentativeGScore);
const fScore = tentativeGScore + this.heuristic(
neighbor,
isForward ? this.dst : this.src
);
openSet.enqueue({ tile: neighbor, fScore: fScore });
}
}
}
private heuristic(a: SearchNode, b: SearchNode): number {
// TODO use wrapped
try {
return 1.1 * Math.abs(a.cell().x - b.cell().x) + Math.abs(a.cell().y - b.cell().y);
} catch {
console.log('uh oh')
}
}
public reconstructPath(): SearchNode[] {
if (!this.meetingPoint) return [];
// Reconstruct path from start to meeting point
const fwdPath: SearchNode[] = [this.meetingPoint];
let current = this.meetingPoint;
while (this.fwdCameFrom.has(current)) {
current = this.fwdCameFrom.get(current)!;
fwdPath.unshift(current);
}
// Reconstruct path from meeting point to goal
current = this.meetingPoint;
while (this.bwdCameFrom.has(current)) {
current = this.bwdCameFrom.get(current)!;
fwdPath.push(current);
}
return fwdPath;
}
}