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NPCs create battleships, destroyers. start work on miniastar
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@@ -25,5 +25,10 @@ export enum PathFindResultType {
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export interface SearchNode {
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cost(): number
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cell(): Cell
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neighbors(): SearchNode[]
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}
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export interface Point {
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x: number;
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y: number;
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}
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@@ -0,0 +1,88 @@
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import { Cell, Game, TerrainMap, TerrainTile, TerrainType } from "../game/Game";
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import { AStar, PathFindResultType, Point, SearchNode } from "./AStar";
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import { SerialAStar } from "./SerialAStar";
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// TODO: test this, get it work
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export class MiniAStar implements AStar {
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private aStar: SerialAStar
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constructor(
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private terrainMap: TerrainMap,
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private miniMap: TerrainMap,
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private src: SearchNode,
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private dst: SearchNode,
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private canMove: (t: SearchNode) => boolean,
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private iterations: number,
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private maxTries: number
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) {
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const miniSrc = miniMap.terrain(new Cell(Math.floor(src.cell().x / 2), Math.floor(src.cell().y / 2)))
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const miniDst = miniMap.terrain(new Cell(Math.floor(dst.cell().x / 2), Math.floor(dst.cell().y / 2)))
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this.aStar = new SerialAStar(
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miniSrc,
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miniDst,
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(t => (t as TerrainTile).terrainType() == TerrainType.Ocean),
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iterations,
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maxTries
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)
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}
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compute(): PathFindResultType {
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return this.aStar.compute()
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}
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reconstructPath(): SearchNode[] {
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const upscaled = upscalePath(this.aStar.reconstructPath())
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.map(p => this.terrainMap.terrain(new Cell(p.x, p.y))) as SearchNode[]
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upscaled.push(this.dst)
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return upscaled
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}
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reconstructPathAsPoints(): Point[] {
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const upscaled = upscalePath(this.aStar.reconstructPath())
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upscaled.push({ x: this.dst.cell().x, y: this.dst.cell().y })
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return upscaled
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}
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}
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function upscalePath(path: SearchNode[], scaleFactor: number = 2): Point[] {
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// Scale up each point
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const scaledPath = path.map(point => ({
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x: point.cell().x * scaleFactor,
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y: point.cell().y * scaleFactor
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}));
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const smoothPath: Point[] = [];
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for (let i = 0; i < scaledPath.length - 1; i++) {
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const current = scaledPath[i];
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const next = scaledPath[i + 1];
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// Add the current point
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smoothPath.push(current);
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// Always interpolate between scaled points
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const dx = next.x - current.x;
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const dy = next.y - current.y;
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// Calculate number of steps needed
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const distance = Math.max(Math.abs(dx), Math.abs(dy));
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const steps = distance;
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// Add intermediate points
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for (let step = 1; step < steps; step++) {
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smoothPath.push({
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x: Math.round(current.x + (dx * step) / steps),
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y: Math.round(current.y + (dy * step) / steps)
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});
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}
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}
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// Add the last point
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if (scaledPath.length > 0) {
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smoothPath.push(scaledPath[scaledPath.length - 1]);
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}
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return smoothPath;
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}
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@@ -3,6 +3,7 @@ import { manhattanDist } from "../Util";
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import { AStar, PathFindResultType, TileResult } from "./AStar";
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import { ParallelAStar, WorkerClient } from "../worker/WorkerClient";
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import { SerialAStar } from "./SerialAStar";
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import { MiniAStar } from "./MiniAStar";
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export class PathFinder {
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@@ -16,6 +17,23 @@ export class PathFinder {
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private newAStar: (curr: Tile, dst: Tile) => AStar
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) { }
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public static Mini(game: Game, iterations: number, canMove: (t: Tile) => boolean, maxTries: number = 20) {
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return new PathFinder(
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(curr: Tile, dst: Tile) => {
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return new MiniAStar(
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game.terrainMap(),
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game.terrainMiniMap(),
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curr,
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dst,
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canMove,
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iterations,
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maxTries
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)
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}
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)
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}
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public static Serial(iterations: number, canMove: (t: Tile) => boolean, maxTries: number = 20): PathFinder {
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return new PathFinder(
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(curr: Tile, dst: Tile) => {
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@@ -23,7 +41,8 @@ export class PathFinder {
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curr,
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dst,
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canMove,
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sn => ((sn as Tile).neighbors()), iterations, maxTries
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iterations,
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maxTries
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)
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}
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)
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@@ -65,7 +84,7 @@ export class PathFinder {
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switch (this.aStar.compute()) {
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case PathFindResultType.Completed:
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this.computeFinished = true
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this.path = this.aStar.reconstructPath().map(sn => sn as Tile)
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this.path = this.aStar.reconstructPath() as Tile[]
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// Remove the start tile
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this.path.shift()
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return this.nextTile(curr, dst)
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@@ -3,7 +3,7 @@ import { AStar, SearchNode } from "./AStar";
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import { PathFindResultType } from "./AStar";
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export class SerialAStar implements AStar{
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export class SerialAStar implements AStar {
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private fwdOpenSet: PriorityQueue<{ tile: SearchNode; fScore: number; }>;
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private bwdOpenSet: PriorityQueue<{ tile: SearchNode; fScore: number; }>;
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private fwdCameFrom: Map<SearchNode, SearchNode>;
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@@ -17,7 +17,6 @@ export class SerialAStar implements AStar{
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private src: SearchNode,
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private dst: SearchNode,
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private canMove: (t: SearchNode) => boolean,
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private neighbors: (sn: SearchNode) => SearchNode[],
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private iterations: number,
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private maxTries: number
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) {
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@@ -85,7 +84,7 @@ export class SerialAStar implements AStar{
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}
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private expandSearchNode(current: SearchNode, isForward: boolean) {
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for (const neighbor of this.neighbors(current)) {
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for (const neighbor of current.neighbors()) {
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if (neighbor !== (isForward ? this.dst : this.src) && !this.canMove(neighbor)) continue;
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const gScore = isForward ? this.fwdGScore : this.bwdGScore;
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