mirror of
https://github.com/openfrontio/OpenFrontIO.git
synced 2026-06-21 14:50:44 +00:00
AStar returns cell instead of path
This commit is contained in:
@@ -14,7 +14,7 @@ export class BattleshipExecution implements Execution {
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private battleship: MutableUnit = null
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private mg: MutableGame = null
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private pathfinder = PathFinder.Serial(5000, t => t.isWater())
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private pathfinder: PathFinder
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private patrolTile: Tile;
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private patrolCenterTile: Tile
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@@ -31,6 +31,7 @@ export class BattleshipExecution implements Execution {
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init(mg: MutableGame, ticks: number): void {
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this.pathfinder = PathFinder.Serial(mg, 5000, t => t.isWater())
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this._owner = mg.player(this.playerID)
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this.mg = mg
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this.patrolCenterTile = mg.tile(this.cell)
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@@ -1,4 +1,4 @@
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import { Cell, Execution, MutableGame, MutablePlayer, MutableUnit, PlayerID, Tile, UnitType } from "../game/Game";
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import { Cell, Execution, MutableGame, MutablePlayer, MutableUnit, PlayerID, TerrainType, Tile, UnitType } from "../game/Game";
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import { PathFinder } from "../pathfinding/PathFinding";
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import { PathFindResultType } from "../pathfinding/AStar";
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import { SerialAStar } from "../pathfinding/SerialAStar";
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@@ -14,7 +14,7 @@ export class DestroyerExecution implements Execution {
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private mg: MutableGame = null
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private target: MutableUnit = null
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private pathfinder = PathFinder.Serial(5000, t => t.isWater())
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private pathfinder: PathFinder
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private patrolTile: Tile;
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private patrolCenterTile: Tile
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@@ -29,6 +29,7 @@ export class DestroyerExecution implements Execution {
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init(mg: MutableGame, ticks: number): void {
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this.pathfinder = PathFinder.Serial(mg, 5000, t => t.terrainType() == TerrainType.Ocean)
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this._owner = mg.player(this.playerID)
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this.mg = mg
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this.patrolCenterTile = mg.tile(this.cell)
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@@ -16,7 +16,7 @@ export class NukeExecution implements Execution {
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private nuke: MutableUnit
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private dst: Tile
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private pathFinder: PathFinder = PathFinder.Serial(10_000, () => true)
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private pathFinder: PathFinder
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constructor(
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private type: UnitType.AtomBomb | UnitType.HydrogenBomb,
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private senderID: PlayerID,
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@@ -26,6 +26,7 @@ export class NukeExecution implements Execution {
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init(mg: MutableGame, ticks: number): void {
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this.mg = mg
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this.pathFinder = PathFinder.Serial(mg, 10_000, () => true)
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this.player = mg.player(this.senderID)
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this.dst = this.mg.tile(this.cell)
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}
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@@ -72,7 +72,7 @@ export class PortExecution implements Execution {
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const aStar = this.computingPaths.get(port)
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switch (aStar.compute()) {
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case PathFindResultType.Completed:
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this.portPaths.set(port, aStar.reconstructPath().map(sn => sn as Tile))
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this.portPaths.set(port, aStar.reconstructPath().map(cell => this.mg.tile(cell)))
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this.computingPaths.delete(port)
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break
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case PathFindResultType.Pending:
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@@ -101,7 +101,7 @@ export class PortExecution implements Execution {
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const port = this.random.randElement(portConnections)
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const path = this.portPaths.get(port)
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if (path != null) {
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const pf = PathFinder.Parallel(this.worker, 30)
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const pf = PathFinder.Parallel(this.mg, this.worker, 30)
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this.mg.addExecution(new TradeShipExecution(this.player().id(), this.port, port, pf, path))
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}
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}
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@@ -5,7 +5,7 @@ import { PathFindResultType } from "../pathfinding/AStar";
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export class ShellExecution implements Execution {
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private active = true
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private pathFinder = PathFinder.Serial(2000, () => true, 10)
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private pathFinder: PathFinder
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private shell: MutableUnit
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constructor(private spawn: Tile, private _owner: MutablePlayer, private target: MutableUnit) {
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@@ -13,6 +13,7 @@ export class ShellExecution implements Execution {
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}
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init(mg: MutableGame, ticks: number): void {
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this.pathFinder = PathFinder.Serial(mg, 2000, () => true, 10)
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}
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tick(ticks: number): void {
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@@ -27,7 +27,7 @@ export class TransportShipExecution implements Execution {
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private boat: MutableUnit
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private pathFinder: PathFinder = PathFinder.Serial(10_000, t => t.isWater(), 2)
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private pathFinder: PathFinder
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constructor(
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private attackerID: PlayerID,
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@@ -43,6 +43,7 @@ export class TransportShipExecution implements Execution {
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init(mg: MutableGame, ticks: number) {
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this.lastMove = ticks
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this.mg = mg
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this.pathFinder = PathFinder.Serial(mg, 10_000, t => t.isWater(), 2)
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this.attacker = mg.player(this.attackerID)
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@@ -2,7 +2,7 @@ import { Cell, TerrainType, Tile } from "../game/Game";
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export interface AStar {
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compute(): PathFindResultType
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reconstructPath(): SearchNode[]
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reconstructPath(): Cell[]
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}
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export enum PathFindResultType {
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@@ -31,29 +31,22 @@ export class MiniAStar implements AStar {
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return this.aStar.compute()
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}
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reconstructPath(): SearchNode[] {
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reconstructPath(): Cell[] {
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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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upscaled.push(this.dst.cell())
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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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function upscalePath(path: Cell[], scaleFactor: number = 2): Cell[] {
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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 scaledPath = path.map(point => (new Cell(
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point.x * scaleFactor,
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point.y * scaleFactor
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)));
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const smoothPath: Point[] = [];
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const smoothPath: Cell[] = [];
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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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@@ -72,10 +65,10 @@ function upscalePath(path: SearchNode[], scaleFactor: number = 2): Point[] {
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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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smoothPath.push(new Cell(
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Math.round(current.x + (dx * step) / steps),
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Math.round(current.y + (dy * step) / steps)
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));
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}
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}
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@@ -1,4 +1,4 @@
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import { Game, Tile } from "../game/Game";
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import { Cell, Game, Tile } from "../game/Game";
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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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@@ -9,17 +9,19 @@ export class PathFinder {
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private curr: Tile = null
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private dst: Tile = null
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private path: Tile[]
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private path: Cell[]
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private aStar: AStar
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private computeFinished = true
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private constructor(
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private game: Game,
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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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game,
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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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@@ -34,8 +36,9 @@ export class PathFinder {
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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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public static Serial(game: Game, iterations: number, canMove: (t: Tile) => boolean, maxTries: number = 20): PathFinder {
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return new PathFinder(
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game,
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(curr: Tile, dst: Tile) => {
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return new SerialAStar(
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curr,
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@@ -48,8 +51,9 @@ export class PathFinder {
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)
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}
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public static Parallel(worker: WorkerClient, numTicks: number): PathFinder {
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public static Parallel(game: Game, worker: WorkerClient, numTicks: number): PathFinder {
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return new PathFinder(
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game,
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(curr: Tile, dst: Tile) => {
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return worker.createParallelAStar(curr, dst, numTicks)
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}
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@@ -77,14 +81,14 @@ export class PathFinder {
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this.computeFinished = false
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return this.nextTile(curr, dst)
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} else {
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return { type: PathFindResultType.NextTile, tile: this.path.shift() }
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return { type: PathFindResultType.NextTile, tile: this.game.tile(this.path.shift()) }
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}
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}
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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() as Tile[]
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this.path = this.aStar.reconstructPath()
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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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@@ -1,6 +1,7 @@
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import { PriorityQueue } from "@datastructures-js/priority-queue";
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import { AStar, SearchNode } from "./AStar";
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import { PathFindResultType } from "./AStar";
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import { Cell } from "../game/Game";
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export class SerialAStar implements AStar {
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@@ -114,7 +115,7 @@ export class SerialAStar implements AStar {
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}
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}
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public reconstructPath(): SearchNode[] {
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public reconstructPath(): Cell[] {
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if (!this.meetingPoint) return [];
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// Reconstruct path from start to meeting point
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@@ -132,6 +133,6 @@ export class SerialAStar implements AStar {
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fwdPath.push(current);
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}
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return fwdPath;
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return fwdPath.map(sn => sn.cell());
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}
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}
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@@ -10,16 +10,11 @@ let searches = new PriorityQueue<Search>((a: Search, b: Search) => (a.deadline -
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let processingInterval: number | null = null;
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let isProcessingSearch = false
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interface Point {
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x: number
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y: number
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}
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interface Search {
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aStar: SerialAStar,
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deadline: number
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requestId: string,
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end: Point
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end: Cell
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}
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interface SearchRequest {
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@@ -27,8 +22,8 @@ interface SearchRequest {
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currentTick: number
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// duration in ticks
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duration: number
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start: Point
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end: Point
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start: Cell
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end: Cell
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}
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self.onmessage = (e) => {
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@@ -81,7 +76,7 @@ function computeSearches() {
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const search = searches.dequeue()
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switch (search.aStar.compute()) {
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case PathFindResultType.Completed:
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const path = upscalePath(search.aStar.reconstructPath().map(sn => ({ x: sn.cell().x, y: sn.cell().y })))
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const path = upscalePath(search.aStar.reconstructPath())
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path.push(search.end)
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self.postMessage({
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type: 'pathFound',
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@@ -107,14 +102,14 @@ function computeSearches() {
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}
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}
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function upscalePath(path: Point[], scaleFactor: number = 2): Point[] {
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function upscalePath(path: Cell[], scaleFactor: number = 2): Cell[] {
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// Scale up each point
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const scaledPath = path.map(point => ({
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x: point.x * scaleFactor,
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y: point.y * scaleFactor
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}));
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const scaledPath = path.map(point => (new Cell(
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point.x * scaleFactor,
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point.y * scaleFactor
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)));
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const smoothPath: Point[] = [];
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const smoothPath: Cell[] = [];
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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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@@ -133,10 +128,10 @@ function upscalePath(path: Point[], scaleFactor: number = 2): Point[] {
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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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smoothPath.push(new Cell(
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Math.round(current.x + (dx * step) / steps),
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Math.round(current.y + (dy * step) / steps)
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));
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}
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}
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@@ -46,7 +46,7 @@ export class WorkerClient {
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}
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}
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export class ParallelAStar implements AStar {
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private path: Tile[] | 'NOT_FOUND' | null = null;
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private path: Cell[] | 'NOT_FOUND' | null = null;
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private promise: Promise<void>;
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constructor(
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@@ -72,7 +72,7 @@ export class ParallelAStar implements AStar {
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this.worker.removeEventListener('message', handler);
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if (e.data.type === 'pathFound') {
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this.path = e.data.path.map(pos => this.game.tile(new Cell(pos.x, pos.y)));
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this.path = e.data.path
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resolve();
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} else if (e.data.type === 'pathNotFound') {
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this.path = 'NOT_FOUND';
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@@ -113,11 +113,11 @@ export class ParallelAStar implements AStar {
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return PathFindResultType.Pending;
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}
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reconstructPath(): Tile[] {
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reconstructPath(): Cell[] {
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if (this.path == "NOT_FOUND" || this.path == null) {
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throw Error(`cannot reconstruct path: ${this.path}`);
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}
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return this.path as Tile[];
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return this.path
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}
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}
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Reference in New Issue
Block a user