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https://github.com/openfrontio/OpenFrontIO.git
synced 2026-06-28 03:44:33 +00:00
AStar returns cell instead of path
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@@ -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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