mirror of
https://github.com/openfrontio/OpenFrontIO.git
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format codebase with prettier
This commit is contained in:
@@ -1,29 +1,33 @@
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import { TileRef } from "../game/GameMap";
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export interface AStar {
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compute(): PathFindResultType
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reconstructPath(): TileRef[]
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compute(): PathFindResultType;
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reconstructPath(): TileRef[];
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}
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export enum PathFindResultType {
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NextTile,
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Pending,
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Completed,
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PathNotFound
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} export type TileResult = {
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type: PathFindResultType.NextTile;
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tile: TileRef;
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} | {
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type: PathFindResultType.Pending;
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} | {
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type: PathFindResultType.Completed;
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tile: TileRef;
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} | {
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type: PathFindResultType.PathNotFound;
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};
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NextTile,
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Pending,
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Completed,
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PathNotFound,
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}
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export type TileResult =
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| {
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type: PathFindResultType.NextTile;
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tile: TileRef;
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}
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| {
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type: PathFindResultType.Pending;
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}
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| {
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type: PathFindResultType.Completed;
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tile: TileRef;
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}
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| {
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type: PathFindResultType.PathNotFound;
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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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x: number;
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y: number;
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}
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@@ -1,89 +1,92 @@
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import { Cell, } from "../game/Game";
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import { Cell } from "../game/Game";
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import { GameMap, GameMapImpl, TileRef } from "../game/GameMap";
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import { AStar, PathFindResultType, } from "./AStar";
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import { AStar, PathFindResultType } 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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private aStar: SerialAStar
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constructor(
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private gameMap: GameMap,
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private miniMap: GameMap,
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private src: TileRef,
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private dst: TileRef,
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private canMove: (t: TileRef) => 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 = this.miniMap.ref(
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Math.floor(gameMap.x(src) / 2),
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Math.floor(gameMap.y(src) / 2),
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);
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const miniDst = this.miniMap.ref(
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Math.floor(gameMap.x(dst) / 2),
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Math.floor(gameMap.y(dst) / 2),
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);
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this.aStar = new SerialAStar(
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miniSrc,
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miniDst,
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canMove,
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iterations,
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maxTries,
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this.miniMap,
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);
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}
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constructor(
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private gameMap: GameMap,
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private miniMap: GameMap,
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private src: TileRef,
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private dst: TileRef,
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private canMove: (t: TileRef) => 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 = this.miniMap.ref(
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Math.floor(gameMap.x(src) / 2),
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Math.floor(gameMap.y(src) / 2)
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)
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const miniDst = this.miniMap.ref(
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Math.floor(gameMap.x(dst) / 2),
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Math.floor(gameMap.y(dst) / 2)
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)
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this.aStar = new SerialAStar(
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miniSrc,
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miniDst,
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canMove,
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iterations,
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maxTries,
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this.miniMap
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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(): TileRef[] {
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const upscaled = upscalePath(this.aStar.reconstructPath().map(tr => new Cell(this.miniMap.x(tr), this.miniMap.y(tr))))
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upscaled.push(new Cell(this.gameMap.x(this.dst), this.gameMap.y(this.dst)))
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return upscaled.map(c => this.gameMap.ref(c.x, c.y))
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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(): TileRef[] {
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const upscaled = upscalePath(
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this.aStar
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.reconstructPath()
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.map((tr) => new Cell(this.miniMap.x(tr), this.miniMap.y(tr))),
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);
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upscaled.push(new Cell(this.gameMap.x(this.dst), this.gameMap.y(this.dst)));
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return upscaled.map((c) => this.gameMap.ref(c.x, c.y));
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}
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}
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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 => (new Cell(
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point.x * scaleFactor,
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point.y * scaleFactor
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)));
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// Scale up each point
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const scaledPath = path.map(
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(point) => new Cell(point.x * scaleFactor, point.y * scaleFactor),
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);
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const smoothPath: Cell[] = [];
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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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const next = scaledPath[i + 1];
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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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// 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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// 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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// 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(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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// Add intermediate points
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for (let step = 1; step < steps; step++) {
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smoothPath.push(
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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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}
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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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// 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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return smoothPath;
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}
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@@ -6,98 +6,98 @@ import { consolex } from "../Consolex";
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import { TileRef } from "../game/GameMap";
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export class PathFinder {
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private curr: TileRef = null;
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private dst: TileRef = null;
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private path: TileRef[];
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private aStar: AStar;
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private computeFinished = true;
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private curr: TileRef = null
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private dst: TileRef = null
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private path: TileRef[]
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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: TileRef, dst: TileRef) => AStar,
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) {}
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private constructor(
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private game: Game,
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private newAStar: (curr: TileRef, dst: TileRef) => AStar
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) { }
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public static Mini(
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game: Game,
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iterations: number,
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canMoveOnLand: boolean,
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maxTries: number = 20,
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) {
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return new PathFinder(game, (curr: TileRef, dst: TileRef) => {
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return new MiniAStar(
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game.map(),
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game.miniMap(),
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curr,
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dst,
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(tr: TileRef): boolean => {
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if (canMoveOnLand) {
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return true;
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}
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return game.miniMap().isOcean(tr);
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},
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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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public static Mini(game: Game, iterations: number, canMoveOnLand: boolean, maxTries: number = 20) {
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return new PathFinder(
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game,
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(curr: TileRef, dst: TileRef) => {
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return new MiniAStar(
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game.map(),
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game.miniMap(),
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curr,
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dst,
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(tr: TileRef): boolean => {
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if (canMoveOnLand) {
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return true
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}
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return game.miniMap().isOcean(tr)
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},
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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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nextTile(curr: TileRef, dst: TileRef, dist: number = 1): TileResult {
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if (curr == null) {
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consolex.error("curr is null");
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}
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if (dst == null) {
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consolex.error("dst is null");
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}
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nextTile(curr: TileRef, dst: TileRef, dist: number = 1): TileResult {
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if (curr == null) {
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consolex.error('curr is null')
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}
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if (dst == null) {
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consolex.error('dst is null')
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}
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if (this.game.manhattanDist(curr, dst) < dist) {
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return { type: PathFindResultType.Completed, tile: curr }
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}
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if (this.computeFinished) {
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if (this.shouldRecompute(curr, dst)) {
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this.curr = curr
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this.dst = dst
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this.path = null
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this.aStar = this.newAStar(curr, dst)
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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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}
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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()
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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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case PathFindResultType.Pending:
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return { type: PathFindResultType.Pending }
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case PathFindResultType.PathNotFound:
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return { type: PathFindResultType.PathNotFound }
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}
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if (this.game.manhattanDist(curr, dst) < dist) {
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return { type: PathFindResultType.Completed, tile: curr };
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}
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private shouldRecompute(curr: TileRef, dst: TileRef) {
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if (this.path == null || this.curr == null || this.dst == null) {
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return true
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}
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const dist = this.game.manhattanDist(curr, dst)
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let tolerance = 10
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if (dist > 50) {
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tolerance = 10
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} else if (dist > 25) {
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tolerance = 5
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} else if (dist > 10) {
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tolerance = 3
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} else {
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tolerance = 0
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}
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if (this.game.manhattanDist(this.dst, dst) > tolerance) {
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return true
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}
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return false
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if (this.computeFinished) {
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if (this.shouldRecompute(curr, dst)) {
|
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this.curr = curr;
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this.dst = dst;
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this.path = null;
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this.aStar = this.newAStar(curr, dst);
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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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}
|
||||
|
||||
switch (this.aStar.compute()) {
|
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case PathFindResultType.Completed:
|
||||
this.computeFinished = true;
|
||||
this.path = this.aStar.reconstructPath();
|
||||
// Remove the start tile
|
||||
this.path.shift();
|
||||
return this.nextTile(curr, dst);
|
||||
case PathFindResultType.Pending:
|
||||
return { type: PathFindResultType.Pending };
|
||||
case PathFindResultType.PathNotFound:
|
||||
return { type: PathFindResultType.PathNotFound };
|
||||
}
|
||||
}
|
||||
|
||||
private shouldRecompute(curr: TileRef, dst: TileRef) {
|
||||
if (this.path == null || this.curr == null || this.dst == null) {
|
||||
return true;
|
||||
}
|
||||
const dist = this.game.manhattanDist(curr, dst);
|
||||
let tolerance = 10;
|
||||
if (dist > 50) {
|
||||
tolerance = 10;
|
||||
} else if (dist > 25) {
|
||||
tolerance = 5;
|
||||
} else if (dist > 10) {
|
||||
tolerance = 3;
|
||||
} else {
|
||||
tolerance = 0;
|
||||
}
|
||||
if (this.game.manhattanDist(this.dst, dst) > tolerance) {
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
+123
-116
@@ -4,137 +4,144 @@ import { PathFindResultType } from "./AStar";
|
||||
import { consolex } from "../Consolex";
|
||||
import { GameMap, GameMapImpl, TileRef } from "../game/GameMap";
|
||||
|
||||
|
||||
export class SerialAStar implements AStar {
|
||||
private fwdOpenSet: PriorityQueue<{ tile: TileRef; fScore: number; }>;
|
||||
private bwdOpenSet: PriorityQueue<{ tile: TileRef; fScore: number; }>;
|
||||
private fwdCameFrom: Map<TileRef, TileRef>;
|
||||
private bwdCameFrom: Map<TileRef, TileRef>;
|
||||
private fwdGScore: Map<TileRef, number>;
|
||||
private bwdGScore: Map<TileRef, number>;
|
||||
private meetingPoint: TileRef | null;
|
||||
public completed: boolean;
|
||||
private fwdOpenSet: PriorityQueue<{ tile: TileRef; fScore: number }>;
|
||||
private bwdOpenSet: PriorityQueue<{ tile: TileRef; fScore: number }>;
|
||||
private fwdCameFrom: Map<TileRef, TileRef>;
|
||||
private bwdCameFrom: Map<TileRef, TileRef>;
|
||||
private fwdGScore: Map<TileRef, number>;
|
||||
private bwdGScore: Map<TileRef, number>;
|
||||
private meetingPoint: TileRef | null;
|
||||
public completed: boolean;
|
||||
|
||||
constructor(
|
||||
private src: TileRef,
|
||||
private dst: TileRef,
|
||||
private canMove: (t: TileRef) => boolean,
|
||||
private iterations: number,
|
||||
private maxTries: number,
|
||||
private gameMap: GameMap
|
||||
) {
|
||||
this.fwdOpenSet = new PriorityQueue<{ tile: TileRef; fScore: number; }>(
|
||||
(a, b) => a.fScore - b.fScore
|
||||
);
|
||||
this.bwdOpenSet = new PriorityQueue<{ tile: TileRef; fScore: number; }>(
|
||||
(a, b) => a.fScore - b.fScore
|
||||
);
|
||||
this.fwdCameFrom = new Map<TileRef, TileRef>();
|
||||
this.bwdCameFrom = new Map<TileRef, TileRef>();
|
||||
this.fwdGScore = new Map<TileRef, number>();
|
||||
this.bwdGScore = new Map<TileRef, number>();
|
||||
this.meetingPoint = null;
|
||||
this.completed = false;
|
||||
constructor(
|
||||
private src: TileRef,
|
||||
private dst: TileRef,
|
||||
private canMove: (t: TileRef) => boolean,
|
||||
private iterations: number,
|
||||
private maxTries: number,
|
||||
private gameMap: GameMap,
|
||||
) {
|
||||
this.fwdOpenSet = new PriorityQueue<{ tile: TileRef; fScore: number }>(
|
||||
(a, b) => a.fScore - b.fScore,
|
||||
);
|
||||
this.bwdOpenSet = new PriorityQueue<{ tile: TileRef; fScore: number }>(
|
||||
(a, b) => a.fScore - b.fScore,
|
||||
);
|
||||
this.fwdCameFrom = new Map<TileRef, TileRef>();
|
||||
this.bwdCameFrom = new Map<TileRef, TileRef>();
|
||||
this.fwdGScore = new Map<TileRef, number>();
|
||||
this.bwdGScore = new Map<TileRef, 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 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) });
|
||||
// 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.expandTileRef(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.expandTileRef(bwdCurrent, false);
|
||||
}
|
||||
|
||||
compute(): PathFindResultType {
|
||||
if (this.completed) return PathFindResultType.Completed;
|
||||
return this.completed
|
||||
? PathFindResultType.Completed
|
||||
: PathFindResultType.PathNotFound;
|
||||
}
|
||||
|
||||
this.maxTries -= 1;
|
||||
let iterations = this.iterations;
|
||||
private expandTileRef(current: TileRef, isForward: boolean) {
|
||||
for (const neighbor of this.gameMap.neighbors(current)) {
|
||||
if (
|
||||
neighbor != (isForward ? this.dst : this.src) &&
|
||||
!this.canMove(neighbor)
|
||||
)
|
||||
continue;
|
||||
|
||||
while (!this.fwdOpenSet.isEmpty() && !this.bwdOpenSet.isEmpty()) {
|
||||
iterations--;
|
||||
if (iterations <= 0) {
|
||||
if (this.maxTries <= 0) {
|
||||
return PathFindResultType.PathNotFound;
|
||||
}
|
||||
return PathFindResultType.Pending;
|
||||
}
|
||||
const gScore = isForward ? this.fwdGScore : this.bwdGScore;
|
||||
const openSet = isForward ? this.fwdOpenSet : this.bwdOpenSet;
|
||||
const cameFrom = isForward ? this.fwdCameFrom : this.bwdCameFrom;
|
||||
|
||||
// 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;
|
||||
}
|
||||
let tentativeGScore = gScore.get(current)! + this.gameMap.cost(neighbor);
|
||||
|
||||
this.expandTileRef(fwdCurrent, true);
|
||||
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 });
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 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;
|
||||
}
|
||||
private heuristic(a: TileRef, b: TileRef): number {
|
||||
// TODO use wrapped
|
||||
try {
|
||||
return (
|
||||
1.1 * Math.abs(this.gameMap.x(a) - this.gameMap.x(b)) +
|
||||
Math.abs(this.gameMap.y(a) - this.gameMap.y(b))
|
||||
);
|
||||
} catch {
|
||||
consolex.log("uh oh");
|
||||
}
|
||||
}
|
||||
|
||||
this.expandTileRef(bwdCurrent, false);
|
||||
}
|
||||
public reconstructPath(): TileRef[] {
|
||||
if (!this.meetingPoint) return [];
|
||||
|
||||
return this.completed ? PathFindResultType.Completed : PathFindResultType.PathNotFound;
|
||||
// Reconstruct path from start to meeting point
|
||||
const fwdPath: TileRef[] = [this.meetingPoint];
|
||||
let current = this.meetingPoint;
|
||||
while (this.fwdCameFrom.has(current)) {
|
||||
current = this.fwdCameFrom.get(current)!;
|
||||
fwdPath.unshift(current);
|
||||
}
|
||||
|
||||
private expandTileRef(current: TileRef, isForward: boolean) {
|
||||
for (const neighbor of this.gameMap.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)! + this.gameMap.cost(neighbor);
|
||||
|
||||
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 });
|
||||
}
|
||||
}
|
||||
// Reconstruct path from meeting point to goal
|
||||
current = this.meetingPoint;
|
||||
while (this.bwdCameFrom.has(current)) {
|
||||
current = this.bwdCameFrom.get(current)!;
|
||||
fwdPath.push(current);
|
||||
}
|
||||
|
||||
private heuristic(a: TileRef, b: TileRef): number {
|
||||
// TODO use wrapped
|
||||
try {
|
||||
return 1.1 * Math.abs(this.gameMap.x(a) - this.gameMap.x(b)) + Math.abs(this.gameMap.y(a) - this.gameMap.y(b));
|
||||
} catch {
|
||||
consolex.log('uh oh')
|
||||
}
|
||||
}
|
||||
|
||||
public reconstructPath(): TileRef[] {
|
||||
if (!this.meetingPoint) return [];
|
||||
|
||||
// Reconstruct path from start to meeting point
|
||||
const fwdPath: TileRef[] = [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
|
||||
}
|
||||
return fwdPath;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user