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https://github.com/openfrontio/OpenFrontIO.git
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@@ -1,4 +1,4 @@
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import { AllPlayers, Cell, Execution, MutableGame, MutablePlayer, MutableUnit, Player, PlayerID, Tile, Unit, UnitType } from "../game/Game";
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import { AllPlayers, Cell, Execution, MutableGame, MutablePlayer, MutableUnit, Player, PlayerID, TerrainType, Tile, Unit, 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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@@ -83,7 +83,7 @@ export class PortExecution implements Execution {
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}
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continue
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}
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const asyncPF = this.worker.createParallelAStar(this.port.tile(), port.tile(), 100)
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const asyncPF = this.worker.createParallelAStar(this.port.tile(), port.tile(), 100, [TerrainType.Ocean])
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// console.log(`adding new port path from ${this.player().name()}:${this.port.tile().cell()} to ${port.owner().name()}:${port.tile().cell()}`)
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this.computingPaths.set(port, asyncPF)
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}
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@@ -1,4 +1,4 @@
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import { Cell, Game, Tile } from "../game/Game";
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import { Cell, Game, TerrainTile, TerrainType, Tile } from "../game/Game";
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import { manhattanDist } from "../Util";
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import { AStar, PathFindResultType, SearchNode, TileResult } from "./AStar";
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import { ParallelAStar, WorkerClient } from "../worker/WorkerClient";
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@@ -51,11 +51,14 @@ export class PathFinder {
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)
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}
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public static Parallel(game: Game, worker: WorkerClient, numTicks: number): PathFinder {
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public static Parallel(game: Game, worker: WorkerClient, numTicks: number, ...types: TerrainType[]): PathFinder {
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if (types.length == 0) {
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types = [TerrainType.Ocean]
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}
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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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return worker.createParallelAStar(curr, dst, numTicks, types)
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}
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)
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}
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@@ -3,15 +3,19 @@ import { Cell, GameMap, TerrainMap, TerrainTile, TerrainType } from "../game/Gam
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import { createMiniMap, loadTerrainMap } from "../game/TerrainMapLoader";
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import { PriorityQueue } from "@datastructures-js/priority-queue";
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import { SerialAStar } from "../pathfinding/SerialAStar";
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import { PathFindResultType, SearchNode } from "../pathfinding/AStar";
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import { AStar, PathFindResultType, SearchNode } from "../pathfinding/AStar";
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import { MiniAStar } from "../pathfinding/MiniAStar";
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let terrainMapPromise: Promise<TerrainMap>;
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let terrainMapPromise: Promise<{
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terrainMap: TerrainMap,
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miniMap: TerrainMap
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}> | null = null;
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let searches = new PriorityQueue<Search>((a: Search, b: Search) => (a.deadline - b.deadline))
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let processingInterval: number | null = null;
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let isProcessingSearch = false
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interface Search {
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aStar: SerialAStar,
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aStar: AStar,
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deadline: number
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requestId: string,
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end: Cell
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@@ -32,22 +36,31 @@ self.onmessage = (e) => {
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initializeMap(e.data);
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break;
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case 'findPath':
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terrainMapPromise.then(tm => findPath(tm, e.data))
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terrainMapPromise.then(tm => findPath(tm.terrainMap, tm.miniMap, e.data))
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break;
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}
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};
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function initializeMap(data: { gameMap: GameMap }) {
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terrainMapPromise = loadTerrainMap(data.gameMap).then(tm => createMiniMap(tm))
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terrainMapPromise = loadTerrainMap(data.gameMap)
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.then(async terrainMap => {
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const miniMap = await createMiniMap(terrainMap);
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return {
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terrainMap: terrainMap,
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miniMap: miniMap
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};
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});
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self.postMessage({ type: 'initialized' });
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processingInterval = setInterval(computeSearches, .1) as unknown as number;
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processingInterval = setInterval(computeSearches, 100000) as unknown as number;
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}
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function findPath(terrainMap: TerrainMap, req: SearchRequest) {
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function findPath(terrainMap: TerrainMap, miniTerrainMap: TerrainMap, req: SearchRequest) {
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console.log(`terrain map height: ${terrainMap.height()}`)
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const aStar = new SerialAStar(
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terrainMap.terrain(new Cell(Math.floor(req.start.x / 2), Math.floor(req.start.y / 2))),
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terrainMap.terrain(new Cell(Math.floor(req.end.x / 2), Math.floor(req.end.y / 2))),
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const aStar = new MiniAStar(
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terrainMap,
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miniTerrainMap,
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terrainMap.terrain(req.start),
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terrainMap.terrain(req.end),
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(sn: SearchNode) => (sn as TerrainTile).terrainType() == TerrainType.Ocean,
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10_000,
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req.duration,
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@@ -76,12 +89,10 @@ 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())
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path.push(search.end)
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self.postMessage({
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type: 'pathFound',
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requestId: search.requestId,
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path: path
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path: search.aStar.reconstructPath()
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});
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break;
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@@ -101,44 +112,3 @@ function computeSearches() {
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isProcessingSearch = false
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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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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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// 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(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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// 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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@@ -1,5 +1,6 @@
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import { Cell, Game, GameMap, Tile } from "../game/Game";
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import { Cell, Game, GameMap, TerrainTile, TerrainType, Tile } from "../game/Game";
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import { AStar, PathFindResultType } from "../pathfinding/AStar";
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import { MiniAStar } from "../pathfinding/MiniAStar";
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export class WorkerClient {
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@@ -34,17 +35,18 @@ export class WorkerClient {
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});
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}
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createParallelAStar(src: Tile, dst: Tile, numTicks: number): ParallelAStar {
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createParallelAStar(src: Tile, dst: Tile, numTicks: number, types: TerrainType[]): ParallelAStar {
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if (!this.isInitialized) {
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throw new Error('PathFinder not initialized');
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}
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return new ParallelAStar(this.game, this.worker, src, dst, numTicks);
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return new ParallelAStar(this.game, this.worker, src, dst, numTicks, types);
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}
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cleanup() {
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this.worker.terminate();
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}
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}
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export class ParallelAStar implements AStar {
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private path: Cell[] | 'NOT_FOUND' | null = null;
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private promise: Promise<void>;
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@@ -54,7 +56,8 @@ export class ParallelAStar implements AStar {
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private worker: Worker,
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private src: Tile,
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private dst: Tile,
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private numTicks: number
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private numTicks: number,
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private terrainTypes: TerrainType[]
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) { }
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findPath(): Promise<void> {
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@@ -85,6 +88,7 @@ export class ParallelAStar implements AStar {
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this.worker.postMessage({
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type: 'findPath',
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requestId: requestId,
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terrainTypes: this.terrainTypes,
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currentTick: this.game.ticks(),
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duration: this.numTicks,
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start: { x: this.src.cell().x, y: this.src.cell().y },
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@@ -108,7 +112,36 @@ export class ParallelAStar implements AStar {
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if (this.path != null) {
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return PathFindResultType.Completed;
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}
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throw new Error(`path not completed in time`);
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// Path was not found in worker thread in time, so now we need
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// to recompute it in main thread. This will lock up game.
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console.warn(`path not completed in worker thread, recomputing`)
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const local = new MiniAStar(
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this.game.terrainMap(),
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this.game.terrainMiniMap(),
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this.src, this.dst,
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(t: TerrainTile) => t.terrainType() == TerrainType.Ocean,
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100_000_000,
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20
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)
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const result = local.compute()
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switch (result) {
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case PathFindResultType.Completed:
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console.log('recomputed path in worker client')
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this.path = local.reconstructPath()
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break
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case PathFindResultType.PathNotFound:
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this.path = "NOT_FOUND"
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break
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case PathFindResultType.Pending:
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// TODO: make sure same number of tries as worker thread.
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console.warn("path not found after many tries")
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this.path = "NOT_FOUND"
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break
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}
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if (result == PathFindResultType.Completed) {
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this.path = local.reconstructPath()
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}
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return result
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}
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return PathFindResultType.Pending;
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}
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@@ -121,4 +154,3 @@ export class ParallelAStar implements AStar {
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}
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}
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