mirror of
https://github.com/openfrontio/OpenFrontIO.git
synced 2026-06-23 21:43:37 +00:00
@@ -1,3 +0,0 @@
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[submodule "src/map/codec"]
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||||
path = src/map/codec
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url = https://github.com/WarFrontIO/MapCodec
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||||
@@ -1,6 +1,6 @@
|
||||
MIT License
|
||||
|
||||
Copyright (c) 2024 WarFront.io Team
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||||
Copyright (c) 2024 OpenFront.io Team
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||||
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||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
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@@ -201,11 +201,19 @@
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* have NPCs build destroyers and battleships DONE 11/30/2024
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||||
* add info view on top right DONE 11/30/2024
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||||
* add info view for units DONE 11/30/2024
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||||
* add defense post
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* use mini A* for all pathfinding
|
||||
* add defense post DONE 12/2/2024
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* bugfix: when thread doesn't complete computation, do it in main DONE 12/3/2024
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* bugfix: when trade ships captured don't render DONE 12/3/2024
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||||
* use mini A* for all pathfinding DONE 12/3/2024
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||||
* bugfix: gameStop not found error DONE 12/3/2024
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* log stack traces & display them on screen DONE 12/3/2024
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* record and replay games for debugging purposes
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* bugfix: destroyers can't find path to dst and freeze
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* record single player game stats
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* add radiation from nuke
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* add cities
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* create behavior tests
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||||
* create perf test
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* create alternate view to show friendly & enemy units
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* spread out calculate clusters
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* NPC has relations
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Generated
+2
-2
@@ -1,10 +1,10 @@
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||||
{
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||||
"name": "warfront-client",
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"name": "openfront-client",
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||||
"lockfileVersion": 3,
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||||
"requires": true,
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||||
"packages": {
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||||
"": {
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||||
"name": "warfront-client",
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"name": "openfront-client",
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||||
"dependencies": {
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||||
"@datastructures-js/priority-queue": "^6.3.1",
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"@types/dompurify": "^3.0.5",
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+1
-1
@@ -1,5 +1,5 @@
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{
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||||
"name": "warfront-client",
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"name": "openfront-client",
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"scripts": {
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"build-map": "node --loader ts-node/esm --experimental-specifier-resolution=node src/scripts/TerrainMapGenerator.ts",
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"build-dev": "webpack --config webpack.config.js --mode development",
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@@ -173,7 +173,13 @@ export class GameRunner {
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}
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this.isProcessingTurn = true
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this.gs.addExecution(...this.executor.createExecs(this.turns[this.currTurn]))
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||||
this.gs.executeNextTick()
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||||
try {
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||||
this.gs.executeNextTick()
|
||||
} catch (error) {
|
||||
const errorText = `Error: ${error.message}\nStack: ${error.stack}`;
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||||
alert("Game crashed! Error info copied to clipboard. Please paste this in your bug report in Discord.");
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navigator.clipboard.writeText(errorText);
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}
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this.renderer.tick()
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this.currTurn++
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this.isProcessingTurn = false
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+4
-4
@@ -32,7 +32,9 @@ class Client {
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const s = this.stopGame
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window.addEventListener('beforeunload', function (event) {
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console.log('Browser is closing');
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s()
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if (s != null) {
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s()
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}
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});
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setFavicon()
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@@ -84,9 +86,7 @@ class Client {
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}
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private stopGame() {
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if (this.gameStop != null) {
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this.gameStop()
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}
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this?.gameStop?.()
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}
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private async handleLeaveLobby(event: CustomEvent) {
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@@ -84,7 +84,7 @@ export class TerritoryLayer implements Layer {
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if (tile.defenseBonuses().filter(db => db.unit.owner() == owner).length > 0) {
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this.paintCell(
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tile.cell(),
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colord({ r: 0, g: 0, b: 0 }),
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this.theme.defendedBorderColor(owner.info()),
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255
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)
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} else {
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@@ -120,7 +120,14 @@ export class TerritoryLayer implements Layer {
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unitEvent(event: UnitEvent) {
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if (event.unit.type() == UnitType.DefensePost) {
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bfs(event.unit.tile(), dist(event.unit.tile(), this.game.config().defensePostRange())).forEach(t => this.enqueue(t))
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bfs(
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event.unit.tile(),
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dist(event.unit.tile(), this.game.config().defensePostRange())
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).forEach(t => {
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if (t.isBorder()) {
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this.enqueue(t)
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}
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})
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}
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}
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@@ -68,6 +68,7 @@ export interface Theme {
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playerInfoColor(id: PlayerID): Colord;
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territoryColor(playerInfo: PlayerInfo): Colord;
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borderColor(playerInfo: PlayerInfo): Colord;
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defendedBorderColor(playerInfo: PlayerInfo): Colord;
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terrainColor(tile: Tile): Colord;
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backgroundColor(): Colord;
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font(): string;
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@@ -8,7 +8,7 @@ import { pastelTheme } from "./PastelTheme";
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export class DefaultConfig implements Config {
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defensePostRange(): number {
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return 20
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return 30
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}
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defensePostDefenseBonus(): number {
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return 3
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@@ -5,7 +5,7 @@ export const devConfig = new class extends DefaultConfig {
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unitInfo(type: UnitType): UnitInfo {
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const info = super.unitInfo(type)
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const oldCost = info.cost
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info.cost = (p: Player) => oldCost(p) / 1000
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info.cost = (p: Player) => oldCost(p) / 100000
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return info
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}
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@@ -13,8 +13,8 @@ export const devConfig = new class extends DefaultConfig {
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return 95
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}
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numSpawnPhaseTurns(): number {
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// return 40
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return 100
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return 40
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// return 100
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}
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gameCreationRate(): number {
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return 10 * 1000
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@@ -25,6 +25,9 @@ export const devConfig = new class extends DefaultConfig {
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turnIntervalMs(): number {
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return 100
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||||
}
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||||
tradeShipSpawnRate(): number {
|
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return 10
|
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}
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// boatMaxDistance(): number {
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// return 5000
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// }
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@@ -6,6 +6,7 @@ import {PseudoRandom} from "../PseudoRandom";
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import {simpleHash} from "../Util";
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export const pastelTheme = new class implements Theme {
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private rand = new PseudoRandom(123)
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private background = colord({r: 60, g: 60, b: 60});
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@@ -131,6 +132,14 @@ export const pastelTheme = new class implements Theme {
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b: Math.max(tc.b - 40, 0)
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})
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}
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defendedBorderColor(playerInfo: PlayerInfo): Colord {
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const bc = this.borderColor(playerInfo).rgba;
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return colord({
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r: Math.max(bc.r - 40, 0),
|
||||
g: Math.max(bc.g - 40, 0),
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||||
b: Math.max(bc.b - 40, 0)
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||||
})
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}
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terrainColor(tile: Tile): Colord {
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let mag = tile.magnitude()
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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 BattleshipExecution implements Execution {
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||||
private battleship: MutableUnit = null
|
||||
private mg: MutableGame = null
|
||||
|
||||
private pathfinder = PathFinder.Serial(5000, t => t.isWater())
|
||||
private pathfinder: PathFinder
|
||||
|
||||
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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||||
|
||||
|
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init(mg: MutableGame, ticks: number): void {
|
||||
this.pathfinder = PathFinder.Mini(mg, 5000, t => t.terrainType() == TerrainType.Ocean)
|
||||
this._owner = mg.player(this.playerID)
|
||||
this.mg = mg
|
||||
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";
|
||||
import { Cell, Execution, MutableGame, MutablePlayer, MutableUnit, PlayerID, TerrainType, Tile, UnitType } from "../game/Game";
|
||||
import { PathFinder } from "../pathfinding/PathFinding";
|
||||
import { PathFindResultType } from "../pathfinding/AStar";
|
||||
import { SerialAStar } from "../pathfinding/SerialAStar";
|
||||
@@ -14,7 +14,7 @@ export class DestroyerExecution implements Execution {
|
||||
private mg: MutableGame = null
|
||||
|
||||
private target: MutableUnit = null
|
||||
private pathfinder = PathFinder.Serial(5000, t => t.isWater())
|
||||
private pathfinder: PathFinder
|
||||
|
||||
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 {
|
||||
this.pathfinder = PathFinder.Mini(mg, 5000, t => t.terrainType() == TerrainType.Ocean)
|
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this._owner = mg.player(this.playerID)
|
||||
this.mg = mg
|
||||
this.patrolCenterTile = mg.tile(this.cell)
|
||||
|
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@@ -16,7 +16,7 @@ export class NukeExecution implements Execution {
|
||||
private nuke: MutableUnit
|
||||
private dst: Tile
|
||||
|
||||
private pathFinder: PathFinder = PathFinder.Serial(10_000, () => true)
|
||||
private pathFinder: PathFinder
|
||||
constructor(
|
||||
private type: UnitType.AtomBomb | UnitType.HydrogenBomb,
|
||||
private senderID: PlayerID,
|
||||
@@ -26,6 +26,7 @@ export class NukeExecution implements Execution {
|
||||
|
||||
init(mg: MutableGame, ticks: number): void {
|
||||
this.mg = mg
|
||||
this.pathFinder = PathFinder.Mini(mg, 10_000, () => true)
|
||||
this.player = mg.player(this.senderID)
|
||||
this.dst = this.mg.tile(this.cell)
|
||||
}
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
import { AllPlayers, Cell, Execution, MutableGame, MutablePlayer, MutableUnit, Player, PlayerID, Tile, Unit, UnitType } from "../game/Game";
|
||||
import { AllPlayers, Cell, Execution, MutableGame, MutablePlayer, MutableUnit, Player, PlayerID, TerrainType, Tile, Unit, UnitType } from "../game/Game";
|
||||
import { PathFinder } from "../pathfinding/PathFinding";
|
||||
import { PathFindResultType } from "../pathfinding/AStar";
|
||||
import { SerialAStar } from "../pathfinding/SerialAStar";
|
||||
@@ -72,7 +72,7 @@ export class PortExecution implements Execution {
|
||||
const aStar = this.computingPaths.get(port)
|
||||
switch (aStar.compute()) {
|
||||
case PathFindResultType.Completed:
|
||||
this.portPaths.set(port, aStar.reconstructPath().map(sn => sn as Tile))
|
||||
this.portPaths.set(port, aStar.reconstructPath().map(cell => this.mg.tile(cell)))
|
||||
this.computingPaths.delete(port)
|
||||
break
|
||||
case PathFindResultType.Pending:
|
||||
@@ -83,7 +83,7 @@ export class PortExecution implements Execution {
|
||||
}
|
||||
continue
|
||||
}
|
||||
const asyncPF = this.worker.createParallelAStar(this.port.tile(), port.tile(), 100)
|
||||
const asyncPF = this.worker.createParallelAStar(this.port.tile(), port.tile(), 25, [TerrainType.Ocean])
|
||||
// console.log(`adding new port path from ${this.player().name()}:${this.port.tile().cell()} to ${port.owner().name()}:${port.tile().cell()}`)
|
||||
this.computingPaths.set(port, asyncPF)
|
||||
}
|
||||
@@ -101,7 +101,7 @@ export class PortExecution implements Execution {
|
||||
const port = this.random.randElement(portConnections)
|
||||
const path = this.portPaths.get(port)
|
||||
if (path != null) {
|
||||
const pf = PathFinder.Parallel(this.worker, 30)
|
||||
const pf = PathFinder.Parallel(this.mg, this.worker, 10)
|
||||
this.mg.addExecution(new TradeShipExecution(this.player().id(), this.port, port, pf, path))
|
||||
}
|
||||
}
|
||||
|
||||
@@ -5,7 +5,7 @@ import { PathFindResultType } from "../pathfinding/AStar";
|
||||
export class ShellExecution implements Execution {
|
||||
|
||||
private active = true
|
||||
private pathFinder = PathFinder.Serial(2000, () => true, 10)
|
||||
private pathFinder: PathFinder
|
||||
private shell: MutableUnit
|
||||
|
||||
constructor(private spawn: Tile, private _owner: MutablePlayer, private target: MutableUnit) {
|
||||
@@ -13,6 +13,7 @@ export class ShellExecution implements Execution {
|
||||
}
|
||||
|
||||
init(mg: MutableGame, ticks: number): void {
|
||||
this.pathFinder = PathFinder.Mini(mg, 2000, () => true, 10)
|
||||
}
|
||||
|
||||
tick(ticks: number): void {
|
||||
|
||||
@@ -79,6 +79,8 @@ export class TradeShipExecution implements Execution {
|
||||
this.tradeShip.delete()
|
||||
break
|
||||
case PathFindResultType.Pending:
|
||||
// Fire unit event to rerender.
|
||||
this.tradeShip.move(this.tradeShip.tile())
|
||||
break
|
||||
case PathFindResultType.NextTile:
|
||||
this.tradeShip.move(result.tile)
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
import { Unit, Cell, Execution, MutableUnit, MutableGame, MutablePlayer, Player, PlayerID, TerraNullius, Tile, TileEvent, UnitType } from "../game/Game";
|
||||
import { Unit, Cell, Execution, MutableUnit, MutableGame, MutablePlayer, Player, PlayerID, TerraNullius, Tile, TileEvent, UnitType, TerrainType } from "../game/Game";
|
||||
import { and, bfs, manhattanDistWrapped, sourceDstOceanShore, targetTransportTile } from "../Util";
|
||||
import { AttackExecution } from "./AttackExecution";
|
||||
import { DisplayMessageEvent, MessageType } from "../../client/graphics/layers/EventsDisplay";
|
||||
@@ -27,7 +27,7 @@ export class TransportShipExecution implements Execution {
|
||||
|
||||
private boat: MutableUnit
|
||||
|
||||
private pathFinder: PathFinder = PathFinder.Serial(10_000, t => t.isWater(), 2)
|
||||
private pathFinder: PathFinder
|
||||
|
||||
constructor(
|
||||
private attackerID: PlayerID,
|
||||
@@ -43,6 +43,7 @@ export class TransportShipExecution implements Execution {
|
||||
init(mg: MutableGame, ticks: number) {
|
||||
this.lastMove = ticks
|
||||
this.mg = mg
|
||||
this.pathFinder = PathFinder.Mini(mg, 10_000, t => t.terrainType() == TerrainType.Ocean, 2)
|
||||
|
||||
this.attacker = mg.player(this.attackerID)
|
||||
|
||||
|
||||
@@ -435,7 +435,7 @@ export class PlayerImpl implements MutablePlayer {
|
||||
}
|
||||
|
||||
hash(): number {
|
||||
return simpleHash(this.id()) * (this.population() + this.numTilesOwned());
|
||||
return simpleHash(this.id()) * (this.population() + this.numTilesOwned()) + this._units.reduce((acc, unit) => acc + unit.hash(), 0)
|
||||
}
|
||||
toString(): string {
|
||||
return `Player:{name:${this.info().name},clientID:${this.info().clientID},isAlive:${this.isAlive()},troops:${this._troops},numTileOwned:${this.numTilesOwned()}}]`;
|
||||
|
||||
@@ -20,6 +20,10 @@ export class TileImpl implements Tile {
|
||||
private readonly _terrain: TerrainTileImpl
|
||||
) { }
|
||||
|
||||
terrainType(): TerrainType {
|
||||
return this._terrain.type
|
||||
}
|
||||
|
||||
defenseBonus(player: Player): number {
|
||||
if (this.owner() == player) {
|
||||
throw Error(`cannot get defense bonus of tile already owned by player`)
|
||||
|
||||
@@ -1,3 +1,4 @@
|
||||
import { simpleHash } from "../Util";
|
||||
import { MutableUnit, Tile, TerraNullius, UnitType, Player, UnitInfo } from "./Game";
|
||||
import { GameImpl } from "./GameImpl";
|
||||
import { PlayerImpl } from "./PlayerImpl";
|
||||
@@ -20,7 +21,7 @@ export class UnitImpl implements MutableUnit {
|
||||
}
|
||||
|
||||
move(tile: Tile): void {
|
||||
if(tile == null) {
|
||||
if (tile == null) {
|
||||
throw new Error("tile cannot be null")
|
||||
}
|
||||
const oldTile = this._tile;
|
||||
@@ -57,4 +58,8 @@ export class UnitImpl implements MutableUnit {
|
||||
isActive(): boolean {
|
||||
return this._active;
|
||||
}
|
||||
|
||||
hash(): number {
|
||||
return this.tile().cell().x + this.tile().cell().y + simpleHash(this.type())
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,8 +1,8 @@
|
||||
import { Cell, Tile } from "../game/Game";
|
||||
import { Cell, TerrainType, Tile } from "../game/Game";
|
||||
|
||||
export interface AStar {
|
||||
compute(): PathFindResultType
|
||||
reconstructPath(): SearchNode[]
|
||||
reconstructPath(): Cell[]
|
||||
}
|
||||
|
||||
export enum PathFindResultType {
|
||||
@@ -26,6 +26,7 @@ export interface SearchNode {
|
||||
cost(): number
|
||||
cell(): Cell
|
||||
neighbors(): SearchNode[]
|
||||
terrainType(): TerrainType
|
||||
}
|
||||
export interface Point {
|
||||
x: number;
|
||||
|
||||
@@ -21,7 +21,7 @@ export class MiniAStar implements AStar {
|
||||
this.aStar = new SerialAStar(
|
||||
miniSrc,
|
||||
miniDst,
|
||||
(t => (t as TerrainTile).terrainType() == TerrainType.Ocean),
|
||||
canMove,
|
||||
iterations,
|
||||
maxTries
|
||||
)
|
||||
@@ -31,29 +31,22 @@ export class MiniAStar implements AStar {
|
||||
return this.aStar.compute()
|
||||
}
|
||||
|
||||
reconstructPath(): SearchNode[] {
|
||||
reconstructPath(): Cell[] {
|
||||
const upscaled = upscalePath(this.aStar.reconstructPath())
|
||||
.map(p => this.terrainMap.terrain(new Cell(p.x, p.y))) as SearchNode[]
|
||||
upscaled.push(this.dst)
|
||||
return upscaled
|
||||
}
|
||||
|
||||
reconstructPathAsPoints(): Point[] {
|
||||
const upscaled = upscalePath(this.aStar.reconstructPath())
|
||||
upscaled.push({ x: this.dst.cell().x, y: this.dst.cell().y })
|
||||
upscaled.push(this.dst.cell())
|
||||
return upscaled
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function upscalePath(path: SearchNode[], scaleFactor: number = 2): Point[] {
|
||||
function upscalePath(path: Cell[], scaleFactor: number = 2): Cell[] {
|
||||
// Scale up each point
|
||||
const scaledPath = path.map(point => ({
|
||||
x: point.cell().x * scaleFactor,
|
||||
y: point.cell().y * scaleFactor
|
||||
}));
|
||||
const scaledPath = path.map(point => (new Cell(
|
||||
point.x * scaleFactor,
|
||||
point.y * scaleFactor
|
||||
)));
|
||||
|
||||
const smoothPath: Point[] = [];
|
||||
const smoothPath: Cell[] = [];
|
||||
|
||||
for (let i = 0; i < scaledPath.length - 1; i++) {
|
||||
const current = scaledPath[i];
|
||||
@@ -72,10 +65,10 @@ function upscalePath(path: SearchNode[], scaleFactor: number = 2): Point[] {
|
||||
|
||||
// Add intermediate points
|
||||
for (let step = 1; step < steps; step++) {
|
||||
smoothPath.push({
|
||||
x: Math.round(current.x + (dx * step) / steps),
|
||||
y: Math.round(current.y + (dy * step) / steps)
|
||||
});
|
||||
smoothPath.push(new Cell(
|
||||
Math.round(current.x + (dx * step) / steps),
|
||||
Math.round(current.y + (dy * step) / steps)
|
||||
));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
import { Game, Tile } from "../game/Game";
|
||||
import { Cell, Game, TerrainTile, TerrainType, Tile } from "../game/Game";
|
||||
import { manhattanDist } from "../Util";
|
||||
import { AStar, PathFindResultType, TileResult } from "./AStar";
|
||||
import { AStar, PathFindResultType, SearchNode, TileResult } from "./AStar";
|
||||
import { ParallelAStar, WorkerClient } from "../worker/WorkerClient";
|
||||
import { SerialAStar } from "./SerialAStar";
|
||||
import { MiniAStar } from "./MiniAStar";
|
||||
@@ -9,17 +9,19 @@ export class PathFinder {
|
||||
|
||||
private curr: Tile = null
|
||||
private dst: Tile = null
|
||||
private path: Tile[]
|
||||
private path: Cell[]
|
||||
private aStar: AStar
|
||||
private computeFinished = true
|
||||
|
||||
private constructor(
|
||||
private game: Game,
|
||||
private newAStar: (curr: Tile, dst: Tile) => AStar
|
||||
) { }
|
||||
|
||||
|
||||
public static Mini(game: Game, iterations: number, canMove: (t: Tile) => boolean, maxTries: number = 20) {
|
||||
public static Mini(game: Game, iterations: number, canMove: (s: SearchNode) => boolean, maxTries: number = 20) {
|
||||
return new PathFinder(
|
||||
game,
|
||||
(curr: Tile, dst: Tile) => {
|
||||
return new MiniAStar(
|
||||
game.terrainMap(),
|
||||
@@ -34,8 +36,9 @@ export class PathFinder {
|
||||
)
|
||||
}
|
||||
|
||||
public static Serial(iterations: number, canMove: (t: Tile) => boolean, maxTries: number = 20): PathFinder {
|
||||
public static Serial(game: Game, iterations: number, canMove: (t: Tile) => boolean, maxTries: number = 20): PathFinder {
|
||||
return new PathFinder(
|
||||
game,
|
||||
(curr: Tile, dst: Tile) => {
|
||||
return new SerialAStar(
|
||||
curr,
|
||||
@@ -48,10 +51,14 @@ export class PathFinder {
|
||||
)
|
||||
}
|
||||
|
||||
public static Parallel(worker: WorkerClient, numTicks: number): PathFinder {
|
||||
public static Parallel(game: Game, worker: WorkerClient, numTicks: number, ...types: TerrainType[]): PathFinder {
|
||||
if (types.length == 0) {
|
||||
types = [TerrainType.Ocean]
|
||||
}
|
||||
return new PathFinder(
|
||||
game,
|
||||
(curr: Tile, dst: Tile) => {
|
||||
return worker.createParallelAStar(curr, dst, numTicks)
|
||||
return worker.createParallelAStar(curr, dst, numTicks, types)
|
||||
}
|
||||
)
|
||||
}
|
||||
@@ -77,14 +84,14 @@ export class PathFinder {
|
||||
this.computeFinished = false
|
||||
return this.nextTile(curr, dst)
|
||||
} else {
|
||||
return { type: PathFindResultType.NextTile, tile: this.path.shift() }
|
||||
return { type: PathFindResultType.NextTile, tile: this.game.tile(this.path.shift()) }
|
||||
}
|
||||
}
|
||||
|
||||
switch (this.aStar.compute()) {
|
||||
case PathFindResultType.Completed:
|
||||
this.computeFinished = true
|
||||
this.path = this.aStar.reconstructPath() as Tile[]
|
||||
this.path = this.aStar.reconstructPath()
|
||||
// Remove the start tile
|
||||
this.path.shift()
|
||||
return this.nextTile(curr, dst)
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
import { PriorityQueue } from "@datastructures-js/priority-queue";
|
||||
import { AStar, SearchNode } from "./AStar";
|
||||
import { PathFindResultType } from "./AStar";
|
||||
import { Cell } from "../game/Game";
|
||||
|
||||
|
||||
export class SerialAStar implements AStar {
|
||||
@@ -114,7 +115,7 @@ export class SerialAStar implements AStar {
|
||||
}
|
||||
}
|
||||
|
||||
public reconstructPath(): SearchNode[] {
|
||||
public reconstructPath(): Cell[] {
|
||||
if (!this.meetingPoint) return [];
|
||||
|
||||
// Reconstruct path from start to meeting point
|
||||
@@ -132,6 +133,6 @@ export class SerialAStar implements AStar {
|
||||
fwdPath.push(current);
|
||||
}
|
||||
|
||||
return fwdPath;
|
||||
return fwdPath.map(sn => sn.cell());
|
||||
}
|
||||
}
|
||||
|
||||
@@ -3,23 +3,22 @@ import { Cell, GameMap, TerrainMap, TerrainTile, TerrainType } from "../game/Gam
|
||||
import { createMiniMap, loadTerrainMap } from "../game/TerrainMapLoader";
|
||||
import { PriorityQueue } from "@datastructures-js/priority-queue";
|
||||
import { SerialAStar } from "../pathfinding/SerialAStar";
|
||||
import { PathFindResultType, SearchNode } from "../pathfinding/AStar";
|
||||
import { AStar, PathFindResultType, SearchNode } from "../pathfinding/AStar";
|
||||
import { MiniAStar } from "../pathfinding/MiniAStar";
|
||||
|
||||
let terrainMapPromise: Promise<TerrainMap>;
|
||||
let terrainMapPromise: Promise<{
|
||||
terrainMap: TerrainMap,
|
||||
miniMap: TerrainMap
|
||||
}> | null = null;
|
||||
let searches = new PriorityQueue<Search>((a: Search, b: Search) => (a.deadline - b.deadline))
|
||||
let processingInterval: number | null = null;
|
||||
let isProcessingSearch = false
|
||||
|
||||
interface Point {
|
||||
x: number
|
||||
y: number
|
||||
}
|
||||
|
||||
interface Search {
|
||||
aStar: SerialAStar,
|
||||
aStar: AStar,
|
||||
deadline: number
|
||||
requestId: string,
|
||||
end: Point
|
||||
end: Cell
|
||||
}
|
||||
|
||||
interface SearchRequest {
|
||||
@@ -27,8 +26,8 @@ interface SearchRequest {
|
||||
currentTick: number
|
||||
// duration in ticks
|
||||
duration: number
|
||||
start: Point
|
||||
end: Point
|
||||
start: Cell
|
||||
end: Cell
|
||||
}
|
||||
|
||||
self.onmessage = (e) => {
|
||||
@@ -37,22 +36,31 @@ self.onmessage = (e) => {
|
||||
initializeMap(e.data);
|
||||
break;
|
||||
case 'findPath':
|
||||
terrainMapPromise.then(tm => findPath(tm, e.data))
|
||||
terrainMapPromise.then(tm => findPath(tm.terrainMap, tm.miniMap, e.data))
|
||||
break;
|
||||
}
|
||||
};
|
||||
|
||||
function initializeMap(data: { gameMap: GameMap }) {
|
||||
terrainMapPromise = loadTerrainMap(data.gameMap).then(tm => createMiniMap(tm))
|
||||
terrainMapPromise = loadTerrainMap(data.gameMap)
|
||||
.then(async terrainMap => {
|
||||
const miniMap = await createMiniMap(terrainMap);
|
||||
return {
|
||||
terrainMap: terrainMap,
|
||||
miniMap: miniMap
|
||||
};
|
||||
});
|
||||
self.postMessage({ type: 'initialized' });
|
||||
processingInterval = setInterval(computeSearches, .1) as unknown as number;
|
||||
}
|
||||
|
||||
function findPath(terrainMap: TerrainMap, req: SearchRequest) {
|
||||
function findPath(terrainMap: TerrainMap, miniTerrainMap: TerrainMap, req: SearchRequest) {
|
||||
console.log(`terrain map height: ${terrainMap.height()}`)
|
||||
const aStar = new SerialAStar(
|
||||
terrainMap.terrain(new Cell(Math.floor(req.start.x / 2), Math.floor(req.start.y / 2))),
|
||||
terrainMap.terrain(new Cell(Math.floor(req.end.x / 2), Math.floor(req.end.y / 2))),
|
||||
const aStar = new MiniAStar(
|
||||
terrainMap,
|
||||
miniTerrainMap,
|
||||
terrainMap.terrain(req.start),
|
||||
terrainMap.terrain(req.end),
|
||||
(sn: SearchNode) => (sn as TerrainTile).terrainType() == TerrainType.Ocean,
|
||||
10_000,
|
||||
req.duration,
|
||||
@@ -81,12 +89,10 @@ function computeSearches() {
|
||||
const search = searches.dequeue()
|
||||
switch (search.aStar.compute()) {
|
||||
case PathFindResultType.Completed:
|
||||
const path = upscalePath(search.aStar.reconstructPath().map(sn => ({ x: sn.cell().x, y: sn.cell().y })))
|
||||
path.push(search.end)
|
||||
self.postMessage({
|
||||
type: 'pathFound',
|
||||
requestId: search.requestId,
|
||||
path: path
|
||||
path: search.aStar.reconstructPath()
|
||||
});
|
||||
break;
|
||||
|
||||
@@ -106,44 +112,3 @@ function computeSearches() {
|
||||
isProcessingSearch = false
|
||||
}
|
||||
}
|
||||
|
||||
function upscalePath(path: Point[], scaleFactor: number = 2): Point[] {
|
||||
// Scale up each point
|
||||
const scaledPath = path.map(point => ({
|
||||
x: point.x * scaleFactor,
|
||||
y: point.y * scaleFactor
|
||||
}));
|
||||
|
||||
const smoothPath: Point[] = [];
|
||||
|
||||
for (let i = 0; i < scaledPath.length - 1; i++) {
|
||||
const current = scaledPath[i];
|
||||
const next = scaledPath[i + 1];
|
||||
|
||||
// Add the current point
|
||||
smoothPath.push(current);
|
||||
|
||||
// Always interpolate between scaled points
|
||||
const dx = next.x - current.x;
|
||||
const dy = next.y - current.y;
|
||||
|
||||
// Calculate number of steps needed
|
||||
const distance = Math.max(Math.abs(dx), Math.abs(dy));
|
||||
const steps = distance;
|
||||
|
||||
// Add intermediate points
|
||||
for (let step = 1; step < steps; step++) {
|
||||
smoothPath.push({
|
||||
x: Math.round(current.x + (dx * step) / steps),
|
||||
y: Math.round(current.y + (dy * step) / steps)
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
// Add the last point
|
||||
if (scaledPath.length > 0) {
|
||||
smoothPath.push(scaledPath[scaledPath.length - 1]);
|
||||
}
|
||||
|
||||
return smoothPath;
|
||||
}
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
import { Cell, Game, GameMap, Tile } from "../game/Game";
|
||||
import { Cell, Game, GameMap, TerrainTile, TerrainType, Tile } from "../game/Game";
|
||||
import { AStar, PathFindResultType } from "../pathfinding/AStar";
|
||||
import { MiniAStar } from "../pathfinding/MiniAStar";
|
||||
|
||||
|
||||
export class WorkerClient {
|
||||
@@ -34,19 +35,20 @@ export class WorkerClient {
|
||||
});
|
||||
}
|
||||
|
||||
createParallelAStar(src: Tile, dst: Tile, numTicks: number): ParallelAStar {
|
||||
createParallelAStar(src: Tile, dst: Tile, numTicks: number, types: TerrainType[]): ParallelAStar {
|
||||
if (!this.isInitialized) {
|
||||
throw new Error('PathFinder not initialized');
|
||||
}
|
||||
return new ParallelAStar(this.game, this.worker, src, dst, numTicks);
|
||||
return new ParallelAStar(this.game, this.worker, src, dst, numTicks, types);
|
||||
}
|
||||
|
||||
cleanup() {
|
||||
this.worker.terminate();
|
||||
}
|
||||
}
|
||||
|
||||
export class ParallelAStar implements AStar {
|
||||
private path: Tile[] | 'NOT_FOUND' | null = null;
|
||||
private path: Cell[] | 'NOT_FOUND' | null = null;
|
||||
private promise: Promise<void>;
|
||||
|
||||
constructor(
|
||||
@@ -54,25 +56,22 @@ export class ParallelAStar implements AStar {
|
||||
private worker: Worker,
|
||||
private src: Tile,
|
||||
private dst: Tile,
|
||||
private numTicks: number
|
||||
private numTicks: number,
|
||||
private terrainTypes: TerrainType[]
|
||||
) { }
|
||||
|
||||
findPath(): Promise<void> {
|
||||
const requestId = crypto.randomUUID();
|
||||
this.promise = new Promise((resolve, reject) => {
|
||||
const timeout = setTimeout(() => {
|
||||
reject("Path timeout");
|
||||
}, 100000);
|
||||
|
||||
const handler = (e: MessageEvent) => {
|
||||
if (e.data.requestId != requestId) {
|
||||
return;
|
||||
}
|
||||
clearTimeout(timeout);
|
||||
this.worker.removeEventListener('message', handler);
|
||||
|
||||
if (e.data.type === 'pathFound') {
|
||||
this.path = e.data.path.map(pos => this.game.tile(new Cell(pos.x, pos.y)));
|
||||
this.path = e.data.path
|
||||
resolve();
|
||||
} else if (e.data.type === 'pathNotFound') {
|
||||
this.path = 'NOT_FOUND';
|
||||
@@ -85,6 +84,7 @@ export class ParallelAStar implements AStar {
|
||||
this.worker.postMessage({
|
||||
type: 'findPath',
|
||||
requestId: requestId,
|
||||
terrainTypes: this.terrainTypes,
|
||||
currentTick: this.game.ticks(),
|
||||
duration: this.numTicks,
|
||||
start: { x: this.src.cell().x, y: this.src.cell().y },
|
||||
@@ -108,17 +108,45 @@ export class ParallelAStar implements AStar {
|
||||
if (this.path != null) {
|
||||
return PathFindResultType.Completed;
|
||||
}
|
||||
throw new Error(`path not completed in time`);
|
||||
// Path was not found in worker thread in time, so now we need
|
||||
// to recompute it in main thread. This will lock up game.
|
||||
console.warn(`path not completed in worker thread, recomputing`)
|
||||
const local = new MiniAStar(
|
||||
this.game.terrainMap(),
|
||||
this.game.terrainMiniMap(),
|
||||
this.src, this.dst,
|
||||
(t: TerrainTile) => t.terrainType() == TerrainType.Ocean,
|
||||
100_000_000,
|
||||
20
|
||||
)
|
||||
const result = local.compute()
|
||||
switch (result) {
|
||||
case PathFindResultType.Completed:
|
||||
console.log('recomputed path in worker client')
|
||||
this.path = local.reconstructPath()
|
||||
break
|
||||
case PathFindResultType.PathNotFound:
|
||||
this.path = "NOT_FOUND"
|
||||
break
|
||||
case PathFindResultType.Pending:
|
||||
// TODO: make sure same number of tries as worker thread.
|
||||
console.warn("path not found after many tries")
|
||||
this.path = "NOT_FOUND"
|
||||
break
|
||||
}
|
||||
if (result == PathFindResultType.Completed) {
|
||||
this.path = local.reconstructPath()
|
||||
}
|
||||
return result
|
||||
}
|
||||
return PathFindResultType.Pending;
|
||||
}
|
||||
|
||||
reconstructPath(): Tile[] {
|
||||
reconstructPath(): Cell[] {
|
||||
if (this.path == "NOT_FOUND" || this.path == null) {
|
||||
throw Error(`cannot reconstruct path: ${this.path}`);
|
||||
}
|
||||
return this.path as Tile[];
|
||||
return this.path
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user