Created mini map for a star search

This commit is contained in:
Evan
2024-11-29 20:35:08 -08:00
parent 7a961c68b4
commit 5d4befb117
7 changed files with 121 additions and 38 deletions
+2 -1
View File
@@ -202,9 +202,10 @@
* create async pathfinder DONE 11/29/2024
* captured tradeships use async pathfinder DONE 11/29/2024
* BUG: trade ships not building DONE 11/29/2024
* make mini map for path finding DONE 11/29/2024
* have NPCs build destroyers and battleships
* spread out calculate clusters
* add radiation from nuke
* spread out calculate clusters
* add defense post
* NPC has relations
* only show units you can build in the build menu
+10 -6
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@@ -143,13 +143,17 @@ export class UnitLayer implements Layer {
this.clearCell(t.cell());
});
if (event.unit.isActive()) {
bfs(event.unit.tile(), dist(event.unit.tile(), 4)).forEach(
t => {
if (trail.has(t)) {
this.paintCell(t.cell(), this.theme.territoryColor(event.unit.owner().info()), 150);
try {
bfs(event.unit.tile(), dist(event.unit.tile(), 4)).forEach(
t => {
if (trail.has(t)) {
this.paintCell(t.cell(), this.theme.territoryColor(event.unit.owner().info()), 150);
}
}
}
);
);
} catch {
console.log('uh oh')
}
bfs(event.unit.tile(), dist(event.unit.tile(), 2))
.forEach(t => this.paintCell(t.cell(), this.theme.borderColor(event.unit.owner().info()), 255));
bfs(event.unit.tile(), dist(event.unit.tile(), 1))
+17 -21
View File
@@ -96,30 +96,26 @@ export class TransportShipExecution implements Execution {
}
this.lastMove = ticks
if (this.boat.tile() == this.dst) {
if (this.dst.owner() == this.attacker) {
this.attacker.addTroops(this.troops)
this.boat.delete()
this.active = false
return
}
if (this.target.isPlayer() && this.attacker.isAlliedWith(this.target)) {
this.target.addTroops(this.troops)
} else {
this.attacker.conquer(this.dst)
this.mg.addExecution(
new AttackExecution(this.troops, this.attacker.id(), this.targetID, this.dst.cell(), null, false)
)
}
this.boat.delete()
this.active = false
return
}
const result = this.pathFinder.nextTile(this.boat.tile(), this.dst)
switch (result.type) {
case PathFindResultType.Completed:
if (this.dst.owner() == this.attacker) {
this.attacker.addTroops(this.troops)
this.boat.delete()
this.active = false
return
}
if (this.target.isPlayer() && this.attacker.isAlliedWith(this.target)) {
this.target.addTroops(this.troops)
} else {
this.attacker.conquer(this.dst)
this.mg.addExecution(
new AttackExecution(this.troops, this.attacker.id(), this.targetID, this.dst.cell(), null, false)
)
}
this.boat.delete()
this.active = false
return
case PathFindResultType.NextTile:
this.boat.move(result.tile)
break
+2
View File
@@ -135,6 +135,8 @@ export class PlayerInfo {
export interface TerrainMap {
terrain(cell: Cell): TerrainTile
neighbors(terrainTile: TerrainTile): TerrainTile[]
width(): number
height(): number
}
export interface TerrainTile extends SearchNode {
+27
View File
@@ -167,6 +167,33 @@ export async function loadTerrainMap(map: GameMap): Promise<TerrainMapImpl> {
return m
}
export function createMiniMap(tm: TerrainMap): TerrainMap {
// Create 2D array properly with correct dimensions
const miniMap: TerrainTileImpl[][] = Array(Math.floor(tm.width() / 2))
.fill(null)
.map(() => Array(Math.floor(tm.height() / 2)).fill(null));
for (let x = 0; x < tm.width(); x++) {
for (let y = 0; y < tm.height(); y++) {
const tile = tm.terrain(new Cell(x, y)) as TerrainTileImpl;
const miniX = Math.floor(x / 2);
const miniY = Math.floor(y / 2);
if (miniMap[miniX][miniY] == null || miniMap[miniX][miniY].terrainType() != TerrainType.Ocean) {
miniMap[miniX][miniY] = new TerrainTileImpl(tile.terrainType(), new Cell(miniX, miniY));
miniMap[miniX][miniY].shoreline = tile.shoreline;
miniMap[miniX][miniY].magnitude = tile.magnitude;
miniMap[miniX][miniY].ocean = tile.ocean;
miniMap[miniX][miniY].land = tile.land;
}
}
}
return new TerrainMapImpl(miniMap, 0, null);
}
function logBinaryAsAscii(data: string, length: number = 8) {
console.log('Binary data (1 = set bit, 0 = unset bit):');
for (let i = 0; i < Math.min(length, data.length); i++) {
+3
View File
@@ -20,6 +20,9 @@ export class UnitImpl implements MutableUnit {
}
move(tile: Tile): void {
if(tile == null) {
throw new Error("tile cannot be null")
}
const oldTile = this._tile;
this._tile = tile;
this.g.fireUnitUpdateEvent(this, oldTile);
+60 -10
View File
@@ -1,6 +1,6 @@
// pathfinding.ts
import { Cell, GameMap, TerrainMap, TerrainTile, TerrainType } from "../game/Game";
import { loadTerrainMap } from "../game/TerrainMapLoader";
import { createMiniMap, loadTerrainMap } from "../game/TerrainMapLoader";
import { PriorityQueue } from "@datastructures-js/priority-queue";
import { SerialAStar } from "../pathfinding/SerialAStar";
import { PathFindResultType, SearchNode } from "../pathfinding/AStar";
@@ -10,11 +10,16 @@ let searches = new PriorityQueue<Search>((a: Search, b: Search) => (a.deadline -
let processingInterval: number | null = null;
let isProcessingSearch = false
interface Point {
x: number
y: number
}
interface Search {
aStar: SerialAStar,
deadline: number
requestId: string
requestId: string,
end: Point
}
interface SearchRequest {
@@ -22,8 +27,8 @@ interface SearchRequest {
currentTick: number
// duration in ticks
duration: number
start: { x: number, y: number },
end: { x: number, y: number }
start: Point
end: Point
}
self.onmessage = (e) => {
@@ -38,15 +43,16 @@ self.onmessage = (e) => {
};
function initializeMap(data: { gameMap: GameMap }) {
terrainMapPromise = loadTerrainMap(data.gameMap)
terrainMapPromise = loadTerrainMap(data.gameMap).then(tm => createMiniMap(tm))
self.postMessage({ type: 'initialized' });
processingInterval = setInterval(computeSearches, .1) as unknown as number;
}
function findPath(terrainMap: TerrainMap, req: SearchRequest) {
console.log(`terrain map height: ${terrainMap.height()}`)
const aStar = new SerialAStar(
terrainMap.terrain(new Cell(req.start.x, req.start.y)),
terrainMap.terrain(new Cell(req.end.x, req.end.y)),
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))),
(sn: SearchNode) => (sn as TerrainTile).terrainType() == TerrainType.Ocean,
(sn: SearchNode): SearchNode[] => terrainMap.neighbors((sn as TerrainTile)),
10_000,
@@ -56,7 +62,8 @@ function findPath(terrainMap: TerrainMap, req: SearchRequest) {
searches.enqueue({
aStar: aStar,
deadline: req.currentTick + req.duration,
requestId: req.requestId
requestId: req.requestId,
end: req.end
})
}
@@ -75,10 +82,12 @@ 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: search.aStar.reconstructPath().map(sn => ({ x: sn.cell().x, y: sn.cell().y }))
path: path
});
break;
@@ -97,4 +106,45 @@ function computeSearches() {
} finally {
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;
}