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Implement MultiSourceAnyTargetBFS for efficient boat routing
- Add MultiSourceAnyTargetBFS algorithm for water-based pathfinding - Replace "guess landing tile, then pathfind" with single multi-source search
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# MultiSourceAnyTargetBFS (boats) — design notes
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## Goal
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Replace the current “guess a landing tile, then pathfind” approach with a single **multi-source, any-target** search that:
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- Prefers landings **near the user click** (destination selection stays “near click”).
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- Finds the **best source+target pair** in one run (no retries / staged hacks).
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- Is fast enough for a hot path by doing **one search per boat launch**, not per tick.
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This is the standard “virtual super-source + virtual super-target” idea:
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- Imagine a `START` node connected to every source `S` with cost 0.
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- Imagine every target `D` connected to an `END` node with cost 0.
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- Run shortest-path from `START` to `END`.
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We do not build those nodes; we seed the queue with all sources and stop when we pop a target.
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## Scope / assumptions
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- Boat routing runs on a **water-only graph**.
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- For now, all edges are **equal cost**, so we use **BFS**.
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- Optional “pretty” modes (diagonals or smoothing) must be behind a toggle so the default stays cheap.
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If we later add non-uniform costs (e.g., currents, danger zones, traffic), the same API can switch to
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Dijkstra/A* by supplying a cost function; BFS remains the fast-path when cost is constant.
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## Inputs and outputs
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### Inputs
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- `sources`: candidate attacker spawn shores (or their adjacent water tiles).
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- `targets`: candidate defender landing shores near click (or their adjacent water tiles).
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- `neighbors(node)`: 4-neighbor (or optional 8-neighbor) adjacency function.
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- `passable(node)` or `isTraversable(from,to)`: boat constraint (water-only).
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- `maxNodes` / `maxRadius` / `maxSteps` (optional): guardrails for worst-case expansions.
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### Output
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`{ source, target, path } | PathNotFound`
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- `source`: which source won.
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- `target`: which target was reached first (with correct BFS semantics).
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- `path`: full route (list of tiles) to persist on the unit/execution.
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## Target selection (“near click”, but bounded)
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Keep the “landing near click” behavior by constructing a **small target set**:
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- Collect defender shore tiles around the clicked tile and/or on the defender border.
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- Sort by Manhattan distance to click.
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- Keep the first `K` (cap, e.g. `K=50..200`) or `min(K, floor(shoreCount * 0.05))` with a hard max.
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- Preferably filter to the same connected water component as the attacker (ocean vs a specific lake),
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otherwise BFS will waste time exploring an impossible component.
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This turns “any destination” into a precise, controllable set.
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## Source selection (bounded)
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Sources can be large (player border can be huge). For performance:
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- Prefer “spawnable shore tiles” (owned + shore + valid spawn rules).
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- Cap/summarize: best-by-distance-to-click, extremal tiles, plus uniform sampling.
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- If we already know the boat’s actual spawn (e.g. UI precomputes), sources can be a singleton.
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## Core algorithm (unweighted)
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### Correct early-exit rule
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When using BFS:
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- Early-exit only when a target node is **dequeued** (popped), not when first discovered.
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Dequeue guarantees minimal distance.
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### Multi-source seeding
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Initialize BFS frontier with all sources:
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- `dist[source] = 0`
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- `prev[source] = -1`
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- `startOf[source] = source`
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- enqueue all sources
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When expanding neighbors:
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- if unseen, set `prev[neighbor] = node`, set `startOf[neighbor] = startOf[node]`, enqueue.
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When dequeuing:
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- if `node` is in `targets`, stop and reconstruct by walking `prev[]`.
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### Data structures (hot-path friendly)
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Avoid maps/sets in the inner loop:
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- `visitedStamp: Uint32Array(numTiles)` + `stampCounter` (no clearing per query).
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- `prev: Int32Array(numTiles)` (or `Int32Array` only for seen nodes using a compact list).
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- `queue: Int32Array(numTiles)` with head/tail indices (ring buffer).
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- `targetsStamp: Uint32Array(numTiles)` (mark target membership once per query via stamping).
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- `startOf: Int32Array(numTiles)` if we need “which source won” without reconstructing first step.
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Allocate these once and reuse.
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## Integration points (boat launch only)
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- On boat launch (intent/execution init), compute:
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1) `targets` near click
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2) `sources` (spawn candidates)
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3) `path = MultiSourceAnyTargetBFS(sources, targets)`
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- Persist `path` and only advance an index in `tick()`.
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- Recompute only on meaningful topology changes (rare) or if the current path is invalidated.
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Default: do not “find path… then find path…”.
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## Diagonals / smoothing (optional)
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Two mutually exclusive options:
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1) **8-neighbor BFS** (“king moves”, Chebyshev) with **no corner cutting**:
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- allow diagonal move only if both adjacent orthogonal tiles are water.
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- still unweighted BFS (diagonal cost == orthogonal cost), so the metric becomes Chebyshev.
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2) **4-neighbor BFS + smoothing pass**:
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- keep BFS cheap/correct,
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- do a short post-process that removes zigzags if there is line-of-sight over water.
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Default recommendation for boats: option (1) enabled, with no-corner-cutting enabled.
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## Failure modes and guardrails
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- If `targets` is empty → return `PathNotFound` early.
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- If `sources` is empty → return `PathNotFound` early.
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- If BFS exceeds a configured budget (`maxNodes`) → return `PathNotFound` (and optionally fall back).
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## What this intentionally does NOT do
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- No staged “find path… then adjust/retry” heuristics.
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- No per-tick pathfinding.
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- No bidirectional multi-target tricks (too easy to get subtly wrong).
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@@ -0,0 +1,204 @@
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import { GameMap, TileRef } from "../game/GameMap";
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export type MultiSourceAnyTargetBFSResult = {
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source: TileRef;
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target: TileRef;
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path: TileRef[];
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};
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export type MultiSourceAnyTargetBFSOptions = {
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kingMoves?: boolean;
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noCornerCutting?: boolean;
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maxVisited?: number;
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};
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/**
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* Multi-source, any-target BFS for TileRef graphs.
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*
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* - Unweighted (edge cost == 1).
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* - Early-exit is correct when terminating on target *dequeue* (pop), not discovery.
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* - Designed for reuse: allocates typed arrays once.
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*/
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export class MultiSourceAnyTargetBFS {
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private stamp = 1;
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private readonly visitedStamp: Uint32Array;
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private readonly targetStamp: Uint32Array;
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private readonly prev: Int32Array;
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private readonly startOf: Int32Array;
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private readonly queue: Int32Array;
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constructor(numTiles: number) {
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this.visitedStamp = new Uint32Array(numTiles);
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this.targetStamp = new Uint32Array(numTiles);
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this.prev = new Int32Array(numTiles);
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this.startOf = new Int32Array(numTiles);
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this.queue = new Int32Array(numTiles);
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}
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findWaterPath(
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gm: GameMap,
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sources: readonly TileRef[],
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targets: readonly TileRef[],
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opts: MultiSourceAnyTargetBFSOptions = {},
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): MultiSourceAnyTargetBFSResult | null {
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if (sources.length === 0 || targets.length === 0) return null;
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const stamp = this.nextStamp();
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for (const t of targets) {
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if (t >= 0 && t < this.targetStamp.length) {
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this.targetStamp[t] = stamp;
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}
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}
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const w = gm.width();
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const h = gm.height();
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const lastRowStart = (h - 1) * w;
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let head = 0;
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let tail = 0;
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for (const s of sources) {
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if (s < 0 || s >= this.visitedStamp.length) continue;
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if (!gm.isWater(s)) continue;
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if (this.visitedStamp[s] === stamp) continue;
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this.visitedStamp[s] = stamp;
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this.prev[s] = -1;
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this.startOf[s] = s;
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this.queue[tail++] = s;
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}
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if (tail === 0) return null;
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const kingMoves = opts.kingMoves ?? true;
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const noCornerCutting = opts.noCornerCutting ?? true;
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const maxVisited = opts.maxVisited ?? this.visitedStamp.length;
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let visitedCount = tail;
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while (head < tail) {
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const node = this.queue[head++] as TileRef;
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if (this.targetStamp[node] === stamp) {
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return {
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source: this.startOf[node] as TileRef,
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target: node,
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path: this.reconstructPath(node),
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};
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}
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const x = gm.x(node);
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// Orthogonal neighbors
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if (node >= w) {
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const n = node - w;
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if (gm.isWater(n) && this.visitedStamp[n] !== stamp) {
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this.visit(n, node, stamp);
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this.queue[tail++] = n;
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if (++visitedCount >= maxVisited) return null;
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}
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}
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if (node < lastRowStart) {
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const s = node + w;
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if (gm.isWater(s) && this.visitedStamp[s] !== stamp) {
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this.visit(s, node, stamp);
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this.queue[tail++] = s;
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if (++visitedCount >= maxVisited) return null;
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}
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}
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if (x !== 0) {
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const wv = node - 1;
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if (gm.isWater(wv) && this.visitedStamp[wv] !== stamp) {
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this.visit(wv, node, stamp);
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this.queue[tail++] = wv;
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if (++visitedCount >= maxVisited) return null;
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}
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}
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if (x !== w - 1) {
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const ev = node + 1;
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if (gm.isWater(ev) && this.visitedStamp[ev] !== stamp) {
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this.visit(ev, node, stamp);
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this.queue[tail++] = ev;
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if (++visitedCount >= maxVisited) return null;
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}
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}
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if (!kingMoves) continue;
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// Diagonals (king moves). With noCornerCutting, forbid squeezing past land corners.
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if (node >= w && x !== 0) {
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const nw = node - w - 1;
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if (
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gm.isWater(nw) &&
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(!noCornerCutting || (gm.isWater(node - w) && gm.isWater(node - 1))) &&
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this.visitedStamp[nw] !== stamp
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) {
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this.visit(nw, node, stamp);
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this.queue[tail++] = nw;
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if (++visitedCount >= maxVisited) return null;
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}
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}
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if (node >= w && x !== w - 1) {
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const ne = node - w + 1;
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if (
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gm.isWater(ne) &&
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(!noCornerCutting || (gm.isWater(node - w) && gm.isWater(node + 1))) &&
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this.visitedStamp[ne] !== stamp
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) {
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this.visit(ne, node, stamp);
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this.queue[tail++] = ne;
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if (++visitedCount >= maxVisited) return null;
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}
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}
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if (node < lastRowStart && x !== 0) {
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const sw = node + w - 1;
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if (
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gm.isWater(sw) &&
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(!noCornerCutting || (gm.isWater(node + w) && gm.isWater(node - 1))) &&
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this.visitedStamp[sw] !== stamp
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) {
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this.visit(sw, node, stamp);
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this.queue[tail++] = sw;
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if (++visitedCount >= maxVisited) return null;
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}
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}
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if (node < lastRowStart && x !== w - 1) {
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const se = node + w + 1;
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if (
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gm.isWater(se) &&
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(!noCornerCutting || (gm.isWater(node + w) && gm.isWater(node + 1))) &&
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this.visitedStamp[se] !== stamp
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) {
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this.visit(se, node, stamp);
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this.queue[tail++] = se;
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if (++visitedCount >= maxVisited) return null;
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}
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}
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}
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return null;
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}
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private visit(node: TileRef, from: TileRef, stamp: number) {
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this.visitedStamp[node] = stamp;
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this.prev[node] = from;
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this.startOf[node] = this.startOf[from];
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}
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private reconstructPath(target: TileRef): TileRef[] {
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const out: TileRef[] = [];
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let curr: number = target;
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while (curr !== -1) {
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out.push(curr);
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curr = this.prev[curr];
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}
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out.reverse();
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return out;
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}
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private nextStamp(): number {
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const next = (this.stamp + 1) >>> 0;
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this.stamp = next === 0 ? 1 : next;
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return this.stamp;
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}
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}
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