Pathfinding - optimize naval invasions (#2932)

# Pathfinding pt. 4

https://pf-pt-4.openfront.dev/

## Description:

Hello again! Pathfinding. It's fast, but inaccurate. This PR makes it
more accurate and actually faster. Sadly it is _faster_ because of a
blunder in previous PR (using BucketQueue where MinHeap would be
better), not because of a new tech. More importantly, it is more
accurate. And that's what people apparently want.

## What changed?

Most of the functional changes relate to `SpatialQuery` module. This is
the thingy that answers "we know the target, which tile of my territory
is the best to launch an invasion". To make it compute a path from South
America to the deep inland China river, it has to work on a coerced map,
one with a very small resolution, so small in fact, that every 4096 map
tiles gets compressed to just one pixel. I hope you see where this is
going.

Previously we selected a random coastal tile within this big pixel
(honestly it wasn't random at all, but could very well be for the
illustrative purposes). Now, we try to be a bit more deliberate. Since
we already know the rough location of the probably best tile, we can
exclude all other tiles from the computation. Imagine a player's
territory spans both Americas on global map - that's a lot of shores.
But since we already know the best tile is somewhere close to Miami, the
problem space was greatly reduced, no need to consider all other shores.
But pathing to the target in China from Miami is still crazy expensive.

This is where second trick comes to play - instead of pathing all the
way to China, we select a _waypoint_ in the rough direction of China,
about 100 to 200 tiles away. This way we fairly cheaply select best tile
to launch an invasion towards this abstract point. And chances are, this
point is far enough, the newly computed path is very close to being
optimal. When you throw a dart from far away, the difference between
scoring 10 and missing is very small. This is why aiming in the general
direction of the board - as opposed to the ceiling - is usually good
enough.

## Okay, but what about the crazy paths when I send invasion to the
opposed bank of a river?!

Well, pathing from America to China is cool, but most players wouldn't
notice the difference on such long paths, what about the short ones? We
now try more accurate pathing first and defer to hierarchy only if it
fails. This produces much better paths for short invasions. While the
fix described above ensures the accuracy is improved also on
medium-to-long routes.

## Playground

Yes.


https://github.com/user-attachments/assets/9cf9586f-c99a-416d-b856-8cf0a21c35ed

## CodeRabbit

Grab a 🥕. Remember `tests/pathfinding/playground` is mostly generated
code and go easy on it. It's enough for it to work and do it's job of
visualizing the paths. No need for throughout review of these files.

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

moleole
This commit is contained in:
Arkadiusz Sygulski
2026-01-17 00:10:55 +01:00
committed by GitHub
parent 3cdbb5651a
commit 6bd95d4884
11 changed files with 1171 additions and 64 deletions
@@ -0,0 +1,161 @@
import { TileRef } from "../../../../src/core/game/GameMap.js";
import { PathFinding } from "../../../../src/core/pathfinding/PathFinder.js";
import { SpatialQuery } from "../../../../src/core/pathfinding/spatial/SpatialQuery.js";
import { DebugSpan } from "../../../../src/core/utilities/DebugSpan.js";
import { loadMap } from "./maps.js";
export interface SpatialQueryResult {
selectedShore: [number, number] | null;
path: Array<[number, number]> | null;
shores: Array<[number, number]>;
debug: {
candidates: Array<[number, number]> | null;
refinedPath: Array<[number, number]> | null;
originalBestTile: [number, number] | null;
newBestTile: [number, number] | null;
timings: Record<string, number>;
};
}
/**
* Extract timings from DebugSpan hierarchy
*/
function extractTimings(span: {
name: string;
duration?: number;
children: any[];
}): Record<string, number> {
const timings: Record<string, number> = {};
if (span.duration !== undefined) {
timings[span.name] = span.duration;
}
for (const child of span.children) {
Object.assign(timings, extractTimings(child));
}
return timings;
}
/**
* Convert TileRef to coordinate tuple
*/
function tileToCoord(tile: TileRef, game: any): [number, number] {
return [game.x(tile), game.y(tile)];
}
/**
* Convert TileRef array to coordinate array
*/
function tilesToCoords(
tiles: TileRef[] | null | undefined,
game: any,
): Array<[number, number]> | null {
if (!tiles) return null;
return tiles.map((tile) => tileToCoord(tile, game));
}
/**
* Compute spatial query for transport ship launch
*/
export async function computeSpatialQuery(
mapName: string,
ownedTiles: number[],
target: [number, number],
): Promise<SpatialQueryResult> {
const { game } = await loadMap(mapName);
const targetRef = game.ref(target[0], target[1]) as TileRef;
// Validate target is water or shore
if (!game.isWater(targetRef) && !game.isShore(targetRef)) {
throw new Error(
`Target (${target[0]}, ${target[1]}) must be water or shore`,
);
}
// Convert owned tile indices to TileRefs
const ownedRefs = ownedTiles.map((idx) => {
const x = idx % game.width();
const y = Math.floor(idx / game.width());
return game.ref(x, y) as TileRef;
});
// Create mock player that returns owned tiles as border tiles
// The SpatialQuery will filter to actual shore tiles
const mockPlayer = {
isPlayer: () => true,
smallID: () => 999, // Arbitrary ID for visualization
borderTiles: function* () {
for (const tile of ownedRefs) {
yield tile;
}
},
};
// Get target water component for filtering
const targetComponent = game.getWaterComponent(targetRef);
// Pre-compute all valid shore tiles for visualization
const allShores: TileRef[] = [];
for (const tile of ownedRefs) {
if (game.isShore(tile) && game.isLand(tile)) {
const tComponent = game.getWaterComponent(tile);
if (tComponent === targetComponent) {
allShores.push(tile);
}
}
}
// Enable DebugSpan to capture internal state
DebugSpan.enable();
// Run spatial query
const spatialQuery = new SpatialQuery(game);
const selectedShore = spatialQuery.closestShoreByWater(
mockPlayer as any,
targetRef,
);
// Get span data
const span = DebugSpan.getLastSpan();
DebugSpan.disable();
// Extract debug info from span
let candidates: TileRef[] | null = null;
let refinedPath: TileRef[] | null = null;
let originalBestTile: TileRef | null = null;
let newBestTile: TileRef | null = null;
if (span?.data) {
candidates = (span.data.$candidates as TileRef[] | undefined) ?? null;
refinedPath = (span.data.$refinedPath as TileRef[] | undefined) ?? null;
originalBestTile =
(span.data.$originalBestTile as TileRef | undefined) ?? null;
newBestTile = (span.data.$newBestTile as TileRef | undefined) ?? null;
}
// Compute full path if we have a selected shore
let path: TileRef[] | null = null;
if (selectedShore) {
path = PathFinding.Water(game).findPath(selectedShore, targetRef);
}
const timings = span ? extractTimings(span) : {};
return {
selectedShore: selectedShore ? tileToCoord(selectedShore, game) : null,
path: tilesToCoords(path, game),
shores: allShores.map((t) => tileToCoord(t, game)),
debug: {
candidates: tilesToCoords(candidates, game),
refinedPath: tilesToCoords(refinedPath, game),
originalBestTile: originalBestTile
? tileToCoord(originalBestTile, game)
: null,
newBestTile: newBestTile ? tileToCoord(newBestTile, game) : null,
timings,
},
};
}
+530 -5
View File
@@ -16,6 +16,11 @@ const state = {
isMapLoading: false, // Loading state for map switching
isHpaLoading: false, // Separate loading state for HPA*
activeRefreshButton: null, // Track which refresh button is spinning
// Transport Ship mode
mode: "pathfinding", // "pathfinding" | "transport"
paintedTiles: new Set(), // Set of tile indices (y * width + x)
brushSize: 5,
transportResult: null, // Result from spatial query
};
// Colors for comparison paths
@@ -36,6 +41,8 @@ let dragStartX = 0;
let dragStartY = 0;
let dragStartPanX = 0;
let dragStartPanY = 0;
let isPainting = false;
let isErasing = false;
let mapCanvas, overlayCanvas, interactiveCanvas;
let mapCtx, overlayCtx, interactiveCtx;
@@ -203,6 +210,109 @@ function initializeControls() {
document.getElementById("clearPoints").addEventListener("click", () => {
clearPoints();
});
// Mode switch buttons
document.querySelectorAll(".mode-button").forEach((btn) => {
btn.addEventListener("click", () => {
const newMode = btn.dataset.mode;
if (newMode !== state.mode) {
setMode(newMode);
}
});
});
// Transport controls
const brushSizeInput = document.getElementById("brushSize");
const brushSizeValue = document.getElementById("brushSizeValue");
brushSizeInput.addEventListener("input", (e) => {
state.brushSize = parseInt(e.target.value);
brushSizeValue.textContent = state.brushSize;
});
document.getElementById("clearTerritory").addEventListener("click", () => {
state.paintedTiles.clear();
state.transportResult = null;
updateTransportInfo();
renderInteractive();
});
}
// Set application mode
function setMode(newMode) {
state.mode = newMode;
// Update UI
document.querySelectorAll(".mode-button").forEach((btn) => {
btn.classList.toggle("active", btn.dataset.mode === newMode);
});
const transportControls = document.getElementById("transportControls");
const timingsPanel = document.getElementById("timingsPanel");
const debugPanel = document.querySelector(".debug-panel");
if (newMode === "transport") {
transportControls.style.display = "block";
timingsPanel.style.top = "280px";
debugPanel.style.display = "none";
setStatus("Paint territory, then click water target");
} else {
transportControls.style.display = "none";
timingsPanel.style.top = "280px";
debugPanel.style.display = "flex";
if (state.startPoint && state.endPoint) {
setStatus("Path computed successfully");
} else if (state.startPoint) {
setStatus("Click on map to set end point");
} else {
setStatus("Click on map to set start point");
}
}
renderInteractive();
}
// Update transport info display
function updateTransportInfo() {
const paintedCount = document.getElementById("paintedCount");
const shoreCount = document.getElementById("shoreCount");
paintedCount.textContent = state.paintedTiles.size;
// Count shore tiles
let shores = 0;
if (state.mapData) {
for (const idx of state.paintedTiles) {
if (isLandShore(idx)) {
shores++;
}
}
}
shoreCount.textContent = shores;
}
// Check if tile is a land shore (land adjacent to water)
function isLandShore(tileIdx) {
const x = tileIdx % state.mapWidth;
const y = Math.floor(tileIdx / state.mapWidth);
// Must be land
if (state.mapData[tileIdx] !== 0) return false;
// Check 4 neighbors for water
const neighbors = [
[x - 1, y],
[x + 1, y],
[x, y - 1],
[x, y + 1],
];
for (const [nx, ny] of neighbors) {
if (nx < 0 || nx >= state.mapWidth || ny < 0 || ny >= state.mapHeight)
continue;
const nIdx = ny * state.mapWidth + nx;
if (state.mapData[nIdx] === 1) return true;
}
return false;
}
// Helper function to check if mouse is over a start/end point
@@ -250,6 +360,20 @@ function schedulePathRecalc() {
// If not enough time has passed, skip this call (throttle)
}
// Throttled spatial query recalculation (max once per 50ms for heavier computation)
let lastSpatialQueryTime = 0;
function scheduleSpatialQueryRecalc() {
const now = Date.now();
const timeSinceLastCall = now - lastSpatialQueryTime;
if (timeSinceLastCall >= 50) {
lastSpatialQueryTime = now;
if (state.endPoint && state.paintedTiles.size > 0) {
requestSpatialQuery(state.endPoint);
}
}
}
// Initialize drag and click controls
function initializeDragControls() {
const wrapper = document.getElementById("canvasWrapper");
@@ -260,10 +384,46 @@ function initializeDragControls() {
const canvasX = (e.clientX - rect.left - panX) / zoomLevel;
const canvasY = (e.clientY - rect.top - panY) / zoomLevel;
// Check if clicking on a point
// Transport mode: check for dragging end point first, then painting
if (state.mode === "transport") {
// Check if clicking on end point to drag it
const pointAtMouse = getPointAtPosition(canvasX, canvasY);
if (pointAtMouse === "end") {
draggingPoint = "end";
wrapper.style.cursor = "move";
dragStartX = e.clientX;
dragStartY = e.clientY;
return;
}
const tileX = Math.floor(canvasX);
const tileY = Math.floor(canvasY);
if (
tileX >= 0 &&
tileX < state.mapWidth &&
tileY >= 0 &&
tileY < state.mapHeight
) {
const tileIdx = tileY * state.mapWidth + tileX;
const isLand = state.mapData[tileIdx] === 0;
if (isLand) {
// Start painting (or erasing with ctrl/right-click)
isErasing = e.ctrlKey || e.button === 2;
isPainting = true;
paintAtPosition(tileX, tileY, isErasing);
wrapper.style.cursor = isErasing ? "crosshair" : "pointer";
return;
}
}
// Fall through to panning if not on land
}
// Pathfinding mode: check if clicking on a point
const pointAtMouse = getPointAtPosition(canvasX, canvasY);
if (pointAtMouse) {
if (pointAtMouse && state.mode === "pathfinding") {
// Start dragging the point
draggingPoint = pointAtMouse;
wrapper.style.cursor = "move";
@@ -284,6 +444,53 @@ function initializeDragControls() {
const canvasX = (e.clientX - rect.left - panX) / zoomLevel;
const canvasY = (e.clientY - rect.top - panY) / zoomLevel;
// Transport mode: continue painting
if (isPainting && state.mode === "transport") {
const tileX = Math.floor(canvasX);
const tileY = Math.floor(canvasY);
paintAtPosition(tileX, tileY, isErasing);
return;
}
// Transport mode: dragging end point
if (draggingPoint === "end" && state.mode === "transport") {
const tileX = Math.floor(canvasX);
const tileY = Math.floor(canvasY);
if (
tileX >= 0 &&
tileX < state.mapWidth &&
tileY >= 0 &&
tileY < state.mapHeight
) {
const tileIndex = tileY * state.mapWidth + tileX;
const isWater = state.mapData[tileIndex] === 1;
if (isWater) {
draggingPointPosition = [tileX, tileY];
state.endPoint = [tileX, tileY];
renderInteractive();
// Throttled spatial query recomputation
if (state.paintedTiles.size > 0) {
scheduleSpatialQueryRecalc();
}
}
}
return;
}
// Transport mode: check hover over end point
if (state.mode === "transport" && !isDragging) {
const pointAtMouse = getPointAtPosition(canvasX, canvasY);
if (pointAtMouse !== hoveredPoint) {
hoveredPoint = pointAtMouse;
renderInteractive();
wrapper.style.cursor = hoveredPoint ? "move" : "grab";
}
return;
}
if (draggingPoint) {
// Dragging a start/end point - snap to water tile
const tileX = Math.floor(canvasX);
@@ -395,6 +602,26 @@ function initializeDragControls() {
const dx = Math.abs(e.clientX - dragStartX);
const dy = Math.abs(e.clientY - dragStartY);
// Transport mode: finish painting
if (isPainting) {
isPainting = false;
isErasing = false;
wrapper.style.cursor = "grab";
return;
}
// Transport mode: finish dragging end point
if (draggingPoint === "end" && state.mode === "transport") {
if (state.endPoint && state.paintedTiles.size > 0) {
requestSpatialQuery(state.endPoint);
}
draggingPoint = null;
draggingPointPosition = null;
renderInteractive();
wrapper.style.cursor = "grab";
return;
}
if (draggingPoint) {
// Finished dragging a point
// Request final path update to ensure we have the path for the final position
@@ -408,7 +635,11 @@ function initializeDragControls() {
updateURLState();
} else if (isDragging && dx < 5 && dy < 5) {
// Was panning but didn't move much - treat as click
handleMapClick(e);
if (state.mode === "transport") {
handleTransportClick(e);
} else {
handleMapClick(e);
}
}
isDragging = false;
@@ -418,13 +649,16 @@ function initializeDragControls() {
const canvasX = (e.clientX - rect.left - panX) / zoomLevel;
const canvasY = (e.clientY - rect.top - panY) / zoomLevel;
const pointAtMouse = getPointAtPosition(canvasX, canvasY);
wrapper.style.cursor = pointAtMouse ? "move" : "grab";
wrapper.style.cursor =
pointAtMouse && state.mode === "pathfinding" ? "move" : "grab";
});
wrapper.addEventListener("mouseleave", () => {
isDragging = false;
draggingPoint = null;
draggingPointPosition = null;
isPainting = false;
isErasing = false;
tooltip.classList.remove("visible");
wrapper.style.cursor = "grab";
@@ -437,6 +671,13 @@ function initializeDragControls() {
}
});
// Prevent context menu on right-click (for erasing)
wrapper.addEventListener("contextmenu", (e) => {
if (state.mode === "transport") {
e.preventDefault();
}
});
wrapper.addEventListener("wheel", (e) => {
e.preventDefault();
@@ -446,7 +687,7 @@ function initializeDragControls() {
const oldZoom = zoomLevel;
const zoomDelta = e.deltaY > 0 ? 0.9 : 1.1;
zoomLevel = Math.max(0.1, Math.min(5, zoomLevel * zoomDelta));
zoomLevel = Math.max(0.1, Math.min(10, zoomLevel * zoomDelta));
panX = mouseX - (mouseX - panX) * (zoomLevel / oldZoom);
panY = mouseY - (mouseY - panY) * (zoomLevel / oldZoom);
@@ -535,6 +776,155 @@ function clearPoints() {
renderInteractive();
}
// Paint tiles in a brush area
function paintAtPosition(centerX, centerY, erase = false) {
const radius = Math.floor(state.brushSize / 2);
let changed = false;
for (let dy = -radius; dy <= radius; dy++) {
for (let dx = -radius; dx <= radius; dx++) {
const x = centerX + dx;
const y = centerY + dy;
if (x < 0 || x >= state.mapWidth || y < 0 || y >= state.mapHeight)
continue;
const idx = y * state.mapWidth + x;
const isLand = state.mapData[idx] === 0;
if (!isLand) continue;
if (erase) {
if (state.paintedTiles.has(idx)) {
state.paintedTiles.delete(idx);
changed = true;
}
} else {
if (!state.paintedTiles.has(idx)) {
state.paintedTiles.add(idx);
changed = true;
}
}
}
}
if (changed) {
updateTransportInfo();
renderInteractive();
}
}
// Handle clicks in transport mode
function handleTransportClick(e) {
if (!state.currentMap || state.isMapLoading) return;
const wrapper = document.getElementById("canvasWrapper");
const rect = wrapper.getBoundingClientRect();
const canvasX = (e.clientX - rect.left - panX) / zoomLevel;
const canvasY = (e.clientY - rect.top - panY) / zoomLevel;
const tileX = Math.floor(canvasX);
const tileY = Math.floor(canvasY);
if (
tileX < 0 ||
tileX >= state.mapWidth ||
tileY < 0 ||
tileY >= state.mapHeight
) {
return;
}
const idx = tileY * state.mapWidth + tileX;
const isWater = state.mapData[idx] === 1;
if (!isWater) {
return;
}
// Clicked on water - run spatial query
if (state.paintedTiles.size === 0) {
showError("Paint some territory first");
return;
}
requestSpatialQuery([tileX, tileY]);
}
// Request spatial query computation
async function requestSpatialQuery(target) {
setStatus("Computing spatial query...", true);
try {
// Only send shore tiles (land adjacent to water) - much smaller payload
const ownedTiles = Array.from(state.paintedTiles).filter((idx) =>
isLandShore(idx),
);
const response = await fetch("/api/spatial-query", {
method: "POST",
headers: { "Content-Type": "application/json" },
body: JSON.stringify({
map: state.currentMap,
ownedTiles,
target,
}),
});
if (!response.ok) {
const error = await response.json();
throw new Error(error.message || "Spatial query failed");
}
const result = await response.json();
state.transportResult = result;
state.endPoint = target;
renderInteractive();
updateTransportTimings(result);
if (result.selectedShore) {
setStatus(
`Shore selected: (${result.selectedShore[0]}, ${result.selectedShore[1]})`,
);
} else {
setStatus("No valid shore found");
}
} catch (error) {
showError(`Spatial query failed: ${error.message}`);
}
}
// Update timings panel for transport mode
function updateTransportTimings(result) {
const hpaTimeEl = document.getElementById("hpaTime");
const hpaTilesEl = document.getElementById("hpaTiles");
if (result.path) {
hpaTilesEl.textContent = `- ${result.path.length} tiles`;
} else {
hpaTilesEl.textContent = "";
}
const totalTime =
result.debug?.timings?.["SpatialQuery.closestShoreByWater"] ?? 0;
if (totalTime > 0) {
hpaTimeEl.textContent = `${totalTime.toFixed(2)}ms`;
hpaTimeEl.classList.remove("faded");
} else {
hpaTimeEl.textContent = "0.00ms";
hpaTimeEl.classList.add("faded");
}
// Hide pathfinding-specific timing breakdown in transport mode
document.getElementById("timingEarlyExit").style.display = "none";
document.getElementById("timingFindNodes").style.display = "none";
document.getElementById("timingAbstractPath").style.display = "none";
document.getElementById("timingInitialPath").style.display = "none";
document.getElementById("timingSmoothPath").style.display = "none";
document.getElementById("comparisonsSection").style.display = "none";
}
// Update transform for pan/zoom
function updateTransform() {
const transform = `translate(${panX}px, ${panY}px) scale(${zoomLevel})`;
@@ -1164,6 +1554,135 @@ function mapToScreen(mapX, mapY) {
};
}
// Render transport mode elements
function renderTransportMode() {
const tileSize = Math.max(1, zoomLevel);
// Draw painted territory
if (state.paintedTiles.size > 0) {
interactiveCtx.fillStyle = "rgba(66, 135, 245, 0.5)";
for (const idx of state.paintedTiles) {
const x = idx % state.mapWidth;
const y = Math.floor(idx / state.mapWidth);
const screen = mapToScreen(x, y);
interactiveCtx.fillRect(screen.x, screen.y, tileSize, tileSize);
}
}
// Draw all shore tiles (dark blue squares)
if (state.transportResult && state.transportResult.shores) {
interactiveCtx.fillStyle = "#2a4a6a";
for (const [x, y] of state.transportResult.shores) {
const screen = mapToScreen(x, y);
interactiveCtx.fillRect(screen.x, screen.y, tileSize, tileSize);
}
}
// Draw refinement candidates (muted yellow/gold squares)
if (state.transportResult?.debug?.candidates) {
interactiveCtx.fillStyle = "rgba(200, 170, 80, 0.7)";
for (const [x, y] of state.transportResult.debug.candidates) {
const screen = mapToScreen(x, y);
interactiveCtx.fillRect(screen.x, screen.y, tileSize, tileSize);
}
}
// Draw refined path (magenta)
if (state.transportResult?.debug?.refinedPath) {
interactiveCtx.strokeStyle = "#ff00ff";
interactiveCtx.lineWidth = Math.max(1, zoomLevel * 0.8);
interactiveCtx.lineCap = "round";
interactiveCtx.lineJoin = "round";
interactiveCtx.beginPath();
for (let i = 0; i < state.transportResult.debug.refinedPath.length; i++) {
const [x, y] = state.transportResult.debug.refinedPath[i];
const screen = mapToScreen(x + 0.5, y + 0.5);
if (i === 0) {
interactiveCtx.moveTo(screen.x, screen.y);
} else {
interactiveCtx.lineTo(screen.x, screen.y);
}
}
interactiveCtx.stroke();
}
// Draw full path (cyan)
if (state.transportResult && state.transportResult.path) {
interactiveCtx.strokeStyle = "#00ffff";
interactiveCtx.lineWidth = Math.max(1, zoomLevel);
interactiveCtx.lineCap = "round";
interactiveCtx.lineJoin = "round";
interactiveCtx.beginPath();
for (let i = 0; i < state.transportResult.path.length; i++) {
const [x, y] = state.transportResult.path[i];
const screen = mapToScreen(x + 0.5, y + 0.5);
if (i === 0) {
interactiveCtx.moveTo(screen.x, screen.y);
} else {
interactiveCtx.lineTo(screen.x, screen.y);
}
}
interactiveCtx.stroke();
}
// Draw original best tile (orange square) if different from new best
if (state.transportResult?.debug?.originalBestTile) {
const [ox, oy] = state.transportResult.debug.originalBestTile;
const newBest = state.transportResult.debug.newBestTile;
// Only show if different from new best
if (!newBest || ox !== newBest[0] || oy !== newBest[1]) {
const screen = mapToScreen(ox, oy);
interactiveCtx.fillStyle = "#ff8800";
interactiveCtx.fillRect(screen.x, screen.y, tileSize, tileSize);
}
}
// Draw selected shore (green square)
if (state.transportResult && state.transportResult.selectedShore) {
const [sx, sy] = state.transportResult.selectedShore;
const screen = mapToScreen(sx, sy);
interactiveCtx.fillStyle = "#44ff44";
interactiveCtx.fillRect(screen.x, screen.y, tileSize, tileSize);
}
// Draw target point (red circle, matching pathfinding mode style)
if (state.endPoint) {
const markerSize = Math.max(4, 3 * zoomLevel);
let mapX, mapY;
if (draggingPoint === "end" && draggingPointPosition) {
mapX = draggingPointPosition[0] + 0.5;
mapY = draggingPointPosition[1] + 0.5;
} else {
mapX = state.endPoint[0] + 0.5;
mapY = state.endPoint[1] + 0.5;
}
const screen = mapToScreen(mapX, mapY);
// Highlight ring if hovered
if (hoveredPoint === "end") {
interactiveCtx.strokeStyle = "#ff4444";
interactiveCtx.lineWidth = Math.max(2, zoomLevel * 0.5);
interactiveCtx.globalAlpha = 0.5;
interactiveCtx.beginPath();
interactiveCtx.arc(screen.x, screen.y, markerSize + 3, 0, Math.PI * 2);
interactiveCtx.stroke();
interactiveCtx.globalAlpha = 1.0;
}
interactiveCtx.fillStyle = "#ff4444";
interactiveCtx.beginPath();
interactiveCtx.arc(screen.x, screen.y, markerSize, 0, Math.PI * 2);
interactiveCtx.fill();
}
}
// Render truly interactive/dynamic overlay (paths, points, highlights) at screen coordinates
function renderInteractive() {
// Clear viewport-sized canvas (super fast!)
@@ -1178,6 +1697,12 @@ function renderInteractive() {
const markerSize = Math.max(4, 3 * zoomLevel);
// Transport mode: render painted territory and results
if (state.mode === "transport") {
renderTransportMode();
return;
}
// Check what to show
const showUsedNodes =
document.getElementById("showUsedNodes").dataset.active === "true";
+78 -1
View File
@@ -118,11 +118,88 @@
</select>
</div>
<div class="mode-switch">
<button
class="mode-button active"
id="modePathfinding"
data-mode="pathfinding"
>
Pathfinding
</button>
<button class="mode-button" id="modeTransport" data-mode="transport">
Transport Ship
</button>
</div>
<div class="status-section">
<span id="status">Select a scenario to begin</span>
</div>
</div>
<!-- Transport Ship controls (only visible in transport mode) -->
<div
class="transport-controls"
id="transportControls"
style="display: none"
>
<div class="transport-legend">
<div class="transport-legend-item">
<div
class="transport-legend-color"
style="background: rgba(66, 135, 245, 0.7)"
></div>
<span>Territory</span>
</div>
<div class="transport-legend-item">
<div class="transport-legend-color" style="background: #2a4a6a"></div>
<span>Shores</span>
</div>
<div class="transport-legend-item">
<div
class="transport-legend-color"
style="background: rgba(200, 170, 80, 0.9)"
></div>
<span>Candidates</span>
</div>
<div class="transport-legend-item">
<div class="transport-legend-color" style="background: #ff8800"></div>
<span>Original</span>
</div>
<div class="transport-legend-item">
<div class="transport-legend-color" style="background: #44ff44"></div>
<span>Selected</span>
</div>
<div class="transport-legend-item">
<div
class="transport-legend-color"
style="background: #00ffff; height: 2px"
></div>
<span>Path</span>
</div>
</div>
<div class="transport-control-row">
<label>Brush Size:</label>
<input
type="range"
id="brushSize"
min="1"
max="20"
step="1"
value="5"
/>
<span id="brushSizeValue">5</span>
</div>
<div class="transport-control-row">
<button id="clearTerritory" class="clear-button">
Clear Territory
</button>
</div>
<div class="transport-info">
<span>Painted tiles: <strong id="paintedCount">0</strong></span>
<span>Shores: <strong id="shoreCount">0</strong></span>
</div>
</div>
<!-- Debug controls panel (left) -->
<div class="debug-panel">
<div class="debug-panel-row">
@@ -149,7 +226,7 @@
<!-- View controls panel (right) -->
<div class="view-panel">
<div class="zoom-control">
<input type="range" id="zoom" min="0.1" max="5" step="0.1" value="1" />
<input type="range" id="zoom" min="0.1" max="10" step="0.1" value="1" />
<span id="zoomValue">1.0x</span>
</div>
<button class="toggle-button" id="showColoredMap" data-active="false">
+119 -1
View File
@@ -369,7 +369,7 @@ canvas {
/* Timings panel (left side) */
.timings-panel {
position: fixed;
top: 250px;
top: 280px;
left: 20px;
background: rgba(42, 42, 42, 0.95);
backdrop-filter: blur(10px);
@@ -858,3 +858,121 @@ button:disabled {
transform: none;
}
}
/* Mode switch */
.mode-switch {
display: flex;
gap: 0;
margin-bottom: 15px;
border-radius: 8px;
overflow: hidden;
border: 2px solid #404040;
}
.mode-button {
flex: 1;
background: #1a1a1a;
color: #888;
border: none;
padding: 10px 16px;
font-size: 14px;
font-weight: 600;
cursor: pointer;
transition: all 0.2s;
border-radius: 0;
}
.mode-button:hover {
background: #2a2a2a;
color: #aaa;
}
.mode-button.active {
background: #0066cc;
color: white;
}
.mode-button.active:hover {
background: #0052a3;
}
/* Transport Ship controls - positioned at bottom left like debug panel */
.transport-controls {
position: fixed;
bottom: 20px;
left: 20px;
background: rgba(42, 42, 42, 0.95);
backdrop-filter: blur(10px);
border-radius: 12px;
padding: 15px;
box-shadow: 0 4px 20px rgba(0, 0, 0, 0.5);
z-index: 10;
border: 1px solid rgba(255, 255, 255, 0.1);
min-width: 220px;
}
.transport-control-row {
display: flex;
align-items: center;
gap: 10px;
margin-bottom: 10px;
}
.transport-control-row label {
font-size: 14px;
color: #aaa;
min-width: 80px;
}
.transport-control-row input[type="range"] {
flex: 1;
}
.transport-control-row span {
font-size: 14px;
color: #e0e0e0;
min-width: 24px;
text-align: right;
}
.transport-control-row .clear-button {
width: 100%;
}
.transport-info {
display: flex;
flex-direction: column;
gap: 4px;
padding-top: 10px;
border-top: 1px solid #404040;
font-size: 13px;
color: #888;
}
.transport-info strong {
color: #e0e0e0;
}
.transport-legend {
display: grid;
grid-template-columns: 1fr 1fr;
gap: 6px 12px;
margin-bottom: 12px;
padding-bottom: 12px;
border-bottom: 1px solid #404040;
}
.transport-legend-item {
display: flex;
align-items: center;
gap: 8px;
font-size: 12px;
color: #aaa;
}
.transport-legend-color {
width: 14px;
height: 10px;
border-radius: 2px;
flex-shrink: 0;
}
+53
View File
@@ -8,6 +8,7 @@ import {
listMaps,
} from "./api/maps.js";
import { clearAdapterCaches, computePath } from "./api/pathfinding.js";
import { computeSpatialQuery } from "./api/spatialQuery.js";
const app = express();
const PORT = process.env.PORT ?? 5555;
@@ -156,6 +157,58 @@ app.post("/api/pathfind", async (req: Request, res: Response) => {
}
});
/**
* POST /api/spatial-query
* Compute spatial query for transport ship (closestShoreByWater)
*
* Request body:
* {
* map: string,
* ownedTiles: number[], // Array of tile indices (y * width + x)
* target: [x, y]
* }
*/
app.post("/api/spatial-query", async (req: Request, res: Response) => {
try {
const { map, ownedTiles, target } = req.body;
if (!map || !ownedTiles || !target) {
return res.status(400).json({
error: "Invalid request",
message: "Missing required fields: map, ownedTiles, target",
});
}
if (!Array.isArray(ownedTiles)) {
return res.status(400).json({
error: "Invalid ownedTiles",
message: "ownedTiles must be an array of tile indices",
});
}
if (!Array.isArray(target) || target.length !== 2) {
return res.status(400).json({
error: "Invalid target",
message: "target must be [x, y] coordinate array",
});
}
const result = await computeSpatialQuery(
map,
ownedTiles,
target as [number, number],
);
res.json(result);
} catch (error) {
console.error("Error computing spatial query:", error);
res.status(500).json({
error: "Failed to compute spatial query",
message: error instanceof Error ? error.message : String(error),
});
}
});
/**
* POST /api/cache/clear
* Clear all caches (useful for development)