working on pathfinding

This commit is contained in:
Evan
2024-11-11 07:09:23 -08:00
parent 975750b294
commit f742f8acbf
3 changed files with 73 additions and 69 deletions
+71
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@@ -0,0 +1,71 @@
import { PriorityQueue } from "@datastructures-js/priority-queue";
import { Tile } from "./game/Game";
export class AStar {
private openSet: PriorityQueue<{ tile: Tile; fScore: number; }>;
private cameFrom: Map<Tile, Tile>;
private gScore: Map<Tile, number>;
private current: Tile | null;
public completed: boolean;
constructor(private src: Tile, private dst: Tile) {
this.openSet = new PriorityQueue<{ tile: Tile; fScore: number; }>(
(a, b) => a.fScore - b.fScore
);
this.cameFrom = new Map<Tile, Tile>();
this.gScore = new Map<Tile, number>();
this.current = null;
this.completed = false;
this.gScore.set(src, 0);
this.openSet.enqueue({ tile: src, fScore: this.heuristic(src, dst) });
}
compute(iterations: number): boolean {
if (this.completed) return true;
while (!this.openSet.isEmpty()) {
iterations--;
this.current = this.openSet.dequeue()!.tile;
if (iterations <= 0) {
return false;
}
if (this.current === this.dst) {
this.completed = true;
return true;
}
for (const neighbor of this.current.neighborsWrapped()) {
if (neighbor != this.dst && neighbor.isLand()) continue; // Skip non-water tiles
const tentativeGScore = this.gScore.get(this.current)! + 100 - neighbor.magnitude();
if (!this.gScore.has(neighbor) || tentativeGScore < this.gScore.get(neighbor)!) {
this.cameFrom.set(neighbor, this.current);
this.gScore.set(neighbor, tentativeGScore);
const fScore = tentativeGScore + this.heuristic(neighbor, this.dst);
this.openSet.enqueue({ tile: neighbor, fScore: fScore });
}
}
}
return this.completed;
}
private heuristic(a: Tile, b: Tile): number {
// Manhattan distance
return Math.abs(a.cell().x - b.cell().x) + Math.abs(a.cell().y - b.cell().y);
}
public reconstructPath(): Tile[] {
const path = [this.current!];
while (this.cameFrom.has(this.current!)) {
this.current = this.cameFrom.get(this.current!)!;
path.unshift(this.current);
}
return path;
}
}
+1 -1
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@@ -1,4 +1,4 @@
import { AllPlayers, Cell, Execution, MutableGame, MutablePlayer, MutableUnit, PlayerID, UnitType } from "../game/Game";
import { Cell, Execution, MutableGame, MutablePlayer, MutableUnit, PlayerID, UnitType } from "../game/Game";
export class DestroyerExecution implements Execution {
+1 -68
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@@ -1,8 +1,8 @@
import { PriorityQueue } from "@datastructures-js/priority-queue";
import { Unit, Cell, Execution, MutableUnit, MutableGame, MutablePlayer, Player, PlayerID, TerraNullius, Tile, TileEvent, UnitType } from "../game/Game";
import { and, bfs, manhattanDistWrapped, sourceDstOceanShore } from "../Util";
import { AttackExecution } from "./AttackExecution";
import { DisplayMessageEvent, MessageType } from "../../client/graphics/layers/EventsDisplay";
import { AStar } from "../PathFinding";
export class TransportShipExecution implements Execution {
@@ -150,70 +150,3 @@ export class TransportShipExecution implements Execution {
}
export class AStar {
private openSet: PriorityQueue<{ tile: Tile, fScore: number }>;
private cameFrom: Map<Tile, Tile>;
private gScore: Map<Tile, number>;
private current: Tile | null;
public completed: boolean;
constructor(private src: Tile, private dst: Tile) {
this.openSet = new PriorityQueue<{ tile: Tile, fScore: number }>(
(a, b) => a.fScore - b.fScore
);
this.cameFrom = new Map<Tile, Tile>();
this.gScore = new Map<Tile, number>();
this.current = null;
this.completed = false;
this.gScore.set(src, 0);
this.openSet.enqueue({ tile: src, fScore: this.heuristic(src, dst) });
}
compute(iterations: number): boolean {
if (this.completed) return true;
while (!this.openSet.isEmpty()) {
iterations--
this.current = this.openSet.dequeue()!.tile;
if (iterations <= 0) {
return false
}
if (this.current === this.dst) {
this.completed = true;
return true;
}
for (const neighbor of this.current.neighborsWrapped()) {
if (neighbor != this.dst && neighbor.isLand()) continue; // Skip non-water tiles
const tentativeGScore = this.gScore.get(this.current)! + 100 - neighbor.magnitude();
if (!this.gScore.has(neighbor) || tentativeGScore < this.gScore.get(neighbor)!) {
this.cameFrom.set(neighbor, this.current);
this.gScore.set(neighbor, tentativeGScore);
const fScore = tentativeGScore + this.heuristic(neighbor, this.dst);
this.openSet.enqueue({ tile: neighbor, fScore: fScore });
}
}
}
return this.completed;
}
private heuristic(a: Tile, b: Tile): number {
// Manhattan distance
return Math.abs(a.cell().x - b.cell().x) + Math.abs(a.cell().y - b.cell().y);
}
public reconstructPath(): Tile[] {
const path = [this.current!];
while (this.cameFrom.has(this.current!)) {
this.current = this.cameFrom.get(this.current!)!;
path.unshift(this.current);
}
return path;
}
}