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https://github.com/openfrontio/OpenFrontIO.git
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85def73bd9
# Pathfinding pt. 3 ## Description: This PR introduces final change to the pathfinding - path refinement. It optimizes Line of Sight refinement by searching with for the best tile with a binary search instead of linearly. And then spends the recovered budget on better refinement of the first and last 50 tiles of the journey - the place where user is most likely to look at. Additionally this PR re-introduces magnitude check and makes the ships prefer sailing close to the coast, but not too close. ## 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 ## What? | Before | After | | :--- | :--- | | <img width="1097" height="1117" alt="image" src="https://github.com/user-attachments/assets/4a0b300d-10ef-4151-b6dc-33acfb49f992" /> | <img width="1093" height="1119" alt="image" src="https://github.com/user-attachments/assets/cf81c515-c145-40f4-91e5-a4353986907b" /> | | <img width="1096" height="1129" alt="image" src="https://github.com/user-attachments/assets/21b46bce-f961-4259-88f6-fe4a66180270" /> | <img width="1098" height="1126" alt="image" src="https://github.com/user-attachments/assets/d92587d1-e6b6-4353-b4a4-1efe71bca43d" /> | ## Performance There is actually a severe performance impact of these changes. The path initial path takes almost 2x as long to generate - this is because pre processing can only do so much if the initial path is ugly. Luckily in real gameplay we only need to do this calculation once per edge, so the actual observed performance impact should be much smaller. Cache FTW. | | No Cache | Cache | | :--- | :--- | :--- | | Before | 277.04ms | 208.58ms | | After | 498.34ms | 264.27ms | ## DebugSpan Small utility, it allows any code to be easily instrumented for performance. The idea is the same as with [OTEL Spans](https://opentelemetry.io/docs/concepts/signals/traces/). Produce a span, create sub-spans, measure whatever you need. Works only when `globalThis.__DEBUG_SPAN_ENABLED__ === true`, otherwise no-op. Cool stuff, try it out: ```ts // Convenient wrapper, small performance impact return DebugSpan.wrap('add', () => a + b) // Synchronous API, basically free DebugSpan.start('work') work() DebugSpan.end() // Create sub spans DebugSpan.wrap('complex', () => { const aPlusB = DebugSpan.wrap('add', () => a + b) DebugSpan.set('additionResult', () => aPlusB) // Store data return aPlusB * c }) // Access spans, data and timing const span = DebugSpan.getLast() const compelxSpan = DebugSpan.getLast('complex') console.log(complexSpan.duration, complexSpan.data['additionResult']) ``` These are virtually free and can be enabled on-demand **in production** and available in the devtools. Under the hood devtools integration is just a wrapper around [Performance API](https://developer.mozilla.org/en-US/docs/Web/API/Performance_API). For clarity data keys not prefixed by `$` are omitted from the integration. Every key prefixed with `$` must be fully JSON serializable. <img width="977" height="799" alt="image" src="https://github.com/user-attachments/assets/b4d43506-1639-4f78-a611-30e61de12a07" />
416 lines
12 KiB
TypeScript
416 lines
12 KiB
TypeScript
import { GameMap, TileRef } from "../../game/GameMap";
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import { DebugSpan } from "../../utilities/DebugSpan";
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import { PathFinder } from "../types";
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import { AbstractGraphAStar } from "./AStar.AbstractGraph";
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import { AStarWaterBounded } from "./AStar.WaterBounded";
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import { AbstractGraph, AbstractNode } from "./AbstractGraph";
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import { BFSGrid } from "./BFS.Grid";
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import { LAND_MARKER } from "./ConnectedComponents";
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export class AStarWaterHierarchical implements PathFinder<number> {
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private tileBFS: BFSGrid;
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private abstractAStar: AbstractGraphAStar;
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private localAStar: AStarWaterBounded;
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private localAStarMultiCluster: AStarWaterBounded;
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private sourceResolver: SourceResolver;
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constructor(
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private map: GameMap,
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private graph: AbstractGraph,
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private options: {
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cachePaths?: boolean;
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} = {},
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) {
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// BFS for nearest node search
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this.tileBFS = new BFSGrid(map.width() * map.height());
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const clusterSize = graph.clusterSize;
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// AbstractGraphAStar for abstract graph routing
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this.abstractAStar = new AbstractGraphAStar(this.graph);
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// BoundedAStar for cluster-bounded local pathfinding
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const maxLocalNodes = clusterSize * clusterSize;
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this.localAStar = new AStarWaterBounded(map, maxLocalNodes);
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// BoundedAStar for multi-cluster (3x3) local pathfinding
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const multiClusterSize = clusterSize * 3;
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const maxMultiClusterNodes = multiClusterSize * multiClusterSize;
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this.localAStarMultiCluster = new AStarWaterBounded(
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map,
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maxMultiClusterNodes,
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);
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// SourceResolver for multi-source search
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this.sourceResolver = new SourceResolver(this.map, this.graph);
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}
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findPath(from: number | number[], to: number): number[] | null {
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return DebugSpan.wrap("AStar.WaterHierarchical:findPath", () => {
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DebugSpan.set("$to", () => to);
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DebugSpan.set("$from", () => from);
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if (Array.isArray(from)) {
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return this.findPathMultiSource(from as TileRef[], to as TileRef);
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}
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return this.findPathSingle(from as TileRef, to as TileRef);
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});
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}
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private findPathMultiSource(
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sources: TileRef[],
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target: TileRef,
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): TileRef[] | null {
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// 1. Resolve target to abstract node
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const targetNode = this.sourceResolver.resolveTarget(target);
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if (!targetNode) return null;
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// 2. Map sources → abstract nodes (cheap O(1) cluster lookup per source)
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const nodeToSource = this.sourceResolver.resolveSourcesToNodes(sources);
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if (nodeToSource.size === 0) return null;
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// 3. Run multi-source A* on abstract graph
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const nodeIds = [...nodeToSource.keys()];
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const nodePath = this.abstractAStar.findPath(nodeIds, targetNode.id);
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if (!nodePath) return null;
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// 4. Get winning source tile (nodePath[0] is winning start node)
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const winningSource = nodeToSource.get(nodePath[0])!;
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// 5. Run full single-source from winner
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return this.findPathSingle(winningSource, target);
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}
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findPathSingle(from: TileRef, to: TileRef): TileRef[] | null {
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const dist = this.map.manhattanDist(from, to);
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// Early exit for very short distances
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if (dist <= this.graph.clusterSize) {
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DebugSpan.start("earlyExit");
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const startX = this.map.x(from);
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const startY = this.map.y(from);
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const clusterX = Math.floor(startX / this.graph.clusterSize);
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const clusterY = Math.floor(startY / this.graph.clusterSize);
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const localPath = this.findLocalPath(from, to, clusterX, clusterY, true);
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DebugSpan.end();
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if (localPath) {
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return localPath;
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}
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}
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DebugSpan.start("nodeLookup");
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const startNode = this.findNearestNode(from);
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const endNode = this.findNearestNode(to);
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DebugSpan.end();
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if (!startNode) {
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return null;
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}
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if (!endNode) {
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return null;
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}
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if (startNode.id === endNode.id) {
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DebugSpan.start("sameNodeLocalPath");
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const clusterX = Math.floor(startNode.x / this.graph.clusterSize);
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const clusterY = Math.floor(startNode.y / this.graph.clusterSize);
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const path = this.findLocalPath(from, to, clusterX, clusterY, true);
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DebugSpan.end();
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return path;
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}
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DebugSpan.start("abstractPath");
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const nodePath = this.findAbstractPath(startNode.id, endNode.id);
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DebugSpan.end();
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if (!nodePath) {
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return null;
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}
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DebugSpan.set("nodePath", () =>
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nodePath
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.map((nodeId) => {
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const node = this.graph.getNode(nodeId);
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return node ? node.tile : -1;
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})
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.filter((tile) => tile !== -1),
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);
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const initialPath: TileRef[] = [];
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DebugSpan.start("initialPath");
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// 1. Find path from start to first node
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const firstNode = this.graph.getNode(nodePath[0])!;
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const firstNodeTile = firstNode.tile;
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const startX = this.map.x(from);
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const startY = this.map.y(from);
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const startClusterX = Math.floor(startX / this.graph.clusterSize);
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const startClusterY = Math.floor(startY / this.graph.clusterSize);
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const startSegment = this.findLocalPath(
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from,
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firstNodeTile,
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startClusterX,
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startClusterY,
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);
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if (!startSegment) {
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return null;
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}
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initialPath.push(...startSegment);
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// 2. Build path through abstract nodes
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for (let i = 0; i < nodePath.length - 1; i++) {
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const fromNodeId = nodePath[i];
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const toNodeId = nodePath[i + 1];
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const edge = this.graph.getEdgeBetween(fromNodeId, toNodeId);
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if (!edge) {
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return null;
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}
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const fromNode = this.graph.getNode(fromNodeId)!;
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const toNode = this.graph.getNode(toNodeId)!;
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const fromTile = fromNode.tile;
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const toTile = toNode.tile;
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// Check path cache (stored on graph, shared across all instances)
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// Cache is direction-aware: A→B and B→A are cached separately
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if (this.options.cachePaths) {
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const cachedPath = this.graph.getCachedPath(edge.id, fromNodeId);
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if (cachedPath && cachedPath.length > 0) {
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// Path is cached for this exact direction, use as-is
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initialPath.push(...cachedPath.slice(1));
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DebugSpan.set(
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"$cachedSegmentsUsed",
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(prev) => ((prev as number) ?? 0) + 1,
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);
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continue;
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}
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}
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const segmentPath = this.findLocalPath(
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fromTile,
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toTile,
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edge.clusterX,
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edge.clusterY,
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);
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if (!segmentPath) {
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return null;
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}
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initialPath.push(...segmentPath.slice(1));
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// Cache the path for this direction
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if (this.options.cachePaths) {
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this.graph.setCachedPath(edge.id, fromNodeId, segmentPath);
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}
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}
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// 3. Find path from last node to end
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const lastNode = this.graph.getNode(nodePath[nodePath.length - 1])!;
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const lastNodeTile = lastNode.tile;
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const endX = this.map.x(to);
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const endY = this.map.y(to);
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const endClusterX = Math.floor(endX / this.graph.clusterSize);
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const endClusterY = Math.floor(endY / this.graph.clusterSize);
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const endSegment = this.findLocalPath(
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lastNodeTile,
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to,
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endClusterX,
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endClusterY,
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);
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if (!endSegment) {
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return null;
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}
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initialPath.push(...endSegment.slice(1));
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DebugSpan.set("initialPath", () => initialPath);
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// Smoothing moved to SmoothingTransformer - return raw path
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return initialPath;
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}
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private findNearestNode(tile: TileRef): AbstractNode | null {
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const x = this.map.x(tile);
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const y = this.map.y(tile);
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const clusterX = Math.floor(x / this.graph.clusterSize);
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const clusterY = Math.floor(y / this.graph.clusterSize);
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const clusterSize = this.graph.clusterSize;
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const minX = clusterX * clusterSize;
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const minY = clusterY * clusterSize;
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const maxX = Math.min(this.map.width() - 1, minX + clusterSize - 1);
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const maxY = Math.min(this.map.height() - 1, minY + clusterSize - 1);
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const cluster = this.graph.getCluster(clusterX, clusterY);
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if (!cluster || cluster.nodeIds.length === 0) {
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return null;
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}
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const candidateNodes = cluster.nodeIds.map((id) => this.graph.getNode(id)!);
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const maxDistance = clusterSize * clusterSize;
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return this.tileBFS.search(
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this.map.width(),
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this.map.height(),
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tile,
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maxDistance,
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(t: TileRef) => this.graph.getComponentId(t) !== LAND_MARKER,
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(t: TileRef, _dist: number) => {
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const tileX = this.map.x(t);
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const tileY = this.map.y(t);
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for (const node of candidateNodes) {
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if (node.x === tileX && node.y === tileY) {
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return node;
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}
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}
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if (tileX < minX || tileX > maxX || tileY < minY || tileY > maxY) {
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return null;
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}
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},
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);
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}
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private findAbstractPath(
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fromNodeId: number,
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toNodeId: number,
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): number[] | null {
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return this.abstractAStar.findPath(fromNodeId, toNodeId);
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}
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private findLocalPath(
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from: TileRef,
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to: TileRef,
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clusterX: number,
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clusterY: number,
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multiCluster: boolean = false,
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): TileRef[] | null {
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// Calculate cluster bounds
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const clusterSize = this.graph.clusterSize;
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let minX: number;
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let minY: number;
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let maxX: number;
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let maxY: number;
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if (multiCluster) {
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// 3×3 clusters centered on the starting cluster
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minX = Math.max(0, (clusterX - 1) * clusterSize);
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minY = Math.max(0, (clusterY - 1) * clusterSize);
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maxX = Math.min(this.map.width() - 1, (clusterX + 2) * clusterSize - 1);
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maxY = Math.min(this.map.height() - 1, (clusterY + 2) * clusterSize - 1);
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} else {
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minX = clusterX * clusterSize;
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minY = clusterY * clusterSize;
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maxX = Math.min(this.map.width() - 1, minX + clusterSize - 1);
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maxY = Math.min(this.map.height() - 1, minY + clusterSize - 1);
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}
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// Choose the appropriate BoundedAStar based on search area
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const selectedAStar = multiCluster
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? this.localAStarMultiCluster
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: this.localAStar;
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// Run BoundedAStar on bounded region - works directly on map coords
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const path = selectedAStar.searchBounded(from, to, {
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minX,
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maxX,
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minY,
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maxY,
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});
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if (!path || path.length === 0) {
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return null;
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}
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// Fix endpoints: BoundedAStar clamps tiles to bounds, but node tiles may be
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// just outside cluster bounds. Ensure path starts/ends at exact requested tiles.
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if (path[0] !== from) {
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path.unshift(from);
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}
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if (path[path.length - 1] !== to) {
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path.push(to);
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}
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return path;
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}
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}
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// Helper class for resolving tiles to abstract nodes
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// Assumes tiles are already water and component-filtered (by transformer pipeline)
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class SourceResolver {
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constructor(
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private map: GameMap,
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private graph: AbstractGraph,
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) {}
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// Resolves target to its abstract node
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resolveTarget(target: TileRef): AbstractNode | null {
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return this.getClusterNode(target);
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}
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// Maps sources → abstract nodes, returns Map<nodeId, sourceTile>
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resolveSourcesToNodes(sources: TileRef[]): Map<number, TileRef> {
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const nodeToSource = new Map<number, TileRef>();
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const nodeToDist = new Map<number, number>();
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for (const source of sources) {
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const node = this.getClusterNode(source);
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if (node === null) continue;
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const x = this.map.x(source);
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const y = this.map.y(source);
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const dist = Math.abs(node.x - x) + Math.abs(node.y - y);
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// Keep closest source per node
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const prevDist = nodeToDist.get(node.id);
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if (prevDist === undefined || dist < prevDist) {
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nodeToSource.set(node.id, source);
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nodeToDist.set(node.id, dist);
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}
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}
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return nodeToSource;
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}
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private getClusterNode(tile: TileRef): AbstractNode | null {
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const x = this.map.x(tile);
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const y = this.map.y(tile);
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const clusterX = Math.floor(x / this.graph.clusterSize);
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const clusterY = Math.floor(y / this.graph.clusterSize);
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const cluster = this.graph.getCluster(clusterX, clusterY);
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if (!cluster || cluster.nodeIds.length === 0) return null;
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// Return closest node to tile
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let bestNode: AbstractNode | null = null;
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let bestDist = Infinity;
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for (const nodeId of cluster.nodeIds) {
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const node = this.graph.getNode(nodeId);
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if (!node) continue;
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const dist = Math.abs(node.x - x) + Math.abs(node.y - y);
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if (dist < bestDist) {
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bestDist = dist;
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bestNode = node;
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}
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}
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return bestNode;
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}
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}
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