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142 lines
5.1 KiB
TypeScript
142 lines
5.1 KiB
TypeScript
import { PriorityQueue } from "@datastructures-js/priority-queue";
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import { AStar } from "./AStar";
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import { PathFindResultType } from "./AStar";
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import { Cell } from "../game/Game";
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import { consolex } from "../Consolex";
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import { GameMap, TileRef } from "../game/GameMap";
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export class SerialAStar implements AStar {
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private fwdOpenSet: PriorityQueue<{ tile: TileRef; fScore: number; }>;
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private bwdOpenSet: PriorityQueue<{ tile: TileRef; fScore: number; }>;
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private fwdCameFrom: Map<TileRef, TileRef>;
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private bwdCameFrom: Map<TileRef, TileRef>;
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private fwdGScore: Map<TileRef, number>;
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private bwdGScore: Map<TileRef, number>;
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private meetingPoint: TileRef | null;
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public completed: boolean;
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constructor(
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private src: TileRef,
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private dst: TileRef,
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private canMove: (t: TileRef) => boolean,
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private iterations: number,
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private maxTries: number,
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private gameMap: GameMap
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) {
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this.fwdOpenSet = new PriorityQueue<{ tile: TileRef; fScore: number; }>(
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(a, b) => a.fScore - b.fScore
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);
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this.bwdOpenSet = new PriorityQueue<{ tile: TileRef; fScore: number; }>(
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(a, b) => a.fScore - b.fScore
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);
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this.fwdCameFrom = new Map<TileRef, TileRef>();
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this.bwdCameFrom = new Map<TileRef, TileRef>();
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this.fwdGScore = new Map<TileRef, number>();
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this.bwdGScore = new Map<TileRef, number>();
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this.meetingPoint = null;
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this.completed = false;
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// Initialize forward search
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this.fwdGScore.set(src, 0);
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this.fwdOpenSet.enqueue({ tile: src, fScore: this.heuristic(src, dst) });
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// Initialize backward search
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this.bwdGScore.set(dst, 0);
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this.bwdOpenSet.enqueue({ tile: dst, fScore: this.heuristic(dst, src) });
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}
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compute(): PathFindResultType {
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if (this.completed) return PathFindResultType.Completed;
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this.maxTries -= 1;
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let iterations = this.iterations;
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while (!this.fwdOpenSet.isEmpty() && !this.bwdOpenSet.isEmpty()) {
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iterations--;
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if (iterations <= 0) {
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if (this.maxTries <= 0) {
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return PathFindResultType.PathNotFound;
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}
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return PathFindResultType.Pending;
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}
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// Process forward search
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const fwdCurrent = this.fwdOpenSet.dequeue()!.tile;
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if (this.bwdGScore.has(fwdCurrent)) {
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// We found a meeting point!
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this.meetingPoint = fwdCurrent;
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this.completed = true;
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return PathFindResultType.Completed;
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}
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this.expandTileRef(fwdCurrent, true);
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// Process backward search
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const bwdCurrent = this.bwdOpenSet.dequeue()!.tile;
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if (this.fwdGScore.has(bwdCurrent)) {
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// We found a meeting point!
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this.meetingPoint = bwdCurrent;
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this.completed = true;
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return PathFindResultType.Completed;
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}
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this.expandTileRef(bwdCurrent, false);
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}
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return this.completed ? PathFindResultType.Completed : PathFindResultType.PathNotFound;
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}
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private expandTileRef(current: TileRef, isForward: boolean) {
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for (const neighbor of this.gameMap.neighbors(current)) {
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if (neighbor != (isForward ? this.dst : this.src) && !this.canMove(neighbor)) continue;
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const gScore = isForward ? this.fwdGScore : this.bwdGScore;
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const openSet = isForward ? this.fwdOpenSet : this.bwdOpenSet;
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const cameFrom = isForward ? this.fwdCameFrom : this.bwdCameFrom;
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let tentativeGScore = gScore.get(current)! + this.gameMap.cost(neighbor);
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if (!gScore.has(neighbor) || tentativeGScore < gScore.get(neighbor)!) {
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cameFrom.set(neighbor, current);
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gScore.set(neighbor, tentativeGScore);
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const fScore = tentativeGScore + this.heuristic(
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neighbor,
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isForward ? this.dst : this.src
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);
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openSet.enqueue({ tile: neighbor, fScore: fScore });
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}
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}
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}
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private heuristic(a: TileRef, b: TileRef): number {
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// TODO use wrapped
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try {
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return 1.1 * Math.abs(this.gameMap.x(a) - this.gameMap.x(b)) + Math.abs(this.gameMap.y(a) - this.gameMap.y(b));
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} catch {
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consolex.log('uh oh')
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}
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}
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public reconstructPath(): Cell[] {
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if (!this.meetingPoint) return [];
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// Reconstruct path from start to meeting point
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const fwdPath: TileRef[] = [this.meetingPoint];
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let current = this.meetingPoint;
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while (this.fwdCameFrom.has(current)) {
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current = this.fwdCameFrom.get(current)!;
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fwdPath.unshift(current);
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}
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// Reconstruct path from meeting point to goal
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current = this.meetingPoint;
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while (this.bwdCameFrom.has(current)) {
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current = this.bwdCameFrom.get(current)!;
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fwdPath.push(current);
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}
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return fwdPath.map(sn => new Cell(this.gameMap.x(sn), this.gameMap.y(sn)));
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}
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}
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