1
0
forked from noxious/server

Improved pathfinding

This commit is contained in:
2024-07-28 02:47:46 +02:00
parent f2fcc67cb6
commit 6c30e8d277
3 changed files with 304 additions and 191 deletions

View File

@ -1,79 +1,101 @@
import { Server } from 'socket.io'
import { TSocket } from '../../utilities/Types'
import ZoneManager from '../../managers/ZoneManager'
import prisma from '../../utilities/Prisma'
import AStar from '../../utilities/Player/AStar'
import Rotation from '../../utilities/Player/Rotation'
import { Server } from 'socket.io';
import { TSocket } from '../../utilities/Types';
import ZoneManager from '../../managers/ZoneManager';
import prisma from '../../utilities/Prisma';
import AStar, { type Node } from '../../utilities/Player/AStar';
import Rotation from '../../utilities/Player/Rotation';
type SocketResponseT = {
position_x: number
position_y: number
interface SocketResponse {
position_x: number;
position_y: number;
}
export default function (socket: TSocket, io: Server) {
socket.on('character:move', async (data: SocketResponseT) => {
interface Character {
id: number;
position_x: number;
position_y: number;
rotation: number;
zoneId: number;
}
export default function setupCharacterMove(socket: TSocket, io: Server) {
socket.on('character:move', async (data: SocketResponse) => {
try {
console.log('character:move requested', data)
console.log('character:move requested', data);
if (!socket.character) {
console.log('character:move error', 'Character not found')
return
console.error('character:move error', 'Character not found');
return;
}
const start = {
x: socket.character.position_x,
y: socket.character.position_y,
g: 0,
h: 0,
f: 0
}
const end = {
x: data.position_x,
y: data.position_y,
g: 0,
h: 0,
f: 0
}
const grid = await ZoneManager.getGrid(socket.character.zoneId)
const grid = await ZoneManager.getGrid(socket.character.zoneId);
if (grid.length === 0) {
console.log('character:move error', 'Grid not found')
return
console.error('character:move error', 'Grid not found');
return;
}
const path = AStar.findPath(start, end, grid)
const start = { x: socket.character.position_x, y: socket.character.position_y };
const end = { x: data.position_x, y: data.position_y };
console.log('Starting position:', start);
console.log('Target position:', end);
console.log('Grid:', grid);
const path = AStar.findPath(start, end, grid);
console.log('Calculated path:', path);
if (path.length > 0) {
const finalPosition = path[path.length - 1]
// Calculate the rotation
const rotation = Rotation.calculate(socket.character.position_x, socket.character.position_y, finalPosition.x, finalPosition.y)
socket.character.position_x = finalPosition.x
socket.character.position_y = finalPosition.y
socket.character.rotation = rotation // Assuming character has a rotation property
await prisma.character.update({
where: {
id: socket.character.id
},
data: {
position_x: finalPosition.x,
position_y: finalPosition.y,
rotation: rotation // Update the rotation in the database
}
})
ZoneManager.updateCharacterInZone(socket.character.zoneId, socket.character)
io.in(socket.character.zoneId.toString()).emit('character:moved', socket.character)
console.log(socket.character)
await moveAlongPath(socket, io, path, grid);
} else {
console.log('character:move error', 'No valid path found')
console.log('character:move error', 'No valid path found');
}
} catch (error) {
console.log('character:move error', error)
console.error('character:move error', error);
}
})
});
}
async function moveAlongPath(socket: TSocket, io: Server, path: Node[], grid: number[][]) {
if (!socket.character) return;
for (const position of path) {
if (isObstacle(position, grid)) {
console.log('Obstacle encountered at', position);
break;
}
const rotation = Rotation.calculate(
socket.character.position_x,
socket.character.position_y,
position.x,
position.y
);
await updateCharacterPosition(socket.character, position.x, position.y, rotation);
ZoneManager.updateCharacterInZone(socket.character.zoneId, socket.character);
io.in(socket.character.zoneId.toString()).emit('character:moved', socket.character);
console.log('Character moved to', position);
// Add a small delay between moves to avoid overwhelming the server
await new Promise(resolve => setTimeout(resolve, 100));
}
}
function isObstacle(position: Node, grid: number[][]): boolean {
return grid[position.y][position.x] === 1;
}
async function updateCharacterPosition(character: Character, x: number, y: number, rotation: number) {
character.position_x = x;
character.position_y = y;
character.rotation = rotation;
await prisma.character.update({
where: { id: character.id },
data: { position_x: x, position_y: y, rotation }
});
}