forked from noxious/server
Improved pathfinding
This commit is contained in:
parent
f2fcc67cb6
commit
6c30e8d277
@ -1,79 +1,101 @@
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import { Server } from 'socket.io'
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import { Server } from 'socket.io';
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import { TSocket } from '../../utilities/Types'
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import { TSocket } from '../../utilities/Types';
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import ZoneManager from '../../managers/ZoneManager'
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import ZoneManager from '../../managers/ZoneManager';
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import prisma from '../../utilities/Prisma'
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import prisma from '../../utilities/Prisma';
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import AStar from '../../utilities/Player/AStar'
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import AStar, { type Node } from '../../utilities/Player/AStar';
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import Rotation from '../../utilities/Player/Rotation'
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import Rotation from '../../utilities/Player/Rotation';
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type SocketResponseT = {
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interface SocketResponse {
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position_x: number
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position_x: number;
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position_y: number
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position_y: number;
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}
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}
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export default function (socket: TSocket, io: Server) {
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interface Character {
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socket.on('character:move', async (data: SocketResponseT) => {
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id: number;
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position_x: number;
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position_y: number;
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rotation: number;
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zoneId: number;
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}
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export default function setupCharacterMove(socket: TSocket, io: Server) {
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socket.on('character:move', async (data: SocketResponse) => {
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try {
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try {
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console.log('character:move requested', data)
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console.log('character:move requested', data);
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if (!socket.character) {
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if (!socket.character) {
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console.log('character:move error', 'Character not found')
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console.error('character:move error', 'Character not found');
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return
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return;
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}
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}
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const start = {
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const grid = await ZoneManager.getGrid(socket.character.zoneId);
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x: socket.character.position_x,
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y: socket.character.position_y,
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g: 0,
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h: 0,
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f: 0
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}
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const end = {
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x: data.position_x,
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y: data.position_y,
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g: 0,
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h: 0,
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f: 0
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}
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const grid = await ZoneManager.getGrid(socket.character.zoneId)
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if (grid.length === 0) {
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if (grid.length === 0) {
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console.log('character:move error', 'Grid not found')
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console.error('character:move error', 'Grid not found');
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return
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return;
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}
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}
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const path = AStar.findPath(start, end, grid)
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const start = { x: socket.character.position_x, y: socket.character.position_y };
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const end = { x: data.position_x, y: data.position_y };
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console.log('Starting position:', start);
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console.log('Target position:', end);
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console.log('Grid:', grid);
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const path = AStar.findPath(start, end, grid);
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console.log('Calculated path:', path);
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if (path.length > 0) {
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if (path.length > 0) {
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const finalPosition = path[path.length - 1]
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await moveAlongPath(socket, io, path, grid);
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// Calculate the rotation
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const rotation = Rotation.calculate(socket.character.position_x, socket.character.position_y, finalPosition.x, finalPosition.y)
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socket.character.position_x = finalPosition.x
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socket.character.position_y = finalPosition.y
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socket.character.rotation = rotation // Assuming character has a rotation property
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await prisma.character.update({
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where: {
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id: socket.character.id
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},
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data: {
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position_x: finalPosition.x,
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position_y: finalPosition.y,
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rotation: rotation // Update the rotation in the database
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}
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})
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ZoneManager.updateCharacterInZone(socket.character.zoneId, socket.character)
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io.in(socket.character.zoneId.toString()).emit('character:moved', socket.character)
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console.log(socket.character)
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} else {
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} else {
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console.log('character:move error', 'No valid path found')
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console.log('character:move error', 'No valid path found');
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}
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}
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} catch (error) {
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} catch (error) {
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console.log('character:move error', error)
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console.error('character:move error', error);
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}
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}
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})
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});
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}
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async function moveAlongPath(socket: TSocket, io: Server, path: Node[], grid: number[][]) {
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if (!socket.character) return;
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for (const position of path) {
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if (isObstacle(position, grid)) {
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console.log('Obstacle encountered at', position);
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break;
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}
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const rotation = Rotation.calculate(
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socket.character.position_x,
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socket.character.position_y,
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position.x,
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position.y
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);
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await updateCharacterPosition(socket.character, position.x, position.y, rotation);
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ZoneManager.updateCharacterInZone(socket.character.zoneId, socket.character);
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io.in(socket.character.zoneId.toString()).emit('character:moved', socket.character);
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console.log('Character moved to', position);
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// Add a small delay between moves to avoid overwhelming the server
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await new Promise(resolve => setTimeout(resolve, 100));
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}
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}
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function isObstacle(position: Node, grid: number[][]): boolean {
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return grid[position.y][position.x] === 1;
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}
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async function updateCharacterPosition(character: Character, x: number, y: number, rotation: number) {
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character.position_x = x;
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character.position_y = y;
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character.rotation = rotation;
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await prisma.character.update({
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where: { id: character.id },
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data: { position_x: x, position_y: y, rotation }
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});
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}
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}
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@ -1,132 +1,124 @@
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import { Character, Zone } from '@prisma/client'
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import { Character, Zone } from '@prisma/client';
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import ZoneRepository from '../repositories/ZoneRepository'
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import ZoneRepository from '../repositories/ZoneRepository';
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import ZoneService from '../services/ZoneService'
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import ZoneService from '../services/ZoneService';
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import zoneRepository from '../repositories/ZoneRepository'
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import zoneRepository from '../repositories/ZoneRepository';
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type TLoadedZone = {
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type TLoadedZone = {
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zone: Zone
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zone: Zone,
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characters: Character[]
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characters: Character[],
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}
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grid: number[][]
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};
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class ZoneManager {
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class ZoneManager {
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private loadedZones: TLoadedZone[] = []
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private loadedZones: TLoadedZone[] = [];
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// Method to initialize zone manager
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// Method to initialize zone manager
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public async boot() {
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public async boot() {
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if (!(await ZoneRepository.getById(1))) {
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if (!(await ZoneRepository.getById(1))) {
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const zoneService = new ZoneService()
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const zoneService = new ZoneService();
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await zoneService.createDemoZone()
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await zoneService.createDemoZone();
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}
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}
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const zones = await ZoneRepository.getAll()
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const zones = await ZoneRepository.getAll();
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for (const zone of zones) {
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for (const zone of zones) {
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this.loadZone(zone)
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await this.loadZone(zone);
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}
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}
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console.log('[✅] Zone manager loaded')
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console.log('[✅] Zone manager loaded');
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}
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}
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// Method to handle individual zone loading
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// Method to handle individual zone loading
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public loadZone(zone: Zone) {
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public async loadZone(zone: Zone) {
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const grid = await this.getGrid(zone.id); // Create the grid for the zone
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this.loadedZones.push({
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this.loadedZones.push({
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zone,
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zone,
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characters: []
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characters: [],
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})
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grid
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console.log(`[✅] Zone ID ${zone.id} loaded`)
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});
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console.log(`[✅] Zone ID ${zone.id} loaded`);
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}
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}
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// Method to handle individual zone unloading
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// Method to handle individual zone unloading
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public unloadZone(zoneId: number) {
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public unloadZone(zoneId: number) {
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this.loadedZones = this.loadedZones.filter((loadedZone) => {
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this.loadedZones = this.loadedZones.filter((loadedZone) => {
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return loadedZone.zone.id !== zoneId
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return loadedZone.zone.id !== zoneId;
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})
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});
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console.log(`[❌] Zone ID ${zoneId} unloaded`)
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console.log(`[❌] Zone ID ${zoneId} unloaded`);
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}
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}
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// Getter for loaded zones
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// Getter for loaded zones
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public getLoadedZones(): TLoadedZone[] {
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public getLoadedZones(): TLoadedZone[] {
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return this.loadedZones
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return this.loadedZones;
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}
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// Check if position is walkable
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private isPositionWalkable(zoneId: number, x: number, y: number): boolean {
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const loadedZone = this.loadedZones.find((lz) => lz.zone.id === zoneId);
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return loadedZone ? loadedZone.grid[y][x] === 0 : false;
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}
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}
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public addCharacterToZone(zoneId: number, character: Character) {
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public addCharacterToZone(zoneId: number, character: Character) {
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const loadedZone = this.loadedZones.find((loadedZone) => {
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const loadedZone = this.loadedZones.find((loadedZone) => {
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return loadedZone.zone.id === zoneId
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return loadedZone.zone.id === zoneId;
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})
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});
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if (loadedZone) {
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if (loadedZone && this.isPositionWalkable(zoneId, character.position_x, character.position_y)) {
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loadedZone.characters.push(character)
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loadedZone.characters.push(character);
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}
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}
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}
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}
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public removeCharacterFromZone(zoneId: number, character: Character) {
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public removeCharacterFromZone(zoneId: number, character: Character) {
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const loadedZone = this.loadedZones.find((loadedZone) => {
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const loadedZone = this.loadedZones.find((loadedZone) => {
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return loadedZone.zone.id === zoneId
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return loadedZone.zone.id === zoneId;
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})
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});
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if (loadedZone) {
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if (loadedZone) {
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loadedZone.characters = loadedZone.characters.filter((loadedCharacter) => {
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loadedZone.characters = loadedZone.characters.filter((loadedCharacter) => {
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return loadedCharacter.id !== character.id
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return loadedCharacter.id !== character.id;
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})
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});
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}
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}
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}
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}
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public updateCharacterInZone(zoneId: number, character: Character) {
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public updateCharacterInZone(zoneId: number, character: Character) {
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const loadedZone = this.loadedZones.find((loadedZone) => {
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const loadedZone = this.loadedZones.find((loadedZone) => {
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return loadedZone.zone.id === zoneId
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return loadedZone.zone.id === zoneId;
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})
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});
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if (loadedZone) {
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if (loadedZone) {
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const characterIndex = loadedZone.characters.findIndex((loadedCharacter) => {
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const characterIndex = loadedZone.characters.findIndex((loadedCharacter) => {
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return loadedCharacter.id === character.id
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return loadedCharacter.id === character.id;
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})
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});
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if (characterIndex !== -1) {
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if (characterIndex !== -1) {
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loadedZone.characters[characterIndex] = character
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loadedZone.characters[characterIndex] = character;
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}
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}
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}
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}
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}
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}
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public getCharactersInZone(zoneId: number): Character[] {
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public getCharactersInZone(zoneId: number): Character[] {
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const loadedZone = this.loadedZones.find((loadedZone) => {
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const loadedZone = this.loadedZones.find((loadedZone) => {
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return loadedZone.zone.id === zoneId
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return loadedZone.zone.id === zoneId;
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})
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});
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return loadedZone ? loadedZone.characters : []
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return loadedZone ? loadedZone.characters : [];
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}
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}
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public async getGrid(zoneId: number): Promise<number[][]> {
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public async getGrid(zoneId: number): Promise<number[][]> {
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const zone = this.loadedZones.find((z) => z.zone.id === zoneId)
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const zone = this.loadedZones.find((z) => z.zone.id === zoneId);
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let grid: number[][] = []
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if (zone) return zone.grid;
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if (zone) {
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const eventTiles = await zoneRepository.getEventTiles(zoneId)
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const objects = await zoneRepository.getObjects(zoneId)
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// Create a grid based on the event tiles
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const loadedZone = await ZoneRepository.getById(zoneId);
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for (let i = 0; i < zone.zone.width; i++) {
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if (!loadedZone) return [];
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grid.push(Array(zone.zone.height).fill(0))
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}
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let grid: number[][] = Array.from({ length: loadedZone.height }, () => Array.from({ length: loadedZone.width }, () => 0));
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const eventTiles = await zoneRepository.getEventTiles(zoneId);
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// Set the grid values based on the event tiles, these are strings
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// Set the grid values based on the event tiles, these are strings
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eventTiles.forEach((eventTile) => {
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eventTiles.forEach((eventTile) => {
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if (eventTile.type === 'BLOCK') {
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if (eventTile.type === 'BLOCK') {
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grid[eventTile.position_x][eventTile.position_y] = 0
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grid[eventTile.position_y][eventTile.position_x] = 1;
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} else if (eventTile.type === 'WARP') {
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grid[eventTile.position_x][eventTile.position_y] = 1
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} else if (eventTile.type === 'NPC') {
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grid[eventTile.position_x][eventTile.position_y] = 2
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} else if (eventTile.type === 'ITEM') {
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grid[eventTile.position_x][eventTile.position_y] = 3
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}
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}
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});
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});
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objects.forEach((object) => {
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return grid;
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if (object.objectId === 'blank_tile') {
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grid[object.position_x][object.position_y] = 0
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} else {
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grid[object.position_x][object.position_y] = 1
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}
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});
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return grid
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}
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return []
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}
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}
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}
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}
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export default new ZoneManager()
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export default new ZoneManager();
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@ -1,84 +1,183 @@
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// utilities/AStar.ts
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interface Position {
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x: number;
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type Node = {
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y: number;
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x: number
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y: number
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parent?: Node
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g: number
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h: number
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f: number
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}
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}
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class AStar {
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export interface Node extends Position {
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static findPath(start: Node, end: Node, grid: number[][]): Node[] {
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parent?: Node;
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// Initialize the open and closed lists
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g: number;
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let openList: Node[] = []
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h: number;
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let closedList: Node[] = []
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f: number;
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}
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// Push the start node onto the open list
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/**
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openList.push(start)
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* A* pathfinding algorithm.
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*/
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class AStar {
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private static readonly ORTHOGONAL_DIRECTIONS: Position[] = [
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{ x: 0, y: -1 }, // up
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{ x: 0, y: 1 }, // down
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{ x: -1, y: 0 }, // left
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{ x: 1, y: 0 } // right
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];
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private static readonly DIAGONAL_DIRECTIONS: Position[] = [
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{ x: -1, y: -1 }, // up-left
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{ x: -1, y: 1 }, // down-left
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{ x: 1, y: -1 }, // up-right
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{ x: 1, y: 1 } // down-right
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];
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/**
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* Finds the shortest path from start to end on the given grid.
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* @param start - Start position.
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* @param end - End position.
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* @param grid - The grid representing the map (0 = open space, 1 = obstacle).
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* @param allowDiagonal - Whether diagonal movements are allowed.
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* @returns Array of `Node` representing the path from start to end.
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*/
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static findPath(start: Position, end: Position, grid: number[][], allowDiagonal: boolean = false): Node[] {
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const openList: Node[] = [];
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const closedSet = new Set<string>();
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const startNode: Node = { ...start, g: 0, h: 0, f: 0 };
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openList.push(startNode);
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while (openList.length > 0) {
|
while (openList.length > 0) {
|
||||||
// Get the node with the lowest f value
|
const currentNode = this.getLowestFScoreNode(openList);
|
||||||
let currentNode = openList.reduce((prev, curr) => (prev.f < curr.f ? prev : curr))
|
|
||||||
|
|
||||||
// Move the current node to the closed list
|
if (this.isEndNode(currentNode, end)) {
|
||||||
openList = openList.filter((node) => node !== currentNode)
|
return this.reconstructPath(currentNode);
|
||||||
closedList.push(currentNode)
|
|
||||||
|
|
||||||
// Check if we've reached the end
|
|
||||||
if (currentNode.x === end.x && currentNode.y === end.y) {
|
|
||||||
let path: Node[] = []
|
|
||||||
let curr = currentNode
|
|
||||||
while (curr) {
|
|
||||||
path.push(curr)
|
|
||||||
curr = curr.parent as Node
|
|
||||||
}
|
|
||||||
return path.reverse()
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Get the neighboring nodes
|
this.removeNodeFromOpenList(openList, currentNode);
|
||||||
let neighbors = this.getNeighbors(currentNode, grid)
|
closedSet.add(this.nodeToString(currentNode));
|
||||||
for (let neighbor of neighbors) {
|
|
||||||
if (closedList.some((node) => node.x === neighbor.x && node.y === neighbor.y)) {
|
for (const neighbor of this.getValidNeighbors(currentNode, grid, end, allowDiagonal)) {
|
||||||
continue
|
if (closedSet.has(this.nodeToString(neighbor))) continue;
|
||||||
|
|
||||||
|
const tentativeGScore = currentNode.g + this.getDistance(currentNode, neighbor);
|
||||||
|
|
||||||
|
if (!this.isInOpenList(openList, neighbor) || tentativeGScore < neighbor.g) {
|
||||||
|
neighbor.parent = currentNode;
|
||||||
|
neighbor.g = tentativeGScore;
|
||||||
|
neighbor.h = this.heuristic(neighbor, end);
|
||||||
|
neighbor.f = neighbor.g + neighbor.h;
|
||||||
|
|
||||||
|
if (!this.isInOpenList(openList, neighbor)) {
|
||||||
|
openList.push(neighbor);
|
||||||
}
|
}
|
||||||
|
|
||||||
neighbor.g = currentNode.g + 1
|
|
||||||
neighbor.h = Math.abs(neighbor.x - end.x) + Math.abs(neighbor.y - end.y)
|
|
||||||
neighbor.f = neighbor.g + neighbor.h
|
|
||||||
neighbor.parent = currentNode
|
|
||||||
|
|
||||||
if (!openList.some((node) => node.x === neighbor.x && node.y === neighbor.y)) {
|
|
||||||
openList.push(neighbor)
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// No path found
|
return []; // No path found
|
||||||
return []
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private static getNeighbors(node: Node, grid: number[][]): Node[] {
|
/**
|
||||||
let neighbors: Node[] = []
|
* Gets the node with the lowest F score from a list.
|
||||||
let directions = [
|
*/
|
||||||
{ x: 0, y: -1 },
|
private static getLowestFScoreNode(nodes: Node[]): Node {
|
||||||
{ x: 0, y: 1 },
|
return nodes.reduce((min, node) => (node.f < min.f ? node : min));
|
||||||
{ x: -1, y: 0 },
|
}
|
||||||
{ x: 1, y: 0 }
|
|
||||||
]
|
|
||||||
|
|
||||||
for (let direction of directions) {
|
/**
|
||||||
let x = node.x + direction.x
|
* Checks if the given node is the end node.
|
||||||
let y = node.y + direction.y
|
*/
|
||||||
|
private static isEndNode(node: Node, end: Position): boolean {
|
||||||
|
return node.x === end.x && node.y === end.y;
|
||||||
|
}
|
||||||
|
|
||||||
if (x >= 0 && y >= 0 && x < grid.length && y < grid[0].length && grid[x][y] === 0) {
|
/**
|
||||||
neighbors.push({ x, y, g: 0, h: 0, f: 0 })
|
* Removes a node from the open list.
|
||||||
|
*/
|
||||||
|
private static removeNodeFromOpenList(openList: Node[], node: Node): void {
|
||||||
|
const index = openList.findIndex(n => n.x === node.x && n.y === node.y);
|
||||||
|
if (index !== -1) openList.splice(index, 1);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Converts a node to a string representation.
|
||||||
|
*/
|
||||||
|
private static nodeToString(node: Position): string {
|
||||||
|
return `${node.x},${node.y}`;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Gets valid neighbors of the given node.
|
||||||
|
*/
|
||||||
|
private static getValidNeighbors(node: Node, grid: number[][], end: Position, allowDiagonal: boolean): Node[] {
|
||||||
|
const directions = allowDiagonal
|
||||||
|
? [...this.ORTHOGONAL_DIRECTIONS, ...this.DIAGONAL_DIRECTIONS]
|
||||||
|
: this.ORTHOGONAL_DIRECTIONS;
|
||||||
|
|
||||||
|
return directions
|
||||||
|
.map((dir) => ({
|
||||||
|
x: node.x + dir.x,
|
||||||
|
y: node.y + dir.y,
|
||||||
|
g: 0,
|
||||||
|
h: 0,
|
||||||
|
f: 0
|
||||||
|
}))
|
||||||
|
.filter((pos) => this.isValidPosition(pos, grid, end)) as Node[];
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Checks if the given position is valid.
|
||||||
|
*/
|
||||||
|
private static isValidPosition(pos: Position, grid: number[][], end: Position): boolean {
|
||||||
|
const { x, y } = pos;
|
||||||
|
return (
|
||||||
|
x >= 0 && y >= 0 &&
|
||||||
|
x < grid.length && y < grid[0].length &&
|
||||||
|
(grid[y][x] === 0 || (x === end.x && y === end.y))
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Checks if the given node is in the open list.
|
||||||
|
*/
|
||||||
|
private static isInOpenList(openList: Node[], node: Position): boolean {
|
||||||
|
return openList.some((n) => n.x === node.x && n.y === node.y);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Gets the distance between two positions.
|
||||||
|
*/
|
||||||
|
private static getDistance(a: Position, b: Position): number {
|
||||||
|
const dx = Math.abs(a.x - b.x);
|
||||||
|
const dy = Math.abs(a.y - b.y);
|
||||||
|
|
||||||
|
if (a.x === b.x || a.y === b.y) {
|
||||||
|
// Orthogonal movement (horizontal/vertical)
|
||||||
|
return Math.sqrt(dx * dx + dy * dy);
|
||||||
|
} else {
|
||||||
|
// Diagonal movement with cost sqrt(2)
|
||||||
|
return Math.sqrt(dx * dx + dy * dy);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
return neighbors
|
/**
|
||||||
|
* Heuristic function estimating the distance from a node to the goal.
|
||||||
|
*/
|
||||||
|
private static heuristic(node: Position, goal: Position): number {
|
||||||
|
return this.getDistance(node, goal);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Reconstructs the path from the end node.
|
||||||
|
*/
|
||||||
|
private static reconstructPath(endNode: Node): Node[] {
|
||||||
|
const path: Node[] = [];
|
||||||
|
let currentNode: Node | undefined = endNode;
|
||||||
|
|
||||||
|
while (currentNode) {
|
||||||
|
path.unshift(currentNode);
|
||||||
|
currentNode = currentNode.parent;
|
||||||
|
}
|
||||||
|
|
||||||
|
return path;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
export default AStar
|
export default AStar;
|
Loading…
x
Reference in New Issue
Block a user