import { BaseService } from '#application/base/baseService' import config from '#application/config' import { Character } from '#entities/character' import { Zone } from '#entities/zone' import ZoneManager from '#managers/zoneManager' import CharacterRepository from '#repositories/characterRepository' import ZoneRepository from '#repositories/zoneRepository' type Position = { x: number; y: number } export type Node = Position & { parent?: Node; g: number; h: number; f: number } class CharacterService extends BaseService { private readonly MOVEMENT_DELAY_MS = 250 private readonly DIRECTIONS = [ { x: 0, y: -1 }, // Up { x: 0, y: 1 }, // Down { x: -1, y: 0 }, // Left { x: 1, y: 0 }, // Right { x: -1, y: -1 }, // Up left { x: -1, y: 1 }, // Up right { x: 1, y: -1 }, // Down left { x: 1, y: 1 } // Down right ] public async calculatePath(character: Character, targetX: number, targetY: number): Promise { const zone = ZoneManager.getZoneById(character.zone!.id) const grid = await zone?.getGrid() if (!grid?.length) { this.logger.error('character:move error: Grid not found or empty') return null } const start: Position = { x: Math.floor(character.positionX), y: Math.floor(character.positionY) } const end: Position = { x: Math.floor(targetX), y: Math.floor(targetY) } return this.findPath(start, end, grid) } static calculateRotation(X1: number, Y1: number, X2: number, Y2: number): number { if (config.ALLOW_DIAGONAL_MOVEMENT) { // Check diagonal movements if (X1 > X2 && Y1 > Y2) { return 7 } else if (X1 < X2 && Y1 < Y2) { return 3 } else if (X1 > X2 && Y1 < Y2) { return 5 } else if (X1 < X2 && Y1 > Y2) { return 1 } } // Non-diagonal movements if (X1 > X2) { return 6 } else if (X1 < X2) { return 2 } else if (Y1 < Y2) { return 4 } else if (Y1 > Y2) { return 0 } return 0 // Default case } public async applyMovementDelay(): Promise { await new Promise((resolve) => setTimeout(resolve, this.MOVEMENT_DELAY_MS)) } private findPath(start: Position, end: Position, grid: number[][]): Node[] { const openList: Node[] = [{ ...start, g: 0, h: 0, f: 0 }] const closedSet = new Set() const getKey = (p: Position) => `${p.x},${p.y}` while (openList.length > 0) { const current = openList.reduce((min, node) => (node.f < min.f ? node : min)) if (current.x === end.x && current.y === end.y) return this.reconstructPath(current) openList.splice(openList.indexOf(current), 1) closedSet.add(getKey(current)) const neighbors = this.DIRECTIONS.slice(0, config.ALLOW_DIAGONAL_MOVEMENT ? 8 : 4) .map((dir) => ({ x: current.x + dir.x, y: current.y + dir.y })) .filter((pos) => this.isValidPosition(pos, grid, end)) for (const neighbor of neighbors) { if (closedSet.has(getKey(neighbor))) continue const g = current.g + this.getDistance(current, neighbor) const existing = openList.find((node) => node.x === neighbor.x && node.y === neighbor.y) if (!existing || g < existing.g) { const h = this.getDistance(neighbor, end) const node: Node = { ...neighbor, g, h, f: g + h, parent: current } if (!existing) openList.push(node) else Object.assign(existing, node) } } } return [] // No path found } private isValidPosition(pos: Position, grid: number[][], end: Position): boolean { return pos.x >= 0 && pos.y >= 0 && pos.x < grid[0].length && pos.y < grid.length && (grid[pos.y][pos.x] === 0 || (pos.x === end.x && pos.y === end.y)) } private getDistance(a: Position, b: Position): number { const dx = Math.abs(a.x - b.x), dy = Math.abs(a.y - b.y) // Manhattan distance for straight paths, then Euclidean for diagonals return dx + dy + (Math.sqrt(2) - 2) * Math.min(dx, dy) } private reconstructPath(endNode: Node): Node[] { const path: Node[] = [] for (let current: Node | undefined = endNode; current; current = current.parent) { path.unshift(current) } return path } } export default new CharacterService()