forked from noxious/server
135 lines
4.0 KiB
TypeScript
135 lines
4.0 KiB
TypeScript
interface Position {
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x: number
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y: number
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}
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export interface Node extends Position {
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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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* A* pathfinding algorithm.
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*/
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export class AStar {
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private static readonly ORTHOGONAL_DIRECTIONS: Position[] = [
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{ x: 0, y: -1 }, { x: 0, y: 1 }, { x: -1, y: 0 }, { x: 1, y: 0 }
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]
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private static readonly DIAGONAL_DIRECTIONS: Position[] = [
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{ x: -1, y: -1 }, { x: -1, y: 1 }, { x: 1, y: -1 }, { x: 1, y: 1 }
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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) {
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const currentNode = this.getLowestFScoreNode(openList)
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if (this.isEndNode(currentNode, end)) {
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return this.reconstructPath(currentNode)
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}
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this.removeNodeFromOpenList(openList, currentNode)
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closedSet.add(this.nodeToString(currentNode))
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for (const neighbor of this.getValidNeighbors(currentNode, grid, end, allowDiagonal)) {
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if (closedSet.has(this.nodeToString(neighbor))) continue
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const tentativeGScore = currentNode.g + this.getDistance(currentNode, neighbor)
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if (!this.isInOpenList(openList, neighbor) || tentativeGScore < neighbor.g) {
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neighbor.parent = currentNode
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neighbor.g = tentativeGScore
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neighbor.h = this.heuristic(neighbor, end)
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neighbor.f = neighbor.g + neighbor.h
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if (!this.isInOpenList(openList, neighbor)) {
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openList.push(neighbor)
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}
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}
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}
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}
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return [] // No path found
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}
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private static getLowestFScoreNode(nodes: Node[]): Node {
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return nodes.reduce((min, node) => (node.f < min.f ? node : min))
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}
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private static isEndNode(node: Node, end: Position): boolean {
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return node.x === end.x && node.y === end.y
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}
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private static removeNodeFromOpenList(openList: Node[], node: Node): void {
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const index = openList.findIndex((n) => n.x === node.x && n.y === node.y)
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if (index !== -1) openList.splice(index, 1)
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}
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private static nodeToString(node: Position): string {
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return `${node.x},${node.y}`
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}
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private static getValidNeighbors(node: Node, grid: number[][], end: Position, allowDiagonal: boolean): Node[] {
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const directions = allowDiagonal
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? [...this.ORTHOGONAL_DIRECTIONS, ...this.DIAGONAL_DIRECTIONS]
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: this.ORTHOGONAL_DIRECTIONS
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return directions
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.map((dir) => ({
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x: node.x + dir.x,
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y: node.y + dir.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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.filter((pos) => this.isValidPosition(pos, grid, end))
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}
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private static isValidPosition(pos: Position, grid: number[][], end: Position): boolean {
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const { x, y } = pos
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return x >= 0 && y >= 0 && x < grid.length && y < grid[0].length &&
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(grid[y][x] === 0 || (x === end.x && y === end.y))
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}
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private static isInOpenList(openList: Node[], node: Position): boolean {
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return openList.some((n) => n.x === node.x && n.y === node.y)
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}
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private static getDistance(a: Position, b: Position): number {
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const dx = Math.abs(a.x - b.x)
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const dy = Math.abs(a.y - b.y)
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return Math.sqrt(dx * dx + dy * dy)
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}
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private static heuristic(node: Position, goal: Position): number {
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return this.getDistance(node, goal)
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}
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private static reconstructPath(endNode: Node): Node[] {
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const path: Node[] = []
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let currentNode: Node | undefined = endNode
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while (currentNode) {
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path.unshift(currentNode)
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currentNode = currentNode.parent
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}
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return path
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}
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} |