Near perfect movement
This commit is contained in:
parent
9f84247839
commit
161a9795bc
@ -7,7 +7,7 @@ import CharacterMoveService from '@/services/characterMoveService'
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export default class CharacterMove extends BaseEvent {
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export default class CharacterMove extends BaseEvent {
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private readonly STEP_DELAY = 100
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private readonly STEP_DELAY = 100
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private readonly THROTTLE_DELAY = 230
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private readonly THROTTLE_DELAY = 200
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private readonly MAX_REQUEST_DISTANCE = 30
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private readonly MAX_REQUEST_DISTANCE = 30
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private movementTimeout: NodeJS.Timeout | null = null
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private movementTimeout: NodeJS.Timeout | null = null
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private lastKnownPosition: { x: number; y: number } | null = null
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private lastKnownPosition: { x: number; y: number } | null = null
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@ -20,9 +20,7 @@ export default class CharacterMove extends BaseEvent {
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private async handleEvent({ positionX, positionY }: { positionX: number; positionY: number }): Promise<void> {
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private async handleEvent({ positionX, positionY }: { positionX: number; positionY: number }): Promise<void> {
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try {
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try {
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const mapCharacter = MapManager.getCharacterById(this.socket.characterId!)
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const mapCharacter = MapManager.getCharacterById(this.socket.characterId!)
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if (!mapCharacter?.getCharacter()) {
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if (!mapCharacter?.getCharacter()) return
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return
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}
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const character = mapCharacter.getCharacter()
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const character = mapCharacter.getCharacter()
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const currentX = character.getPositionX()
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const currentX = character.getPositionX()
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@ -30,14 +28,12 @@ export default class CharacterMove extends BaseEvent {
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// Enhanced throttling with position tracking
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// Enhanced throttling with position tracking
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const throttleKey = `movement_${this.socket.characterId}`
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const throttleKey = `movement_${this.socket.characterId}`
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if (this.isThrottled(throttleKey, this.THROTTLE_DELAY)) {
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if (this.isThrottled(throttleKey, this.THROTTLE_DELAY)) return
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return
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}
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// Stop any existing movement before starting a new one
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// Stop any existing movement before starting a new one
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await this.stopExistingMovement(mapCharacter)
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await this.stopExistingMovement(mapCharacter)
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// Validate current position against last known position
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// Validate movement
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const movementValidation = CharacterMoveService.validateMovementDistance(currentX, currentY, this.lastKnownPosition, this.STEP_DELAY, mapCharacter.isMoving)
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const movementValidation = CharacterMoveService.validateMovementDistance(currentX, currentY, this.lastKnownPosition, this.STEP_DELAY, mapCharacter.isMoving)
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if (!movementValidation.isValid) {
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if (!movementValidation.isValid) {
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@ -46,30 +42,21 @@ export default class CharacterMove extends BaseEvent {
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return
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return
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}
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}
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// Validate requested position distance
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// Calculate and validate path
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const requestValidation = CharacterMoveService.validateRequestDistance(currentX, currentY, positionX, positionY, this.MAX_REQUEST_DISTANCE)
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if (!requestValidation.isValid) {
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this.logger.warn(`Invalid movement distance detected: ${this.socket.characterId}`)
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return
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}
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const path = await CharacterMoveService.calculatePath(character, Math.floor(positionX), Math.floor(positionY))
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const path = await CharacterMoveService.calculatePath(character, Math.floor(positionX), Math.floor(positionY))
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if (!path?.length) {
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if (!path?.length) {
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// Ensure movement state is cleaned up for invalid paths
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mapCharacter.isMoving = false
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mapCharacter.isMoving = false
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mapCharacter.currentPath = null
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mapCharacter.currentPath = null
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CharacterMoveService.broadcastMovement(character, false)
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CharacterMoveService.broadcastMovement(character, false)
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return
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return
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}
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}
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// Only set movement state if we have a valid path
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// Start movement
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mapCharacter.currentPath = path
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mapCharacter.currentPath = path
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mapCharacter.isMoving = true
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mapCharacter.isMoving = true
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this.isProcessingMove = true
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this.isProcessingMove = true
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// Start the movement
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await this.moveAlongPath(mapCharacter)
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await this.moveAlongPath(mapCharacter)
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} catch (error: any) {
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} catch (error: any) {
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this.logger.error('map:character:move error: ' + error.message)
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this.logger.error('map:character:move error: ' + error.message)
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@ -102,7 +89,6 @@ export default class CharacterMove extends BaseEvent {
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let lastMoveTime = Date.now()
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let lastMoveTime = Date.now()
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let currentTile, nextTile
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let currentTile, nextTile
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const movementId = Date.now() // Unique identifier for this movement sequence
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try {
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try {
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for (let i = 0; i < path.length - 1; i++) {
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for (let i = 0; i < path.length - 1; i++) {
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@ -12,70 +12,6 @@ import type { Server } from 'socket.io'
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type Position = { positionX: number; positionY: number }
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type Position = { positionX: number; positionY: number }
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export type Node = Position & { parent?: Node; g: number; h: number; f: number }
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export type Node = Position & { parent?: Node; g: number; h: number; f: number }
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class PriorityQueue<T> {
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private items: T[] = []
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constructor(private compare: (a: T, b: T) => number) {}
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enqueue(item: T): void {
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this.items.push(item)
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this.siftUp(this.items.length - 1)
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}
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dequeue(): T | undefined {
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if (this.items.length === 0) return undefined
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const result = this.items[0]
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const last = this.items.pop()
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if (this.items.length > 0 && last !== undefined) {
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this.items[0] = last
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this.siftDown(0)
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}
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return result
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}
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get length(): number {
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return this.items.length
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}
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private siftUp(index: number): void {
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while (index > 0) {
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const parentIndex = Math.floor((index - 1) / 2)
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if (this.compare(this.items[index]!, this.items[parentIndex]!) < 0) {
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;[this.items[index], this.items[parentIndex]] = [this.items[parentIndex]!, this.items[index]!]
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index = parentIndex
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} else {
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break
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}
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}
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}
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private siftDown(index: number): void {
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const length = this.items.length
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while (true) {
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let minIndex = index
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const leftChild = 2 * index + 1
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const rightChild = 2 * index + 2
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if (leftChild < length && this.compare(this.items[leftChild]!, this.items[minIndex]!) < 0) {
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minIndex = leftChild
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}
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if (rightChild < length && this.compare(this.items[rightChild]!, this.items[minIndex]!) < 0) {
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minIndex = rightChild
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}
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if (minIndex === index) break
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;[this.items[index], this.items[minIndex]] = [this.items[minIndex]!, this.items[index]!]
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index = minIndex
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}
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}
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clear(): void {
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this.items = []
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}
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}
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class CharacterMoveService extends BaseService {
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class CharacterMoveService extends BaseService {
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private io: Server = SocketManager.getIO()
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private io: Server = SocketManager.getIO()
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@ -182,12 +118,14 @@ class CharacterMoveService extends BaseService {
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private findPath(start: Position, end: Position, grid: number[][]): Node[] {
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private findPath(start: Position, end: Position, grid: number[][]): Node[] {
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const openList = new PriorityQueue<Node>((a, b) => a.f - b.f)
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const openList = new PriorityQueue<Node>((a, b) => a.f - b.f)
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const closedSet = new Set<string>()
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const closedSet = new Set<string>()
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const MAX_ITERATIONS = 1000 // Prevent infinite loops for impossible paths
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const MAX_ITERATIONS = 1000
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let iterations = 0
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let iterations = 0
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const getKey = (p: Position) => `${p.positionX},${p.positionY}`
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const getKey = (p: Position) => `${p.positionX},${p.positionY}`
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const gScoreMap = new Map<string, number>()
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openList.enqueue({ ...start, g: 0, h: 0, f: 0 })
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openList.enqueue({ ...start, g: 0, h: this.getDistance(start, end), f: this.getDistance(start, end) })
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gScoreMap.set(getKey(start), 0)
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try {
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try {
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while (openList.length > 0 && iterations < MAX_ITERATIONS) {
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while (openList.length > 0 && iterations < MAX_ITERATIONS) {
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@ -199,28 +137,34 @@ class CharacterMoveService extends BaseService {
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return this.reconstructPath(current)
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return this.reconstructPath(current)
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}
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}
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closedSet.add(getKey(current))
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const currentKey = getKey(current)
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closedSet.add(currentKey)
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const neighbors = this.getValidNeighbors(current, grid, end)
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const neighbors = this.getValidNeighbors(current, grid, end)
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for (const neighbor of neighbors) {
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for (const neighbor of neighbors) {
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if (closedSet.has(getKey(neighbor))) continue
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const neighborKey = getKey(neighbor)
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if (closedSet.has(neighborKey)) continue
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const g = current.g + this.getDistance(current, neighbor)
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const tentativeGScore = current.g + this.getDistance(current, neighbor)
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if (!gScoreMap.has(neighborKey) || tentativeGScore < gScoreMap.get(neighborKey)!) {
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gScoreMap.set(neighborKey, tentativeGScore)
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const h = this.getDistance(neighbor, end)
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const h = this.getDistance(neighbor, end)
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const f = g + h
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const f = tentativeGScore + h
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const node: Node = { ...neighbor, g, h, f, parent: current }
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const node: Node = { ...neighbor, g: tentativeGScore, h, f, parent: current }
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openList.enqueue(node)
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openList.enqueue(node)
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}
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}
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}
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}
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}
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this.logger.warn(`Path not found after ${iterations} iterations`)
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this.logger.warn(`Path not found after ${iterations} iterations`)
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return [] // No path found
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return []
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} finally {
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} finally {
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// Clean up resources
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openList.clear()
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while (openList.length > 0) openList.dequeue()
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closedSet.clear()
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closedSet.clear()
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gScoreMap.clear()
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}
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}
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}
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}
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@ -233,6 +177,14 @@ class CharacterMoveService extends BaseService {
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.filter((pos) => this.isValidPosition(pos, grid, end))
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.filter((pos) => this.isValidPosition(pos, grid, end))
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}
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}
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private isValidPosition(pos: Position, grid: number[][], end: Position): boolean {
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if (pos.positionX < 0 || pos.positionY < 0 || pos.positionX >= grid[0]!.length || pos.positionY >= grid.length) {
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return false
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}
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return grid[pos.positionY]![pos.positionX] === 0 || (pos.positionX === end.positionX && pos.positionY === end.positionY)
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}
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isValidStep(current: { positionX: number; positionY: number }, next: { positionX: number; positionY: number }): boolean {
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isValidStep(current: { positionX: number; positionY: number }, next: { positionX: number; positionY: number }): boolean {
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return Math.abs(next.positionX - current.positionX) <= 1 && Math.abs(next.positionY - current.positionY) <= 1
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return Math.abs(next.positionX - current.positionX) <= 1 && Math.abs(next.positionY - current.positionY) <= 1
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}
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}
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@ -254,16 +206,6 @@ class CharacterMoveService extends BaseService {
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}
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}
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}
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}
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private isValidPosition(pos: Position, grid: number[][], end: Position): boolean {
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return (
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pos.positionX >= 0 &&
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pos.positionY >= 0 &&
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pos.positionX < grid[0]!.length &&
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pos.positionY < grid.length &&
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(grid[pos.positionY]![pos.positionX] === 0 || (pos.positionX === end.positionX && pos.positionY === end.positionY))
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)
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}
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private getDistance(a: Position, b: Position): number {
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private getDistance(a: Position, b: Position): number {
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const dx = Math.abs(a.positionX - b.positionX)
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const dx = Math.abs(a.positionX - b.positionX)
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const dy = Math.abs(a.positionY - b.positionY)
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const dy = Math.abs(a.positionY - b.positionY)
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@ -302,7 +244,7 @@ class CharacterMoveService extends BaseService {
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return { isValid: true, maxAllowedDistance: 0, actualDistance: 0 }
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return { isValid: true, maxAllowedDistance: 0, actualDistance: 0 }
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}
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}
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const maxAllowedDistance = Math.ceil((stepDelay / 1000) * 2)
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const maxAllowedDistance = Math.ceil((stepDelay / 1000) * (config.ALLOW_DIAGONAL_MOVEMENT ? 2.5 : 2))
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const actualDistance = Math.sqrt(Math.pow(currentX - lastKnownPosition.x, 2) + Math.pow(currentY - lastKnownPosition.y, 2))
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const actualDistance = Math.sqrt(Math.pow(currentX - lastKnownPosition.x, 2) + Math.pow(currentY - lastKnownPosition.y, 2))
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return {
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return {
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@ -311,14 +253,70 @@ class CharacterMoveService extends BaseService {
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actualDistance
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actualDistance
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}
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}
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}
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}
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public validateRequestDistance(currentX: number, currentY: number, targetX: number, targetY: number, maxRequestDistance: number): { isValid: boolean; distance: number } {
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const requestDistance = Math.sqrt(Math.pow(targetX - currentX, 2) + Math.pow(targetY - currentY, 2))
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return {
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isValid: requestDistance <= maxRequestDistance,
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distance: requestDistance
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}
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}
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}
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}
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export default new CharacterMoveService()
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export default new CharacterMoveService()
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class PriorityQueue<T> {
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private items: T[] = []
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constructor(private compare: (a: T, b: T) => number) {}
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enqueue(item: T): void {
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this.items.push(item)
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this.siftUp(this.items.length - 1)
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}
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dequeue(): T | undefined {
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if (this.items.length === 0) return undefined
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const result = this.items[0]
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const last = this.items.pop()
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if (this.items.length > 0 && last !== undefined) {
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this.items[0] = last
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this.siftDown(0)
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}
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return result
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}
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get length(): number {
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return this.items.length
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}
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private siftUp(index: number): void {
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while (index > 0) {
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const parentIndex = Math.floor((index - 1) / 2)
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if (this.compare(this.items[index]!, this.items[parentIndex]!) < 0) {
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;[this.items[index], this.items[parentIndex]] = [this.items[parentIndex]!, this.items[index]!]
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index = parentIndex
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} else {
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break
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}
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}
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}
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private siftDown(index: number): void {
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const length = this.items.length
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while (true) {
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let minIndex = index
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const leftChild = 2 * index + 1
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const rightChild = 2 * index + 2
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if (leftChild < length && this.compare(this.items[leftChild]!, this.items[minIndex]!) < 0) {
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minIndex = leftChild
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}
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if (rightChild < length && this.compare(this.items[rightChild]!, this.items[minIndex]!) < 0) {
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minIndex = rightChild
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}
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if (minIndex === index) break
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;[this.items[index], this.items[minIndex]] = [this.items[minIndex]!, this.items[index]!]
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index = minIndex
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}
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}
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clear(): void {
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this.items = []
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}
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}
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