Move bug fixes

This commit is contained in:
Dennis Postma 2024-08-17 23:14:58 +02:00
parent cd538bc4db
commit 5ce844c919
2 changed files with 34 additions and 26 deletions

View File

@ -5,14 +5,12 @@ import prisma from '../../utilities/Prisma'
import { AStar, type Node } from '../../utilities/Player/AStar'
import Rotation from '../../utilities/Player/Rotation'
import { ExtendedCharacter as Character } from '../../utilities/Types'
import { start } from 'node:repl'
interface SocketResponse {
position_x: number
position_y: number
}
// Map to store movement tokens for each character
const characterMoveTokens = new Map<number, Symbol>()
export default function setupCharacterMove(socket: TSocket, io: Server) {
@ -25,19 +23,26 @@ export default function setupCharacterMove(socket: TSocket, io: Server) {
return
}
// Cancel any ongoing movement for this character
const oldMoveToken = characterMoveTokens.get(socket.character.id)
if (oldMoveToken) {
characterMoveTokens.delete(socket.character.id)
}
const moveToken = Symbol('moveToken')
characterMoveTokens.set(socket.character.id, moveToken)
const grid = await ZoneManager.getGrid(socket.character.zoneId)
if (grid.length === 0) {
console.error('character:move error', 'Grid not found')
if (!grid || grid.length === 0) {
console.error('character:move error', 'Grid not found or empty')
return
}
const start = { x: socket.character.position_x, y: socket.character.position_y }
const end = { x: data.position_x, y: data.position_y }
const start = { x: Math.floor(socket.character.position_x), y: Math.floor(socket.character.position_y) }
const end = { x: Math.floor(data.position_x), y: Math.floor(data.position_y) }
console.log('Pathfinding from', start, 'to', end)
console.log('Grid dimensions:', grid.length, 'x', grid[0].length)
const path = AStar.findPath(start, end, grid)
@ -45,10 +50,10 @@ export default function setupCharacterMove(socket: TSocket, io: Server) {
socket.character.isMoving = true
io.in(socket.character.zoneId.toString()).emit('character:moved', socket.character)
// Start movement in a non-blocking manner
moveAlongPath(socket, io, path, grid, moveToken).catch(console.error)
} else {
console.log('character:move error', 'No valid path found')
socket.emit('character:moveError', 'No valid path found')
}
} catch (error) {
console.error('character:move error', error)
@ -65,18 +70,23 @@ async function moveAlongPath(socket: TSocket, io: Server, path: Node[], grid: nu
const totalSteps = path.length
const updateInterval = 50 // milliseconds between updates
const totalDuration = totalSteps * 250 // total duration of movement
for (let step = 0; step < totalSteps; step++) {
const startTime = Date.now()
if (characterMoveTokens.get(socket.character.id) !== moveToken) {
console.log('Movement cancelled for character', socket.character.id)
return
}
while (Date.now() - startTime < 250) { // 250ms per tile
const startTime = Date.now()
const stepDuration = 250 // 250ms per tile
while (Date.now() - startTime < stepDuration) {
if (characterMoveTokens.get(socket.character.id) !== moveToken) {
console.log('Movement cancelled for character', socket.character.id)
return
}
const progress = (Date.now() - startTime) / 250
const progress = (Date.now() - startTime) / stepDuration
const currentPosition = interpolatePosition(path[step], path[step + 1] || path[step], progress)
if (isObstacle(currentPosition, grid)) {
@ -97,8 +107,9 @@ async function moveAlongPath(socket: TSocket, io: Server, path: Node[], grid: nu
}
}
if (socket.character) {
if (socket.character && characterMoveTokens.get(socket.character.id) === moveToken) {
socket.character.isMoving = false
characterMoveTokens.delete(socket.character.id)
io.in(socket.character.zoneId.toString()).emit('character:moved', socket.character)
}
}

View File

@ -10,9 +10,6 @@ export interface Node extends Position {
f: number
}
/**
* A* pathfinding algorithm.
*/
export class AStar {
private static readonly ORTHOGONAL_DIRECTIONS: Position[] = [
{ x: 0, y: -1 }, { x: 0, y: 1 }, { x: -1, y: 0 }, { x: 1, y: 0 }
@ -22,14 +19,6 @@ export class AStar {
{ x: -1, y: -1 }, { x: -1, y: 1 }, { x: 1, y: -1 }, { x: 1, y: 1 }
]
/**
* Finds the shortest path from start to end on the given grid.
* @param start - Start position.
* @param end - End position.
* @param grid - The grid representing the map (0 = open space, 1 = obstacle).
* @param allowDiagonal - Whether diagonal movements are allowed.
* @returns Array of `Node` representing the path from start to end.
*/
static findPath(start: Position, end: Position, grid: number[][], allowDiagonal: boolean = false): Node[] {
const openList: Node[] = []
const closedSet = new Set<string>()
@ -103,8 +92,16 @@ export class AStar {
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))
if (!grid || grid.length === 0 || !Array.isArray(grid[0])) {
return false;
}
const height = grid.length;
const width = grid[0].length;
return x >= 0 && x < width && y >= 0 && y < height &&
(grid[y][x] === 0 || (x === end.x && y === end.y));
}
private static isInOpenList(openList: Node[], node: Position): boolean {