Worked on pathfinding, character animation & rotation, few enhancements
This commit is contained in:
parent
dbe25071c7
commit
bbeac95512
@ -1,95 +1,96 @@
|
||||
import { Server } from 'socket.io';
|
||||
import { TSocket } from '../../utilities/Types';
|
||||
import ZoneManager from '../../managers/ZoneManager';
|
||||
import prisma from '../../utilities/Prisma';
|
||||
import AStar, { type Node } from '../../utilities/Player/AStar';
|
||||
import Rotation from '../../utilities/Player/Rotation';
|
||||
import { Server } from 'socket.io'
|
||||
import { TSocket } from '../../utilities/Types'
|
||||
import ZoneManager from '../../managers/ZoneManager'
|
||||
import prisma from '../../utilities/Prisma'
|
||||
import AStar, { type Node } from '../../utilities/Player/AStar'
|
||||
import Rotation from '../../utilities/Player/Rotation'
|
||||
|
||||
interface SocketResponse {
|
||||
position_x: number;
|
||||
position_y: number;
|
||||
position_x: number
|
||||
position_y: number
|
||||
}
|
||||
|
||||
interface Character {
|
||||
id: number;
|
||||
position_x: number;
|
||||
position_y: number;
|
||||
rotation: number;
|
||||
zoneId: number;
|
||||
id: number
|
||||
position_x: number
|
||||
position_y: number
|
||||
rotation: number
|
||||
zoneId: number
|
||||
}
|
||||
|
||||
export default function setupCharacterMove(socket: TSocket, io: Server) {
|
||||
socket.on('character:move', async (data: SocketResponse) => {
|
||||
try {
|
||||
console.log('character:move requested', data);
|
||||
console.log('character:move requested', data)
|
||||
|
||||
if (!socket.character) {
|
||||
console.error('character:move error', 'Character not found');
|
||||
return;
|
||||
console.error('character:move error', 'Character not found')
|
||||
return
|
||||
}
|
||||
|
||||
const grid = await ZoneManager.getGrid(socket.character.zoneId);
|
||||
const grid = await ZoneManager.getGrid(socket.character.zoneId)
|
||||
|
||||
if (grid.length === 0) {
|
||||
console.error('character:move error', 'Grid not found');
|
||||
return;
|
||||
console.error('character:move error', 'Grid not found')
|
||||
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: socket.character.position_x, y: socket.character.position_y }
|
||||
const end = { x: data.position_x, y: data.position_y }
|
||||
|
||||
const path = AStar.findPath(start, end, grid);
|
||||
const path = AStar.findPath(start, end, grid)
|
||||
|
||||
if (path.length > 0) {
|
||||
await moveAlongPath(socket, io, path, grid);
|
||||
await moveAlongPath(socket, io, path, grid)
|
||||
} else {
|
||||
console.log('character:move error', 'No valid path found');
|
||||
console.log('character:move error', 'No valid path found')
|
||||
}
|
||||
} catch (error) {
|
||||
console.error('character:move error', error);
|
||||
console.error('character:move error', error)
|
||||
}
|
||||
});
|
||||
})
|
||||
}
|
||||
|
||||
async function moveAlongPath(socket: TSocket, io: Server, path: Node[], grid: number[][]) {
|
||||
if (!socket.character) return;
|
||||
if (!socket.character) return
|
||||
|
||||
for (const position of path) {
|
||||
for (let i = 0; i < path.length; i++) {
|
||||
const position = path[i]
|
||||
if (isObstacle(position, grid)) {
|
||||
console.log('Obstacle encountered at', position);
|
||||
break;
|
||||
console.log('Obstacle encountered at', position)
|
||||
break
|
||||
}
|
||||
|
||||
const rotation = Rotation.calculate(
|
||||
socket.character.position_x,
|
||||
socket.character.position_y,
|
||||
position.x,
|
||||
position.y
|
||||
);
|
||||
// Calculate rotation based on the next position in the path
|
||||
let rotation = socket.character.rotation
|
||||
if (i < path.length - 1) {
|
||||
const nextPosition = path[i + 1]
|
||||
rotation = Rotation.calculate(position.x, position.y, nextPosition.x, nextPosition.y)
|
||||
}
|
||||
|
||||
await updateCharacterPosition(socket.character, position.x, position.y, rotation);
|
||||
await updateCharacterPosition(socket.character, position.x, position.y, rotation)
|
||||
|
||||
ZoneManager.updateCharacterInZone(socket.character.zoneId, socket.character);
|
||||
io.in(socket.character.zoneId.toString()).emit('character:moved', socket.character);
|
||||
ZoneManager.updateCharacterInZone(socket.character.zoneId, socket.character)
|
||||
io.in(socket.character.zoneId.toString()).emit('character:moved', socket.character)
|
||||
|
||||
console.log('Character moved to', position);
|
||||
console.log('Character moved to', position)
|
||||
|
||||
// Add a small delay between moves to avoid overwhelming the server
|
||||
await new Promise(resolve => setTimeout(resolve, 100));
|
||||
await new Promise((resolve) => setTimeout(resolve, 100))
|
||||
}
|
||||
}
|
||||
|
||||
function isObstacle(position: Node, grid: number[][]): boolean {
|
||||
return grid[position.y][position.x] === 1;
|
||||
return grid[position.y][position.x] === 1
|
||||
}
|
||||
|
||||
async function updateCharacterPosition(character: Character, x: number, y: number, rotation: number) {
|
||||
character.position_x = x;
|
||||
character.position_y = y;
|
||||
character.rotation = rotation;
|
||||
character.position_x = x
|
||||
character.position_y = y
|
||||
character.rotation = rotation
|
||||
|
||||
await prisma.character.update({
|
||||
where: { id: character.id },
|
||||
data: { position_x: x, position_y: y, rotation }
|
||||
});
|
||||
}
|
||||
})
|
||||
}
|
||||
|
@ -1,124 +1,124 @@
|
||||
import { Character, Zone } from '@prisma/client';
|
||||
import ZoneRepository from '../repositories/ZoneRepository';
|
||||
import ZoneService from '../services/ZoneService';
|
||||
import zoneRepository from '../repositories/ZoneRepository';
|
||||
import { Character, Zone } from '@prisma/client'
|
||||
import ZoneRepository from '../repositories/ZoneRepository'
|
||||
import ZoneService from '../services/ZoneService'
|
||||
import zoneRepository from '../repositories/ZoneRepository'
|
||||
|
||||
type TLoadedZone = {
|
||||
zone: Zone,
|
||||
characters: Character[],
|
||||
zone: Zone
|
||||
characters: Character[]
|
||||
grid: number[][]
|
||||
};
|
||||
}
|
||||
|
||||
class ZoneManager {
|
||||
private loadedZones: TLoadedZone[] = [];
|
||||
private loadedZones: TLoadedZone[] = []
|
||||
|
||||
// Method to initialize zone manager
|
||||
public async boot() {
|
||||
if (!(await ZoneRepository.getById(1))) {
|
||||
const zoneService = new ZoneService();
|
||||
await zoneService.createDemoZone();
|
||||
const zoneService = new ZoneService()
|
||||
await zoneService.createDemoZone()
|
||||
}
|
||||
|
||||
const zones = await ZoneRepository.getAll();
|
||||
const zones = await ZoneRepository.getAll()
|
||||
|
||||
for (const zone of zones) {
|
||||
await this.loadZone(zone);
|
||||
await this.loadZone(zone)
|
||||
}
|
||||
|
||||
console.log('[✅] Zone manager loaded');
|
||||
console.log('[✅] Zone manager loaded')
|
||||
}
|
||||
|
||||
// Method to handle individual zone loading
|
||||
public async loadZone(zone: Zone) {
|
||||
const grid = await this.getGrid(zone.id); // Create the grid for the zone
|
||||
const grid = await this.getGrid(zone.id) // Create the grid for the zone
|
||||
this.loadedZones.push({
|
||||
zone,
|
||||
characters: [],
|
||||
grid
|
||||
});
|
||||
console.log(`[✅] Zone ID ${zone.id} loaded`);
|
||||
})
|
||||
console.log(`[✅] Zone ID ${zone.id} loaded`)
|
||||
}
|
||||
|
||||
// Method to handle individual zone unloading
|
||||
public unloadZone(zoneId: number) {
|
||||
this.loadedZones = this.loadedZones.filter((loadedZone) => {
|
||||
return loadedZone.zone.id !== zoneId;
|
||||
});
|
||||
console.log(`[❌] Zone ID ${zoneId} unloaded`);
|
||||
return loadedZone.zone.id !== zoneId
|
||||
})
|
||||
console.log(`[❌] Zone ID ${zoneId} unloaded`)
|
||||
}
|
||||
|
||||
// Getter for loaded zones
|
||||
public getLoadedZones(): TLoadedZone[] {
|
||||
return this.loadedZones;
|
||||
return this.loadedZones
|
||||
}
|
||||
|
||||
// Check if position is walkable
|
||||
private isPositionWalkable(zoneId: number, x: number, y: number): boolean {
|
||||
const loadedZone = this.loadedZones.find((lz) => lz.zone.id === zoneId);
|
||||
return loadedZone ? loadedZone.grid[y][x] === 0 : false;
|
||||
const loadedZone = this.loadedZones.find((lz) => lz.zone.id === zoneId)
|
||||
return loadedZone ? loadedZone.grid[y][x] === 0 : false
|
||||
}
|
||||
|
||||
public addCharacterToZone(zoneId: number, character: Character) {
|
||||
const loadedZone = this.loadedZones.find((loadedZone) => {
|
||||
return loadedZone.zone.id === zoneId;
|
||||
});
|
||||
return loadedZone.zone.id === zoneId
|
||||
})
|
||||
if (loadedZone && this.isPositionWalkable(zoneId, character.position_x, character.position_y)) {
|
||||
loadedZone.characters.push(character);
|
||||
loadedZone.characters.push(character)
|
||||
}
|
||||
}
|
||||
|
||||
public removeCharacterFromZone(zoneId: number, character: Character) {
|
||||
const loadedZone = this.loadedZones.find((loadedZone) => {
|
||||
return loadedZone.zone.id === zoneId;
|
||||
});
|
||||
return loadedZone.zone.id === zoneId
|
||||
})
|
||||
if (loadedZone) {
|
||||
loadedZone.characters = loadedZone.characters.filter((loadedCharacter) => {
|
||||
return loadedCharacter.id !== character.id;
|
||||
});
|
||||
return loadedCharacter.id !== character.id
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
public updateCharacterInZone(zoneId: number, character: Character) {
|
||||
const loadedZone = this.loadedZones.find((loadedZone) => {
|
||||
return loadedZone.zone.id === zoneId;
|
||||
});
|
||||
return loadedZone.zone.id === zoneId
|
||||
})
|
||||
if (loadedZone) {
|
||||
const characterIndex = loadedZone.characters.findIndex((loadedCharacter) => {
|
||||
return loadedCharacter.id === character.id;
|
||||
});
|
||||
return loadedCharacter.id === character.id
|
||||
})
|
||||
if (characterIndex !== -1) {
|
||||
loadedZone.characters[characterIndex] = character;
|
||||
loadedZone.characters[characterIndex] = character
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public getCharactersInZone(zoneId: number): Character[] {
|
||||
const loadedZone = this.loadedZones.find((loadedZone) => {
|
||||
return loadedZone.zone.id === zoneId;
|
||||
});
|
||||
return loadedZone ? loadedZone.characters : [];
|
||||
return loadedZone.zone.id === zoneId
|
||||
})
|
||||
return loadedZone ? loadedZone.characters : []
|
||||
}
|
||||
|
||||
public async getGrid(zoneId: number): Promise<number[][]> {
|
||||
const zone = this.loadedZones.find((z) => z.zone.id === zoneId);
|
||||
if (zone) return zone.grid;
|
||||
const zone = this.loadedZones.find((z) => z.zone.id === zoneId)
|
||||
if (zone) return zone.grid
|
||||
|
||||
const loadedZone = await ZoneRepository.getById(zoneId);
|
||||
if (!loadedZone) return [];
|
||||
const loadedZone = await ZoneRepository.getById(zoneId)
|
||||
if (!loadedZone) return []
|
||||
|
||||
let grid: number[][] = Array.from({ length: loadedZone.height }, () => Array.from({ length: loadedZone.width }, () => 0));
|
||||
let grid: number[][] = Array.from({ length: loadedZone.height }, () => Array.from({ length: loadedZone.width }, () => 0))
|
||||
|
||||
const eventTiles = await zoneRepository.getEventTiles(zoneId);
|
||||
const eventTiles = await zoneRepository.getEventTiles(zoneId)
|
||||
|
||||
// Set the grid values based on the event tiles, these are strings
|
||||
eventTiles.forEach((eventTile) => {
|
||||
if (eventTile.type === 'BLOCK') {
|
||||
grid[eventTile.position_y][eventTile.position_x] = 1;
|
||||
grid[eventTile.position_y][eventTile.position_x] = 1
|
||||
}
|
||||
});
|
||||
})
|
||||
|
||||
return grid;
|
||||
return grid
|
||||
}
|
||||
}
|
||||
|
||||
export default new ZoneManager();
|
||||
export default new ZoneManager()
|
||||
|
@ -7,6 +7,14 @@ class CharacterRepository {
|
||||
return await prisma.character.findMany({
|
||||
where: {
|
||||
userId
|
||||
},
|
||||
include: {
|
||||
zone: true,
|
||||
characterType: {
|
||||
include: {
|
||||
sprite: true
|
||||
}
|
||||
}
|
||||
}
|
||||
})
|
||||
} catch (error: any) {
|
||||
@ -23,7 +31,12 @@ class CharacterRepository {
|
||||
id: characterId
|
||||
},
|
||||
include: {
|
||||
zone: true
|
||||
zone: true,
|
||||
characterType: {
|
||||
include: {
|
||||
sprite: true
|
||||
}
|
||||
}
|
||||
}
|
||||
})
|
||||
} catch (error: any) {
|
||||
@ -37,6 +50,14 @@ class CharacterRepository {
|
||||
return await prisma.character.findUnique({
|
||||
where: {
|
||||
id
|
||||
},
|
||||
include: {
|
||||
zone: true,
|
||||
characterType: {
|
||||
include: {
|
||||
sprite: true
|
||||
}
|
||||
}
|
||||
}
|
||||
})
|
||||
} catch (error: any) {
|
||||
@ -81,6 +102,14 @@ class CharacterRepository {
|
||||
return await prisma.character.findFirst({
|
||||
where: {
|
||||
name
|
||||
},
|
||||
include: {
|
||||
zone: true,
|
||||
characterType: {
|
||||
include: {
|
||||
sprite: true
|
||||
}
|
||||
}
|
||||
}
|
||||
})
|
||||
} catch (error: any) {
|
||||
|
@ -49,31 +49,31 @@ async function addHttpRoutes(app: Application) {
|
||||
})
|
||||
|
||||
app.get('/assets/:type/:spriteId?/:file', (req: Request, res: Response) => {
|
||||
const assetType = req.params.type;
|
||||
const spriteId = req.params.spriteId;
|
||||
const fileName = req.params.file;
|
||||
const assetType = req.params.type
|
||||
const spriteId = req.params.spriteId
|
||||
const fileName = req.params.file
|
||||
|
||||
let assetPath;
|
||||
let assetPath
|
||||
if (assetType === 'sprites' && spriteId) {
|
||||
assetPath = path.join(process.cwd(), 'public', assetType, spriteId, fileName);
|
||||
assetPath = path.join(process.cwd(), 'public', assetType, spriteId, fileName)
|
||||
} else {
|
||||
assetPath = path.join(process.cwd(), 'public', assetType, fileName);
|
||||
assetPath = path.join(process.cwd(), 'public', assetType, fileName)
|
||||
}
|
||||
|
||||
console.log(`Attempting to serve: ${assetPath}`);
|
||||
console.log(`Attempting to serve: ${assetPath}`)
|
||||
|
||||
if (!fs.existsSync(assetPath)) {
|
||||
console.error(`File not found: ${assetPath}`);
|
||||
return res.status(404).send('Asset not found');
|
||||
console.error(`File not found: ${assetPath}`)
|
||||
return res.status(404).send('Asset not found')
|
||||
}
|
||||
|
||||
res.sendFile(assetPath, (err) => {
|
||||
if (err) {
|
||||
console.error('Error sending file:', err);
|
||||
res.status(500).send('Error downloading the asset');
|
||||
console.error('Error sending file:', err)
|
||||
res.status(500).send('Error downloading the asset')
|
||||
}
|
||||
});
|
||||
});
|
||||
})
|
||||
})
|
||||
|
||||
app.post('/login', async (req: Request, res: Response) => {
|
||||
const { username, password } = req.body
|
||||
|
@ -1,13 +1,13 @@
|
||||
interface Position {
|
||||
x: number;
|
||||
y: number;
|
||||
x: number
|
||||
y: number
|
||||
}
|
||||
|
||||
export interface Node extends Position {
|
||||
parent?: Node;
|
||||
g: number;
|
||||
h: number;
|
||||
f: number;
|
||||
parent?: Node
|
||||
g: number
|
||||
h: number
|
||||
f: number
|
||||
}
|
||||
|
||||
/**
|
||||
@ -16,17 +16,17 @@ export interface Node extends Position {
|
||||
class AStar {
|
||||
private static readonly ORTHOGONAL_DIRECTIONS: Position[] = [
|
||||
{ x: 0, y: -1 }, // up
|
||||
{ x: 0, y: 1 }, // down
|
||||
{ x: 0, y: 1 }, // down
|
||||
{ x: -1, y: 0 }, // left
|
||||
{ x: 1, y: 0 } // right
|
||||
];
|
||||
{ x: 1, y: 0 } // right
|
||||
]
|
||||
|
||||
private static readonly DIAGONAL_DIRECTIONS: Position[] = [
|
||||
{ x: -1, y: -1 }, // up-left
|
||||
{ x: -1, y: 1 }, // down-left
|
||||
{ x: 1, y: -1 }, // up-right
|
||||
{ x: 1, y: 1 } // down-right
|
||||
];
|
||||
{ x: -1, y: 1 }, // down-left
|
||||
{ x: 1, y: -1 }, // up-right
|
||||
{ x: 1, y: 1 } // down-right
|
||||
]
|
||||
|
||||
/**
|
||||
* Finds the shortest path from start to end on the given grid.
|
||||
@ -37,79 +37,77 @@ class AStar {
|
||||
* @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>();
|
||||
const openList: Node[] = []
|
||||
const closedSet = new Set<string>()
|
||||
|
||||
const startNode: Node = { ...start, g: 0, h: 0, f: 0 };
|
||||
openList.push(startNode);
|
||||
const startNode: Node = { ...start, g: 0, h: 0, f: 0 }
|
||||
openList.push(startNode)
|
||||
|
||||
while (openList.length > 0) {
|
||||
const currentNode = this.getLowestFScoreNode(openList);
|
||||
const currentNode = this.getLowestFScoreNode(openList)
|
||||
|
||||
if (this.isEndNode(currentNode, end)) {
|
||||
return this.reconstructPath(currentNode);
|
||||
return this.reconstructPath(currentNode)
|
||||
}
|
||||
|
||||
this.removeNodeFromOpenList(openList, currentNode);
|
||||
closedSet.add(this.nodeToString(currentNode));
|
||||
this.removeNodeFromOpenList(openList, currentNode)
|
||||
closedSet.add(this.nodeToString(currentNode))
|
||||
|
||||
for (const neighbor of this.getValidNeighbors(currentNode, grid, end, allowDiagonal)) {
|
||||
if (closedSet.has(this.nodeToString(neighbor))) continue;
|
||||
if (closedSet.has(this.nodeToString(neighbor))) continue
|
||||
|
||||
const tentativeGScore = currentNode.g + this.getDistance(currentNode, neighbor);
|
||||
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;
|
||||
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);
|
||||
openList.push(neighbor)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return []; // No path found
|
||||
return [] // No path found
|
||||
}
|
||||
|
||||
/**
|
||||
* Gets the node with the lowest F score from a list.
|
||||
*/
|
||||
private static getLowestFScoreNode(nodes: Node[]): Node {
|
||||
return nodes.reduce((min, node) => (node.f < min.f ? node : min));
|
||||
return nodes.reduce((min, node) => (node.f < min.f ? node : min))
|
||||
}
|
||||
|
||||
/**
|
||||
* Checks if the given node is the end node.
|
||||
*/
|
||||
private static isEndNode(node: Node, end: Position): boolean {
|
||||
return node.x === end.x && node.y === end.y;
|
||||
return node.x === end.x && node.y === end.y
|
||||
}
|
||||
|
||||
/**
|
||||
* 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);
|
||||
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},${node.y}`;
|
||||
return `${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;
|
||||
const directions = allowDiagonal ? [...this.ORTHOGONAL_DIRECTIONS, ...this.DIAGONAL_DIRECTIONS] : this.ORTHOGONAL_DIRECTIONS
|
||||
|
||||
return directions
|
||||
.map((dir) => ({
|
||||
@ -119,41 +117,37 @@ class AStar {
|
||||
h: 0,
|
||||
f: 0
|
||||
}))
|
||||
.filter((pos) => this.isValidPosition(pos, grid, end)) as Node[];
|
||||
.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))
|
||||
);
|
||||
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);
|
||||
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);
|
||||
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);
|
||||
return Math.sqrt(dx * dx + dy * dy)
|
||||
} else {
|
||||
// Diagonal movement with cost sqrt(2)
|
||||
return Math.sqrt(dx * dx + dy * dy);
|
||||
return Math.sqrt(dx * dx + dy * dy)
|
||||
}
|
||||
}
|
||||
|
||||
@ -161,23 +155,23 @@ class AStar {
|
||||
* Heuristic function estimating the distance from a node to the goal.
|
||||
*/
|
||||
private static heuristic(node: Position, goal: Position): number {
|
||||
return this.getDistance(node, goal);
|
||||
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;
|
||||
const path: Node[] = []
|
||||
let currentNode: Node | undefined = endNode
|
||||
|
||||
while (currentNode) {
|
||||
path.unshift(currentNode);
|
||||
currentNode = currentNode.parent;
|
||||
path.unshift(currentNode)
|
||||
currentNode = currentNode.parent
|
||||
}
|
||||
|
||||
return path;
|
||||
return path
|
||||
}
|
||||
}
|
||||
|
||||
export default AStar;
|
||||
export default AStar
|
||||
|
Loading…
x
Reference in New Issue
Block a user