Worked on pathfinding, character animation & rotation, few enhancements

This commit is contained in:
Dennis Postma 2024-07-29 09:01:54 +02:00
parent dbe25071c7
commit bbeac95512
5 changed files with 188 additions and 164 deletions

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@ -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 }
});
}
})
}

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@ -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()

View File

@ -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) {

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@ -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

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@ -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