Added logics for a* pathfinding , rotation calculation and anti cheat, npm update.

This commit is contained in:
Dennis Postma 2024-07-28 00:46:13 +02:00
parent 7f84c4fedf
commit f2fcc67cb6
6 changed files with 242 additions and 31 deletions

30
package-lock.json generated
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@ -1203,9 +1203,9 @@
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@ -1792,9 +1792,9 @@
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@ -2206,9 +2206,9 @@
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@ -2242,9 +2242,9 @@
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@ -2265,9 +2265,9 @@
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@ -2,6 +2,8 @@ import { Server } from 'socket.io'
import { TSocket } from '../../utilities/Types'
import ZoneManager from '../../managers/ZoneManager'
import prisma from '../../utilities/Prisma'
import AStar from '../../utilities/Player/AStar'
import Rotation from '../../utilities/Player/Rotation'
type SocketResponseT = {
position_x: number
@ -18,24 +20,59 @@ export default function (socket: TSocket, io: Server) {
return
}
socket.character.position_x = data.position_x
socket.character.position_y = data.position_y
const start = {
x: socket.character.position_x,
y: socket.character.position_y,
g: 0,
h: 0,
f: 0
}
const end = {
x: data.position_x,
y: data.position_y,
g: 0,
h: 0,
f: 0
}
await prisma.character.update({
where: {
id: socket.character.id
},
data: {
position_x: data.position_x,
position_y: data.position_y
}
})
const grid = await ZoneManager.getGrid(socket.character.zoneId)
ZoneManager.updateCharacterInZone(socket.character.zoneId, socket.character)
console.log(socket.character)
if (grid.length === 0) {
console.log('character:move error', 'Grid not found')
return
}
io.in(socket.character.zoneId.toString()).emit('character:moved', socket.character)
} catch (error: any) {
const path = AStar.findPath(start, end, grid)
if (path.length > 0) {
const finalPosition = path[path.length - 1]
// Calculate the rotation
const rotation = Rotation.calculate(socket.character.position_x, socket.character.position_y, finalPosition.x, finalPosition.y)
socket.character.position_x = finalPosition.x
socket.character.position_y = finalPosition.y
socket.character.rotation = rotation // Assuming character has a rotation property
await prisma.character.update({
where: {
id: socket.character.id
},
data: {
position_x: finalPosition.x,
position_y: finalPosition.y,
rotation: rotation // Update the rotation in the database
}
})
ZoneManager.updateCharacterInZone(socket.character.zoneId, socket.character)
io.in(socket.character.zoneId.toString()).emit('character:moved', socket.character)
console.log(socket.character)
} else {
console.log('character:move error', 'No valid path found')
}
} catch (error) {
console.log('character:move error', error)
}
})

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@ -1,6 +1,7 @@
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
@ -88,6 +89,44 @@ class ZoneManager {
})
return loadedZone ? loadedZone.characters : []
}
public async getGrid(zoneId: number): Promise<number[][]> {
const zone = this.loadedZones.find((z) => z.zone.id === zoneId)
let grid: number[][] = []
if (zone) {
const eventTiles = await zoneRepository.getEventTiles(zoneId)
const objects = await zoneRepository.getObjects(zoneId)
// Create a grid based on the event tiles
for (let i = 0; i < zone.zone.width; i++) {
grid.push(Array(zone.zone.height).fill(0))
}
// Set the grid values based on the event tiles, these are strings
eventTiles.forEach((eventTile) => {
if (eventTile.type === 'BLOCK') {
grid[eventTile.position_x][eventTile.position_y] = 0
} else if (eventTile.type === 'WARP') {
grid[eventTile.position_x][eventTile.position_y] = 1
} else if (eventTile.type === 'NPC') {
grid[eventTile.position_x][eventTile.position_y] = 2
} else if (eventTile.type === 'ITEM') {
grid[eventTile.position_x][eventTile.position_y] = 3
}
});
objects.forEach((object) => {
if (object.objectId === 'blank_tile') {
grid[object.position_x][object.position_y] = 0
} else {
grid[object.position_x][object.position_y] = 1
}
});
return grid
}
return []
}
}
export default new ZoneManager()

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@ -20,7 +20,7 @@ class ZoneRepository {
}
}
async getById(id: number): Promise<Zone | null> {
async getById(id: number) {
try {
return await prisma.zone.findUnique({
where: {
@ -44,6 +44,32 @@ class ZoneRepository {
throw new Error(`Failed to get zone by id: ${error.message}`)
}
}
async getEventTiles(id: number) {
try {
return await prisma.zoneEventTile.findMany({
where: {
zoneId: id
}
})
} catch (error: any) {
// Handle error
throw new Error(`Failed to get zone event tiles: ${error.message}`)
}
}
async getObjects(id: number) {
try {
return await prisma.zoneObject.findMany({
where: {
zoneId: id
}
})
} catch (error: any) {
// Handle error
throw new Error(`Failed to get zone objects: ${error.message}`)
}
}
}
export default new ZoneRepository()

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@ -0,0 +1,84 @@
// utilities/AStar.ts
type Node = {
x: number
y: number
parent?: Node
g: number
h: number
f: number
}
class AStar {
static findPath(start: Node, end: Node, grid: number[][]): Node[] {
// Initialize the open and closed lists
let openList: Node[] = []
let closedList: Node[] = []
// Push the start node onto the open list
openList.push(start)
while (openList.length > 0) {
// Get the node with the lowest f value
let currentNode = openList.reduce((prev, curr) => (prev.f < curr.f ? prev : curr))
// Move the current node to the closed list
openList = openList.filter((node) => node !== currentNode)
closedList.push(currentNode)
// Check if we've reached the end
if (currentNode.x === end.x && currentNode.y === end.y) {
let path: Node[] = []
let curr = currentNode
while (curr) {
path.push(curr)
curr = curr.parent as Node
}
return path.reverse()
}
// Get the neighboring nodes
let neighbors = this.getNeighbors(currentNode, grid)
for (let neighbor of neighbors) {
if (closedList.some((node) => node.x === neighbor.x && node.y === neighbor.y)) {
continue
}
neighbor.g = currentNode.g + 1
neighbor.h = Math.abs(neighbor.x - end.x) + Math.abs(neighbor.y - end.y)
neighbor.f = neighbor.g + neighbor.h
neighbor.parent = currentNode
if (!openList.some((node) => node.x === neighbor.x && node.y === neighbor.y)) {
openList.push(neighbor)
}
}
}
// No path found
return []
}
private static getNeighbors(node: Node, grid: number[][]): Node[] {
let neighbors: Node[] = []
let directions = [
{ x: 0, y: -1 },
{ x: 0, y: 1 },
{ x: -1, y: 0 },
{ x: 1, y: 0 }
]
for (let direction of directions) {
let x = node.x + direction.x
let y = node.y + direction.y
if (x >= 0 && y >= 0 && x < grid.length && y < grid[0].length && grid[x][y] === 0) {
neighbors.push({ x, y, g: 0, h: 0, f: 0 })
}
}
return neighbors
}
}
export default AStar

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@ -0,0 +1,25 @@
class Rotation {
static calculate(X1: number, Y1: number, X2: number, Y2: number): number {
let rotation = 0
if (X1 > X2 && Y1 > Y2) {
rotation = 7
} else if (X1 < X2 && Y1 < Y2) {
rotation = 3
} else if (X1 > X2 && Y1 < Y2) {
rotation = 5
} else if (X1 < X2 && Y1 > Y2) {
rotation = 1
} else if (X1 > X2) {
rotation = 6
} else if (X1 < X2) {
rotation = 2
} else if (Y1 < Y2) {
rotation = 4
} else if (Y1 > Y2) {
rotation = 0
}
return rotation
}
}
export default Rotation