import { BaseService } from '#application/base/baseService' import config from '#application/config' import { Character } from '#entities/character' import MapManager from '#managers/mapManager' type Position = { positionX: number; positionY: number } export type Node = Position & { parent?: Node; g: number; h: number; f: number } class CharacterMoveService extends BaseService { private readonly MOVEMENT_DELAY_MS = 200 private readonly MAX_PATH_LENGTH = 20 // Limit maximum path length private readonly DIRECTIONS = [ { x: 0, y: -1 }, // Up { x: 0, y: 1 }, // Down { x: -1, y: 0 }, // Left { x: 1, y: 0 }, // Right { x: -1, y: -1 }, // Up left { x: -1, y: 1 }, // Up right { x: 1, y: -1 }, // Down left { x: 1, y: 1 } // Down right ] public async calculatePath(character: Character, targetX: number, targetY: number): Promise { const map = MapManager.getMapById(character.map.id) const grid = await map?.getGrid() if (!grid?.length) { this.logger.error('map:character:move error: Grid not found or empty') return null } // Ensure we're working with valid coordinates const start: Position = { positionX: Math.floor(character.positionX), positionY: Math.floor(character.positionY) } const end: Position = { positionX: Math.floor(targetX), positionY: Math.floor(targetY) } // Don't calculate path if start and end are the same if (start.positionX === end.positionX && start.positionY === end.positionY) { return null } // Add maximum distance check const directDistance = Math.sqrt(Math.pow(targetX - character.positionX, 2) + Math.pow(targetY - character.positionY, 2)) if (directDistance > this.MAX_PATH_LENGTH) { return null } const path = this.findPath(start, end, grid) // Validate path length if (path.length > this.MAX_PATH_LENGTH) { return path.slice(0, this.MAX_PATH_LENGTH) } return path } public calculateRotation(X1: number, Y1: number, X2: number, Y2: number): number { if (config.ALLOW_DIAGONAL_MOVEMENT) { // Check diagonal movements if (X1 > X2 && Y1 > Y2) { return 7 } else if (X1 < X2 && Y1 < Y2) { return 3 } else if (X1 > X2 && Y1 < Y2) { return 5 } else if (X1 < X2 && Y1 > Y2) { return 1 } } // Non-diagonal movements if (X1 > X2) { return 6 } else if (X1 < X2) { return 2 } else if (Y1 < Y2) { return 4 } else if (Y1 > Y2) { return 0 } return 0 // Default case } public async applyMovementDelay(): Promise { await new Promise((resolve) => setTimeout(resolve, this.MOVEMENT_DELAY_MS)) } private findPath(start: Position, end: Position, grid: number[][]): Node[] { const openList: Node[] = [{ ...start, g: 0, h: 0, f: 0 }] const closedSet = new Set() const getKey = (p: Position) => `${p.positionX},${p.positionY}` while (openList.length > 0) { const current = openList.reduce((min, node) => (node.f < min.f ? node : min)) if (current.positionX === end.positionX && current.positionY === end.positionY) return this.reconstructPath(current) openList.splice(openList.indexOf(current), 1) closedSet.add(getKey(current)) const neighbors = this.DIRECTIONS.slice(0, config.ALLOW_DIAGONAL_MOVEMENT ? 8 : 4) .map((dir) => ({ positionX: current.positionX + dir.x, positionY: current.positionY + dir.y })) .filter((pos) => this.isValidPosition(pos, grid, end)) for (const neighbor of neighbors) { if (closedSet.has(getKey(neighbor))) continue const g = current.g + this.getDistance(current, neighbor) const existing = openList.find((node) => node.positionX === neighbor.positionX && node.positionY === neighbor.positionY) if (!existing || g < existing.g) { const h = this.getDistance(neighbor, end) const node: Node = { ...neighbor, g, h, f: g + h, parent: current } if (!existing) openList.push(node) else Object.assign(existing, node) } } } return [] // No path found } private isValidPosition(pos: Position, grid: number[][], end: Position): boolean { return ( pos.positionX >= 0 && pos.positionY >= 0 && pos.positionX < grid[0]!.length && pos.positionY < grid.length && (grid[pos.positionY]![pos.positionX] === 0 || (pos.positionX === end.positionX && pos.positionY === end.positionY)) ) } private getDistance(a: Position, b: Position): number { const dx = Math.abs(a.positionX - b.positionX) const dy = Math.abs(a.positionY - b.positionY) // Manhattan distance for straight paths, then Euclidean for diagonals return dx + dy + (Math.sqrt(2) - 2) * Math.min(dx, dy) } private reconstructPath(endNode: Node): Node[] { const path: Node[] = [] for (let current: Node | undefined = endNode; current; current = current.parent) { path.unshift(current) } return path } } export default new CharacterMoveService()