145 lines
5.0 KiB
TypeScript

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 { ExtendedCharacter as Character } from '../../utilities/Types'
interface SocketResponse {
position_x: number
position_y: number
}
const characterMoveTokens = new Map<number, Symbol>()
export default function setupCharacterMove(socket: TSocket, io: Server) {
socket.on('character:move', async (data: SocketResponse) => {
try {
console.log('character:move requested', data)
if (!socket.character) {
console.error('character:move error', 'Character not found')
return
}
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 || grid.length === 0) {
console.error('character:move error', 'Grid not found or empty')
return
}
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)
// Check if the destination is an obstacle
if (isObstacle(end, grid)) {
console.log('character:move error', 'Destination is an obstacle')
socket.emit('character:moveError', 'Destination is an obstacle')
return
}
const path = AStar.findPath(start, end, grid)
if (path.length > 0) {
socket.character.isMoving = true
io.in(socket.character.zoneId.toString()).emit('character:moved', socket.character)
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)
if (socket.character) {
socket.character.isMoving = false
io.in(socket.character.zoneId.toString()).emit('character:moved', socket.character)
}
}
})
}
async function moveAlongPath(socket: TSocket, io: Server, path: Node[], grid: number[][], moveToken: Symbol) {
if (!socket.character) return
const totalSteps = path.length
const updateInterval = 50 // milliseconds between updates
for (let step = 0; step < totalSteps - 1; step++) {
if (characterMoveTokens.get(socket.character.id) !== moveToken) {
console.log('Movement cancelled for character', socket.character.id)
return
}
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) / stepDuration
const currentPosition = interpolatePosition(path[step], path[step + 1], progress)
if (isObstacle(currentPosition, grid)) {
console.log('Obstacle encountered at', currentPosition)
break
}
const rotation = Rotation.calculate(path[step].x, path[step].y, path[step + 1].x, path[step + 1].y)
await updateCharacterPosition(socket.character, currentPosition.x, currentPosition.y, rotation)
ZoneManager.updateCharacterInZone(socket.character.zoneId, socket.character)
io.in(socket.character.zoneId.toString()).emit('character:moved', socket.character)
await new Promise(resolve => setTimeout(resolve, updateInterval))
}
}
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)
}
}
function interpolatePosition(start: Node, end: Node, progress: number): Node {
return {
f: 0, g: 0, h: 0,
x: start.x + (end.x - start.x) * progress,
y: start.y + (end.y - start.y) * progress
}
}
function isObstacle(position: { x: number; y: number }, grid: number[][]): boolean {
const x = Math.floor(position.x)
const y = Math.floor(position.y)
return grid[y] && grid[y][x] === 1
}
async function updateCharacterPosition(character: Character, x: number, y: number, rotation: number) {
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 }
})
}