Initial working pathfinding impl

This commit is contained in:
Manuel Vögele
2021-05-17 15:13:35 +02:00
parent 1f770f7597
commit 369159e6bb
3 changed files with 130 additions and 2 deletions
+18
View File
@@ -16,3 +16,21 @@ export function getGridPositionFromPixels(xPixel, yPixel) {
return [y, x] return [y, x]
return [x, y] return [x, y]
} }
export function getGridPositionFromPixelsObj(o) {
const r = {};
[r.x, r.y] = getGridPositionFromPixels(o.x, o.y);
return r;
}
export function getPixelsFromGridPositionObj(o) {
const r = {};
[r.x, r.y] = getPixelsFromGridPosition(o.x, o.y);
return r;
}
export function getCenterFromGridPositionObj(o) {
const r = getPixelsFromGridPositionObj(o);
[r.x, r.y] = canvas.grid.getCenter(r.x, r.y);
return r;
}
+21 -2
View File
@@ -1,8 +1,9 @@
import {highlightMeasurementTerrainRuler, measureDistances} from "./compatibility.js"; import {highlightMeasurementTerrainRuler, measureDistances} from "./compatibility.js";
import {getGridPositionFromPixels} from "./foundry_fixes.js"; import {getCenterFromGridPositionObj, getGridPositionFromPixels, getGridPositionFromPixelsObj} from "./foundry_fixes.js";
import {Line} from "./geometry.js"; import {Line} from "./geometry.js";
import {disableSnap, moveWithoutAnimation} from "./keybindings.js"; import {disableSnap, moveWithoutAnimation} from "./keybindings.js";
import {trackRays} from "./movement_tracking.js" import {trackRays} from "./movement_tracking.js"
import {find_path} from "./pathfinding.js";
import {recalculate} from "./socket.js"; import {recalculate} from "./socket.js";
import {applyTokenSizeOffset, enumeratedZip, getSnapPointForEntity, getSnapPointForToken, getTokenShape, highlightTokenShape, sum} from "./util.js"; import {applyTokenSizeOffset, enumeratedZip, getSnapPointForEntity, getSnapPointForToken, getTokenShape, highlightTokenShape, sum} from "./util.js";
@@ -131,7 +132,7 @@ function scheduleMeasurement(destination, event) {
const mt = event._measureTime || 0; const mt = event._measureTime || 0;
const originalEvent = event.data.originalEvent; const originalEvent = event.data.originalEvent;
if (Date.now() - mt > measurementInterval) { if (Date.now() - mt > measurementInterval) {
this.measure(destination, {snap: !disableSnap}); this.measure(destination, {snap: !disableSnap, pathfinding: game.keyboard.isDown("y")});
event._measureTime = Date.now(); event._measureTime = Date.now();
this._state = Ruler.STATES.MEASURING; this._state = Ruler.STATES.MEASURING;
cancelScheduledMeasurement.call(this); cancelScheduledMeasurement.call(this);
@@ -153,14 +154,32 @@ export function cancelScheduledMeasurement() {
// This is a modified version of Ruler.measure form foundry 0.7.9 // This is a modified version of Ruler.measure form foundry 0.7.9
export function measure(destination, options={}) { export function measure(destination, options={}) {
const isToken = this.draggedEntity instanceof Token; const isToken = this.draggedEntity instanceof Token;
if (isToken && !this.draggedEntity.isVisible) if (isToken && !this.draggedEntity.isVisible)
return [] return []
options.pathfinding = options.pathfinding ?? false;
if (options.snap) { if (options.snap) {
destination = getSnapPointForEntity(destination.x, destination.y, this.draggedEntity); destination = getSnapPointForEntity(destination.x, destination.y, this.draggedEntity);
} }
// Remove waypoints generated by pathfinding
this.waypoints = this.waypoints.filter(waypoint => !waypoint.isPathfinding);
if (isToken && options.pathfinding) {
let path = find_path(getGridPositionFromPixelsObj(this.waypoints[this.waypoints.length - 1]), getGridPositionFromPixelsObj(destination));
if (path) {
path = path.map(point => getCenterFromGridPositionObj(point));
path.forEach(point => point.isPathfinding = true);
this.waypoints = this.waypoints.concat(path);
}
else {
// Don't show a path if the pathfinding yields no result to show the user that the destination is unreachable
destination = this.waypoints[this.waypoints.length - 1];
}
}
if(options.gridSpaces === undefined) { if(options.gridSpaces === undefined) {
options.gridSpaces = canvas.grid.type !== CONST.GRID_TYPES.GRIDLESS; options.gridSpaces = canvas.grid.type !== CONST.GRID_TYPES.GRIDLESS;
} }
+91
View File
@@ -0,0 +1,91 @@
import {getCenterFromGridPositionObj} from "./foundry_fixes.js";
// TODO Wipe cache if walls layer is being modified
let cached_nodes = undefined;
function get_node(pos, initialize=true) {
if (!cached_nodes)
// TODO Check if ceil is the right thing to do here
cached_nodes = new Array(Math.ceil(canvas.dimensions.sceneHeight / canvas.dimensions.size));
if (!cached_nodes[pos.y])
cached_nodes[pos.y] = new Array(Math.ceil(canvas.dimensions.sceneWidth / canvas.dimensions.size));
if (!cached_nodes[pos.y][pos.x]) {
cached_nodes[pos.y][pos.x] = {x: pos.x, y: pos.y};
}
const node = cached_nodes[pos.y][pos.x];
if (initialize && !node.edges) {
node.edges = [];
for (const neighborPos of neighbors(pos)) {
// TODO Work with pixels instead of grid locations
if (!canvas.walls.checkCollision(new Ray(getCenterFromGridPositionObj(pos), getCenterFromGridPositionObj(neighborPos)))) {
const neighbor = get_node(neighborPos, false);
node.edges.push({target: neighbor, cost: 1});
}
}
}
return node;
}
function* neighbors(pos) {
for (let y = -1;y < 2;y++) {
for (let x = -1;x < 2;x++) {
if (x != 0 || y != 0)
yield {x: pos.x + x, y: pos.y + y};
}
}
}
function calculate_path(from, to) {
const nextNodes = [{node: get_node(to), cost: 0, estimated: estimate_cost(to, from), previous: null}];
const previousNodes = new Set();
while (nextNodes.length > 0) {
// Sort by estimated cost, high to low
// TODO Re-sorting every iteration is expensive. Think of something better
nextNodes.sort((a, b) => b.estimated - a.estimated);
// Get node with cheapest estimate
const currentNode = nextNodes.pop();
if (currentNode.node.x === from.x && currentNode.node.y === from.y)
return currentNode;
previousNodes.add(currentNode.node);
for (const edge of currentNode.node.edges) {
const neighborNode = get_node(edge.target);
if (previousNodes.has(neighborNode))
continue;
// TODO We currently assume a cost of one for all transitions. Change this for 5/10/5 or difficult terrain support
const neighbor = {node: neighborNode, cost: currentNode.cost + 1, estimated: currentNode.cost + 1 + estimate_cost(neighborNode, from), previous: currentNode};
const neighborIndex = nextNodes.findIndex(node => node.node === neighbor.node);
if (neighborIndex >= 0) {
// If the neighbor is cheaper to reach via the current route than through previously discovered routes, replace it
if (nextNodes[neighborIndex].cost > neighbor.cost) {
nextNodes[neighborIndex] = neighbor;
}
}
else {
nextNodes.push(neighbor);
}
}
}
}
function estimate_cost(pos, target) {
return Math.max(Math.abs(pos.x - target.x), Math.abs(pos.y - target.y));
}
export function find_path(from, to) {
const lastNode = calculate_path(from, to);
if (!lastNode)
return null;
const path = [];
let currentNode = lastNode;
while (currentNode) {
// TODO Check if the distance doesn't change
if (path.length > 2 && !canvas.walls.checkCollision(new Ray(getCenterFromGridPositionObj(currentNode.node), getCenterFromGridPositionObj(path[path.length - 2]))))
// Replace last waypoint if the current waypoint leads to a valid path
path[path.length - 1] = {x: currentNode.node.x, y: currentNode.node.y};
else
path.push({x: currentNode.node.x, y: currentNode.node.y});
currentNode = currentNode.previous;
}
return path;
}