diff --git a/src/pathfinding.js b/src/pathfinding.js index 340126b..397a88f 100644 --- a/src/pathfinding.js +++ b/src/pathfinding.js @@ -53,7 +53,10 @@ function calculate_path(from, to) { 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}; + // We charge an extra 0.0001 for diagonals + const isDiagonal = currentNode.node.x !== neighborNode.x && currentNode.node.y !== neighborNode.y; + const edgeCost = isDiagonal ? 1.0001 : 1; + const neighbor = {node: neighborNode, cost: currentNode.cost + edgeCost, estimated: currentNode.cost + edgeCost + 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 @@ -80,7 +83,7 @@ export function find_path(from, to) { 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])))) + 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