Penalize diagonals minimally to disincentivise using unnecessary diagonals

This commit is contained in:
Manuel Vögele
2021-05-17 20:24:11 +02:00
parent 369159e6bb
commit d53399fa1e
+5 -2
View File
@@ -53,7 +53,10 @@ function calculate_path(from, to) {
if (previousNodes.has(neighborNode)) if (previousNodes.has(neighborNode))
continue; continue;
// TODO We currently assume a cost of one for all transitions. Change this for 5/10/5 or difficult terrain support // 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); const neighborIndex = nextNodes.findIndex(node => node.node === neighbor.node);
if (neighborIndex >= 0) { if (neighborIndex >= 0) {
// If the neighbor is cheaper to reach via the current route than through previously discovered routes, replace it // 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; let currentNode = lastNode;
while (currentNode) { while (currentNode) {
// TODO Check if the distance doesn't change // 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 // Replace last waypoint if the current waypoint leads to a valid path
path[path.length - 1] = {x: currentNode.node.x, y: currentNode.node.y}; path[path.length - 1] = {x: currentNode.node.x, y: currentNode.node.y};
else else