Preparations for 5/10/5

This commit is contained in:
Manuel Vögele
2022-01-28 22:55:22 +01:00
parent 6e0571c565
commit e3a785d8fe
+16 -14
View File
@@ -11,24 +11,30 @@ export function is_pathfinding_enabled() {
return game.settings.get(settingsKey, "autoPathfinding") != togglePathfinding; return game.settings.get(settingsKey, "autoPathfinding") != togglePathfinding;
} }
function get_node(pos, initialize=true) { function get_node(pos, layer=0, initialize=true) {
if (!cached_nodes) if (!cached_nodes)
cached_nodes = new Map();
if (!cachedNodes[layer])
// TODO Check if ceil is the right thing to do here // TODO Check if ceil is the right thing to do here
cached_nodes = new Array(Math.ceil(canvas.dimensions.sceneHeight / canvas.dimensions.size)); cached_nodes.set(layer, new Array(Math.ceil(canvas.dimensions.sceneHeight / canvas.dimensions.size)));
if (!cached_nodes[pos.y]) if (!cached_nodes[layer][pos.y])
cached_nodes[pos.y] = new Array(Math.ceil(canvas.dimensions.sceneWidth / canvas.dimensions.size)); cached_nodes[layer][pos.y] = new Array(Math.ceil(canvas.dimensions.sceneWidth / canvas.dimensions.size));
if (!cached_nodes[pos.y][pos.x]) { if (!cached_nodes[layer][pos.y][pos.x]) {
cached_nodes[pos.y][pos.x] = {x: pos.x, y: pos.y}; cached_nodes[layer][pos.y][pos.x] = {x: pos.x, y: pos.y, layer: layer};
} }
const node = cached_nodes[pos.y][pos.x]; const node = cached_nodes[layer][pos.y][pos.x];
if (initialize && !node.edges) { if (initialize && !node.edges) {
node.edges = []; node.edges = [];
for (const neighborPos of neighbors(pos)) { for (const neighborPos of neighbors(pos)) {
// TODO Work with pixels instead of grid locations // TODO Work with pixels instead of grid locations
if (!canvas.walls.checkCollision(new Ray(getCenterFromGridPositionObj(pos), getCenterFromGridPositionObj(neighborPos)))) { if (!canvas.walls.checkCollision(new Ray(getCenterFromGridPositionObj(pos), getCenterFromGridPositionObj(neighborPos)))) {
const neighbor = get_node(neighborPos, false); const neighbor = get_node(neighborPos, layer, false);
node.edges.push({target: neighbor, cost: 1}); // TODO We currently assume a cost of one for all transitions. Change this for 5/10/5 or difficult terrain support
// We charge an extra 0.0001 for diagonals to unnecessary diagonal steps
const isDiagonal = node.x !== neighborPos.x && node.y !== neighborPos.y;
const edgeCost = isDiagonal ? 1.0001 : 1;
node.edges.push({target: neighbor, cost: edgeCost});
} }
} }
} }
@@ -60,11 +66,7 @@ function calculate_path(from, to) {
const neighborNode = get_node(edge.target); const neighborNode = get_node(edge.target);
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 const neighbor = {node: neighborNode, cost: currentNode.cost + edge.cost, estimated: currentNode.cost + edge.cost + estimate_cost(neighborNode, from), previous: currentNode};
// We charge an extra 0.0001 for diagonals to unnecessary diagonal steps
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