import {getGridPositionFromPixelsObj, getPixelsFromGridPositionObj} from "./foundry_fixes.js"; import {moveWithoutAnimation, togglePathfinding} from "./keybindings.js"; import {debugGraphics} from "./main.js"; import {settingsKey} from "./settings.js"; import {getSnapPointForTokenObj, iterPairs} from "./util.js"; import * as GridlessPathfinding from "../wasm/gridless_pathfinding.js"; import {PriorityQueueSet} from "./data_structures.js"; let cachedNodes = undefined; let cacheElevation; let use5105 = false; let gridlessPathfinders = new Map(); let gridWidth, gridHeight; export function isPathfindingEnabled() { if (this.user !== game.user) return false; if (!game.user.isGM && !game.settings.get(settingsKey, "allowPathfinding")) return false; if (moveWithoutAnimation) return false; return game.settings.get(settingsKey, "autoPathfinding") != togglePathfinding; } export function findPath(from, to, token, previousWaypoints) { checkCacheValid(token); if (canvas.grid.type === CONST.GRID_TYPES.GRIDLESS) { let tokenSize = Math.max(token.data.width, token.data.height) * canvas.dimensions.size; let pathfinder = gridlessPathfinders.get(tokenSize); if (!pathfinder) { pathfinder = GridlessPathfinding.initialize(canvas.walls.placeables, tokenSize, token.data.elevation, Boolean(game.modules.get("levels")?.active)); gridlessPathfinders.set(tokenSize, pathfinder); } paintGridlessPathfindingDebug(pathfinder); return GridlessPathfinding.findPath(pathfinder, from, to); } else { const lastNode = calculatePath(from, to, token, previousWaypoints); if (!lastNode) return null; paintGriddedPathfindingDebug(lastNode, token); const path = []; let currentNode = lastNode; while (currentNode) { // TODO Check if the distance doesn't change if (path.length >= 2 && !stepCollidesWithWall(path[path.length - 2], currentNode.node, token)) // 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; } } function getNode(pos, token, initialize=true) { if (!cachedNodes) cachedNodes = new Array(gridHeight); if (!cachedNodes[pos.y]) cachedNodes[pos.y] = new Array(gridWidth); if (!cachedNodes[pos.y][pos.x]) { cachedNodes[pos.y][pos.x] = pos; } const node = cachedNodes[pos.y][pos.x]; if (initialize && !node.edges) { node.edges = []; for (const neighborPos of canvas.grid.grid.getNeighbors(pos.y, pos.x).map(([y, x]) => {return {x, y};})) { if (neighborPos.x < 0 || neighborPos.y < 0 || neighborPos.x > gridWidth || neighborPos.y > gridHeight) { continue; } // TODO Work with pixels instead of grid locations if (!stepCollidesWithWall(neighborPos, pos, token)) { const isDiagonal = node.x !== neighborPos.x && node.y !== neighborPos.y && canvas.grid.type === CONST.GRID_TYPES.SQUARE; const neighbor = getNode(neighborPos, token, false); // Count 5-10-5 diagonals as 1.5 (so two add up to 3) and 5-5-5 diagonals as 1.0001 (to discourage unnecessary diagonals) // TODO Account for difficult terrain let edgeCost = isDiagonal ? (use5105 ? 1.5 : 1.0001) : 1; node.edges.push({target: neighbor, cost: edgeCost}); } } } return node; } function calculatePath(from, to, token, previousWaypoints) { use5105 = game.system.id === "pf2e" || canvas.grid.diagonalRule === "5105"; let startCost = 0; if (use5105 && canvas.grid.type === CONST.GRID_TYPES.SQUARE) { previousWaypoints = previousWaypoints.map(w => getGridPositionFromPixelsObj(w)); startCost = (calcNoDiagonals(previousWaypoints) % 2) * 0.5; } const nextNodes = new PriorityQueueSet((node1, node2) => node1.node === node2.node, node => node.estimated); const previousNodes = new Set(); nextNodes.pushWithPriority( { node: getNode(to, token), cost: startCost, estimated: startCost + estimateCost(to, from), previous: null } ); while (nextNodes.hasNext()) { // 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 = getNode(edge.target, token); if (previousNodes.has(neighborNode)) { continue; } const neighbor = { node: neighborNode, cost: currentNode.cost + edge.cost, estimated: currentNode.cost + edge.cost + estimateCost(neighborNode, from), previous: currentNode }; nextNodes.pushWithPriority(neighbor); } } } function calcNoDiagonals(waypoints) { let diagonals = 0; for (const [p1, p2] of iterPairs(waypoints)) { diagonals += Math.min(Math.abs(p1.x - p2.x), Math.abs(p1.y - p2.y)); } return diagonals; } /** * Estimate the travel distance between two points, as the crow flies. Most of the time, this is 1 * per space, but for a square grid using 5-10-5 diagonals, count each diagonal as an extra 0.5 */ function estimateCost(pos, target) { const distX = Math.abs(pos.x - target.x); const distY = Math.abs(pos.y - target.y); return Math.max(distX, distY) + (use5105 ? Math.min(distX, distY) * 0.5 : 0); } function stepCollidesWithWall(from, to, token) { const stepStart = getSnapPointForTokenObj(getPixelsFromGridPositionObj(from), token); const stepEnd = getSnapPointForTokenObj(getPixelsFromGridPositionObj(to), token); return canvas.walls.checkCollision(new Ray(stepStart, stepEnd)); } export function wipePathfindingCache() { cachedNodes = undefined; for (const pathfinder of gridlessPathfinders.values()) { GridlessPathfinding.free(pathfinder); } gridlessPathfinders.clear(); if (debugGraphics) debugGraphics.removeChildren().forEach(c => c.destroy()); } /** * Check if the current cache is still suitable for the path we're about to find. If not, clear the cache */ function checkCacheValid(token) { // If levels is enabled, the cache is invalid if it was made for a if (game.modules.get("levels")?.active) { const tokenElevation = token.data.elevation; if (tokenElevation !== cacheElevation) { cacheElevation = tokenElevation; wipePathfindingCache(); } } } export function initializePathfinding() { gridWidth = Math.ceil(canvas.dimensions.width / canvas.grid.w); gridHeight = Math.ceil(canvas.dimensions.height / canvas.grid.h); } function paintGriddedPathfindingDebug(lastNode, token) { if (!CONFIG.debug.dragRuler) return; debugGraphics.removeChildren().forEach(c => c.destroy()); let currentNode = lastNode; while (currentNode) { let text = new PIXI.Text(currentNode.cost.toFixed(0)); let pixels = getSnapPointForTokenObj(getPixelsFromGridPositionObj(currentNode.node), token); text.anchor.set(0.5, 1.0); text.x = pixels.x; text.y = pixels.y; debugGraphics.addChild(text); currentNode = currentNode.previous; } } function paintGridlessPathfindingDebug(pathfinder) { if (!CONFIG.debug.dragRuler) return; debugGraphics.removeChildren().forEach(c => c.destroy()); let graphic = new PIXI.Graphics(); graphic.lineStyle(2, 0x440000); for (const point of GridlessPathfinding.debugGetPathfindingPoints(pathfinder)) { graphic.drawCircle(point.x, point.y, 5); } debugGraphics.addChild(graphic); }