import {getCenterFromGridPositionObj, getGridPositionFromPixelsObj, getPixelsFromGridPositionObj} from "./foundry_fixes.js"; import {moveWithoutAnimation, togglePathfinding} from "./keybindings.js"; import {debugGraphics} from "./main.js"; import {settingsKey} from "./settings.js"; import {getSnapPointForTokenObj, getTokenShape, getTokenShapeId, iterPairs} from "./util.js"; import * as GridlessPathfinding from "../wasm/gridless_pathfinding.js"; import {PriorityQueueSet} from "./data_structures.js"; import { buildCostFunction } from "./api.js"; import { measure } from "./foundry_imports.js"; class Cache { static maxCacheIds = 5; constructor() { this.nodes = new Map(); this.lastUsed = new Map(); } clear() { this.nodes.clear(); this.lastUsed.clear(); } /** * Get the cache associated with the given cache ID, creating a new one * if we don't already have one */ getCachedNodes(cacheId) { // Track that we've last used this cache right now this.lastUsed.set(cacheId, Date.now()); // Get the nodes for the cacheId. If we don't already have one, create one let cachedNodes = this.nodes.get(cacheId); if (!cachedNodes) { cachedNodes = new Array(gridHeight); for (let y = 0; y < gridHeight; y++) { cachedNodes[y] = new Array(gridWidth); for (let x = 0; x < gridWidth; x++) { cachedNodes[y][x] = {x, y}; } } this.nodes.set(cacheId, cachedNodes); // Since we're adding a new cache, check if we have too many and, // if we do, get rid of the one that was last used longest ago if (this.lastUsed.size > Cache.maxCacheIds) { let oldest; for (let entry of this.lastUsed) { if (!oldest || oldest[1] > entry[1]) { oldest = entry; } } this.nodes.delete(oldest[0]); this.lastUsed.delete(oldest[0]); } } return cachedNodes; } } const cache = new Cache(); 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) { 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("wall-height")?.active)); gridlessPathfinders.set(tokenSize, pathfinder); } paintGridlessPathfindingDebug(pathfinder); return GridlessPathfinding.findPath(pathfinder, from, to); } else { const cachedNodes = getCachedNodes(token); const lastNode = calculatePath(from, to, cachedNodes, token, previousWaypoints); if (!lastNode) return null; paintGriddedPathfindingDebug(lastNode, token); const path = []; let currentNode = lastNode; while (currentNode) { if (path.length >= 2 && !stepCollidesWithWall(path[path.length - 2], currentNode.node, token)) { // Replace last waypoint if the current waypoint leads to a valid path that isn't longer than the old path if (window.terrainRuler) { let startNode = getCenterFromGridPositionObj(path[path.length - 2]); let middleNode = getCenterFromGridPositionObj(path[path.length - 1]); let endNode = getCenterFromGridPositionObj(currentNode.node); let oldPath = [{ray: new Ray(startNode, middleNode)}, {ray: new Ray(middleNode, endNode)}]; let newPath = [{ray: new Ray(startNode, endNode)}]; let costFunction = buildCostFunction(token, getTokenShape(token)); // TODO Cache the used measurement for use in the next loop to improve performance let oldDistance = terrainRuler.measureDistances(oldPath, {costFunction}).reduce((a, b) => a + b); let newDistance = terrainRuler.measureDistances(newPath, {costFunction})[0]; // TODO We might need to check if the diagonal count has increased on 5-10-5 if (newDistance < oldDistance) { path.pop(); } else if (newDistance === oldDistance) { let oldNoDiagonals = oldPath[1].ray.terrainRulerFinalState?.noDiagonals; let newNoDiagonals = newPath[0].ray.terrainRulerFinalState?.noDiagonals; // This uses === && < instead of <= because the variables might be undefined (which shall lead to a true result) if (oldNoDiagonals === newNoDiagonals || newNoDiagonals < oldNoDiagonals) { path.pop(); } } } else { path.pop(); } } path.push({x: currentNode.node.x, y: currentNode.node.y}); currentNode = currentNode.previous; } return path; } } /** * Build a cache ID based on the current token's data and then retrieve the cache to use from that */ function getCachedNodes(token) { const cacheData = {}; // Different-sized tokens snap to different points on the grid, // so they might follow a different path to other tokens cacheData.tokenShape = getTokenShapeId(token); // If levels is enabled, the token's elevation can affect which walls // they need to worry about if (game.modules.get("levels")?.active) { cacheData.elevation = token.data.elevation; } const cacheId = JSON.stringify(cacheData); return cache.getCachedNodes(cacheId); } function getNode(pos, cachedNodes, token, initialize = true) { 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; let edgeCost; if (window.terrainRuler) { let ray = new Ray(getCenterFromGridPositionObj(neighborPos), getCenterFromGridPositionObj(pos)); let measuredDistance = terrainRuler.measureDistances([{ray}], {costFunction: buildCostFunction(token, getTokenShape(token))})[0]; edgeCost = Math.round(measuredDistance / canvas.dimensions.distance); if (ray.terrainRulerFinalState?.noDiagonals === 1) { edgeCost = 1.5; } // Charge 1.0001 instead of 1 for diagonals to discourage unnecessary diagonals if (isDiagonal && edgeCost == 1) { edgeCost = 1.0001; } } else { // 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 edgeCost = isDiagonal ? (use5105 ? 1.5 : 1.0001) : 1; } const neighbor = getNode(neighborPos, cachedNodes, token, false); node.edges.push({target: neighbor, cost: edgeCost}); } } } return node; } function calculatePath(from, to, cachedNodes, 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, cachedNodes, 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, cachedNodes, 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() { cache.clear(); for (const pathfinder of gridlessPathfinders.values()) { GridlessPathfinding.free(pathfinder); } gridlessPathfinders.clear(); if (debugGraphics) debugGraphics.removeChildren().forEach(c => c.destroy()); } 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(1)); 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); }