import {getCenterFromGridPositionObj, getGridPositionFromPixelsObj} from "./foundry_fixes.js"; import {togglePathfinding} from "./keybindings.js"; import {debugGraphics} from "./main.js"; import {settingsKey} from "./settings.js"; import {iterPairs} from "./util.js"; let cachedNodes = undefined; let use5105 = false; export function isPathfindingEnabled() { if (canvas.grid.type === CONST.GRID_TYPES.GRIDLESS) return false; if (!game.settings.get(settingsKey, "allowPathfinding")) return false; return game.settings.get(settingsKey, "autoPathfinding") != togglePathfinding; } export function findPath(from, to, previousWaypoints) { const lastNode = calculatePath(from, to, previousWaypoints); if (!lastNode) return null; paintPathfindingDebug(lastNode); const path = []; 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])))) // 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; } export function wipePathfindingCache() { cachedNodes = undefined; } function getNode(pos, initialize=true) { pos = {layer: 0, ...pos}; // Copy pos and set pos.layer to the default value if it's unset if (!cachedNodes) cachedNodes = new Array(2); if (!cachedNodes[pos.layer]) cachedNodes[pos.layer] = new Array(Math.ceil(canvas.dimensions.height / canvas.grid.h)); if (!cachedNodes[pos.layer][pos.y]) cachedNodes[pos.layer][pos.y] = new Array(Math.ceil(canvas.dimensions.width / canvas.grid.w)); if (!cachedNodes[pos.layer][pos.y][pos.x]) { cachedNodes[pos.layer][pos.y][pos.x] = pos; } const node = cachedNodes[pos.layer][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) continue; // TODO Work with pixels instead of grid locations if (!canvas.walls.checkCollision(new Ray(getCenterFromGridPositionObj(pos), getCenterFromGridPositionObj(neighborPos)))) { const isDiagonal = node.x !== neighborPos.x && node.y !== neighborPos.y && canvas.grid.type === CONST.GRID_TYPES.SQUARE; let targetLayer = pos.layer; if (use5105 && isDiagonal) targetLayer = 1 - targetLayer; const neighbor = getNode({...neighborPos, layer: targetLayer}, false); // TODO We currently assume a cost of one or two for all transitions. Change this for difficult terrain support let edgeCost = 1; if (isDiagonal) { // We charge 0.0001 more for edges to avoid unnecessary diagonal steps edgeCost = pos.layer === 1 && targetLayer === 0 ? 2 : 1.0001; } node.edges.push({target: neighbor, cost: edgeCost}); } } } return node; } function calculatePath(from, to, previousWaypoints) { if (game.system.id === "pf2e") use5105 = true; if (canvas.grid.diagonalRule === "5105") use5105 = true; let startLayer = 0; if (use5105) { previousWaypoints = previousWaypoints.map(w => getGridPositionFromPixelsObj(w)); startLayer = calcNoDiagonals(previousWaypoints) % 2; } const nextNodes = [{node: getNode({...to, layer: startLayer}), cost: 0, estimated: estimateCost(to, from), previous: null}]; const previousNodes = new Set(); while (nextNodes.length > 0) { // Sort by estimated cost, high to low // TODO Re-sorting every iteration is expensive. Think of something better nextNodes.sort((a, b) => b.estimated - a.estimated); // 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); if (previousNodes.has(neighborNode)) continue; const neighbor = {node: neighborNode, cost: currentNode.cost + edge.cost, estimated: currentNode.cost + edge.cost + estimateCost(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 if (nextNodes[neighborIndex].cost > neighbor.cost) { nextNodes[neighborIndex] = neighbor; } } else { nextNodes.push(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; } function estimateCost(pos, target) { return Math.max(Math.abs(pos.x - target.x), Math.abs(pos.y - target.y)); } function paintPathfindingDebug(lastNode) { if (CONFIG.debug.dragRuler) { debugGraphics.removeChildren(); } let currentNode = lastNode; while (currentNode) { let text = new PIXI.Text(currentNode.cost.toFixed(0)); let pixels = getCenterFromGridPositionObj(currentNode.node); text.anchor.set(0.5, 1.0); text.x = pixels.x; text.y = pixels.y; debugGraphics.addChild(text); currentNode = currentNode.previous; } }