515 lines
17 KiB
JavaScript
515 lines
17 KiB
JavaScript
import {getCenterFromGridPositionObj, getGridPositionFromPixelsObj, getPixelsFromGridPositionObj} from "./foundry_fixes.js";
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import {moveWithoutAnimation, togglePathfinding} from "./keybindings.js";
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import {debugGraphics} from "./main.js";
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import {settingsKey} from "./settings.js";
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import {buildSnapPointTokenData, getSnapPointForTokenDataObj, getTokenShape, getTokenShapeForTokenData, isModuleActive, iterPairs} from "./util.js";
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import * as GridlessPathfinding from "../wasm/gridless_pathfinding.js";
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import {PriorityQueueSet, ProcessOnceQueue} from "./data_structures.js";
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import {buildCostFunction} from "./api.js";
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class CacheLayer {
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constructor(tokenData, cacheId) {
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this.tokenData = tokenData;
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this.cacheId = cacheId;
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this.queue = new ProcessOnceQueue();
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this.buildNodes();
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this.registerUse();
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}
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buildNodes() {
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this.nodes = new Array(gridHeight);
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for (let y = 0; y < gridHeight; y++) {
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this.nodes[y] = new Array(gridWidth);
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for (let x = 0; x < gridWidth; x++) {
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this.nodes[y][x] = {x, y};
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}
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}
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}
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registerUse() {
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this.lastUsed = Date.now();
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}
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}
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/**
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* Class to hold all the cached node data, and functions to deal with caching.
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*
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* Since pathfinding can depend on several factors, e.g. the token's size, we keep
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* several caches, keyed by all the data relevant to pathfinding. If we already have
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* the maximum number of caches and we need to create another one, we discard the
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* one not used for the longest.
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*
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* When we select a token, or a token we have selected updates, we start caching
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* in the background so, when we do start pathfinding, it's very performant.
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*
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* Background caching starts by trying to run an idle process (when the browser is
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* otherwise not busy), but if it can't do that after an amount of time (e.g. the
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* CPU is very slow and is busy) then we instead start caching a few nodes each
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* frame.
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*/
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class Cache {
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static maxCacheLayers = 5;
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static maxBackgroundCachingMillis = 10;
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static maxAnimationCachingMillis = 5;
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static backgroundCachingTimeoutMillis = 200;
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constructor() {
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this.layers = new Map();
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this.background = {
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nextJobId: null,
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nextTimeoutId: null,
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nextAnimationFrameId: null
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}
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}
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clear() {
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this.layers.clear();
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if (this.background.nextJobId) {
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window.cancelIdleCallback(this.background.nextJobId);
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this.background.nextJobId = null;
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}
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this.cancelTimeout();
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this.cancelAnimationFrame();
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}
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/**
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* Retrieve the cache layer for this token, using information that can make a difference to the pathfinding algorithm
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* If a layer that suits this token doesn't exist, create one
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*/
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getCacheLayer(token) {
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const tokenData = buildTokenData(token);
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// TODO Request this from the speed providers so they can set their own options
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let terrainData = canvas.terrain.listAllTerrain({token});
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terrainData = terrainData.map(data => {
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return {
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x: data.object.x,
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y: data.object.y,
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cost: data.cost,
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shape: data.shape,
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};
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});
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const cacheIdData = {tokenData, terrainData};
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const cacheId = GridlessPathfinding.sha1(JSON.stringify(cacheIdData));
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let cacheLayer = this.layers.get(cacheId);
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// If we don't already have a cache layer for this cache ID, create one now
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if (!cacheLayer) {
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// Check if we already have the max number of layers. If we do,
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// get rid of the one that hasn't been used for the longest
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if (this.layers.size >= Cache.maxCacheLayers) {
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const oldestCache = Array.from(this.layers.values())
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.reduce((layer1, layer2) => (layer1?.lastUsed < layer2.lastUsed) ? layer1 : layer2, null);
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this.layers.delete(oldestCache.cacheId);
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}
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// Create the new cache
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cacheLayer = new CacheLayer(tokenData, cacheId);
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this.layers.set(cacheId, cacheLayer);
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} else {
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// Register that we're using this cache right now
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cacheLayer.registerUse();
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}
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return cacheLayer;
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}
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/**
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* Start background caching from the token's current position
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*/
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startBackgroundCaching(token) {
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const cacheLayer = this.getCacheLayer(token);
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const tokenPosition = getGridPositionFromPixelsObj(token.position)
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cacheLayer.queue.push(cacheLayer.nodes[tokenPosition.y][tokenPosition.x]);
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this.scheduleBackgroundCache();
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}
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/**
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* Find if any of the caches have more nodes to background cache. If there is, then schedule a background
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* caching job for that queue
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*/
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scheduleBackgroundCache() {
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// If we already have a nextJobId, then don't start another one
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if (this.background.nextJobId) return;
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// Find the latest-used cache that has nodes left to cache
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const latestCache = this.getLatestCacheWithNonEmptyQueue();
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if (latestCache) {
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this.background.nextJobId = window.requestIdleCallback(
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() => this.runBackgroundCache(latestCache)
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);
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this.resetAnimationFrameTimeout();
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}
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}
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/**
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* Start a timeout which, if we reach the timeout time, will schedule a small amount of caching
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* to be performed every frame. This timeout will be reset every time we perform background caching.
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*/
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resetAnimationFrameTimeout() {
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this.cancelTimeout();
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this.cancelAnimationFrame();
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this.background.nextTimeoutId = window.setTimeout(
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() => {
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this.scheduleAnimationFrameCache();
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this.background.nextTimeoutId = null;
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},
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Cache.backgroundCachingTimeoutMillis
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);
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}
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/**
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* Schedule a small amount of caching to be done just before the next frame renders
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*/
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scheduleAnimationFrameCache() {
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const latestCache = this.getLatestCacheWithNonEmptyQueue();
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if (latestCache) {
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this.background.nextAnimationFrameId = window.requestAnimationFrame(
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() => this.runAnimationCache(latestCache)
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);
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}
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}
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/**
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* Find which cache was last used and get its cache ID
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*/
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getLatestCacheWithNonEmptyQueue() {
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return Array.from(this.layers.values())
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.filter(layer => layer.queue.hasNext())
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.reduce((layer1, layer2) => (layer1?.lastUsed > layer2.lastUsed) ? layer1 : layer2, null);
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}
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/**
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* Cache nodes for a short time, and then schedule another idle job to cache more nodes
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*/
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runBackgroundCache(cacheLayer) {
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const endTime = performance.now() + Cache.maxBackgroundCachingMillis;
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while (cacheLayer.queue.hasNext() && performance.now() < endTime) {
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this.cacheNextNode(cacheLayer);
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}
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this.background.nextJobId = null;
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this.scheduleBackgroundCache();
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}
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/**
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* Cache nodes for a very short time, then schedule to cache more nodes next frame
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*/
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runAnimationCache(cacheLayer) {
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const endTime = performance.now() + Cache.maxAnimationCachingMillis;
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while (cacheLayer.queue.hasNext() && performance.now() < endTime) {
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this.cacheNextNode(cacheLayer);
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}
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this.background.nextAnimationFrameId = null;
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this.scheduleAnimationFrameCache();
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}
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cacheNextNode(cacheLayer) {
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let node = cacheLayer.queue.pop();
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getNode(node, cacheLayer);
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for (let edge of node.edges) {
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cacheLayer.queue.push(edge.target);
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}
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}
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cancelTimeout() {
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if (this.background.nextTimeoutId) {
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window.clearTimeout(this.background.nextTimeoutId);
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this.background.nextTimeoutId = null;
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}
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}
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cancelAnimationFrame() {
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if (this.background.nextAnimationFrameId) {
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window.cancelAnimationFrame(this.background.nextAnimationFrameId);
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this.background.nextAnimationFrameId = null;
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}
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}
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}
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const cache = new Cache();
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let use5105 = false;
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let gridlessPathfinders = new Map();
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let gridWidth, gridHeight;
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export function isPathfindingEnabled() {
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if (this.user !== game.user)
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return false;
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if (!game.user.isGM && !game.settings.get(settingsKey, "allowPathfinding"))
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return false;
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if (moveWithoutAnimation)
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return false;
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return game.settings.get(settingsKey, "autoPathfinding") != togglePathfinding;
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}
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export function findPath(from, to, token, previousWaypoints) {
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if (canvas.grid.type === CONST.GRID_TYPES.GRIDLESS) {
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let tokenSize = Math.max(token.data.width, token.data.height) * canvas.dimensions.size;
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let pathfinder = gridlessPathfinders.get(tokenSize);
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if (!pathfinder) {
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let radiusMultiplier = game.settings.get(settingsKey, "pathfindingRadius");
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// TODO Pass proper options to listAllTerrain
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// TODO Wipe caches when they become invalid
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// TODO Multiple caches, analog to gridded pathfinding
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pathfinder = GridlessPathfinding.initialize(canvas.walls.placeables, canvas.terrain.listAllTerrain(), tokenSize * radiusMultiplier, token.data.elevation, Boolean(game.modules.get("wall-height")?.active));
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gridlessPathfinders.set(tokenSize, pathfinder);
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}
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paintGridlessPathfindingDebug(pathfinder);
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return GridlessPathfinding.findPath(pathfinder, from, to);
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} else {
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const cacheLayer = cache.getCacheLayer(token);
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const firstNode = calculatePath(from, to, cacheLayer, previousWaypoints);
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if (!firstNode)
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return null;
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paintGriddedPathfindingDebug(firstNode, cacheLayer.tokenData);
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const path = [];
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let currentNode = firstNode;
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while (currentNode) {
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if (path.length >= 2 && !stepCollidesWithWall(path[path.length - 2], currentNode.node, cacheLayer.tokenData)) {
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// Replace last waypoint if the current waypoint leads to a valid path that isn't longer than the old path
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if (window.terrainRuler) {
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let startNode = getCenterFromGridPositionObj(path[path.length - 2]);
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let middleNode = getCenterFromGridPositionObj(path[path.length - 1]);
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let endNode = getCenterFromGridPositionObj(currentNode.node);
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let oldPath = [{ray: new Ray(startNode, middleNode)}, {ray: new Ray(middleNode, endNode)}];
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let newPath = [{ray: new Ray(startNode, endNode)}];
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let costFunction = buildCostFunction(token, getTokenShape(token));
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// TODO Cache the used measurement for use in the next loop to improve performance
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let oldDistance = terrainRuler.measureDistances(oldPath, {costFunction}).reduce((a, b) => a + b);
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let newDistance = terrainRuler.measureDistances(newPath, {costFunction})[0];
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// TODO We might need to check if the diagonal count has increased on 5-10-5
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if (newDistance < oldDistance) {
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path.pop();
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}
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else if (newDistance === oldDistance) {
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let oldNoDiagonals = oldPath[1].ray.terrainRulerFinalState?.noDiagonals;
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let newNoDiagonals = newPath[0].ray.terrainRulerFinalState?.noDiagonals;
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// This uses === && < instead of <= because the variables might be undefined (which shall lead to a true result)
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if (oldNoDiagonals === newNoDiagonals || newNoDiagonals < oldNoDiagonals) {
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path.pop();
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}
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}
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}
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else {
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path.pop();
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}
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}
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path.push({x: currentNode.node.x, y: currentNode.node.y});
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currentNode = currentNode.next;
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}
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return path;
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}
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}
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export function terrainRulerWrapper(from, to) {
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// TODO Send list of terrain to terrain layer
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const ray = new Ray(from, to);
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return terrainRuler.measureDistances([{ray}])[0] / canvas.dimensions.distance * canvas.dimensions.size;
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}
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function buildTokenData(token) {
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// Almost all the information we need is for calculating the snap point
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const tokenData = buildSnapPointTokenData(token);
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// If Wall Height is enabled, which walls matter depends on the token's elevation.
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// Depending on the settings in Wall Height, the height we care about is either their
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// foot height (elevation) or eye height (losHeight).
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if (isModuleActive("wall-height")) {
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const blockSightMovement = game.settings.get("wall-height", "blockSightMovement");
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tokenData.elevation = blockSightMovement ? token.losHeight : token.data.elevation;
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}
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return tokenData;
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}
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function getNode(pos, cacheLayer, initialize = true) {
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const node = cacheLayer.nodes[pos.y][pos.x];
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if (initialize && !node.edges) {
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node.edges = [];
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for (const neighborPos of canvas.grid.grid.getNeighbors(pos.y, pos.x).map(([y, x]) => {return {x, y};})) {
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if (neighborPos.x < 0 || neighborPos.y < 0 || neighborPos.x >= gridWidth || neighborPos.y >= gridHeight) {
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continue;
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}
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// TODO Work with pixels instead of grid locations
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if (!stepCollidesWithWall(pos, neighborPos, cacheLayer.tokenData)) {
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const isDiagonal = node.x !== neighborPos.x && node.y !== neighborPos.y && canvas.grid.type === CONST.GRID_TYPES.SQUARE;
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let edgeCost;
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if (window.terrainRuler) {
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let ray = new Ray(getCenterFromGridPositionObj(pos), getCenterFromGridPositionObj(neighborPos));
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let measuredDistance = terrainRuler.measureDistances([{ray}], {costFunction: buildCostFunction(cacheLayer.tokenData, getTokenShapeForTokenData(cacheLayer.tokenData))})[0];
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edgeCost = Math.round(measuredDistance / canvas.dimensions.distance);
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if (ray.terrainRulerFinalState?.noDiagonals === 1) {
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edgeCost = 1.5;
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}
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// Charge 1.0001 instead of 1 for diagonals to discourage unnecessary diagonals
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if (isDiagonal && edgeCost == 1) {
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edgeCost = 1.0001;
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}
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}
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else {
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// 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)
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// TODO Account for difficult terrain
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edgeCost = isDiagonal ? (use5105 ? 1.5 : 1.0001) : 1;
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}
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const neighbor = getNode(neighborPos, cacheLayer, false);
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node.edges.push({target: neighbor, cost: edgeCost});
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}
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}
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}
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return node;
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}
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function calculatePath(from, to, cacheLayer, previousWaypoints) {
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use5105 = game.system.id === "pf2e" || canvas.grid.diagonalRule === "5105";
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let startCost = 0;
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if (use5105 && canvas.grid.type === CONST.GRID_TYPES.SQUARE) {
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previousWaypoints = previousWaypoints.map(w => getGridPositionFromPixelsObj(w));
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startCost = (calcNoDiagonals(previousWaypoints) % 2) * 0.5;
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}
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const nextNodes = new PriorityQueueSet((node1, node2) => node1.node === node2.node, node => node.estimated);
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const previousNodes = new Set();
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nextNodes.pushWithPriority(
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{
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node: getNode(from, cacheLayer),
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cost: startCost,
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estimated: startCost + estimateCost(from, to),
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previous: null
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}
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);
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while (nextNodes.hasNext()) {
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// Get node with cheapest estimate
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const currentNode = nextNodes.pop();
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if (currentNode.node.x === to.x && currentNode.node.y === to.y) {
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return buildPathNodes(currentNode);
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}
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previousNodes.add(currentNode.node);
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for (const edge of currentNode.node.edges) {
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const neighborNode = getNode(edge.target, cacheLayer);
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if (previousNodes.has(neighborNode)) {
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continue;
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}
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const neighbor = {
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node: neighborNode,
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cost: currentNode.cost + edge.cost,
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estimated: currentNode.cost + edge.cost + estimateCost(neighborNode, to),
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previous: currentNode
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};
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nextNodes.pushWithPriority(neighbor);
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}
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}
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}
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/**
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* Now we've found the path, we know the final node, and each node links to the previous one.
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* Reverse this list and return the first node in the path, with each node linking to the next
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*/
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function buildPathNodes(lastNode) {
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let currentNode = lastNode;
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let previousNode = null;
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while (currentNode) {
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const pathNode = {
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node: currentNode.node,
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cost: currentNode.cost,
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next: previousNode
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}
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previousNode = pathNode;
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currentNode = currentNode.previous;
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}
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return previousNode;
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}
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function calcNoDiagonals(waypoints) {
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let diagonals = 0;
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for (const [p1, p2] of iterPairs(waypoints)) {
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diagonals += Math.min(Math.abs(p1.x - p2.x), Math.abs(p1.y - p2.y));
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}
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return diagonals;
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}
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/**
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* Estimate the travel distance between two points, as the crow flies. Most of the time, this is 1
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* per space, but for a square grid using 5-10-5 diagonals, count each diagonal as an extra 0.5
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*/
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function estimateCost(pos, target) {
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const distX = Math.abs(pos.x - target.x);
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const distY = Math.abs(pos.y - target.y);
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return Math.max(distX, distY) + (use5105 ? Math.min(distX, distY) * 0.5 : 0);
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}
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function stepCollidesWithWall(from, to, tokenData) {
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const stepStart = getSnapPointForTokenDataObj(getPixelsFromGridPositionObj(from), tokenData);
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const stepEnd = getSnapPointForTokenDataObj(getPixelsFromGridPositionObj(to), tokenData);
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if (isModuleActive("levels")) {
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stepStart.z = tokenData.elevation;
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stepEnd.z = tokenData.elevation;
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return _levels.testCollision(stepStart, stepEnd, "collision")
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} else {
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return canvas.walls.checkCollision(new Ray(stepStart, stepEnd));
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}
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}
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export function wipePathfindingCache() {
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cache.clear();
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for (const pathfinder of gridlessPathfinders.values()) {
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GridlessPathfinding.free(pathfinder);
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}
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gridlessPathfinders.clear();
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if (debugGraphics)
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debugGraphics.removeChildren().forEach(c => c.destroy());
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}
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export function initializePathfinding() {
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gridWidth = Math.ceil(canvas.dimensions.width / canvas.grid.w);
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gridHeight = Math.ceil(canvas.dimensions.height / canvas.grid.h);
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}
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export function startBackgroundCaching(token) {
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// Background caching isn't yet supported for gridless scenes
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if (canvas.grid.type === CONST.GRID_TYPES.GRIDLESS)
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return;
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if (game.user.isGM || game.settings.get(settingsKey, "allowPathfinding")) {
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cache.startBackgroundCaching(token);
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}
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}
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function paintGriddedPathfindingDebug(firstNode, tokenData) {
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if (!CONFIG.debug.dragRuler)
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return;
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debugGraphics.removeChildren().forEach(c => c.destroy());
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let currentNode = firstNode;
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while (currentNode) {
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let text = new PIXI.Text(currentNode.cost.toFixed(1));
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let pixels = getSnapPointForTokenDataObj(getPixelsFromGridPositionObj(currentNode.node), tokenData);
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text.anchor.set(0.5, 1.0);
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text.x = pixels.x;
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text.y = pixels.y;
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debugGraphics.addChild(text);
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currentNode = currentNode.next;
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}
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}
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function paintGridlessPathfindingDebug(pathfinder) {
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if (!CONFIG.debug.dragRuler)
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return;
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|
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debugGraphics.removeChildren().forEach(c => c.destroy());
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let graphic = new PIXI.Graphics();
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graphic.lineStyle(2, 0x440000);
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for (const point of GridlessPathfinding.debugGetPathfindingPoints(pathfinder)) {
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graphic.drawCircle(point.x, point.y, 5);
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}
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debugGraphics.addChild(graphic);
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}
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