260 lines
9.3 KiB
JavaScript
260 lines
9.3 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 {getSnapPointForTokenObj, iterPairs} from "./util.js";
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import * as GridlessPathfinding from "../wasm/gridless_pathfinding.js";
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import {PriorityQueueSet} from "./data_structures.js";
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import { buildCostFunction } from "./api.js";
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import { measure } from "./foundry_imports.js";
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let cachedNodes = undefined;
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let cacheElevation;
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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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checkCacheValid(token);
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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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pathfinder = GridlessPathfinding.initialize(canvas.walls.placeables, tokenSize, token.data.elevation, Boolean(game.modules.get("levels")?.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 lastNode = calculatePath(from, to, token, previousWaypoints);
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if (!lastNode)
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return null;
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paintGriddedPathfindingDebug(lastNode, token);
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const path = [];
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let currentNode = lastNode;
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while (currentNode) {
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if (path.length >= 2 && !stepCollidesWithWall(path[path.length - 2], currentNode.node, token))
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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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// TODO Use correct token shape
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let costFunction = buildCostFunction(token, [{x: 0, y: 0}]);
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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.previous;
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}
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return path;
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}
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}
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function getNode(pos, token, initialize=true) {
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if (!cachedNodes)
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cachedNodes = new Array(gridHeight);
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if (!cachedNodes[pos.y])
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cachedNodes[pos.y] = new Array(gridWidth);
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if (!cachedNodes[pos.y][pos.x]) {
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cachedNodes[pos.y][pos.x] = pos;
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}
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const node = cachedNodes[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(neighborPos, pos, token)) {
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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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// TODO Additional cache for each token shape
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// TODO Use the correct token shape
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let ray = new Ray(getCenterFromGridPositionObj(neighborPos), getCenterFromGridPositionObj(pos));
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let measuredDistance = terrainRuler.measureDistances([{ray}], {costFunction: buildCostFunction(token, [{x: 0, y: 0}])})[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, token, 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, token, 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(to, token),
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cost: startCost,
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estimated: startCost + estimateCost(to, from),
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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 === from.x && currentNode.node.y === from.y) {
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return 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, token);
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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, from),
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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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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, token) {
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const stepStart = getSnapPointForTokenObj(getPixelsFromGridPositionObj(from), token);
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const stepEnd = getSnapPointForTokenObj(getPixelsFromGridPositionObj(to), token);
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return canvas.walls.checkCollision(new Ray(stepStart, stepEnd));
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}
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export function wipePathfindingCache() {
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cachedNodes = undefined;
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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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/**
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* Check if the current cache is still suitable for the path we're about to find. If not, clear the cache
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*/
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function checkCacheValid(token) {
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// If levels is enabled, the cache is invalid if it was made for a
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if (game.modules.get("levels")?.active) {
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const tokenElevation = token.data.elevation;
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if (tokenElevation !== cacheElevation) {
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cacheElevation = tokenElevation;
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wipePathfindingCache();
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}
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}
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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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function paintGriddedPathfindingDebug(lastNode, token) {
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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 = lastNode;
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while (currentNode) {
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let text = new PIXI.Text(currentNode.cost.toFixed(0));
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let pixels = getSnapPointForTokenObj(getPixelsFromGridPositionObj(currentNode.node), token);
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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.previous;
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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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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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