Files
foundryvtt-drag-ruler/src/pathfinding.js
T

154 lines
5.7 KiB
JavaScript

import {getGridPositionFromPixelsObj, getPixelsFromGridPositionObj} from "./foundry_fixes.js";
import {togglePathfinding} from "./keybindings.js";
import {debugGraphics} from "./main.js";
import {settingsKey} from "./settings.js";
import {getSnapPointForTokenObj, 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, token, previousWaypoints) {
const lastNode = calculatePath(from, to, token, previousWaypoints);
if (!lastNode)
return null;
paintPathfindingDebug(lastNode, token);
const path = [];
let currentNode = lastNode;
while (currentNode) {
// TODO Check if the distance doesn't change
if (path.length >= 2 && !stepCollidesWithWall(currentNode.node, path[path.length - 2], 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;
}
export function wipePathfindingCache() {
cachedNodes = undefined;
}
function getNode(pos, token, 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 (!stepCollidesWithWall(pos, neighborPos, token)) {
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}, token, 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, token, previousWaypoints) {
if (game.system.id === "pf2e")
use5105 = true;
if (canvas.grid.diagonalRule === "5105")
use5105 = true;
let startLayer = 0;
if (use5105 && canvas.grid.type === CONST.GRID_TYPES.SQUARE) {
previousWaypoints = previousWaypoints.map(w => getGridPositionFromPixelsObj(w));
startLayer = calcNoDiagonals(previousWaypoints) % 2;
}
const nextNodes = [{node: getNode({...to, layer: startLayer}, token), 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, 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};
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 stepCollidesWithWall(from, to, token) {
const stepStart = getSnapPointForTokenObj(getPixelsFromGridPositionObj(from), token);
const stepEnd = getSnapPointForTokenObj(getPixelsFromGridPositionObj(to), token);
return canvas.walls.checkCollision(new Ray(stepStart, stepEnd));
}
function paintPathfindingDebug(lastNode, token) {
if (!CONFIG.debug.dragRuler)
return;
debugGraphics.removeChildren();
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;
}
}