check bi-directional paths in graph building

This commit is contained in:
2024-12-25 11:19:01 +09:00
parent 5acc827f7b
commit 0f8a73911f
2 changed files with 39 additions and 21 deletions
+15 -10
View File
@@ -88,20 +88,21 @@ export default class Entity {
async takeStep(distanceTraveled = 0) { async takeStep(distanceTraveled = 0) {
const speed = (this.speed / (this.game?.tickBudget ?? 1000)) - distanceTraveled const speed = (this.speed / (this.game?.tickBudget ?? 1000)) - distanceTraveled
const collidables = this.collidables()
if (this.#dest != null) { if (this.#dest != null) {
const fixedDest = SATX.clamp(SATX.fixCollisions(this.#dest, this.collidables(), this.radius), this.game?.width, this.game?.height, this.radius) const fixedDest = SATX.clamp(SATX.fixCollisions(this.#dest, collidables, this.radius), this.game?.width, this.game?.height, this.radius)
if (this.#path.length < 1 || !this.#path.at(-1).equals(this.#dest)) { if (this.#path.length < 1 || !this.#path.at(-1).equals(fixedDest)) {
console.time('pathfinding') console.time('pathfinding')
console.time('waypoints') // console.time('waypoints')
const waypoints = (this.game?.unadjustedWaypoints.map(([unadjusted, direction]) => unadjusted.clone().add(direction.clone().multiplyScalar(this.radius))) ?? []).concat([this.position, fixedDest]) const waypoints = this.waypoints().concat([this.position, fixedDest])
console.timeEnd('waypoints') // console.timeEnd('waypoints')
console.time('graph') // console.time('graph')
const graph = Pathfind.buildGraph(waypoints, this.collidables(), this.radius) const graph = Pathfind.buildGraph(waypoints, collidables, this.radius)
console.timeEnd('graph') // console.timeEnd('graph')
console.time('path') // console.time('path')
this.#path = Pathfind.shortestPath(graph, this.position, fixedDest) this.#path = Pathfind.shortestPath(graph, this.position, fixedDest)
console.timeEnd('path') // console.timeEnd('path')
console.timeEnd('pathfinding') console.timeEnd('pathfinding')
} }
@@ -137,4 +138,8 @@ export default class Entity {
this.takeStep(), this.takeStep(),
]) ])
} }
waypoints() {
return this.game?.unadjustedWaypoints.map(([waypoint, direction]) => waypoint.clone().add(direction.clone().multiplyScalar(this.radius))) ?? []
}
} }
+24 -11
View File
@@ -3,8 +3,11 @@ import PriorityQueue from "./priority-queue.js"
import SATX from "./satx.js" import SATX from "./satx.js"
export default class Pathfind { export default class Pathfind {
static key(pos) {
return `${pos.x},${pos.y}`
}
static shortestPath(graph, start, goal) { static shortestPath(graph, start, goal) {
const key = (pos) => `${pos.x},${pos.y}`
const queue = new PriorityQueue((a, b) => a[1] < b[1]) const queue = new PriorityQueue((a, b) => a[1] < b[1])
const visited = new Map() const visited = new Map()
@@ -19,11 +22,13 @@ export default class Pathfind {
return path return path
} }
if (!visited.has(key(waypoint)) || visited.get(key(waypoint)) > cost) { const waypointKey = this.key(waypoint)
visited.set(key(waypoint), cost) if (!visited.has(waypointKey) || visited.get(waypointKey) > cost) {
visited.set(waypointKey, cost)
for (const { to, distance } of graph.filter(e => e.from.equals(waypoint))) { for (const { to, distance } of graph.filter(e => e.from.equals(waypoint))) {
if (!visited.has(key(to)) || visited.get(key(to)) > cost + distance) { const toKey = this.key(to)
if (!visited.has(toKey) || visited.get(toKey) > cost + distance) {
queue.push([[...path, to], cost + distance]) queue.push([[...path, to], cost + distance])
} }
} }
@@ -35,6 +40,7 @@ export default class Pathfind {
static buildGraph(waypoints = [], colliders = [], radius = 0) { static buildGraph(waypoints = [], colliders = [], radius = 0) {
const graph = [] const graph = []
const calculated = new Set()
for (const from of waypoints) { for (const from of waypoints) {
for (const to of waypoints) { for (const to of waypoints) {
@@ -42,15 +48,22 @@ export default class Pathfind {
continue continue
} }
const tunnel = SATX.entityTunnel(from, to, radius) const key = `${from.x},${from.y};${to.x},${to.y}`
const collider = Entity.collider(from.x, from.y, radius) if (!calculated.has(key)) {
calculated.add(key)
calculated.add(`${to.x},${to.y};${from.x},${from.y}`)
const tunnelClear = !SATX.collideObjects(tunnel, colliders) const tunnel = SATX.entityTunnel(from, to, radius)
const waypointAvailable = !SATX.collideObjects(collider, colliders) const collider = Entity.collider(from.x, from.y, radius)
if (waypointAvailable && tunnelClear) { const tunnelClear = !SATX.collideObjects(tunnel, colliders)
const distance = from.distanceTo(to) const waypointAvailable = !SATX.collideObjects(collider, colliders)
graph.push({ from, to, distance })
if (waypointAvailable && tunnelClear) {
const distance = from.distanceTo(to)
graph.push({ from, to, distance })
graph.push({ from: to, to: from, distance })
}
} }
} }
} }