use obstacle-in-path pathfinding

This commit is contained in:
2025-01-17 13:01:47 +09:00
parent 597aa204de
commit 20f8a2f1fe
7 changed files with 138 additions and 70 deletions
+68 -32
View File
@@ -25,7 +25,6 @@ export default class Entity {
#logic = null
#moving = false
#path = []
#scheduledPathfinding = null
#spawnPosition = new Vector2()
static collider(x, y, radius) {
@@ -45,7 +44,6 @@ export default class Entity {
get destination() { return this.#dest }
get logic() { return this.#logic }
get game() { return this.#game }
get scheduledPathfinding() { return this.#scheduledPathfinding }
get spawnPosition() { return this.#spawnPosition }
get x() { return this.position.x }
get y() { return this.position.y }
@@ -53,19 +51,10 @@ export default class Entity {
set destination(value) { this.#dest = value }
set logic(value) { this.#logic = value }
set game(value) { this.#game = value }
set scheduledPathfinding(value) { this.#scheduledPathfinding = value }
set spawnPosition(value) { this.#spawnPosition = value }
set x(value) { this.position.x = value }
set y(value) { this.position.y = value }
get collider() {
return new SAT.Circle(new SAT.Vector(this.x, this.y), this.radius)
}
get colliders() {
return [this.collider]
}
get unadjustedWaypoints() {
const numberOfWaypoints = 8
const margin = 1
@@ -86,6 +75,15 @@ export default class Entity {
])
}
adjustWaypoint(waypoint, direction) {
return SATX.clamp(
waypoint.clone().add(direction.clone().multiplyScalar(this.radius)),
this.game?.width,
this.game?.height,
this.radius,
)
}
attackAction(cursor) {
this.moveAction(cursor, true)
}
@@ -141,12 +139,20 @@ export default class Entity {
// --- Actions above --- //
collidables() {
const entityColliders = (this.game?.entities ?? []).filter((e) => e.id != this.id).map((e) => e.collider)
const terrainColliders = (this.game?.terrains ?? []).map((t) => t.colliders).flat()
const entityColliders = (this.game?.entities ?? []).filter((e) => e.id != this.id).map((e) => e.collider())
const terrainColliders = (this.game?.terrains ?? []).map((t) => t.colliders()).flat()
return entityColliders.concat(terrainColliders)
}
collider() {
return new SAT.Circle(new SAT.Vector(this.x, this.y), this.radius)
}
colliders() {
return [this.collider()]
}
cooldown(id) {
this.cooldowns[id] = this.game?.currentTick ?? 0
}
@@ -180,7 +186,7 @@ export default class Entity {
}
isColliding(...colliders) {
return SATX.collideObjects(this.collider, colliders)
return SATX.collideObjects(this.collider(), colliders)
}
respawn() {
@@ -221,14 +227,7 @@ export default class Entity {
const terrainColliders = (this.game?.terrains ?? [])
const unadjustedWaypoints = entityColliders.concat(terrainColliders).map((e) => e.unadjustedWaypoints).flat()
return unadjustedWaypoints.map(([waypoint, direction]) => {
return SATX.clamp(
waypoint.clone().add(direction.clone().multiplyScalar(this.radius)),
this.game?.width,
this.game?.height,
this.radius,
)
}) ?? []
return unadjustedWaypoints.map(([waypoint, direction]) => this.adjustWaypoint(waypoint, direction)) ?? []
}
#cast() {
@@ -255,7 +254,6 @@ export default class Entity {
}
}
// TODO: make scheduled pathfinding continue until collision to make the entity more "alive"
#move(distanceTraveled = 0) {
if (this.casting != null) { return false }
@@ -278,28 +276,66 @@ export default class Entity {
const collidables = this.collidables()
const fixedDest = SATX.clamp(SATX.fixCollisions(this.#dest, collidables, this.radius), this.game?.width, this.game?.height, this.radius)
const tunnel = SATX.entityTunnel(this.position.x, this.position.y, fixedDest.x, fixedDest.y, this.radius)
const destinationInLineOfSight = !SATX.collideObjects(tunnel, collidables)
if (this.#path.length > 0) {
if (!destinationInLineOfSight) {
const sectionDest = this.#path.at(0)
const sectionTunnel = SATX.entityTunnel(this.position.x, this.position.y, sectionDest.x, sectionDest.y, this.radius)
const lineOfSight = !SATX.collideObjects(sectionTunnel, collidables)
if (!lineOfSight) {
this.#path = []
}
}
if (this.#path.length < 1 || !this.#path.at(-1).equals(fixedDest)) {
if (destinationInLineOfSight) {
const tunnel = SATX.entityTunnel(this.position.x, this.position.y, fixedDest.x, fixedDest.y, this.radius)
const lineOfSight = !SATX.collideObjects(tunnel, collidables)
if (lineOfSight) {
this.#path = [fixedDest]
}
}
if ((this.#path.length < 1 || !this.#path.at(-1).equals(fixedDest)) && (!this.#scheduledPathfinding || this.game?.currentTick % this.game?.tickRate == this.#scheduledPathfinding)) {
if ((this.#path.length < 1 || (this.#path.at(-1)?.distanceTo(fixedDest) ?? 0) > 0.01)) {
const start = SATX.vectorToFloat32Array(this.position)
const goal = SATX.vectorToFloat32Array(fixedDest)
const nonUniqueWaypoints = this.waypoints().map((w) => SATX.vectorToFloat32Array(w)).concat([start, goal])
const waypoints = Pathfind.uniqueWaypoints(nonUniqueWaypoints)
const graph = Pathfind.buildGraph(waypoints, collidables, this.radius)
this.#path = Pathfind.shortestPath(graph, start, goal).map((waypoint) => new Vector2(waypoint[0], waypoint[1]))
const obstacles = []
for (let failsafe = 0; failsafe < 1000; failsafe++) {
const waypoints = [
start,
goal,
...obstacles.map((e) => e.unadjustedWaypoints.map(([w, d]) => SATX.vectorToFloat32Array(this.adjustWaypoint(w, d)))).flat()
]
const colliders = obstacles.map((e) => e.colliders()).flat()
const graph = Pathfind.buildGraph(waypoints, colliders, this.radius)
const path = Pathfind.shortestPath(graph, start, goal).map((waypoint) => new Vector2(waypoint[0], waypoint[1]))
if (path.length == 0) { break } // goal unreachable
let obstacleInPath = false
let lastSection = this.position
for (const section of path) {
const tunnel = SATX.entityTunnel(lastSection.x, lastSection.y, section.x, section.y, this.radius)
const globalObstacles = this.game.terrains.concat(this.game.entities.filter((e) => e.id != this.id))
const sectionObstacles = SATX.collideObstacles(tunnel, globalObstacles)
if (sectionObstacles.length > 0) {
obstacleInPath = true
const obstacleIds = obstacles.map((o) => o.id)
for (const obstacle of sectionObstacles) {
if (!obstacleIds.includes(obstacle.id)) {
obstacles.push(obstacle)
}
}
}
lastSection = section
}
if (!obstacleInPath) {
this.#path = path
break
}
}
}
if (this.#path.length > 0) {