revert "disable collision to fix pathfinding phasing through walls"
This reverts commit f48a6bf9aa.
This commit is contained in:
+9
-18
@@ -2,7 +2,6 @@ import { Vector2 } from 'three'
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import SAT from 'sat'
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import SATX from './satx.js'
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import Pathfind from './pathfind.js'
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import Terrain from './terrain.js'
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export default class Entity {
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id = crypto.randomUUID()
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@@ -95,18 +94,13 @@ export default class Entity {
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if (this.#path.length < 1 || !this.#path.at(-1).equals(this.#dest)) {
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console.time('pathfinding')
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console.time('waypoints')
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const extraWaypoints = [[this.position, new Vector2()], [fixedDest, new Vector2()]]
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const waypoints = (this.game?.unadjustedWaypoints ?? []).concat(extraWaypoints)
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const waypoints = (this.game?.unadjustedWaypoints.map(([unadjusted, direction]) => unadjusted.clone().add(direction.clone().multiplyScalar(this.radius))) ?? []).concat([this.position, fixedDest])
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console.timeEnd('waypoints')
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console.time('extraEntries')
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const extraGraphEntries = Pathfind.buildGraph(waypoints, this.collidables(), extraWaypoints)
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console.timeEnd('extraEntries')
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console.time('unadjustedGraph')
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const unadjustedGraph = (this.game?.waypointGraph ?? []).concat(extraGraphEntries)
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console.timeEnd('unadjustedGraph')
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console.time('graph')
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const graph = Pathfind.buildGraph(waypoints, this.collidables(), this.radius)
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console.timeEnd('graph')
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console.time('path')
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this.#path = Pathfind.shortestPath(unadjustedGraph, this.position, fixedDest).map(([unadjusted, direction]) => unadjusted.clone().add(direction.clone().multiplyScalar(this.radius)))
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console.log(this.#path)
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this.#path = Pathfind.shortestPath(graph, this.position, fixedDest)
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console.timeEnd('path')
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console.timeEnd('pathfinding')
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}
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@@ -119,15 +113,12 @@ export default class Entity {
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const position = distance <= speed ? destination : stepTaken
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const collider = Entity.collider(position.x, position.y, this.radius)
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// TODO: fix collisions while pathfinding
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// const isColliding = SATX.collideObjects(collider, this.collidables())
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const isColliding = SATX.collideObjects(collider, this.collidables())
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// if (!isColliding) {
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// this.position.copy(position)
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// }
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if (!isColliding) {
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this.position.copy(position)
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}
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this.position.copy(position)
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if (this.position.equals(destination)) {
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this.#path = this.#path.slice(1)
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if (this.#path.length > 0) {
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+1
-16
@@ -1,5 +1,4 @@
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import { EventEmitter } from 'node:events'
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import Pathfind from './pathfind.js'
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export default class Game {
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tickRate = 30
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@@ -11,23 +10,14 @@ export default class Game {
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#eventEmitter = new EventEmitter()
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#terrains = []
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#tickBudget = Math.floor(1000 / this.tickRate)
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#waypointGraph = []
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get entities() { return this.#entities }
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get eventEmitter() { return this.#eventEmitter }
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get terrains() { return this.#terrains }
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get tickBudget() { return this.#tickBudget }
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get waypointGraph() { return this.#waypointGraph }
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get unadjustedWaypoints() {
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// const terrainAndEntities = this.entities.concat(this.terrains)
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const terrainAndEntities = this.terrains
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return terrainAndEntities.map((e) => e.unadjustedWaypoints).flat()
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}
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colliders() {
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const terrainAndEntities = this.entities.concat(this.terrains)
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return terrainAndEntities.map((e) => e.colliders).flat()
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return this.terrains.map((t) => t.unadjustedWaypoints).concat(this.entities.map((e) => e.unadjustedWaypoints)).flat()
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}
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spawn_entity(entity) {
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@@ -42,7 +32,6 @@ export default class Game {
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add_terrain(terrain) {
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this.#terrains.push(terrain)
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this.#calculateWaypointGraph()
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}
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state() {
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@@ -64,8 +53,4 @@ export default class Game {
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this.currentTick++
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this.eventEmitter.emit('tick')
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}
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#calculateWaypointGraph() {
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this.#waypointGraph = Pathfind.buildGraph(this.unadjustedWaypoints, this.colliders())
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}
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}
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@@ -52,14 +52,6 @@ app.listen(port, () => {
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entity2.radius = 50
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game.spawn_entity(entity2)
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// const triangle = new Terrain([
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// { x: 400, y: 200 },
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// { x: 400, y: 600 },
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// { x: 600, y: 300 },
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// ])
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// triangle.id = 'triangle'
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// game.add_terrain(triangle)
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const horseshoe = new Terrain([
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{ x: 400, y: 200 },
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{ x: 600, y: 200 },
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@@ -115,7 +107,5 @@ app.listen(port, () => {
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pole.id = 'pole'
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game.add_terrain(pole)
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entity1.moveAction(entity1.x + 600, entity1.y)
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game.start()
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})
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+18
-27
@@ -3,33 +3,28 @@ import PriorityQueue from "./priority-queue.js"
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import SATX from "./satx.js"
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export default class Pathfind {
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static keyFor(pos) {
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return `${pos.x},${pos.y}`
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}
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static shortestPath(graph, start, goal) {
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const key = (pos) => `${pos.x},${pos.y}`
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const queue = new PriorityQueue((a, b) => a[1] < b[1])
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const visited = new Map()
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queue.push([[[start, null]], 0])
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queue.push([[start], 0])
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while (!queue.isEmpty()) {
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const [path, cost] = queue.pop()
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const waypoint = path.at(-1).at(0)
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const waypoint = path.at(-1)
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if (waypoint.equals(goal)) {
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path.shift()
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return path
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}
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const key = this.keyFor(waypoint)
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if (!visited.has(key) || visited.get(key) > cost) {
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visited.set(key, cost)
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if (!visited.has(key(waypoint)) || visited.get(key(waypoint)) > cost) {
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visited.set(key(waypoint), cost)
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for (const { to, direction, distance } of graph.filter(e => e.from.equals(waypoint))) {
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const keyTo = this.keyFor(to)
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if (!visited.has(keyTo) || visited.get(keyTo) > cost + distance) {
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queue.push([[...path, [to, direction]], cost + distance])
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for (const { to, distance } of graph.filter(e => e.from.equals(waypoint))) {
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if (!visited.has(key(to)) || visited.get(key(to)) > cost + distance) {
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queue.push([[...path, to], cost + distance])
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}
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}
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}
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@@ -38,28 +33,24 @@ export default class Pathfind {
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return []
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}
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static buildGraph(toWaypoints, colliders, fromWaypoints = null) {
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static buildGraph(waypoints = [], colliders = [], radius = 0) {
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const graph = []
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const calculated = new Set()
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for (const [from, reverseDirection] of (fromWaypoints ?? toWaypoints)) {
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for (const [to, direction] of toWaypoints) {
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for (const from of waypoints) {
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for (const to of waypoints) {
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if (from.equals(to)) {
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continue
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}
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const key = `${from.x},${from.y};${to.x},${to.y}`
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if (!calculated.has(key)) {
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calculated.add(key)
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calculated.add(`${to.x},${to.y};${from.x},${from.y}`)
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const tunnel = SATX.entityTunnel(from, to, radius)
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const collider = Entity.collider(from.x, from.y, radius)
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const lineOfSight = !SATX.collideObjects(SATX.line(from, to), colliders)
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const tunnelClear = !SATX.collideObjects(tunnel, colliders)
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const waypointAvailable = !SATX.collideObjects(collider, colliders)
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if (lineOfSight) {
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const distance = from.distanceTo(to)
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graph.push({ from, to, distance, direction })
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graph.push({ to: from, from: to, distance, direction: reverseDirection })
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}
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if (waypointAvailable && tunnelClear) {
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const distance = from.distanceTo(to)
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graph.push({ from, to, distance })
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}
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}
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}
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