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path-following.ts
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path-following.ts
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namespace scene {
const PATH_FOLLOW_KEY = "A_STAR_PATH_FOLLOW";
const PATH_COMPLETION_KEY = "A_STAR_PATH_COMPLETION_HANDLER";
class PathFollowingSprite {
public index: number;
public onEndHandler: () => void;
constructor (
public sprite: Sprite,
public path: tiles.Location[],
public speed: number
) {
this.index = 0;
}
}
class PathCompletionEvent {
constructor(
public kind: number,
public handler: (sprite: Sprite, location: tiles.Location) => void
) { }
}
function init() {
if (!game.currentScene().data[PATH_FOLLOW_KEY]) {
game.currentScene().data[PATH_FOLLOW_KEY] = [] as PathFollowingSprite[];
game.currentScene().data[PATH_COMPLETION_KEY] = [] as PathCompletionEvent[];
game.onUpdate(function () {
const store = getPathFollowingSprites();
const handlers = getPathCompletionEvents();
for (let i = store.length - 1; i >= 0; i--)
// note we enumerate from the end so we can safely remove and push without changing
// the worklist
{
const pfs = store[i]
const { sprite, index, path, speed } = pfs;
const target: tiles.Location = path[index];
const { x, y, vx, vy } = sprite;
const pastTargetHorizontally = !vx || (vx < 0 && x <= target.x) || (vx > 0 && x >= target.x);
const pastTargetVertically = !vy || (vy < 0 && y <= target.y) || (vy > 0 && y >= target.y);
if (pastTargetHorizontally && pastTargetVertically) {
// target next index
pfs.index++;
const newTarget = path[pfs.index];
if (!newTarget) {
sprite.setVelocity(0, 0);
target.place(sprite);
store.removeAt(i);
// explicit endCb overrides kind cb
if (pfs.onEndHandler) {
pfs.onEndHandler();
} else {
handlers.forEach(completionHandler => {
if (completionHandler.kind === sprite.kind()) {
completionHandler.handler(sprite, path[pfs.index - 1]);
}
});
}
} else {
target.place(sprite);
setVelocityTowards(sprite, newTarget, speed);
}
}
}
});
}
}
function setVelocityTowards(sprite: Sprite, target: tiles.Location, speed: number) {
const dx = target.x - sprite.x;
const dy = target.y - sprite.y;
const dist = Math.sqrt(dx*dx + dy*dy) || 1;
sprite.vx = (dx / dist) * speed;
sprite.vy = (dy / dist) * speed;
}
// TODO: probably should have logic to bail when a tile that wasn't a wall
// is set to be a wall. Or just use velocity, and let enemy run into wall
/**
* Give a sprite a path to follow
* @param sprite sprite to give a path to
* @param path path to follow
* @param speed speed at which to follow path eg: 50
*/
//% block="sprite $sprite follow path $path || speed %speed"
//% sprite.shadow="variables_get"
//% sprite.defl="mySprite"
//% path.shadow="variables_get"
//% path.defl="locationTiles"
//% help=github:arcade-tilemap-a-star/docs/follow-path
//% group="Path Following" weight=9
export function followPath(sprite: Sprite, path: tiles.Location[], speed: number = 50) {
if (!sprite)
return;
if (!path || !path.length || !speed) {
const pathFollowingSprites = getPathFollowingSprites();
if (pathFollowingSprites) {
for (let i = pathFollowingSprites.length - 1; i >= 0; i--) {
const pfs = pathFollowingSprites[i];
if (pfs.sprite === sprite) {
sprite.vx = 0;
sprite.vy = 0;
pathFollowingSprites.removeAt(i);
}
}
}
return;
}
const tm = game.currentScene().tileMap;
if (!tm)
return;
// are we in a wall?
if (tm.isOnWall(sprite)) {
// if so, find the closest path tile by distance and teleport there
let nearestTile = path[0]
let minDistSquared = 999999;
for (let p of path) {
const distSqrd = (p.x - sprite.x)**2 + (p.y - sprite.y)**2
if (distSqrd < minDistSquared) {
nearestTile = p
minDistSquared = distSqrd
}
}
nearestTile.place(sprite);
const remainingPath = getRemainingPath(sprite, path);
_followPath(sprite, remainingPath, speed);
return
}
// if we're on the path already, just follow the subset of the remaining path
const remainingPath = getRemainingPath(sprite, path);
if (remainingPath) {
_followPath(sprite, remainingPath, speed);
return;
}
// otherwise, path with a-star (no heuristic and no onTileOf) to the path
const currentLocation = locationOfSprite(sprite)
const pathToNearest = generalAStar(tm, currentLocation, null, () => 0, tile => {
for (let pathTile of path) {
if (tile.col === pathTile.col && tile.row === pathTile.row) {
return true;
}
}
return false;
});
_followPath(sprite, pathToNearest, speed, () => {
// then follow the remaining of the path
const remainingPath = getRemainingPath(sprite, path);
_followPath(sprite, remainingPath, speed);
})
}
/**
* Returns true if the sprite is currently following a path,
* and false otherwise
* @param sprite sprite to check if following path
*/
//% block="sprite $sprite is following a path"
//% sprite.shadow="variables_get"
//% sprite.defl="mySprite"
//% help=github:arcade-tilemap-a-star/docs/sprite-is-following-path
//% group="Path Following" weight=8
export function spriteIsFollowingPath(sprite: Sprite): boolean {
init();
return getPathFollowingSprites().some(pfs => pfs.sprite === sprite);
}
/**
* Returns an approximation between 0 and 100 of how much of the
* percentage of the path that the given sprite is following has completed.
* If the sprite is not currently following a path,
* this returns 100 (as the sprite has trivially completed the empty path).
*/
//% block="percent sprite $sprite path completion"
//% sprite.shadow="variables_get"
//% sprite.defl="mySprite"
//% help=github:arcade-tilemap-a-star/docs/sprite-percent-path-completed
//% group="Path Following" weight=7
export function spritePercentPathCompleted(sprite: Sprite): number {
init();
const pfs = getPathFollowingSprites().find(pfs => pfs.sprite === sprite);
// TODO: is this behavior useful, or should this return 0 or undefined?
if (!pfs)
return 100;
return 100 - (100 * (pfs.path.length - pfs.index) / pfs.path.length);
}
/**
* Event handler for when a sprite of the given kind completes a path
*/
//% group="Overlaps"
//% weight=100 draggableParameters="reporter"
//% block="on $sprite of kind $kind completes path at $location"
//% kind.shadow=spritekind
//% help=github:arcade-tilemap-a-star/docs/on-path-completion
//% group="Path Following" weight=6
export function onPathCompletion(
kind: number,
handler: (sprite: Sprite, location: tiles.Location) => void
) {
init();
if (kind == null || !handler)
return;
getPathCompletionEvents().push(
new PathCompletionEvent(kind, handler)
);
}
export function teleportToAndFollowPath(sprite: Sprite, path: tiles.Location[], speed?: number) {
_followPath(sprite, path, speed);
}
export function _followPath(sprite: Sprite, path: tiles.Location[], speed?: number, endCb?: () => void) {
if (!sprite)
return;
init();
const store = getPathFollowingSprites();
const previousEl = store.find(el => el.sprite === sprite);
const start = path && path[0];
if (!start) {
if (previousEl) {
store.removeElement(previousEl);
}
return;
}
const pfs = previousEl || new PathFollowingSprite(
sprite,
path,
speed || 50
);
if (previousEl) {
if (speed)
previousEl.speed = speed;
previousEl.path = path;
previousEl.index = 0;
if (endCb) {
previousEl.onEndHandler = endCb;
}
} else {
pfs.onEndHandler = endCb;
store.push(pfs);
}
setVelocityTowards(sprite, start, pfs.speed)
}
/**
* Returns the index in the path which is closest to the current sprite by direct distance
*/
export function getNearestPathIdx(sprite: Sprite, path: tiles.Location[]): number {
let minDistSqrd = 99999
let idx = 0;
for (let i = 0; i < path.length; i++) {
let t = path[i];
let distSqrd = (sprite.x - t.x)**2 + (sprite.y - t.y)**2;
if (distSqrd < minDistSqrd) {
minDistSqrd = distSqrd;
idx = i;
}
}
return idx
}
function getPathFollowingSprites(): PathFollowingSprite[] {
return game.currentScene().data[PATH_FOLLOW_KEY] as PathFollowingSprite[];
}
function getPathCompletionEvents(): PathCompletionEvent[] {
return game.currentScene().data[PATH_COMPLETION_KEY] as PathCompletionEvent[];
}
function screenCoordinateToTile(value: number) {
const tm = game.currentScene().tileMap;
if (!tm) return value >> 4;
return value >> tm.scale;
}
function locationOfSprite(s: Sprite): tiles.Location {
return tiles.getTileLocation(screenCoordinateToTile(s.x), screenCoordinateToTile(s.y));
}
function getRemainingPath(sprite: Sprite, path: tiles.Location[]): tiles.Location[] | null {
const currentLocation = locationOfSprite(sprite)
for (let i = 0; i < path.length; i++) {
const pathTile = path[i];
if (currentLocation.x === pathTile.x && currentLocation.y === pathTile.y) {
const remainingPath = i === 0 ? path : path.filter((_, j) => j >= i);
return remainingPath;
}
}
return null
}
}