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La-Fabrik/src/pathfinding/WaypointAStar.ts
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Tom Boullay 89044a18ec
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merge develop into feat/map-environment
2026-05-29 01:45:08 +02:00

147 lines
4.0 KiB
TypeScript

import type { Waypoint, WaypointNode } from "./types";
/**
* Calculates Euclidean 3D distance between two points.
*/
function getDistance3D(
posA: { x: number; y: number; z: number },
posB: { x: number; y: number; z: number },
): number {
return Math.sqrt(
Math.pow(posA.x - posB.x, 2) +
Math.pow(posA.y - posB.y, 2) +
Math.pow(posA.z - posB.z, 2),
);
}
/**
* Finds the closest Waypoint in a list to a target 3D world position.
*/
export function findClosestWaypoint(
waypoints: Waypoint[],
pos: { x: number; y: number; z: number },
): Waypoint | null {
if (waypoints.length === 0) return null;
let closest = waypoints[0]!;
let minDist = getDistance3D(closest, pos);
for (let i = 1; i < waypoints.length; i++) {
const wp = waypoints[i]!;
const dist = getDistance3D(wp, pos);
if (dist < minDist) {
minDist = dist;
closest = wp;
}
}
return closest;
}
/**
* Runs A* pathfinding on a network of 3D Waypoints.
*
* @param waypoints List of all waypoints in the road network.
* @param startWorldPos Player's current 3D world position.
* @param endWorldPos Targeted 3D world destination.
* @returns Array of Waypoints representing the path from start to end, or empty array if none found.
*/
export function findWaypointPath(
waypoints: Waypoint[],
startWorldPos: { x: number; y: number; z: number },
endWorldPos: { x: number; y: number; z: number },
): Waypoint[] {
if (waypoints.length === 0) return [];
// 1. Find the closest starting and ending waypoints in the network
const startWp = findClosestWaypoint(waypoints, startWorldPos);
const endWp = findClosestWaypoint(waypoints, endWorldPos);
if (!startWp || !endWp) return [];
if (startWp.id === endWp.id) return [startWp];
// 2. Map all waypoints to A* search nodes
const nodeMap = new Map<number, WaypointNode>();
waypoints.forEach((wp) => {
nodeMap.set(wp.id, {
...wp,
g: Infinity,
h: Infinity,
f: Infinity,
parent: null,
});
});
const startNode = nodeMap.get(startWp.id)!;
const endNode = nodeMap.get(endWp.id)!;
// 3. Initialize open and closed sets
const openSet: WaypointNode[] = [startNode];
const closedSet = new Set<number>(); // Set of waypoint IDs
startNode.g = 0;
startNode.h = getDistance3D(startNode, endNode);
startNode.f = startNode.h;
while (openSet.length > 0) {
// Find node with lowest f score
let lowIndex = 0;
for (let i = 1; i < openSet.length; i++) {
const node = openSet[i]!;
const lowNode = openSet[lowIndex]!;
if (node.f < lowNode.f) {
lowIndex = i;
}
}
const currentNode = openSet[lowIndex]!;
// Reached destination! Reconstruct the path
if (currentNode.id === endNode.id) {
const path: Waypoint[] = [];
let temp: WaypointNode | null = currentNode;
while (temp !== null) {
// Find corresponding raw Waypoint
const rawWp = waypoints.find((w) => w.id === temp!.id);
if (rawWp) {
path.push(rawWp);
}
temp = temp.parent;
}
return path.reverse();
}
// Move from open to closed set
openSet.splice(lowIndex, 1);
closedSet.add(currentNode.id);
// Process neighbors
for (const neighborId of currentNode.connections) {
if (closedSet.has(neighborId)) continue;
const neighborNode = nodeMap.get(neighborId);
if (!neighborNode) continue;
// Distance from currentNode to neighbor is physical 3D distance
const tentativeG =
currentNode.g + getDistance3D(currentNode, neighborNode);
const neighborInOpenSet = openSet.some((node) => node.id === neighborId);
if (!neighborInOpenSet || tentativeG < neighborNode.g) {
neighborNode.parent = currentNode;
neighborNode.g = tentativeG;
neighborNode.h = getDistance3D(neighborNode, endNode);
neighborNode.f = neighborNode.g + neighborNode.h;
if (!neighborInOpenSet) {
openSet.push(neighborNode);
}
}
}
}
// No path found
return [];
}