// server/sim/grid.js — field grid, tile queries, passability and the official ground pathfinding (DESIGN §3, // research 08 §3). // // Coordinates: row 0 = bottom, col 0 = left. Tile (r,c) has world centre (x=c, y=r). // Stage input: `{ id, rows: string[19] (bottom-first), legend?: {glyph: {...}}, devices?: [...] }`. // Legend entries are normalised from either the research format (heightType/buildableType/passableMask/tileKey) // or the build-data format (height/build/passable/terrain); missing glyphs fall back to DEFAULT_LEGEND. // `build` is the EFFECTIVE deploy type: a tile whose mechanism refuses deployment (DEPLOY_REFUSED_TILES: 深水区 // tile_deepsea — PRTS 深水区 地形信息 "地形机制:拒绝部署(待补充)"; player report after 0.1.0: operators stood in // 战场#08's pool and 突袭 members jumped into it) is NONE whatever its level buildableType (ALL), so `canStand` — every // automatic placement: the 突袭 landing tile, tactical points, summon tiles — and the path tie-break below treat it as // ground no operator can stand on. data/stages.json legends already carry the effective value (tools/build-data.mjs). // Known limit [ASSUMED]: the 特制水上平台 that makes a 深水区 deployable (act1 m05, weight 0 this season) exists only in // the match's deploy map; the sim does not model those canoes (content/devices.js), so here their tiles stay NONE. // // Pathfinding = the official client's (`Torappu.Battle.SPFA`, research 08 §3.1/§3.4): one FLOW FIELD per destination, // a FIFO SPFA from the destination over the rect with the 4 neighbours UP (row+1), RIGHT, DOWN, LEFT (in that order, // no diagonal edges), edge cost = the neighbour's move cost (1, or OBSTACLE_COST 1000 for an "obstacle-like" tile: a // crate), strict-improvement relaxation (a tile keeps the first parent that reached it); then the parents are // smoothed row-major in place — each tile's parent jumps to the farthest ancestor in Bresenham line of sight (every // tile on the line walkable and not a crate; a diagonal step needs both orthogonal neighbours clear). A ground enemy // walks straight toward `next[tile]` of its current tile (ai.js). Fields are cached per (destination, grid version). // // Blockable-ground preference (user playtest #2: "the lower-gate enemies of 战场#01 walk up the col-9 floor lane where // no operator can block them"), kept to where the official route really walks over more floor (community report after // 0.1.0: on 战场#04 活性源石 the lower-gate enemies must cross diagonally from row 9 into row 10 as officially, not // walk two tiles left of the gate and then straight up). A tile is non-blockable when it is walkable but not LOW // ground buildable for melee (floor / gate / goal / teleport / 深水区 tiles — `blockable()` false; no gate route of 战场#08 // changed when its 深水区 became non-buildable, a few off-route smoothed steps of its boss field, rows 4–5, go around the // water instead of cutting across it). Each field holds two candidate // pointers per tile, both with the official `dist` (so the crate cost 1000 and every grid route length stay official): // * official: the plain algorithm above; // * preference (0.1.0's): the SPFA relaxes on (dist, pen) lexicographically, `pen` = non-blockable tiles on the chain // (among equal-length chains the fewest wins; remaining ties go to the first parent in SPFA order), and the line of // sight may cover a non-blockable tile — its Bresenham footprint, the corner tiles of a diagonal step included — // only on the tile's own raw chain between its two ends, so it never slips past a road tile beside floor its grid // route does not walk. // `next[tile]` is the official pointer unless the preference pointer leads to a route CROSSING strictly fewer // non-blockable tiles (`cost`, counted to the destination in increasing `dist` order). A segment crosses the tiles // whose interior it passes through (`crossTiles`, exact geometry); one it only touches at a corner point is not crossed // — the first version counted the corner tiles there too and so bent official diagonals into L shapes (D5). On equal // counts the official pointer stays, except where the preference one merely skips it (the official waypoint lies on // the straight line to it and leads there: the same walk, one waypoint fewer). So the route from every tile crosses // no more floor than the official one and leaves it only for a step that crosses less (test/sim/pathing-official.test.js // lists the routes that still differ on every stage). // Unavoidable non-blockable tiles (gates, goals, teleports and single-exit floor, e.g. (12,9) next to the upper // gate) stay on the route; test/sim/pathing-blockable.test.js lists them per stage, gate and field. // // Obstacle layer (bit flags per tile): BLOCK (射击台 / mounds / `setObstacle(r, c, on)` — impassable [ASSUMED for // platforms, research 08 §8 #1]) and CRATE (阻隔工事 devices — `setObstacle(r, c, on, 'crate')`: walkable at cost 1000, // blocks line of sight; an enemy that must cross one is blocked by the device and breaks it). Any change bumps // `version`, which invalidates the cached fields (enemies re-read their next step). `groundPassable` (placement, // displacement, content) still treats both kinds as occupied unless `ignoreObstacles`. `straightClear` tells whether an // off-centre unit may walk straight to a tile centre (ai.js planLeg, fear.js: else it steps back to its tile centre). import { ROWS, COLS } from './constants.js'; /** Move cost of an obstacle-like tile (client `Tile.get_moveCost`: obstacle-like ? 1000 : 1). */ export const OBSTACLE_COST = 1000; /** Obstacle-layer bits. */ export const OB_BLOCK = 1; export const OB_CRATE = 2; /** Official neighbour order `GridPosition.GRID_FOUR_WAYS`: UP (row+1), RIGHT, DOWN, LEFT — do not reorder. */ const FOUR_WAYS = [[1, 0], [0, 1], [-1, 0], [0, -1]]; /** Cached flow fields per grid version (destinations: route ends, checkpoints, attract points). */ const FIELD_CACHE_MAX = 64; /** Built-in legend (research 05 §2.3) used when a stage has no legend entry for a glyph. */ export const DEFAULT_LEGEND = Object.freeze({ '#': { height: 'HIGH', build: 'NONE', pass: 'FLY', key: 'tile_forbidden' }, X: { height: 'HIGH', build: 'NONE', pass: 'NONE', key: 'tile_forbidden' }, r: { height: 'LOW', build: 'ALL', pass: 'ALL', key: 'tile_road' }, R: { height: 'LOW', build: 'NONE', pass: 'ALL', key: 'tile_road' }, f: { height: 'LOW', build: 'NONE', pass: 'ALL', key: 'tile_floor' }, p: { height: 'LOW', build: 'NONE', pass: 'ALL', key: 'tile_floor' }, h: { height: 'HIGH', build: 'RANGED', pass: 'FLY', key: 'tile_wall' }, b: { height: 'LOW', build: 'ALL', pass: 'FLY', key: 'tile_fence_bound' }, a: { height: 'HIGH', build: 'NONE', pass: 'FLY', key: 'tile_achand' }, A: { height: 'HIGH', build: 'NONE', pass: 'FLY', key: 'tile_achand' }, S: { height: 'LOW', build: 'NONE', pass: 'ALL', key: 'tile_start', special: 'start' }, E: { height: 'LOW', build: 'NONE', pass: 'ALL', key: 'tile_end', special: 'end' }, I: { height: 'LOW', build: 'NONE', pass: 'ALL', key: 'tile_telin', special: 'telin' }, O: { height: 'LOW', build: 'NONE', pass: 'ALL', key: 'tile_telout', special: 'telout' }, m: { height: 'LOW', build: 'ALL', pass: 'ALL', key: 'tile_mire', terrain: 'mire' }, g: { height: 'LOW', build: 'ALL', pass: 'ALL', key: 'tile_smog', terrain: 'smog' }, d: { height: 'LOW', build: 'NONE', pass: 'ALL', key: 'tile_deepsea', terrain: 'deepsea' }, i: { height: 'LOW', build: 'ALL', pass: 'ALL', key: 'tile_infection', terrain: 'infection' }, }); /** * Tile keys whose mechanism refuses deployment although the level's buildableType allows it: 深水区 tile_deepsea (PRTS * 深水区 地形信息 "部署类型 全部位 … 地形机制 拒绝部署(待补充)"; PRTS 作战机制: the 地形标记 AdvancedBuildableMask — * 深水 among them — "限制玩家仅能部署匹配的单位于其上"; the season-1 战场#05 puts a 特制水上平台 — "在水上建立可以部署 * 任意单位的平台" — on every one of its 深水区 tiles). Shared with tools/build-data.mjs (the stages.json legend's * `buildable`). */ export const DEPLOY_REFUSED_TILES = Object.freeze(new Set(['tile_deepsea'])); const TERRAIN_BY_KEY = { tile_mire: 'mire', tile_smog: 'smog', tile_deepsea: 'deepsea', tile_infection: 'infection', tile_deepwater: 'deepsea' }; const SPECIAL_BY_KEY = { tile_start: 'start', tile_end: 'end', tile_telin: 'telin', tile_telout: 'telout' }; function normPass(v) { if (v === true) return 'ALL'; if (v === false) return 'NONE'; const s = String(v ?? '').toUpperCase(); if (s === 'ALL' || s === 'GROUND' || s === 'WALK') return 'ALL'; if (s.includes('FLY')) return 'FLY'; if (s === 'NONE' || s === '') return 'NONE'; return 'ALL'; } /** Normalise one legend entry (any known format) into `{ height, build, pass, key, terrain, special }`. */ export function normalizeLegendEntry(glyph, e) { const base = DEFAULT_LEGEND[glyph] || { height: 'LOW', build: 'NONE', pass: 'ALL', key: 'tile_floor' }; if (!e || typeof e !== 'object') return { ...base, glyph }; const key = e.tileKey ?? e.key ?? e.tile ?? base.key; const heightRaw = e.height ?? e.heightType; const height = heightRaw == null ? base.height : (/HIGH/i.test(String(heightRaw)) ? 'HIGH' : 'LOW'); const buildRaw = e.build ?? e.buildable ?? e.buildableType; const build = DEPLOY_REFUSED_TILES.has(key) ? 'NONE' : buildRaw == null ? base.build : (buildRaw === true ? 'ALL' : buildRaw === false ? 'NONE' : String(buildRaw).toUpperCase()); let pass; if (e.pass != null) pass = normPass(e.pass); else if (e.passable != null || e.passableMask != null) pass = normPass(e.passable ?? e.passableMask); else if (e.groundPassable != null) pass = e.groundPassable ? 'ALL' : (e.flyPassable === false ? 'NONE' : 'FLY'); else pass = base.pass; const terrain = e.terrain ?? TERRAIN_BY_KEY[key] ?? base.terrain ?? null; const special = e.special ?? SPECIAL_BY_KEY[key] ?? base.special ?? null; return { glyph, key, height, build, pass, terrain, special }; } const EMPTY_TILE = Object.freeze({ glyph: 'X', key: 'tile_forbidden', height: 'HIGH', build: 'NONE', pass: 'NONE', terrain: null, special: null }); /** * A melee operator may stand on this terrain: LOW ground buildable for ALL or MELEE. It blocks ground enemies there only * where ground units can pass — never on a fenced 围墙 / 围栏 tile (Battle._blockerFor, DESIGN §21.23). */ function isBlockableTile(t) { return t.height === 'LOW' && (t.build === 'ALL' || t.build === 'MELEE'); } export class Grid { /** * @param {object} stage stage entry (rows bottom-first) * @param {{r0:number,r1:number,c0:number,c1:number}} rect inclusive simulation bounds */ constructor(stage, rect) { this.stage = stage || {}; this.rect = rect; this.rows = ROWS; this.cols = COLS; const rows = Array.isArray(this.stage.rows) ? this.stage.rows : []; const legend = this.stage.legend || {}; const cache = new Map(); const info = (g) => { if (!cache.has(g)) cache.set(g, Object.freeze(normalizeLegendEntry(g, legend[g]))); return cache.get(g); }; /** @type {object[]} */ this.tiles = new Array(ROWS * COLS); for (let r = 0; r < ROWS; r++) { const line = typeof rows[r] === 'string' ? rows[r] : (Array.isArray(rows[r]) ? rows[r].join('') : ''); for (let c = 0; c < COLS; c++) { const g = line[c]; this.tiles[r * COLS + c] = g ? info(g) : EMPTY_TILE; } } /** 1 = walkable terrain an operator cannot block on (floor, gate, goal, teleport…): the path tie-break penalty */ this.unblockable = new Uint8Array(ROWS * COLS); for (let k = 0; k < ROWS * COLS; k++) { const t = this.tiles[k]; this.unblockable[k] = t.pass === 'ALL' && !isBlockableTile(t) ? 1 : 0; } /** obstacle bits per tile (OB_BLOCK | OB_CRATE) */ this.obstacle = new Uint8Array(ROWS * COLS); this.version = 0; /** @type {Map} */ this._fields = new Map(); } key(r, c) { return r * COLS + c; } inBounds(r, c) { return r >= 0 && r < ROWS && c >= 0 && c < COLS; } inRect(r, c) { const R = this.rect; return r >= R.r0 && r <= R.r1 && c >= R.c0 && c <= R.c1; } /** Tile info (frozen) or an impassable placeholder outside the stage. */ tile(r, c) { return this.inBounds(r, c) ? this.tiles[r * COLS + c] : EMPTY_TILE; } /** Ground units may stand / be placed here (inside the rect, terrain passable, no obstacle of any kind). */ groundPassable(r, c, ignoreObstacles = false) { if (!this.inRect(r, c)) return false; const t = this.tiles[r * COLS + c]; if (t.pass !== 'ALL') return false; return ignoreObstacles || !this.obstacle[r * COLS + c]; } /** Walkable for the flow field: in the rect, terrain passable for WALK, not hard-blocked (crates ARE walkable). */ walkable(r, c, ignoreObstacles = false) { if (!this.inRect(r, c)) return false; const k = r * COLS + c; if (this.tiles[k].pass !== 'ALL') return false; return ignoreObstacles || !(this.obstacle[k] & OB_BLOCK); } flyPassable(r, c) { return this.inRect(r, c) && this.tile(r, c).pass !== 'NONE'; } /** * Whether a unit may be placed on this tile (every automatic placement: the 突袭 landing tile, tactical points, summon * tiles). `ranged` units may also use LOW ALL/MELEE tiles (DESIGN §3). The effective `build` refuses the 深水区 * (DEPLOY_REFUSED_TILES); a hard-blocked tile (OB_BLOCK: a 射击台 switched on by a map card, a mound) takes no melee * unit — the match's deploy map makes a 射击台 ranged-only (server/match/board.js). */ canStand(r, c, { ranged = false } = {}) { const t = this.tile(r, c); if (t.build === 'NONE') return false; if (ranged) return t.build === 'ALL' || t.build === 'RANGED' || (t.height === 'LOW' && t.build === 'MELEE'); if (this.inBounds(r, c) && (this.obstacle[r * COLS + c] & OB_BLOCK)) return false; return t.height === 'LOW' && (t.build === 'ALL' || t.build === 'MELEE'); } isLow(r, c) { return this.tile(r, c).height === 'LOW'; } /** Ground a melee operator can be deployed on (LOW, buildable ALL / MELEE) — terrain only; blocking: isBlockableTile. */ blockable(r, c) { return isBlockableTile(this.tile(r, c)); } /** * Toggle an obstacle. `kind` 'block' (default: impassable — platforms, mounds, content) or 'crate' (obstacle-like: * walkable at OBSTACLE_COST, blocks line of sight). Each kind is its own bit, so a crate turned into a platform on * the same tile (map cards) stays consistent whatever the order of the two calls. */ setObstacle(r, c, on, kind = 'block') { if (!this.inBounds(r, c)) return; const k = r * COLS + c; const bit = kind === 'crate' ? OB_CRATE : OB_BLOCK; const v = on ? (this.obstacle[k] | bit) : (this.obstacle[k] & ~bit); if (this.obstacle[k] === v) return; this.obstacle[k] = v; this.version++; this._fields.clear(); } /** Any obstacle (crate or block) on the tile. */ isObstacle(r, c) { return this.inBounds(r, c) && this.obstacle[r * COLS + c] !== 0; } /** An obstacle-like (cost-1000) crate on the tile. */ isCrate(r, c) { return this.inBounds(r, c) && (this.obstacle[r * COLS + c] & OB_CRATE) !== 0; } /** A hard block (platform / mound / content) on the tile. */ isBlocked(r, c) { return this.inBounds(r, c) && (this.obstacle[r * COLS + c] & OB_BLOCK) !== 0; } /** List tiles of a given special kind ('start'|'end'|'telin'|'telout') inside the rect. */ specialTiles(kind) { const out = []; const R = this.rect; for (let r = R.r0; r <= R.r1; r++) for (let c = R.c0; c <= R.c1; c++) if (this.tile(r, c).special === kind) out.push([r, c]); return out; } // --------------------------------------------------------------------------------------------------------------- // official flow field (research 08 §3.4) /** * Flow field toward (er, ec). `allowDiagonal` false ⇒ line of sight only along a row or a column (every autochess * route allows diagonals). `ignoreObstacles` ⇒ blocks and crates are ignored (fallback when the goal is walled off). * @returns {FlowField} */ flowField(er, ec, { allowDiagonal = true, ignoreObstacles = false } = {}) { er |= 0; ec |= 0; const ck = `${er},${ec},${allowDiagonal ? 1 : 0},${ignoreObstacles ? 1 : 0}`; const hit = this._fields.get(ck); if (hit) return hit; const f = this._buildField(er, ec, allowDiagonal, ignoreObstacles); if (this._fields.size >= FIELD_CACHE_MAX) this._fields.delete(this._fields.keys().next().value); this._fields.set(ck, f); return f; } _buildField(er, ec, allowDiagonal, ignore) { const N = ROWS * COLS; const f = { dest: -1, dist: null, parent: null, pen: null, next: null, official: null, cost: null, len: null, version: this.version, allowDiagonal, ignore }; if (!this.inBounds(er, ec)) { const none = new Int32Array(N).fill(-1); return Object.assign(f, { dist: none, parent: none, next: none, official: none, pen: new Int32Array(N), cost: new Int32Array(N) }); } const dest = er * COLS + ec; f.dest = dest; const unb = this.unblockable; const official = this._spfa(dest, ignore, null); const pref = this._spfa(dest, ignore, unb); const dist = pref.dist; // the lexicographic relaxation leaves every distance the official one const walk = (r, c) => this.walkable(r, c, ignore) && (ignore || !(this.obstacle[r * COLS + c] & OB_CRATE)); const ray = allowDiagonal ? bresenhamClear : segmentClear; const nextO = smoothChains(official.parent, dist, (a, b) => ray(a, b, walk), null); // preference smoothing (0.1.0's, playtest #2): the line of sight from n toward ancestor `to` may also cover a // non-blockable tile — the Bresenham footprint, corner tiles of a diagonal step included — only when that tile is on // n's own raw chain between n and `to`; the jump stops at the first ancestor not visible under that rule const onChain = new Int32Array(N).fill(-1); let from = -1, to = -1; const walkP = (r, c) => { if (!walk(r, c)) return false; const k = r * COLS + c; return !unb[k] || (onChain[k] === from && dist[k] >= dist[to]); }; const nextP = smoothChains(pref.parent, dist, (a, b) => { from = a; to = b; return ray(a, b, walkP); }, (n) => { for (let x = n, g = N; x >= 0 && g-- > 0; x = pref.parent[x]) onChain[x] = n; }); // per tile, in increasing distance: the official pointer unless the preference one crosses strictly fewer // non-blockable tiles on the way to the destination — or as few while only skipping the official waypoint o, which // then lies on the straight line to it and leads there (the same walk, one waypoint fewer) const order = []; for (let k = 0; k < N; k++) if (dist[k] >= 0) order.push(k); order.sort((a, b) => dist[a] - dist[b] || a - b); const through = (a, b) => { let n = -unb[a]; crossTiles(a, b, (r, c) => { n += unb[r * COLS + c]; }); return n; }; const next = new Int32Array(N).fill(-1); const cost = new Int32Array(N); for (const k of order) { const o = nextO[k], p = nextP[k]; if (o < 0) continue; // the destination let use = o, best = through(k, o) + cost[o]; if (p >= 0 && p !== o) { const cp = through(k, p) + cost[p]; if (cp < best || (cp === best && next[o] === p && onSegment(k, o, p))) { use = p; best = cp; } } next[k] = use; cost[k] = best; } return Object.assign(f, { dist, parent: pref.parent, pen: pref.pen, next, official: nextO, cost }); } /** * FIFO SPFA from `dest` (walkable or not) with the official neighbour order and move costs. With `penalty` (per-tile * 0/1) the relaxation is lexicographic on (dist, pen): equal-length chains keep the fewest penalised tiles. */ _spfa(dest, ignore, penalty) { const N = ROWS * COLS; const dist = new Int32Array(N).fill(-1); const parent = new Int32Array(N).fill(-1); /** penalised tiles on the raw chain (tile included, destination excluded) */ const pen = new Int32Array(N); const inQ = new Uint8Array(N); const q = new Int32Array(N * 4 + 8); let qh = 0, qt = 0; const push = (k) => { if (qt >= q.length) { q.copyWithin(0, qh, qt); qt -= qh; qh = 0; } q[qt++] = k; }; dist[dest] = 0; push(dest); inQ[dest] = 1; while (qh < qt) { const cur = q[qh++]; inQ[cur] = 0; const r = (cur / COLS) | 0, c = cur - r * COLS; for (let i = 0; i < 4; i++) { const nr = r + FOUR_WAYS[i][0], nc = c + FOUR_WAYS[i][1]; if (!this.walkable(nr, nc, ignore)) continue; const nb = nr * COLS + nc; const nd = dist[cur] + (!ignore && (this.obstacle[nb] & OB_CRATE) ? OBSTACLE_COST : 1); const np = penalty ? pen[cur] + penalty[nb] : 0; if (dist[nb] < 0 || nd < dist[nb] || (nd === dist[nb] && np < pen[nb])) { dist[nb] = nd; pen[nb] = np; parent[nb] = cur; if (!inQ[nb]) { push(nb); inQ[nb] = 1; } } } } return { dist, parent, pen }; } /** Geometric length (tiles) of the smoothed route from tile key k to the field's destination (memoised). */ fieldLength(f, k) { if (!f || k < 0 || f.dist[k] < 0) return Infinity; if (!f.len) f.len = new Float64Array(ROWS * COLS).fill(-1); const stack = []; let x = k; while (x >= 0 && f.len[x] < 0) { if (x === f.dest || f.next[x] < 0) { f.len[x] = 0; break; } stack.push(x); x = f.next[x]; if (stack.length > ROWS * COLS) return Infinity; // cannot happen (dist strictly decreases); defensive } for (let i = stack.length - 1; i >= 0; i--) { const a = stack[i], b = f.next[a]; const ar = (a / COLS) | 0, ac = a - ar * COLS, br = (b / COLS) | 0, bc = b - br * COLS; f.len[a] = f.len[b] + Math.hypot(br - ar, bc - ac); } return f.len[k]; } /** * Smoothed waypoints [[r,c]…] from (sr,sc) to (er,ec) along the flow field (start and goal included), or null when * the start cannot reach the goal. With `ignoreObstacles` the field ignores blocks and crates. */ waypoints(sr, sc, er, ec, { ignoreObstacles = false, allowDiagonal = true } = {}) { if (!this.inBounds(sr, sc) || !this.inBounds(er, ec)) return null; const start = sr * COLS + sc; const goal = er * COLS + ec; if (start === goal) return [[sr, sc]]; const f = this.flowField(er, ec, { ignoreObstacles, allowDiagonal }); if (f.dist[start] < 0) return null; const out = [[sr, sc]]; let k = start, guard = ROWS * COLS; while (k !== goal && guard-- > 0) { k = f.next[k]; if (k < 0) return null; out.push([(k / COLS) | 0, k % COLS]); } return out; } /** * Tiles crossed by the enemy route from (sr,sc) to (er,ec): the smoothed waypoints joined by their Bresenham lines * (start and goal included; consecutive tiles are 8-neighbours). null when unreachable (unless ignoreObstacles). */ findPath(sr, sc, er, ec, { ignoreObstacles = false } = {}) { const wp = this.waypoints(sr, sc, er, ec, { ignoreObstacles }); if (!wp) return null; const out = [wp[0]]; for (let i = 1; i < wp.length; i++) { const seg = bresenhamTiles(wp[i - 1], wp[i]); for (let j = 1; j < seg.length; j++) out.push(seg[j]); } return out; } /** Length (tiles) of a polyline of [r,c] points. */ static pathLength(pts) { let len = 0; for (let i = 1; i < pts.length; i++) len += Math.hypot(pts[i][0] - pts[i - 1][0], pts[i][1] - pts[i - 1][1]); return len; } } /** * @typedef {object} FlowField * @property {number} dest destination tile key (-1 outside the grid) * @property {Int32Array} dist SPFA distance to the destination (-1 = unreachable; the official one) * @property {Int32Array} parent raw SPFA parent of the preference chain (fewest non-blockable tiles among equal `dist`) * @property {Int32Array} pen non-blockable tiles on that raw chain (tile included, destination excluded) * @property {Int32Array} official smoothed parent of the pure official algorithm * @property {Int32Array} next the tile to walk straight toward (official, or the preference pointer when it crosses fewer * non-blockable tiles — see the module header) * @property {Int32Array} cost non-blockable tiles the route of `next` crosses from the tile (excluded) to the destination * @property {Float64Array|null} len memoised smoothed length (fieldLength) */ /** * Row-major, in-place smoothing (client `_PostprocessAndMakeNextMapSmoothly`): each tile's pointer jumps along its chain * (already smoothed pointers for tiles processed earlier) while `los(tile, ancestor)` holds; `begin(tile)`, when given, * runs before the tile's jump. Returns the smoothed pointers. */ function smoothChains(parent, dist, los, begin) { const N = parent.length; const next = new Int32Array(parent); for (let n = 0; n < N; n++) { if (dist[n] < 0 || next[n] < 0) continue; if (begin) begin(n); let b = next[n]; while (next[b] >= 0 && los(n, next[b])) b = next[b]; next[n] = b; } return next; } /** Whether tile key b lies strictly inside the straight segment between tile keys a and c. */ function onSegment(a, b, c) { const ar = (a / COLS) | 0, ac = a - ar * COLS, br = (b / COLS) | 0, bc = b - br * COLS, cr = (c / COLS) | 0, cc = c - cr * COLS; return (br - ar) * (cc - ac) === (bc - ac) * (cr - ar) && (br - ar) * (cr - br) + (bc - ac) * (cc - bc) > 0; } /** Bresenham line of sight between tile keys a → b (client `_RaycastBresenhamLine`). */ function bresenhamClear(a, b, clear) { let r = (a / COLS) | 0, c = a - r * COLS; const r1 = (b / COLS) | 0, c1 = b - r1 * COLS; const dr = Math.abs(r1 - r), dc = Math.abs(c1 - c); const sr = r1 > r ? 1 : -1, sc = c1 > c ? 1 : -1; let err = dc - dr; if (!clear(r, c)) return false; while (r !== r1 || c !== c1) { const e2 = 2 * err; let nr = r, nc = c; if (e2 > -dr) { err -= dr; nc += sc; } if (e2 < dc) { err += dc; nr += sr; } if (nr !== r && nc !== c && !(clear(nr, c) && clear(r, nc))) return false; r = nr; c = nc; if (!clear(r, c)) return false; } return true; } /** Row / column line of sight (client `_RaycastSegmentLine`, routes without diagonal moves). */ function segmentClear(a, b, clear) { let r = (a / COLS) | 0, c = a - r * COLS; const r1 = (b / COLS) | 0, c1 = b - r1 * COLS; if (r !== r1 && c !== c1) return false; const sr = Math.sign(r1 - r), sc = Math.sign(c1 - c); if (!clear(r, c)) return false; while (r !== r1 || c !== c1) { r += sr; c += sc; if (!clear(r, c)) return false; } return true; } /** Tiles of the Bresenham line [r0,c0] → [r1,c1] (same stepping as bresenhamClear). */ export function bresenhamTiles(a, b) { let [r, c] = a; const [r1, c1] = b; const dr = Math.abs(r1 - r), dc = Math.abs(c1 - c); const sr = r1 > r ? 1 : -1, sc = c1 > c ? 1 : -1; let err = dc - dr; const out = [[r, c]]; let guard = 256; while ((r !== r1 || c !== c1) && guard-- > 0) { const e2 = 2 * err; if (e2 > -dr) { err -= dr; c += sc; } if (e2 < dc) { err += dc; r += sr; } out.push([r, c]); } return out; } /** * Exact traversal of the straight segment between the centres of tile keys a → b: calls `fn(r, c)` for every tile whose * interior the segment crosses, a and b included, in order — a tile it only touches at a corner point (the segment * passes exactly through a lattice corner) is skipped. Stops early and returns false when `fn` returns false. * Integer arithmetic: the k-th column boundary is crossed at t = (2k − 1) / 2dx, the m-th row boundary at * (2m − 1) / 2dy. */ function crossTiles(a, b, fn) { let r = (a / COLS) | 0, c = a - r * COLS; const r1 = (b / COLS) | 0, c1 = b - r1 * COLS; const dy = Math.abs(r1 - r), dx = Math.abs(c1 - c); const sr = r1 > r ? 1 : -1, sc = c1 > c ? 1 : -1; if (fn(r, c) === false) return false; for (let kx = 1, ky = 1; r !== r1 || c !== c1;) { const tx = kx <= dx ? (2 * kx - 1) * dy : Infinity; const ty = ky <= dy ? (2 * ky - 1) * dx : Infinity; if (tx === ty) { c += sc; r += sr; kx++; ky++; } else if (tx < ty) { c += sc; kx++; } else { r += sr; ky++; } if (fn(r, c) === false) return false; } return true; } /** Tiles [[r,c]…] whose interior the segment between the centres of tiles a = [r,c] and b crosses (crossTiles). */ export function segmentTiles(a, b) { const out = []; crossTiles(a[0] * COLS + a[1], b[0] * COLS + b[1], (r, c) => { out.push([r, c]); }); return out; } /** * Whether a straight move from (x, y) to the centre of tile p = {x: col, y: row} only crosses ground-walkable, * crate-free tiles (the start and end tiles excepted). Exact grid traversal (tile (r,c) spans c ± 0.5, r ± 0.5); a * line through a tile corner needs both side tiles clear (as the grid's Bresenham smoothing). */ export function straightClear(g, x, y, p) { let c = Math.round(x), r = Math.round(y); const dx = p.x - x, dy = p.y - y; const sc = dx > 0 ? 1 : -1, sr = dy > 0 ? 1 : -1; const ddx = dx !== 0 ? Math.abs(1 / dx) : Infinity, ddy = dy !== 0 ? Math.abs(1 / dy) : Infinity; let tx = dx !== 0 ? (c + 0.5 * sc - x) / dx : Infinity; let ty = dy !== 0 ? (r + 0.5 * sr - y) / dy : Infinity; const clear = (rr, cc) => (rr === p.y && cc === p.x) || (g.walkable(rr, cc) && !(g.obstacle[rr * COLS + cc] & OB_CRATE)); for (let guard = 4 * COLS; guard > 0 && (r !== p.y || c !== p.x); guard--) { if (tx >= 1 && ty >= 1) break; if (Math.abs(tx - ty) < 1e-9) { if (!clear(r, c + sc) || !clear(r + sr, c)) return false; c += sc; r += sr; tx += ddx; ty += ddy; } else if (tx < ty) { c += sc; tx += ddx; } else { r += sr; ty += ddy; } if (!clear(r, c)) return false; } return true; }