# Conflicts: # data/stages.json # docs/DATA.md # server/sim/grid.js # test/sim/pathing-blockable.test.js
268 lines
13 KiB
JavaScript
268 lines
13 KiB
JavaScript
// Adversarial cross-check of grid.js against an independent port of the official client pathing (research 08 §3.4,
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// `Torappu.Battle.SPFA`: FIFO SPFA from the destination over the WHOLE level map, UP/RIGHT/DOWN/LEFT, crates cost 1000,
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// strict improvement; row-major in-place Bresenham smoothing with the diagonal corner rule), run on the raw level files
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// in .cache/gamedata (skipped when absent), extended by our blockable-ground preference (grid.js header: a second,
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// preference field = 0.1.0's — equal-length ties to the chain with the fewest non-blockable tiles, a line of sight that
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// covers non-blockable tiles, diagonal-step corners included, only on the own raw chain — whose pointer replaces the
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// official one where its route crosses fewer non-blockable tiles, or as few while only skipping the official waypoint
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// (on the straight line to it, leading there); "crosses" = positive-length intersection with the tile, found here by
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// clipping the segment against each tile, independently of grid.js crossTiles):
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// * the 8 active stages with their match-start devices: the smoothed chain from EVERY walkable tile of the normal,
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// 联防 and boss rects to every goal equals the full-map reference one (the sim's rect limit changes nothing);
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// * 400 random crate / block layouts: identical chains to the same algorithm limited to the rect;
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// * against the PURE official algorithm: identical route lengths everywhere, never more non-blockable tiles crossed.
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import { test } from 'node:test';
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import assert from 'node:assert/strict';
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import { readFileSync, existsSync } from 'node:fs';
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import { join, dirname } from 'node:path';
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import { fileURLToPath } from 'node:url';
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import { Grid } from '../../server/sim/grid.js';
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import { getDefaultSource, hasGeneratedData } from '../../server/sim/simdata.js';
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import { GEO } from '../../shared/constants.js';
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const ROOT = join(dirname(fileURLToPath(import.meta.url)), '..', '..');
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const LEVELS = join(ROOT, '.cache', 'gamedata', 'levels', 'activities');
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const STAGES = ['act1autochess_m01', 'act1autochess_m02', 'act1autochess_m03', 'act1autochess_m04', 'act2autochess_m01', 'act2autochess_m02', 'act2autochess_m03', 'act2autochess_m04'];
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const file = (sid) => join(LEVELS, sid.slice(0, 13), `level_${sid}.json`);
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const SKIP = { skip: (!hasGeneratedData() && 'no generated data') || (!STAGES.every((s) => existsSync(file(s))) && 'no .cache/gamedata levels') };
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const FOUR = [[1, 0], [0, 1], [-1, 0], [0, -1]];
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/**
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* The official algorithm on a raw level (non-hidden crates cost 1000; platforms / mounds blocked like the sim [ASSUMED]).
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* `prefer` adds the blockable-ground preference (see the header). Returns dest → (start → chain string), with
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* `.dist(start)` / `.crossedNb(start)` (non-blockable tiles the route crosses, start excluded) on each dest.
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*/
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function official(sid, { crates: extraCrates = [], blocks: extraBlocks = [], rect = null, prefer = true } = {}) {
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const lv = JSON.parse(readFileSync(file(sid), 'utf8'));
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const md = lv.mapData;
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const H = md.map.length, W = md.map[0].length;
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const tile = (r, c) => md.tiles[md.map[H - 1 - r][c]];
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const crates = new Set(), blocked = new Set();
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for (const t of lv.predefines?.tokenInsts || []) {
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if (t.hidden) continue;
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const k = `${t.position.row},${t.position.col}`;
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if (t.inst.characterKey === 'trap_1105_accrate') crates.add(k);
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if (t.inst.characterKey === 'trap_1106_achplat' || t.inst.characterKey === 'trap_032_mound') blocked.add(k);
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}
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for (const [r, c] of extraCrates) crates.add(`${r},${c}`);
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for (const [r, c] of extraBlocks) blocked.add(`${r},${c}`);
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const inside = (r, c) => (rect ? r >= rect.r0 && r <= rect.r1 && c >= rect.c0 && c <= rect.c1 : r >= 0 && r < H && c >= 0 && c < W);
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const passable = (r, c) => inside(r, c) && ['ALL', 'WALK_ONLY'].includes(tile(r, c).passableMask) && !blocked.has(`${r},${c}`);
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// non-blockable walkable terrain: not LOWLAND buildable for melee (floor, gates, goal, teleports) — and the 深水区,
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// which refuses deployment whatever its buildableType (PRTS 深水区 地形信息 "拒绝部署(待补充)"; player report #3
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// after 0.1.0)
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const nb = (r, c) => {
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const t = tile(r, c);
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if (t.tileKey === 'tile_deepsea') return true;
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return !(t.heightType === 'LOWLAND' && (t.buildableType === 'ALL' || t.buildableType === 'MELEE'));
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};
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const bres = ([r0, c0], [r1, c1], clear) => {
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const dr = Math.abs(r1 - r0), dc = Math.abs(c1 - c0), sr = r1 > r0 ? 1 : -1, sc = c1 > c0 ? 1 : -1;
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let err = dc - dr, r = r0, c = c0;
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const out = [[r, c]];
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while (r !== r1 || c !== c1) {
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const e2 = 2 * err;
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let nr = r, nc = c;
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if (e2 > -dr) { err -= dr; nc += sc; }
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if (e2 < dc) { err += dc; nr += sr; }
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if (nr !== r && nc !== c) out.push([nr, c], [r, nc]);
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r = nr; c = nc;
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out.push([r, c]);
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}
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return clear ? out.every(([a, b]) => clear(a, b)) : out;
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};
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// tiles the centre-to-centre segment a → b passes through with positive length (Liang–Barsky clip per tile)
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const through = ([r0, c0], [r1, c1]) => {
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const out = [];
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for (let r = Math.min(r0, r1); r <= Math.max(r0, r1); r++) {
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for (let c = Math.min(c0, c1); c <= Math.max(c0, c1); c++) {
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let t0 = 0, t1 = 1;
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for (const [pp, qq] of [[-(c1 - c0), c0 - (c - 0.5)], [c1 - c0, c + 0.5 - c0], [-(r1 - r0), r0 - (r - 0.5)], [r1 - r0, r + 0.5 - r0]]) {
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if (pp === 0) { if (qq < 0) t1 = -1; continue; }
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if (pp < 0) t0 = Math.max(t0, qq / pp); else t1 = Math.min(t1, qq / pp);
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}
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if (t1 - t0 > 1e-9) out.push([r, c]);
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}
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}
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return out;
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};
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const key = (p) => p.join();
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const unkey = (k) => k.split(',').map(Number);
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const losClear = (y, x) => passable(y, x) && !crates.has(`${y},${x}`);
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return (dest) => {
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const D = dest.join();
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const spfa = (usePen) => {
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const dist = new Map([[D, 0]]);
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const pen = new Map([[D, 0]]);
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const par = new Map();
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const q = [dest];
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const inq = new Set([D]);
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while (q.length) {
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const cur = q.shift();
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const ck = cur.join();
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inq.delete(ck);
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for (const [dr, dc] of FOUR) {
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const nb2 = [cur[0] + dr, cur[1] + dc];
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const nk = nb2.join();
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if (!passable(nb2[0], nb2[1])) continue;
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const nd = dist.get(ck) + (crates.has(nk) ? 1000 : 1);
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const np = pen.get(ck) + (usePen && nb(nb2[0], nb2[1]) ? 1 : 0);
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if (!dist.has(nk) || nd < dist.get(nk) || (usePen && nd === dist.get(nk) && np < pen.get(nk))) {
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dist.set(nk, nd);
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pen.set(nk, np);
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par.set(nk, cur);
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if (!inq.has(nk)) { q.push(nb2); inq.add(nk); }
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}
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}
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}
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return { dist, par };
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};
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// row-major in-place smoothing; `guard` (0.1.0's preference smoothing): the line of sight toward ancestor a may
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// also cover non-blockable tiles (Bresenham footprint, diagonal-step corners included) only on the tile's own raw
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// chain between the tile and a — the jump stops at the first ancestor it cannot see so
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const smooth = ({ dist, par }, guard) => {
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const nxt = new Map(par);
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for (let r = 0; r < H; r++) {
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for (let c = 0; c < W; c++) {
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const k = `${r},${c}`;
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if (!nxt.has(k)) continue;
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const chain = new Set();
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if (guard) for (let x = [r, c]; x; x = par.get(x.join())) chain.add(x.join());
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const sees = (a) => bres([r, c], a, (y, x) => losClear(y, x)
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&& (!guard || !nb(y, x) || (chain.has(`${y},${x}`) && dist.get(`${y},${x}`) >= dist.get(a.join()))));
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let b = nxt.get(k);
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while (nxt.has(b.join()) && sees(nxt.get(b.join()))) b = nxt.get(b.join());
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nxt.set(k, b);
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}
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}
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return nxt;
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};
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const off = spfa(false);
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const dist = off.dist;
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const segNb = (a, b) => through(a, b).filter(([y, x]) => !(y === a[0] && x === a[1]) && nb(y, x)).length;
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let nxt = smooth(off, false);
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if (prefer) {
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// per tile in increasing distance: the preference pointer when its route crosses fewer non-blockable tiles (or as
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// few while it only skips the official waypoint: o strictly inside the segment a → p, and o's chosen pointer is p)
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const nxtP = smooth(spfa(true), true);
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const cost = new Map([[D, 0]]);
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const chosen = new Map();
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const skips = (a, o, p) => {
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const t = through(a, p);
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return key(o) !== key(a) && key(o) !== key(p) && (o[0] - a[0]) * (p[1] - a[1]) === (o[1] - a[1]) * (p[0] - a[0]) && t.some((x) => key(x) === key(o));
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};
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for (const k of [...dist.keys()].sort((a, b) => dist.get(a) - dist.get(b))) {
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if (k === D) continue;
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const a = unkey(k), o = nxt.get(k), p = nxtP.get(k);
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const co = segNb(a, o) + cost.get(key(o)), cp = segNb(a, p) + cost.get(key(p));
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const useP = cp < co || (cp === co && key(o) !== key(p) && key(chosen.get(key(o)) ?? []) === key(p) && skips(a, o, p));
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chosen.set(k, useP ? p : o);
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cost.set(k, useP ? cp : co);
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}
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nxt = chosen;
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}
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const chainOf = (start) => {
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if (!dist.has(start.join())) return null;
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const out = [start];
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let k = start.join();
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while (k !== D && out.length < 100) { const n = nxt.get(k); out.push(n); k = n.join(); }
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return out;
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};
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const fn = (start) => { const ch = chainOf(start); return ch ? ch.map((p) => `(${p})`).join(' ') : null; };
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fn.dist = (start) => dist.get(start.join()) ?? -1;
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fn.crossedNb = (start) => {
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const ch = chainOf(start);
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if (!ch) return null;
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let n = 0;
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for (let i = 1; i < ch.length; i++) n += segNb(ch[i - 1], ch[i]);
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return n;
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};
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return fn;
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};
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}
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function simGrid(sid, rect, extra = {}) {
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const st = getDefaultSource().getStage(sid);
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const g = new Grid(st, rect);
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for (const d of st.raw.devices) {
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if (!d.active || !d.pos) continue;
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if (d.role === 'crate') g.setObstacle(d.pos[0], d.pos[1], true, 'crate');
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if (d.role === 'platform' || d.role === 'mound') g.setObstacle(d.pos[0], d.pos[1], true);
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}
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for (const [r, c] of extra.crates || []) g.setObstacle(r, c, true, 'crate');
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for (const [r, c] of extra.blocks || []) g.setObstacle(r, c, true);
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return g;
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}
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function compare(sid, rect, dests, extra = {}, officialRect = null) {
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const off = official(sid, { ...extra, rect: officialRect, prefer: true });
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const g = simGrid(sid, rect, extra);
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let n = 0;
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for (const dest of dests) {
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const chainOf = off(dest);
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for (let r = rect.r0; r <= rect.r1; r++) {
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for (let c = rect.c0; c <= rect.c1; c++) {
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if (!g.walkable(r, c)) continue;
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const wp = g.waypoints(r, c, dest[0], dest[1]);
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assert.equal(wp ? wp.map((p) => `(${p})`).join(' ') : null, chainOf([r, c]), `${sid} (${r},${c}) → (${dest}) ${JSON.stringify(extra)}`);
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n++;
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}
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}
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}
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return n;
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}
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test('every walkable tile of the normal / 联防 / boss fields of the 8 stages follows the full-map reference chain', SKIP, () => {
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let n = 0;
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for (const sid of STAGES) {
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n += compare(sid, GEO.NORMAL_RECT, [[9, 2]]);
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n += compare(sid, GEO.UNITE_RECT, [[9, 2]]);
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n += compare(sid, GEO.BOSS_RECT, [[1, 3], [1, 17], [2, 2], [2, 18]]);
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}
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assert.ok(n > 1500, `${n} chains`);
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});
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test('random crate / block layouts: identical flow fields and smoothing to the reference algorithm (same rect)', SKIP, () => {
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let seed = 7;
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const rnd = () => ((seed = (Math.imul(seed, 1103515245) + 12345) >>> 0) / 4294967296);
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let n = 0;
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for (let t = 0; t < 400; t++) {
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const sid = STAGES[t % STAGES.length];
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const crates = [], blocks = [];
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for (let i = 0; i < 6; i++) crates.push([9 + Math.floor(rnd() * 4), Math.floor(rnd() * 11)]);
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for (let i = 0; i < 2; i++) blocks.push([9 + Math.floor(rnd() * 4), 3 + Math.floor(rnd() * 7)]);
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n += compare(sid, GEO.NORMAL_RECT, [[9, 2]], { crates, blocks }, GEO.NORMAL_RECT);
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}
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assert.ok(n > 5000, `${n} chains`);
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});
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test('vs the PURE official algorithm: same route length from every tile, never more non-blockable tiles crossed', SKIP, () => {
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let n = 0, fewer = 0;
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const fields = [[GEO.NORMAL_RECT, [[9, 2]]], [GEO.UNITE_RECT, [[9, 2]]], [GEO.BOSS_RECT, [[1, 3], [1, 17], [2, 2], [2, 18]]]];
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for (const sid of STAGES) {
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const pure = official(sid, { prefer: false });
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const ours = official(sid, { prefer: true });
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for (const [rect, dests] of fields) {
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const g = simGrid(sid, rect);
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for (const dest of dests) {
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const p = pure(dest), o = ours(dest);
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const f = g.flowField(dest[0], dest[1]);
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for (let r = rect.r0; r <= rect.r1; r++) {
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for (let c = rect.c0; c <= rect.c1; c++) {
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if (!g.walkable(r, c) || p.dist([r, c]) < 0) continue;
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assert.equal(f.dist[r * 21 + c], p.dist([r, c]), `${sid} (${r},${c}) → (${dest}): official length`);
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const a = p.crossedNb([r, c]), b = o.crossedNb([r, c]);
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assert.ok(b <= a, `${sid} (${r},${c}) → (${dest}): ${b} non-blockable tiles vs official ${a}`);
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if (b < a) fewer++;
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n++;
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}
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}
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}
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}
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}
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assert.ok(n > 1500 && fewer > 0, `${n} chains, ${fewer} with fewer non-blockable tiles`);
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// the user's report: 战场#01 lower gate — official climbs the col-9 floor lane, ours keeps to the col-8 road
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assert.equal(official('act1autochess_m01', { prefer: false })([9, 2])([9, 10]), '(9,10) (9,9) (12,8) (12,4) (9,4) (9,2)');
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assert.equal(official('act1autochess_m01', { prefer: true })([9, 2])([9, 10]), '(9,10) (9,8) (12,8) (12,4) (9,4) (9,2)');
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});
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