Created
June 27, 2020 18:25
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const PLAIN_COST = 3; | |
const SWAMP_COST = 6; | |
const WALL_COST = 30 * PLAIN_COST; | |
const EXISTING_PATH_COST = PLAIN_COST - 2; | |
function getDestinations(room) { | |
let destinations = room.find(FIND_SOURCES); | |
destinations.push({ pos: room.getPositionAt(1, 25) }); | |
return destinations; | |
} | |
/** @param {Room} room */ | |
function pathfinding(room) { | |
let terrain = room.getTerrain(); | |
//terrain. | |
const matrix = new PathFinder.CostMatrix(); | |
//const terrain = Game.map.getRoomTerrain(room.name); | |
for (let y = 0; y < 50; ++y) { | |
for (let x = 0; x < 50; ++x) { | |
switch (terrain.get(x, y)) { | |
case TERRAIN_MASK_SWAMP: | |
matrix.set(x, y, SWAMP_COST); | |
break; | |
case TERRAIN_MASK_WALL: | |
if (x != 0 && y != 0 && x != 49 && y != 49) { | |
// Can't tunnel through walls on edge tiles | |
matrix.set(x, y, WALL_COST); | |
} | |
break; | |
default: // plain | |
matrix.set(x, y, PLAIN_COST); | |
break; | |
} | |
} | |
} | |
const callback = (roomName) => { | |
if (roomName == 'sim') { // only route through colony rooms | |
return matrix; | |
} | |
}; | |
let start = Game.spawns.Spawn1.pos; | |
let destinations = getDestinations(room); | |
let goals = destinations.map(dest => ({ pos: dest.pos, range: 1 })); | |
goals.forEach((goal) => { | |
const ret = PathFinder.search(start, goal, { roomCallback: callback, maxOps: 40000 }); | |
for (const i of _.range(ret.path.length)) { | |
const pos = ret.path[i]; | |
//if (i % 2 == 0 && !pos.isEdge) { | |
matrix.set(pos.x, pos.y, EXISTING_PATH_COST); | |
//} | |
} | |
}); | |
let map = {}; | |
let length = 0; | |
goals.forEach((goal) => { | |
const ret = PathFinder.search(start, goal, { roomCallback: callback, maxOps: 40000 }); | |
ret.path.forEach((pos) => { | |
if (map[pos.x + 'x' + pos.y]) return; | |
room.visual.circle(pos, { radius: 0.07, fill: '#ff0044', opacity: 1 }); | |
length++; | |
map[pos.x + 'x' + pos.y] = 1; | |
}) | |
}); | |
console.log('trivial = ' + length); | |
}; | |
module.exports.loop = function () { | |
let room = Game.rooms.sim; | |
pathfinding(room); | |
} | |
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