"use strict"; // Layer: world/pathfinding // Grid and detour waypoint helpers for obstacle-aware creature routing. (function (global) { const World = global.World; if (!World) return; Object.defineProperties(World.prototype, Object.getOwnPropertyDescriptors({ findTarinaiPathWaypoint(actor, target, opts = {}) { if (!actor || !target || !Number.isFinite(Number(actor.x)) || !Number.isFinite(Number(actor.y)) || !Number.isFinite(Number(target.x)) || !Number.isFinite(Number(target.y))) return null; const tx = Number(target.x); const ty = Number(target.y); const ax = Number(actor.x); const ay = Number(actor.y); const targetItem = opts?.targetItem || target?.hostItem || (target?.isStructure || target?.type ? target : null); const exclude = opts?.exclude || targetItem || null; const rr = Math.max(8, Number(actor.radius || 20) || 20); const requestedPadding = Number(opts.padding || 0) || rr * 0.78; const padding = Math.max(20, requestedPadding, rr * 0.95); const pointClearance = Math.max(10, padding * 0.72); const directClear = !this.pathBlockedByFence?.(ax, ay, tx, ty, padding, { exclude }); if (directClear) { actor._pathWaypoint = null; return null; } const targetId = targetItem?.id || target?.id || `pos:${Math.round(tx)},${Math.round(ty)}`; const cached = actor._pathWaypoint || null; if (cached && cached.targetId === targetId && (this.time || 0) < (cached.until || 0) && Number.isFinite(cached.x) && Number.isFinite(cached.y) && !this.pointBlockedByObstacle(cached.x, cached.y, pointClearance, { exclude, maxChecks: 18, directionalOneWay: true }) && !this.pathBlockedByFence?.(ax, ay, cached.x, cached.y, padding, { exclude })) { return { x: cached.x, y: cached.y, dead: false, detour: true, routeTargetId: targetId }; } const midX = (ax + tx) * 0.5; const midY = (ay + ty) * 0.5; const totalD = Math.max(1, Math.hypot(tx - ax, ty - ay)); const rects = this.nearbySolidObstacleRects?.(midX, midY, totalD * 0.5 + padding + 190, { exclude, maxChecks: Math.max(32, Number(opts.maxChecks || 0) || 46), maxRects: 80 }) || []; const worldPad = (typeof CONFIG !== "undefined" ? CONFIG.worldPadding : 28) + rr * 0.45; const candidates = []; const add = (x, y, sourceRect, grade = 0) => { if (!Number.isFinite(x) || !Number.isFinite(y)) return; if (x < worldPad || y < worldPad || x > this.w - worldPad || y > this.h - worldPad) return; candidates.push({ x, y, sourceRect, grade }); }; const worldPoint = (r, lx, ly) => { const c = Number.isFinite(r.cos) ? r.cos : Math.cos(r.angle || 0); const sn = Number.isFinite(r.sin) ? r.sin : Math.sin(r.angle || 0); const cx = Number(r.cx ?? ((Number(r.left || 0) + Number(r.right || 0)) * 0.5)) || 0; const cy = Number(r.cy ?? ((Number(r.top || 0) + Number(r.bottom || 0)) * 0.5)) || 0; return { x: cx + lx * c - ly * sn, y: cy + lx * sn + ly * c }; }; const addRectCandidates = (r, index = 0) => { const pad = Math.max(34, padding + rr * 1.45 + 18 + Math.min(18, index * 3)); if (r.oriented) { const hw = Math.max(1, Number(r.halfW || 0) || 1) + pad; const hh = Math.max(1, Number(r.halfH || 0) || 1) + pad; for (const [lx, ly, grade] of [[-hw, -hh, 0], [hw, -hh, 0], [hw, hh, 0], [-hw, hh, 0], [0, -hh, 1], [hw, 0, 1], [0, hh, 1], [-hw, 0, 1]]) { const p = worldPoint(r, lx, ly); add(p.x, p.y, r, grade); } } else { const left = Number(r.left || 0) - pad; const right = Number(r.right || 0) + pad; const top = Number(r.top || 0) - pad; const bottom = Number(r.bottom || 0) + pad; const cx = (left + right) * 0.5; const cy = (top + bottom) * 0.5; for (const [x, y, grade] of [[left, top, 0], [right, top, 0], [right, bottom, 0], [left, bottom, 0], [cx, top, 1], [right, cy, 1], [cx, bottom, 1], [left, cy, 1]]) add(x, y, r, grade); } }; let blockers = 0; for (const rect of rects) { if (!this.isFenceRoutingRect?.(rect)) continue; const inflated = rect?.oriented ? { ...rect, halfW: (rect.halfW || 0) + padding, halfH: (rect.halfH || 0) + padding } : { left: (rect.left || 0) - padding, right: (rect.right || 0) + padding, top: (rect.top || 0) - padding, bottom: (rect.bottom || 0) + padding }; if (!this.segmentIntersectsRect?.(ax, ay, tx, ty, inflated)) continue; addRectCandidates(rect, blockers); blockers += 1; if (blockers >= 4) break; } if (!candidates.length) return null; let best = null; let bestScore = Infinity; const old = cached && Number.isFinite(cached.x) && Number.isFinite(cached.y) ? cached : null; for (const c of candidates) { if (this.pointBlockedByObstacle(c.x, c.y, pointClearance, { exclude, maxChecks: 20, directionalOneWay: true })) continue; const firstBlocked = this.pathBlockedByFence?.(ax, ay, c.x, c.y, padding, { exclude }); if (firstBlocked) continue; const secondBlocked = this.pathBlockedByFence?.(c.x, c.y, tx, ty, padding, { exclude }); const d1 = Math.hypot(c.x - ax, c.y - ay); const d2 = Math.hypot(tx - c.x, ty - c.y); const progress = totalD - d2; const cacheBias = old ? Math.min(90, Math.hypot(c.x - old.x, c.y - old.y) * 0.35) : 0; const score = d1 + d2 + (secondBlocked ? 780 - progress * 0.45 : 0) + (c.grade || 0) * 26 + cacheBias; if (score < bestScore) { best = { ...c, secondBlocked }; bestScore = score; } } if (!best || (best.secondBlocked && opts.preferFullPath)) { const grid = this.findGridPathWaypoint?.(actor, target, { ...opts, targetItem, exclude, padding, targetId }); if (grid) return grid; if (!best) return null; } actor._pathWaypoint = { x: best.x, y: best.y, targetId, until: (this.time || 0) + 0.95 }; return { x: best.x, y: best.y, dead: false, detour: true, routeTargetId: targetId }; }, findGridPathWaypoint(actor, target, opts = {}) { if (!actor || !target || !Number.isFinite(Number(actor.x)) || !Number.isFinite(Number(actor.y)) || !Number.isFinite(Number(target.x)) || !Number.isFinite(Number(target.y))) return null; const ax = Number(actor.x), ay = Number(actor.y), tx = Number(target.x), ty = Number(target.y); const targetId = opts.targetId || opts.targetItem?.id || target?.id || `pos:${Math.round(tx)},${Math.round(ty)}`; const cached = actor._gridPathWaypoint || null; const actorRadius = Math.max(8, Number(actor.radius || 20) || 20); const requestedPadding = Number(opts.padding || 0) || actorRadius * 0.78; const padding = Math.max(20, requestedPadding, actorRadius * 0.95); const pointClearance = Math.max(10, padding * 0.72); const exclude = opts.exclude || opts.targetItem || target || null; if (cached && cached.targetId === targetId && (this.time || 0) < (cached.until || 0) && Number.isFinite(cached.x) && Number.isFinite(cached.y) && !this.pointBlockedByObstacle?.(cached.x, cached.y, pointClearance, { exclude, maxChecks: 20, directionalOneWay: true }) && !this.pathBlockedByFence?.(ax, ay, cached.x, cached.y, padding, { exclude })) { return { x: cached.x, y: cached.y, dead: false, detour: true, routeTargetId: targetId, gridPath: true }; } const dTotal = Math.max(1, Math.hypot(tx - ax, ty - ay)); const step = Math.max(42, Math.min(72, Number(opts.gridStep || 0) || dTotal / 7)); const padWorld = (CONFIG.worldPadding || 28) + Math.max(8, Number(actor.radius || 20) * 0.45); const margin = Math.max(190, step * 3.2); const minX = Math.max(padWorld, Math.min(ax, tx) - margin); const maxX = Math.min(this.w - padWorld, Math.max(ax, tx) + margin); const minY = Math.max(padWorld, Math.min(ay, ty) - margin); const maxY = Math.min(this.h - padWorld, Math.max(ay, ty) + margin); const cols = Math.max(2, Math.min(18, Math.ceil((maxX - minX) / step) + 1)); const rows = Math.max(2, Math.min(18, Math.ceil((maxY - minY) / step) + 1)); const px = (ix) => cols <= 1 ? minX : minX + (maxX - minX) * ix / (cols - 1); const py = (iy) => rows <= 1 ? minY : minY + (maxY - minY) * iy / (rows - 1); const nearest = (x, y) => ({ ix: clamp(Math.round((x - minX) / Math.max(1, maxX - minX) * (cols - 1)), 0, cols - 1), iy: clamp(Math.round((y - minY) / Math.max(1, maxY - minY) * (rows - 1)), 0, rows - 1) }); const start = nearest(ax, ay); const goal = nearest(tx, ty); const key = (ix, iy) => `${ix},${iy}`; const inBounds = (ix, iy) => ix >= 0 && iy >= 0 && ix < cols && iy < rows; const pointOpen = (ix, iy) => { if (!inBounds(ix, iy)) return false; if (ix === start.ix && iy === start.iy) return true; if (ix === goal.ix && iy === goal.iy) return true; return !this.pointBlockedByObstacle?.(px(ix), py(iy), pointClearance, { exclude, maxChecks: 18, directionalOneWay: true }); }; const edgeOpen = (a, b) => !this.pathBlockedByFence?.(px(a.ix), py(a.iy), px(b.ix), py(b.iy), padding, { exclude }); const h = (ix, iy) => Math.hypot(px(ix) - tx, py(iy) - ty); const open = [{ ...start, g: 0, f: h(start.ix, start.iy), parent: null }]; const bestByKey = new Map([[key(start.ix, start.iy), open[0]]]); let found = null; let guard = 0; const dirs = [[1,0],[-1,0],[0,1],[0,-1],[1,1],[1,-1],[-1,1],[-1,-1]]; while (open.length && guard++ < 420) { open.sort((a, b) => a.f - b.f); const cur = open.shift(); if (cur.ix === goal.ix && cur.iy === goal.iy) { found = cur; break; } for (const [dx, dy] of dirs) { const nx = cur.ix + dx, ny = cur.iy + dy; if (!pointOpen(nx, ny)) continue; const nb = { ix: nx, iy: ny }; const diagonal = dx && dy; if (diagonal) { const sideA = { ix: cur.ix + dx, iy: cur.iy }; const sideB = { ix: cur.ix, iy: cur.iy + dy }; if (!pointOpen(sideA.ix, sideA.iy) || !pointOpen(sideB.ix, sideB.iy)) continue; if (!edgeOpen(cur, sideA) || !edgeOpen(cur, sideB) || !edgeOpen(sideA, nb) || !edgeOpen(sideB, nb)) continue; } if (!edgeOpen(cur, nb)) continue; const ng = cur.g + (diagonal ? 1.42 : 1) * step; const k = key(nx, ny); const oldNode = bestByKey.get(k); if (oldNode && oldNode.g <= ng) continue; const node = { ix: nx, iy: ny, g: ng, f: ng + h(nx, ny), parent: cur }; bestByKey.set(k, node); open.push(node); } } if (!found) return null; const path = []; for (let n = found; n; n = n.parent) path.push(n); path.reverse(); const chosen = path[Math.min(path.length - 1, Math.max(1, path.length > 3 ? 2 : 1))]; if (!chosen) return null; const wx = px(chosen.ix), wy = py(chosen.iy); actor._gridPathWaypoint = { x: wx, y: wy, targetId, until: (this.time || 0) + 1.15 }; actor._pathWaypoint = { x: wx, y: wy, targetId, until: (this.time || 0) + 1.15 }; return { x: wx, y: wy, dead: false, detour: true, routeTargetId: targetId, gridPath: true }; }, })); })(typeof window !== "undefined" ? window : globalThis);