Spaces:
Sleeping
Sleeping
File size: 19,768 Bytes
5c0862e dd96d2f 5c0862e dd96d2f 5c0862e dd96d2f 5c0862e dd96d2f 29a88f8 dd96d2f 29a88f8 dd96d2f 29a88f8 dd96d2f 29a88f8 dd96d2f 29a88f8 dd96d2f 29a88f8 dd96d2f 29a88f8 dd96d2f 29a88f8 dd96d2f 29a88f8 dd96d2f 29a88f8 dd96d2f 29a88f8 dd96d2f 29a88f8 dd96d2f 29a88f8 dd96d2f 5c0862e dd96d2f 29a88f8 5c0862e 29a88f8 dd96d2f 29a88f8 dd96d2f 29a88f8 dd96d2f 5c0862e dd96d2f 29a88f8 5c0862e dd96d2f 5c0862e dd96d2f 5c0862e dd96d2f 29a88f8 dd96d2f 29a88f8 dd96d2f 29a88f8 dd96d2f 29a88f8 dd96d2f 29a88f8 dd96d2f 29a88f8 dd96d2f 29a88f8 dd96d2f 29a88f8 dd96d2f 5c0862e dd96d2f 5c0862e 29a88f8 5c0862e dd96d2f 29a88f8 dd96d2f 29a88f8 5c0862e dd96d2f 5c0862e 29a88f8 dd96d2f 5c0862e dd96d2f 5c0862e 29a88f8 dd96d2f 29a88f8 5c0862e dd96d2f 5c0862e dd96d2f 5c0862e dd96d2f 29a88f8 dd96d2f 29a88f8 dd96d2f 5c0862e dd96d2f 5c0862e dd96d2f 5c0862e dd96d2f 5c0862e 29a88f8 | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 | """
Pathfinding constrained to walkable area: one exterior polygon + holes (compiled_map.json),
or fallback to walkable.json polygons. Supports dynamic obstacles (building footprints).
Coordinates: sources use 0-100; game uses 0-MAP_WIDTH, 0-MAP_HEIGHT.
"""
from __future__ import annotations
import heapq
import json
import math
from pathlib import Path
from typing import Optional
from .map import MAP_HEIGHT, MAP_WIDTH
SCALE_X = MAP_WIDTH / 100.0
SCALE_Y = MAP_HEIGHT / 100.0
_GRID_STEP = 0.5
_GRID_W = int(MAP_WIDTH / _GRID_STEP) + 1
_GRID_H = int(MAP_HEIGHT / _GRID_STEP) + 1
# Compiled map: (exterior_scaled, holes_scaled) in game coords, or None
_compiled_cache: Optional[tuple[list[tuple[float, float]], list[list[tuple[float, float]]]]] = None
# Legacy: list of polygons in game coords (when no compiled map)
_polygons_cache: Optional[list[list[tuple[float, float]]]] = None
# Nav graph: (points_list, adjacency_dict). points_list[i] = (x, y) in game coords; adjacency[i] = [(j, cost), ...]
_nav_graph_cache: Optional[tuple[list[tuple[float, float]], dict[int, list[tuple[int, float]]]]] = None
# step=2.0 → cardinal dist=2.0, diagonal dist≈2.83; use 2.9 to include diagonals
_NAV_CONNECT_RADIUS = 2.9
# Clearance margin around buildings when filtering nav points (should match UNIT_RADIUS in engine)
_NAV_BUILDING_MARGIN = 0.6
# --- Performance caches ---
# Pre-computed static walkable grid (no dynamic obstacles): grid[ci][cj] = bool
_walkable_grid: Optional[list[list[bool]]] = None
# _nav_valid_set cache: buildings_key -> set[int]
# buildings_key is a frozenset of rounded blocked_rects tuples — changes only when buildings change
_nav_valid_cache: dict[int, set[int]] = {}
_NAV_VALID_CACHE_MAX = 64
# Path result cache: (start_i, end_i, buildings_key) -> path
_path_cache: dict[tuple[int, int, int], Optional[list[tuple[float, float]]]] = {}
_PATH_CACHE_MAX = 4096
# Spatial bucket index for fast nearest-nav-point lookup
_nav_buckets: Optional[dict[tuple[int, int], list[int]]] = None
_NAV_BUCKET_SIZE = 4.0 # tiles per bucket side
# Grid A* max node expansions (safety limit against very large searches)
_GRID_ASTAR_MAX_NODES = 8000
def _load_compiled() -> Optional[tuple[list[tuple[float, float]], list[list[tuple[float, float]]]]]:
global _compiled_cache
if _compiled_cache is not None:
return _compiled_cache
path = Path(__file__).resolve().parent.parent / "static" / "compiled_map.json"
if not path.exists():
return None
try:
with open(path, encoding="utf-8") as f:
data = json.load(f)
except (OSError, json.JSONDecodeError):
return None
exterior_raw = data.get("exterior", [])
holes_raw = data.get("holes", [])
if len(exterior_raw) < 3:
return None
exterior = [(float(p[0]) * SCALE_X, float(p[1]) * SCALE_Y) for p in exterior_raw]
holes = [
[(float(p[0]) * SCALE_X, float(p[1]) * SCALE_Y) for p in h]
for h in holes_raw if len(h) >= 3
]
_compiled_cache = (exterior, holes)
return _compiled_cache
def _load_nav_graph() -> Optional[tuple[list[tuple[float, float]], dict[int, list[tuple[int, float]]]]]:
"""Load nav_points from compiled_map.json and build adjacency graph. Returns (points, adj) or None."""
global _nav_graph_cache, _nav_buckets
if _nav_graph_cache is not None:
return _nav_graph_cache
path = Path(__file__).resolve().parent.parent / "static" / "compiled_map.json"
if not path.exists():
return None
try:
with open(path, encoding="utf-8") as f:
data = json.load(f)
except (OSError, json.JSONDecodeError):
return None
raw = data.get("nav_points", [])
if len(raw) < 2:
return None
points: list[tuple[float, float]] = [(float(p[0]), float(p[1])) for p in raw]
adj: dict[int, list[tuple[int, float]]] = {i: [] for i in range(len(points))}
for i in range(len(points)):
xi, yi = points[i]
for j in range(i + 1, len(points)):
xj, yj = points[j]
d = ((xj - xi) ** 2 + (yj - yi) ** 2) ** 0.5
if d <= _NAV_CONNECT_RADIUS and d > 0:
adj[i].append((j, d))
adj[j].append((i, d))
_nav_graph_cache = (points, adj)
# Build spatial bucket index
buckets: dict[tuple[int, int], list[int]] = {}
for i, (x, y) in enumerate(points):
bk = (int(x / _NAV_BUCKET_SIZE), int(y / _NAV_BUCKET_SIZE))
buckets.setdefault(bk, []).append(i)
_nav_buckets = buckets
return _nav_graph_cache
def _buildings_key(blocked_rects: Optional[list[tuple[float, float, float, float]]]) -> int:
"""Stable hash of building rects, used as cache key. Returns 0 when no buildings."""
if not blocked_rects:
return 0
return hash(tuple(
(round(r[0], 2), round(r[1], 2), round(r[2], 2), round(r[3], 2))
for r in sorted(blocked_rects)
))
def _nav_point_blocked(
x: float,
y: float,
blocked_rects: list[tuple[float, float, float, float]],
) -> bool:
"""True if nav point (x, y) is inside or too close to any building rect."""
for rx, ry, w, h in blocked_rects:
cx = max(rx, min(rx + w, x))
cy = max(ry, min(ry + h, y))
if math.hypot(x - cx, y - cy) < _NAV_BUILDING_MARGIN:
return True
return False
def _nav_valid_set(
points: list[tuple[float, float]],
blocked_rects: Optional[list[tuple[float, float, float, float]]],
bkey: int = 0,
) -> Optional[set[int]]:
"""Return set of nav point indices not blocked by buildings, with caching."""
if not blocked_rects:
return None # all valid
cached = _nav_valid_cache.get(bkey)
if cached is not None:
return cached
result = {
i for i, (px, py) in enumerate(points)
if not _nav_point_blocked(px, py, blocked_rects)
}
if len(_nav_valid_cache) >= _NAV_VALID_CACHE_MAX:
# Evict oldest half
for k in list(_nav_valid_cache.keys())[:_NAV_VALID_CACHE_MAX // 2]:
del _nav_valid_cache[k]
_nav_valid_cache[bkey] = result
return result
def _nearest_nav_index(
x: float,
y: float,
points: list[tuple[float, float]],
valid: Optional[set[int]] = None,
) -> int:
"""Return index of nav point closest to (x, y) using spatial bucket index."""
if _nav_buckets is not None:
bx0 = int(x / _NAV_BUCKET_SIZE)
by0 = int(y / _NAV_BUCKET_SIZE)
best_i = -1
best_d2 = float("inf")
for radius in range(6):
# Search the ring at manhattan distance `radius` in bucket space
for dbx in range(-radius, radius + 1):
for dby in range(-radius, radius + 1):
if abs(dbx) != radius and abs(dby) != radius:
continue # inner cells already covered
for i in _nav_buckets.get((bx0 + dbx, by0 + dby), ()):
if valid is not None and i not in valid:
continue
px, py = points[i]
d2 = (px - x) ** 2 + (py - y) ** 2
if d2 < best_d2:
best_d2 = d2
best_i = i
# Once we found a candidate, stop if the next ring is certainly farther
if best_i >= 0:
next_ring_min_dist2 = ((radius) * _NAV_BUCKET_SIZE) ** 2
if best_d2 <= next_ring_min_dist2:
break
if best_i >= 0:
return best_i
# Fallback: full linear scan
best_i = -1
best_d2 = float("inf")
for i, (px, py) in enumerate(points):
if valid is not None and i not in valid:
continue
d2 = (px - x) ** 2 + (py - y) ** 2
if d2 < best_d2:
best_d2 = d2
best_i = i
if best_i == -1:
# Ignore valid constraint as last resort
for i, (px, py) in enumerate(points):
d2 = (px - x) ** 2 + (py - y) ** 2
if d2 < best_d2:
best_d2 = d2
best_i = i
return max(best_i, 0)
def _load_polygons() -> list[list[tuple[float, float]]]:
global _polygons_cache
if _polygons_cache is not None:
return _polygons_cache
path = Path(__file__).resolve().parent.parent / "static" / "walkable.json"
if not path.exists():
_polygons_cache = []
return _polygons_cache
with open(path, encoding="utf-8") as f:
data = json.load(f)
raw = data.get("polygons", [])
if not raw and data.get("polygon"):
raw = [data["polygon"]]
result: list[list[tuple[float, float]]] = []
for poly in raw:
if len(poly) < 3:
continue
scaled = [
(float(pt[0]) * SCALE_X, float(pt[1]) * SCALE_Y)
for pt in poly
]
result.append(scaled)
_polygons_cache = result
return result
def _point_in_polygon(x: float, y: float, polygon: list[tuple[float, float]]) -> bool:
n = len(polygon)
inside = False
j = n - 1
for i in range(n):
xi, yi = polygon[i]
xj, yj = polygon[j]
if ((yi > y) != (yj > y)) and (x < (xj - xi) * (y - yi) / (yj - yi) + xi):
inside = not inside
j = i
return inside
def _point_in_rect(x: float, y: float, rx: float, ry: float, w: float, h: float) -> bool:
return rx <= x < rx + w and ry <= y < ry + h
def _static_walkable(x: float, y: float) -> bool:
"""True if (x,y) is in any walkable polygon."""
if x < 0 or x > MAP_WIDTH or y < 0 or y > MAP_HEIGHT:
return False
polygons = _load_polygons()
if not polygons:
return True
for poly in polygons:
if _point_in_polygon(x, y, poly):
return True
return False
def _get_walkable_grid() -> list[list[bool]]:
"""Pre-computed static walkable grid. Computed once, shared across all games."""
global _walkable_grid
if _walkable_grid is not None:
return _walkable_grid
grid = [[False] * _GRID_H for _ in range(_GRID_W)]
for ci in range(_GRID_W):
x = ci * _GRID_STEP
for cj in range(_GRID_H):
grid[ci][cj] = _static_walkable(x, cj * _GRID_STEP)
_walkable_grid = grid
return grid
def is_walkable(
x: float,
y: float,
*,
blocked_rects: Optional[list[tuple[float, float, float, float]]] = None,
) -> bool:
"""
True if (x, y) is walkable (inside walkable area, not in any blocked rect).
Uses pre-computed grid for the static part.
"""
ci = max(0, min(_GRID_W - 1, int(round(x / _GRID_STEP))))
cj = max(0, min(_GRID_H - 1, int(round(y / _GRID_STEP))))
if not _get_walkable_grid()[ci][cj]:
return False
if blocked_rects:
for rx, ry, w, h in blocked_rects:
if _point_in_rect(x, y, rx, ry, w, h):
return False
return True
def _cell_center(ci: int, cj: int) -> tuple[float, float]:
return (ci * _GRID_STEP, cj * _GRID_STEP)
def _to_cell(x: float, y: float) -> tuple[int, int]:
ci = int(round(x / _GRID_STEP))
cj = int(round(y / _GRID_STEP))
ci = max(0, min(_GRID_W - 1, ci))
cj = max(0, min(_GRID_H - 1, cj))
return (ci, cj)
def _cell_walkable(
ci: int,
cj: int,
blocked_rects: Optional[list[tuple[float, float, float, float]]] = None,
) -> bool:
"""Fast walkable check: uses pre-computed grid + inline building rect test."""
if not _get_walkable_grid()[ci][cj]:
return False
if blocked_rects:
cx = ci * _GRID_STEP
cy = cj * _GRID_STEP
for rx, ry, w, h in blocked_rects:
if rx <= cx < rx + w and ry <= cy < ry + h:
return False
return True
def _neighbors(
ci: int,
cj: int,
blocked_rects: Optional[list[tuple[float, float, float, float]]] = None,
) -> list[tuple[int, int, float]]:
out: list[tuple[int, int, float]] = []
for di in (-1, 0, 1):
for dj in (-1, 0, 1):
if di == 0 and dj == 0:
continue
ni, nj = ci + di, cj + dj
if 0 <= ni < _GRID_W and 0 <= nj < _GRID_H and _cell_walkable(ni, nj, blocked_rects):
cost = 1.414 if di != 0 and dj != 0 else 1.0
out.append((ni, nj, cost))
return out
def _find_path_navgraph(
sx: float, sy: float, tx: float, ty: float,
points: list[tuple[float, float]],
adj: dict[int, list[tuple[int, float]]],
blocked_rects: Optional[list[tuple[float, float, float, float]]] = None,
bkey: int = 0,
) -> Optional[list[tuple[float, float]]]:
"""A* on nav graph with result caching. Returns waypoints or None."""
if not points or not adj:
return None
valid = _nav_valid_set(points, blocked_rects, bkey)
start_i = _nearest_nav_index(sx, sy, points, valid)
end_i = _nearest_nav_index(tx, ty, points, valid)
if start_i == end_i:
return [(tx, ty)]
# Check path cache
cache_key = (start_i, end_i, bkey)
if cache_key in _path_cache:
cached = _path_cache[cache_key]
if cached is None:
return None
# Return copy with actual target endpoint
result = list(cached)
if result:
result[-1] = (tx, ty)
return result
def heuristic(i: int) -> float:
px, py = points[i]
return ((tx - px) ** 2 + (ty - py) ** 2) ** 0.5
counter = 0
best_g: dict[int, float] = {start_i: 0.0}
came_from: dict[int, Optional[int]] = {start_i: None}
open_set: list[tuple[float, int, int]] = []
heapq.heappush(open_set, (heuristic(start_i), counter, start_i))
counter += 1
found = False
while open_set:
f, _, node_i = heapq.heappop(open_set)
g = best_g.get(node_i, float("inf"))
if f > g + heuristic(node_i) + 1e-9:
continue
if node_i == end_i:
found = True
break
for j, cost in adj.get(node_i, []):
if valid is not None and j not in valid:
continue
new_g = g + cost
if new_g < best_g.get(j, float("inf")):
best_g[j] = new_g
came_from[j] = node_i
heapq.heappush(open_set, (new_g + heuristic(j), counter, j))
counter += 1
if not found:
_store_path_cache(cache_key, None)
return None
path_indices: list[int] = []
cur: Optional[int] = end_i
while cur is not None:
path_indices.append(cur)
cur = came_from[cur]
path_indices.reverse()
result = [points[i] for i in path_indices]
if result:
result[-1] = (tx, ty)
else:
result = [(tx, ty)]
_store_path_cache(cache_key, result)
return result
def _store_path_cache(
key: tuple[int, int, int],
path: Optional[list[tuple[float, float]]],
) -> None:
if len(_path_cache) >= _PATH_CACHE_MAX:
# Evict oldest quarter
for k in list(_path_cache.keys())[:_PATH_CACHE_MAX // 4]:
del _path_cache[k]
_path_cache[key] = path
def find_path(
sx: float,
sy: float,
tx: float,
ty: float,
*,
blocked_rects: Optional[list[tuple[float, float, float, float]]] = None,
) -> Optional[list[tuple[float, float]]]:
"""
A* path from (sx,sy) to (tx,ty) in game coordinates.
Uses cached nav-point graph when available; falls back to grid A*.
"""
nav = _load_nav_graph()
if nav is not None:
points, adj = nav
bkey = _buildings_key(blocked_rects)
path = _find_path_navgraph(sx, sy, tx, ty, points, adj,
blocked_rects=blocked_rects, bkey=bkey)
if path is not None:
return path
return _find_path_grid(sx, sy, tx, ty, blocked_rects=blocked_rects)
def _find_path_grid(
sx: float,
sy: float,
tx: float,
ty: float,
*,
blocked_rects: Optional[list[tuple[float, float, float, float]]] = None,
) -> Optional[list[tuple[float, float]]]:
"""Grid A* path (fallback when nav graph unavailable). Capped at _GRID_ASTAR_MAX_NODES."""
si, sj = _to_cell(sx, sy)
ti, tj = _to_cell(tx, ty)
if not _cell_walkable(si, sj, blocked_rects) or not _cell_walkable(ti, tj, blocked_rects):
return None
if si == ti and sj == tj:
return [(tx, ty)]
def heuristic(i: int, j: int) -> float:
return ((ti - i) ** 2 + (tj - j) ** 2) ** 0.5
counter = 0
nodes_expanded = 0
open_set: list[tuple[float, int, int, int, float, Optional[tuple[int, int]]]] = []
heapq.heappush(open_set, (heuristic(si, sj), counter, si, sj, 0.0, None))
counter += 1
best_g: dict[tuple[int, int], float] = {(si, sj): 0.0}
came_from: dict[tuple[int, int], Optional[tuple[int, int]]] = {(si, sj): None}
while open_set and nodes_expanded < _GRID_ASTAR_MAX_NODES:
f, _, ci, cj, g, _ = heapq.heappop(open_set)
if g > best_g.get((ci, cj), float("inf")):
continue
nodes_expanded += 1
if ci == ti and cj == tj:
cells: list[tuple[int, int]] = []
cur: Optional[tuple[int, int]] = (ci, cj)
while cur is not None:
cells.append(cur)
cur = came_from[cur]
cells.reverse()
waypoints = [_cell_center(i, j) for i, j in cells[1:]]
if waypoints:
waypoints[-1] = (tx, ty)
else:
waypoints = [(tx, ty)]
return waypoints
for ni, nj, cost in _neighbors(ci, cj, blocked_rects):
new_g = g + cost
if new_g < best_g.get((ni, nj), float("inf")):
best_g[(ni, nj)] = new_g
came_from[(ni, nj)] = (ci, cj)
f_new = new_g + heuristic(ni, nj)
heapq.heappush(open_set, (f_new, counter, ni, nj, new_g, (ci, cj)))
counter += 1
return None
def nearest_walkable_navpoint(
x: float,
y: float,
*,
blocked_rects: Optional[list[tuple[float, float, float, float]]] = None,
) -> tuple[float, float]:
"""Return the nearest nav point that is walkable (not inside any building)."""
nav = _load_nav_graph()
if nav is not None:
points, _ = nav
bkey = _buildings_key(blocked_rects)
valid = _nav_valid_set(points, blocked_rects, bkey)
best_i = _nearest_nav_index(x, y, points, valid)
if best_i >= 0:
return points[best_i]
return snap_to_walkable(x, y, blocked_rects=blocked_rects)
def snap_to_walkable(
x: float,
y: float,
*,
blocked_rects: Optional[list[tuple[float, float, float, float]]] = None,
) -> tuple[float, float]:
"""Return nearest walkable point to (x,y)."""
if is_walkable(x, y, blocked_rects=blocked_rects):
return (x, y)
best = (x, y)
best_d = 1e9
for radius in [0.5, 1.0, 1.5, 2.0, 3.0, 4.0, 5.0]:
for dx in [-radius, -radius * 0.5, 0, radius * 0.5, radius]:
for dy in [-radius, -radius * 0.5, 0, radius * 0.5, radius]:
if dx == 0 and dy == 0:
continue
nx = max(0, min(MAP_WIDTH, x + dx))
ny = max(0, min(MAP_HEIGHT, y + dy))
if is_walkable(nx, ny, blocked_rects=blocked_rects):
d = (nx - x) ** 2 + (ny - y) ** 2
if d < best_d:
best_d = d
best = (nx, ny)
if best_d < 1e9:
break
return best
def invalidate_path_cache() -> None:
"""Call when buildings change (placed or destroyed) to flush path and nav-valid caches."""
_path_cache.clear()
_nav_valid_cache.clear()
|