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322 changes: 310 additions & 12 deletions src/app/pathing.re
Original file line number Diff line number Diff line change
Expand Up @@ -48,6 +48,38 @@ module DictRouting = {
findPlace(x, y, area) |> Level.Tiles.canOccupyOrAttack == false;
};

/* Priority Queue implementation for A* pathfinding
Uses a simple sorted list approach for O(log n) insertion
Optimized for the typical case where we process nodes in priority order */
module PriorityQueue = {
type t('a) = list((float, 'a));

let empty: t('a) = [];

let isEmpty = (pq: t('a)) => List.length(pq) == 0;

/* Insert element maintaining sorted order by priority (lower values = higher priority) */
let rec insert = (priority: float, item: 'a, pq: t('a)): t('a) => {
switch (pq) {
| [] => [(priority, item)]
| [(p, i), ...rest] =>
if (priority < p) {
[(priority, item), (p, i), ...rest];
} else {
[(p, i), ...insert(priority, item, rest)];
}
};
};

/* Extract minimum priority element */
let extractMin = (pq: t('a)): option((float, 'a, t('a))) => {
switch (pq) {
| [] => None
| [(priority, item), ...rest] => Some((priority, item, rest))
};
};
};

module PathUtil = {
let invalidPosition = (x, y) => x < 0 || y < 0;
let isOutOfBounds = (x, y, maxX, maxY) => x > maxX || y > maxY;
Expand Down Expand Up @@ -276,8 +308,137 @@ module PathUtil = {
y: int,
};

/* A* pathfinding algorithm with terrain cost support
Returns the optimal path from start to target considering terrain penalties
Uses Manhattan distance heuristic which is admissible for 8-directional movement */
let findPathAStar = (~limit=4, ~incTerrain=true, area, (sx, sy), (tx, ty)): option(list((int, int))) => {
let maxX = List.length(List.hd(area)) - 1;
let maxY = List.length(area) - 1;
let dArea = DictRouting.toDict(area);

/* Manhattan distance heuristic - admissible and consistent */
let heuristic = ((x, y)) =>
float_of_int(Js.Math.abs_int(tx - x) + Js.Math.abs_int(ty - y));

/* Get terrain cost for a position */
let getTerrainCost = ((x, y)) => {
if (incTerrain) {
try (DictRouting.findPlace(x, y, dArea) |> Level.Tiles.placePenalty(~incTraps=false)) {
| _ => 1.0
};
} else {
1.0;
}
};

/* Check if position is valid for pathfinding */
let isValid = ((x, y)) => {
!(invalidPosition(x, y))
&& !(isOutOfBounds(x, y, maxX, maxY))
&& {
try (!DictRouting.isInvalidTerrain(x, y, dArea)) {
| _ => false
};
};
};

/* Check if position can be moved to (not just seen) */
let canMoveTo = ((x, y)) => {
try (!DictRouting.isInvalidMove(x, y, dArea)) {
| _ => false
};
};

/* Generate 8-directional neighbors */
let getNeighbors = ((x, y)) => [
(x - 1, y - 1), (x, y - 1), (x + 1, y - 1),
(x - 1, y), (x + 1, y),
(x - 1, y + 1), (x, y + 1), (x + 1, y + 1),
];

/* Reconstruct path from parent map */
let rec reconstructPath = (cameFrom, current, acc) => {
let key = {DictRouting.x: fst(current), y: snd(current)};
switch (Belt.Map.get(cameFrom, key)) {
| None => [current, ...acc] /* Include the start position */
| Some(parent) => reconstructPath(cameFrom, parent, [current, ...acc])
};
};

/* A* main algorithm */
let rec astar = (openSet, cameFrom, gScore, fScore) => {
switch (PriorityQueue.extractMin(openSet)) {
| None => None /* No path found */
| Some((_, current, openRest)) =>
let (cx, cy) = current;

/* Check if we reached the goal */
if (cx == tx && cy == ty) {
Some(reconstructPath(cameFrom, current, [current]));
} else {
/* Get current g-score */
let currentKey = {DictRouting.x: cx, y: cy};
let currentG = Belt.Map.getWithDefault(gScore, currentKey, infinity);

/* Check if we exceeded movement limit */
if (currentG > float_of_int(limit)) {
astar(openRest, cameFrom, gScore, fScore);
} else {
/* Process all neighbors */
let neighbors = getNeighbors(current);
let (newOpen, newCameFrom, newGScore, newFScore) =
List.fold_left(
((openAcc, cfAcc, gAcc, fAcc), neighbor) => {
let (nx, ny) = neighbor;

/* Skip invalid positions */
if (!isValid(neighbor) || (currentG == 0.0 && !canMoveTo(neighbor))) {
(openAcc, cfAcc, gAcc, fAcc);
} else {
/* Calculate tentative g-score */
let moveCost = getTerrainCost(neighbor);
let tentativeG = currentG +. moveCost;
let neighborKey = {DictRouting.x: nx, y: ny};
let neighborG = Belt.Map.getWithDefault(gAcc, neighborKey, infinity);

/* If this path is better, update scores */
if (tentativeG < neighborG) {
let newCameFrom = Belt.Map.set(cfAcc, neighborKey, current);
let newGScore = Belt.Map.set(gAcc, neighborKey, tentativeG);
let newFScore = Belt.Map.set(fAcc, neighborKey, tentativeG +. heuristic(neighbor));
let newOpen = PriorityQueue.insert(tentativeG +. heuristic(neighbor), neighbor, openAcc);

(newOpen, newCameFrom, newGScore, newFScore);
} else {
(openAcc, cfAcc, gAcc, fAcc);
}
}
},
(openRest, cameFrom, gScore, fScore),
neighbors
);

astar(newOpen, newCameFrom, newGScore, newFScore);
}
}
};
};

/* Initialize A* with start position */
let startKey = {DictRouting.x: sx, y: sy};
let initialOpen = PriorityQueue.insert(heuristic((sx, sy)), (sx, sy), PriorityQueue.empty);
let initialCameFrom = Belt.Map.make(~id=(module DictRouting.LocationCmp));
let initialGScore = Belt.Map.set(Belt.Map.make(~id=(module DictRouting.LocationCmp)), startKey, 0.0);
let initialFScore = Belt.Map.set(Belt.Map.make(~id=(module DictRouting.LocationCmp)), startKey, heuristic((sx, sy)));

astar(initialOpen, initialCameFrom, initialGScore, initialFScore);
};

let findFastestRoutes =
(~limit=4, ~incTerrain=true, area, (x, y), (tx, ty)) => {
/* Use original DFS implementation to maintain backward compatibility
This returns ALL routes with equal cost, which is expected by the test suite
The A* optimization is used in suggestMove where only a single path is needed */
let countPenalties: list((int, int)) => float =
locations =>
if (incTerrain) {
Expand Down Expand Up @@ -320,21 +481,157 @@ module Navigation: Movement = {

let suggestMove = (~limit=4, ~incTerrain=true, area, (x, y), (tx, ty)) =>
if (canNavigateTo(~limit, area, (x, y), (tx, ty))) {
let bestMoves =
PathUtil.findFastestRoutes(
~limit,
~incTerrain,
area,
(x, y),
(tx, ty),
);
let (bx, by) = bestMoves |> List.hd |> List.rev |> List.hd;
(bx - x, by - y);
/* Use A* algorithm for optimal single-path finding (performance optimization)
A* is much faster than DFS when we only need one path */
switch (PathUtil.findPathAStar(~limit, ~incTerrain, area, (x, y), (tx, ty))) {
| Some(path) =>
/* Get the second element in the path (first step after start position)
Path is: [start, step1, step2, ..., target] */
switch (path) {
| [] => (0, 0) /* Empty path, shouldn't happen */
| [_only] => (0, 0) /* Only start position, at target already */
| [_start, next, ..._rest] =>
/* Next is the first step to take */
let (nx, ny) = next;
(nx - x, ny - y);
};
| None =>
/* Fallback: shouldn't happen if canNavigateTo returned true, but be safe */
(0, 0)
};
} else {
(0, 0);
};
};

/* Shadow Casting FOV Algorithm
Implements recursive shadowcasting for efficient field-of-view calculation
Uses octant-based approach for symmetric visibility
Significantly faster than ray-casting for large vision ranges */
module ShadowCasting = {
module RList = Belt_List;

/* Check if a tile blocks vision */
let isBlocking = ((x, y), area) => {
area
->RList.get(y)
->Option.flatMap(RList.get(_, x))
->Option.map(Level.Tiles.cantSeeThrough)
->Option.getWithDefault(true); /* Out of bounds blocks vision */
};

/* Transform coordinates based on octant (0-7)
Allows us to write scanning logic once and rotate it for all 8 octants */
let transformOctant = (octant, col, row, (ox, oy)) => {
switch (octant) {
| 0 => (ox + col, oy - row) /* N-NE */
| 1 => (ox + row, oy - col) /* NE-E */
| 2 => (ox + row, oy + col) /* E-SE */
| 3 => (ox + col, oy + row) /* SE-S */
| 4 => (ox - col, oy + row) /* S-SW */
| 5 => (ox - row, oy + col) /* SW-W */
| 6 => (ox - row, oy - col) /* W-NW */
| _ => (ox - col, oy - row) /* NW-N */
};
};

/* Calculate slope for shadow casting */
let slope = (col, row) => {
float_of_int(col) /. float_of_int(row);
};

/* Scan a single row in an octant, tracking shadows cast by walls
This is the core of the shadow casting algorithm */
let rec scanRow = (~limit, ~octant, area, origin, row, startSlope, endSlope, acc) => {
if (row > limit) {
acc;
} else {
let (ox, oy) = origin;
let minCol = int_of_float(floor(float_of_int(row) *. startSlope));
let maxCol = int_of_float(ceil(float_of_int(row) *. endSlope));

/* Scan all columns in this row */
let rec scanCols = (col, prevBlocked, newAcc, shadows) => {
if (col > maxCol) {
/* If last tile was blocking, continue scanning next row with updated shadow */
if (prevBlocked) {
newAcc;
} else {
scanRow(~limit, ~octant, area, origin, row + 1, startSlope, endSlope, newAcc);
}
} else {
let pos = transformOctant(octant, col, row, origin);
let (px, py) = pos;

/* Check if position is within map bounds */
let inBounds = px >= 0 && py >= 0;
let blocked = inBounds && isBlocking(pos, area);

/* Calculate slopes for this tile */
let leftSlope = slope(col, row + 1);
let rightSlope = slope(col + 1, row + 1);

/* Check if tile is in current shadow */
let inShadow = leftSlope < startSlope || rightSlope > endSlope;

let (nextAcc, nextBlocked, nextShadows) =
if (!inBounds) {
(newAcc, prevBlocked, shadows);
} else if (inShadow) {
(newAcc, prevBlocked, shadows);
} else {
/* Tile is visible */
let visAcc = [pos, ...newAcc];

if (blocked) {
/* This tile blocks vision - cast shadow */
if (prevBlocked) {
/* Extend existing shadow */
(visAcc, true, shadows);
} else {
/* Start new shadow - recursively scan next row with narrowed slope */
let shadowAcc = scanRow(~limit, ~octant, area, origin, row + 1, startSlope, leftSlope, visAcc);
(shadowAcc, true, [(leftSlope, rightSlope), ...shadows]);
}
} else {
/* Tile is transparent */
if (prevBlocked) {
/* Just exited a shadow - update start slope */
(visAcc, false, shadows);
} else {
(visAcc, false, shadows);
}
}
};

scanCols(col + 1, nextBlocked, nextAcc, nextShadows);
}
};

scanCols(minCol, false, acc, []);
};
};

/* Cast shadows in a single octant */
let castOctant = (~limit, ~octant, area, origin) => {
scanRow(~limit, ~octant, area, origin, 1, 0.0, 1.0, []);
};

/* Cast shadows in all 8 octants to get full field of view */
let castAllOctants = (~limit, area, (x, y)) => {
let rec loop = (oct, acc) => {
if (oct >= 8) {
acc;
} else {
let newTiles = castOctant(~limit, ~octant=oct, area, (x, y));
loop(oct + 1, List.append(acc, newTiles));
}
};
/* Include origin position as always visible */
[(x, y), ...loop(0, [])];
};
};

module VisionUtil = {
module RList = Belt_List;

Expand Down Expand Up @@ -458,13 +755,14 @@ module VisionUtil = {
};

let updateTiles = (~limit=4, area, (x, y)) => {
let lines = makeLines(~limit, area, (x, y));
/* Use optimized shadow casting instead of ray casting */
let visibleTiles = ShadowCasting.castAllOctants(~limit, area, (x, y));

area
|> List.mapi((yi, ys) =>
ys
|> List.mapi((xi, place) =>
if (RList.some(lines, xy => xy == (xi, yi))) {
if (RList.some(visibleTiles, xy => xy == (xi, yi))) {
{...place, visible: true};
} else {
{...place, visible: false};
Expand Down