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https://github.com/cyberarm/cyberarm_engine.git
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More work on pathfinding support
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@@ -1,14 +1,47 @@
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module CyberarmEngine
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module Pathfinding
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class Graph
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Location = Data.define(:x, :y, :z, :cost)
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class Node
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KEY_FORMAT = "%s:%s:%s".freeze
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def initialize(edges: {})
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@edges = edges
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attr_reader :x, :y, :z, :cost, :key, :edge_nodes
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def initialize(x:, y:, z: 0, cost: 0)
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@x = x
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@y = y
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@z = z
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@cost = cost
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@key = format(KEY_FORMAT, @x, @y, @z)
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@edge_nodes = []
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end
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def add_edge_node(node)
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index = @edge_nodes.find_index { |n| n.key == node.key }
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if index
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@edge_nodes[index] = node
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else
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@edge_nodes.push(node)
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end
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end
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def remove_edge_node(node)
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index = @edge_nodes.find_index { |n| n.key == node.key }
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return unless index
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@edge_nodes.delete(index)
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end
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end
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def neighbors(location)
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@edges[location]
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def initialize(nodes: {})
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@nodes = nodes
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end
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def neighbors(node)
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node.edge_nodes
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end
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end
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end
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@@ -6,17 +6,17 @@ module CyberarmEngine
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came_from = {}
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frontier.put(start)
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came_from[start] = start
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came_from[start.key] = start
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while(current = frontier.shift)
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# early exit if we reach our goal
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break if current == goal
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graph.neighbors(current).each do |neighbor|
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next if came_from[neighbor]
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next if came_from[neighbor.key]
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frontier.put(neighbor)
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came_from[neighbor] = current
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came_from[neighbor.key] = current
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end
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end
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@@ -1,32 +1,45 @@
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module CyberarmEngine
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module Pathfinding
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class Grid < Graph
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Cell = Data.define(:location, :blocker, :cost)
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# nodes: a 2d array of nodes to convert to list of edges
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def self.edges_from_world_grid(nodes:)
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edges = {}
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def add_node(x:, y:, z: 0, cost: 0, replace: false)
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key = format(Node::KEY_FORMAT, x, y, z)
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node = @node[key]
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nodes.each_index do |y, y_index|
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y.each_with_index do |x_index|
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node = nodes[y_index][x_index]
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next unless node
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raise "Node at: #{key} already exists! (#{node})" if node && !replace
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left = nodes[y_index]&.[x_index - 1]
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right = nodes[y_index]&.[x_index + 1]
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top = nodes[y_index - 1]&.[x_index]
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bottom = nodes[y_index + 1]&.[x_index]
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node = Node.new(x: x, y: y, z: z, cost: cost)
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@nodes[key] = node
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location = Location.new(x_index, y_index, 0, 0)
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edges[location] = []
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edges[location].push(Location.new(x_index - 1, y_index, 0, 0)) if left
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edges[location].push(Location.new(x_index + 1, y_index, 0, 0)) if right
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edges[location].push(Location.new(x_index, y_index - 1, 0, 0)) if top
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edges[location].push(Location.new(x_index, y_index + 1, 0, 0)) if bottom
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end
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update_node_edge_nodes(node)
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end
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def remove_node(node)
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update_node_edge_nodes(node, remove_node: true)
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@nodes.delete(node.key)
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end
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def update_node_edge_nodes(node, remove_node: false)
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x = node.x
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y = node.y
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z = node.z
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# add node to neighbors
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# 2D
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left = @nodes[format(Node::KEY_FORMAT, x - 1, y, z)]
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right = @nodes[format(Node::KEY_FORMAT, x + 1, y, z)]
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top = @nodes[format(Node::KEY_FORMAT, x, y - 1, z)]
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bottom = @nodes[format(Node::KEY_FORMAT, x, y + 1, z)]
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# 3D
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front = @nodes[format(Node::KEY_FORMAT, x, y, z - 1)]
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back = @nodes[format(Node::KEY_FORMAT, x, y, z + 1)]
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if remove_node
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[left, right, top, bottom, front, back].remove_edge_node(node)
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else
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[left, right, top, bottom, front, back].add_edge_node(node)
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end
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new(edges: edges)
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end
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end
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end
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