@2d-game-grid/square
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A simple square grid made for games
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text/typescript
import type {Column, Coordinate, Row} from '@2d-game-grid/core'
import {Cell} from '@2d-game-grid/core'
import {SquareNeighbors} from './SquareNeighbors.js'
import type {DistanceAlgorithm, PathfindingOptions} from './algorithms/index.js'
import {getDistance} from './algorithms/distance/getDistance.js'
import type {SquareGrid} from './SquareGrid.js'
import {getPath} from './algorithms/pathfinding/getPath.js'
import {listCellsInDistance} from './algorithms/distance/listCellsInDistance.js'
import {listReachableCells} from './algorithms/pathfinding/listReachableCells.js'
import {SquareEdges} from './SquareEdges.js'
import {SquareCorners} from './SquareCorners.js'
import type {SquareDirections} from './SquareDirections.js'
/**
* A Cell is part of a grid. It contains meta information like its coordinates inside the grid and the corresponding value.
*/
export class SquareCell<Value> extends Cell<Value, SquareDirections> {
protected readonly grid: SquareGrid<Value>
/**
* An instance of the cells' neighbors
*/
public readonly neighbors: SquareNeighbors<Value>
/**
* An instance of the cells' edges
*/
public readonly edges: SquareEdges<Value>
/**
* An instance of the cells' corners
*/
public readonly corners: SquareCorners<Value>
/**
*
* @param grid The grid this cell is part of
* @param coordinate The coordinate in the grid
* @param value The value of the cell
*/
constructor(grid: SquareGrid<Value>, coordinate: Coordinate, value: Value) {
super(coordinate, value)
this.grid = grid
this.neighbors = new SquareNeighbors<Value>(grid, this)
this.edges = new SquareEdges<Value>(grid, this)
this.corners = new SquareCorners<Value>(grid, this)
}
/**
* @param target The coordinate that the distance should be calculated for
* @param algorithm The used algorithm for the distance calculation
* @returns The distance
*/
getDistance(target: Coordinate, algorithm: DistanceAlgorithm = 'MANHATTAN'): number {
return getDistance(this, target, algorithm)
}
/**
* @param maxDistance The maximum distance (including) to a cell that should be returned
* @param algorithm The used algorithm for the distance calculation
* @returns All cells that are in the distance (excluding this cell)
*/
listCellsInDistance(maxDistance: number, algorithm: DistanceAlgorithm = 'MANHATTAN'): SquareCell<Value>[] {
return listCellsInDistance(this, maxDistance, algorithm)
}
/**
* @param target The coordinate that the path should end
* @param options The options to customize the pathfinding
* @returns The shortest path including this cell and the target cell
*/
getPath(target: Coordinate, options?: PathfindingOptions<Value>): SquareCell<Value>[] {
return getPath(this.grid, this, target, options)
}
/**
* @param maxPathSteps The maximum amount of steps to a cell that should be returned (start and end cell included)
* @param options The options to customize the pathfinding
* @returns All cells that are reachable (excluding the start cell)
*/
listReachableCells(maxPathSteps: number, options?: PathfindingOptions<Value>): SquareCell<Value>[] {
return listReachableCells(this, maxPathSteps, options)
}
/**
* @returns The row of the cell
*/
getRow(): Row<Value, SquareDirections, SquareCell<Value>> {
return this.grid.getRow(this.row)
}
/**
@returns The column of the cell
*/
getColumn(): Column<Value, SquareDirections, SquareCell<Value>> {
return this.grid.getColumn(this.col)
}
/**
* @param cloneValue A custom function to clone the value of this cell (defaults to copying the value)
* @returns The cloned cell
*/
clone(cloneValue: (value: Value) => Value = (value) => value): SquareCell<Value> {
return new SquareCell<Value>(this.grid, this, cloneValue(this.value))
}
}