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@2d-game-grid/square

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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)) } }