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authorFlorian Jung <flo@windfisch.org>2015-09-02 00:12:51 +0200
committerFlorian Jung <flo@windfisch.org>2015-09-02 00:12:51 +0200
commit88ecf4dc97294eae017f7b10001480861177a9e8 (patch)
tree640e847f7a5481e23ab9025154a88f494ca459a1
parente4d9dc00a412b5bdd162be9f50984c2b6f275364 (diff)
prefer paths with food. clumsy and slow!
this is really hacky, clumsy and dead slow. find_near_wormholes() consumes waaay to much time (it's O(n^2)). but it's already a proof of concept :)
-rw-r--r--pathfinding.py90
1 files changed, 76 insertions, 14 deletions
diff --git a/pathfinding.py b/pathfinding.py
index 9386275..7476766 100644
--- a/pathfinding.py
+++ b/pathfinding.py
@@ -1,25 +1,78 @@
import math
+from agarnet.agarnet.vec import Vec
+
+"""
+pathfinding works by performing an A* search on a graph, built as follows:
+
+there is a equally spaced rectangular grid, where each node is connected
+to its 8 neighbours, with the appropriate euclidean distance.
+additionally, for each food or ejected mass blob, a node is created. they're
+additionally, for each food or ejected mass blob, a node is created. they're
+connected by straight lines with each other, if no enemy cell is in between.
+those "wormhole connections" have a cost of less than the euclidean distance.
+"""
+
+
+"""class Graph:
+ def __init__(self, center, width, height, spacing):
+ self.center = center
+ self.spacing = spacing
+ self.width = width
+ self.height = height
+
+
+ def nearest_node(self, pt):
+ rel = pt - self.center
+ rel.x = round(rel.x / spacing)
+ rel.y = round(rel.x / spacing)
+
+ nearest_blob = min(blobs, key = lambda blob : (blob.pos - pt).len())
+ dist_to_blob = (nearest_blob.pos - pt).len()
+ dist_to_grid = (spacing*rel + self.center - pt).len()
+
+ if dist_to_grid < dist_to_blob:
+ return self.get_gridnode(rel.x, rel.y)
+ else:
+ return self.get_blobnode(nearest_blob)
+"""
+
+class Graph:
+ def __init__(self, grid, blobs):
+ self.grid = grid
+ self.blobs = blobs
+
+
+
# A* code taken and adapted from https://gist.github.com/jamiees2/5531924
class Node:
- def __init__(self,value,point,point_in_grid):
+ def __init__(self,value,point,point_in_grid, is_in_wormhole_plane, graph, cell):
self.value = value
self.point = point
self.point_in_grid = point_in_grid
self.parent = None
self.H = 0
self.G = 0
+ self.graph = graph
+ self.is_in_wormhole_plane = is_in_wormhole_plane
+ self.find_near_wormholes(50)
+
+ def find_near_wormholes(self, radius):
+ self.near_wormholes = list(filter(lambda blob : (self.point - blob.point).len() < radius, self.graph.blobs))
def move_cost(self,other):
- # assert other in siblings(self,grid). otherwise this makes no sense
- return distance(self, other) + (self.value + other.value)/2
+ if not (self.is_in_wormhole_plane and other.is_in_wormhole_plane):
+ # assert other in siblings(self,grid). otherwise this makes no sense
+ return 2*(distance(self, other) + (self.value + other.value)/2)
+ else:
+ return distance(self, other)
-def siblings(point,grid):
- x,y = point.point_in_grid
- links = [grid[d[0]][d[1]] for d in [(x-1, y),(x-1,y-1),(x,y - 1),(x+1,y-1),(x+1,y),(x+1,y+1),(x,y + 1),(x-1,y+1)]]
- return [link for link in links if link.value != None]
+ def siblings(self):
+ x,y = self.point_in_grid
+ links = [self.graph.grid[d[0]][d[1]] for d in [(x-1, y),(x-1,y-1),(x,y - 1),(x+1,y-1),(x+1,y),(x+1,y+1),(x,y + 1),(x-1,y+1)]]
+ return [link for link in links if link.value != None] + self.near_wormholes
def distance(point,point2):
return math.sqrt((point.point[0] - point2.point[0])**2 + (point.point[1]-point2.point[1])**2)
@@ -48,7 +101,7 @@ def aStar(start, goal, grid):
openset.remove(current)
closedset.add(current)
- for node in siblings(current,grid):
+ for node in current.siblings():
if node in closedset:
continue
@@ -79,7 +132,13 @@ class PathfindingTesterStrategy:
self.gui = gui
def build_grid(self):
- grid = [[0 for x in range(int(2*grid_radius//grid_density+1))] for x in range(int(2*grid_radius//grid_density+1))]
+ graph = Graph(None, [])
+
+ graph.blobs = [ Node(0, c.pos, Vec( int((c.pos.x - self.c.player.center.x + grid_radius) // grid_density), int((c.pos.y - self.c.player.center.y + grid_radius) // grid_density) ), True, graph, c) for c in self.c.world.cells.values() if c.is_food ]
+
+
+
+ graph.grid = [[0 for x in range(int(2*grid_radius//grid_density+1))] for x in range(int(2*grid_radius//grid_density+1))]
interesting_cells = list(filter(lambda c : not (c.is_food or c in self.c.player.own_cells), self.c.player.world.cells.values()))
@@ -92,21 +151,24 @@ class PathfindingTesterStrategy:
relpos = (cell.pos.x - (x+self.c.player.center.x), cell.pos.y - (y+self.c.player.center.y))
dist_sq = relpos[0]**2 + relpos[1]**2
if dist_sq < cell.size**2 *3:
- grid[gridx][gridy] += 100000000
+ graph.grid[gridx][gridy] += 100000000
for x in range(-grid_radius,grid_radius+1,grid_density):
gridx = (x+grid_radius) // grid_density
for y in range(-grid_radius,grid_radius+1,grid_density):
gridy = (y+grid_radius) // grid_density
- if (gridx in [0,len(grid)-1] or gridy in [0, len(grid[gridx])-1]):
+ if (gridx in [0,len(graph.grid)-1] or gridy in [0, len(graph.grid[gridx])-1]):
val = None
else:
- val = grid[gridx][gridy]
+ val = graph.grid[gridx][gridy]
- grid[gridx][gridy] = Node(val, (self.c.player.center[0]+x,self.c.player.center[1]+y), (gridx, gridy))
+ graph.grid[gridx][gridy] = Node(val, self.c.player.center+Vec(x,y), Vec(gridx, gridy), False, graph, None)
- return grid
+ for blob in graph.blobs:
+ blob.find_near_wormholes(200)
+
+ return graph.grid
def plan_path(self):
goalx = int((self.gui.marker[0][0] - self.c.player.center[0] + grid_radius)/grid_density)