diff options
| -rw-r--r-- | pathfinding.py | 24 | 
1 files changed, 14 insertions, 10 deletions
diff --git a/pathfinding.py b/pathfinding.py index 13ee774..beec89a 100644 --- a/pathfinding.py +++ b/pathfinding.py @@ -16,8 +16,6 @@ class Node:      def move_cost(self,other):          # assert other in siblings(self,grid). otherwise this makes no sense -        # assert that siblings are only in horizontal or vertical directions. otherwise -        #        someone must replace the number "1" by appropriate distances          return distance(self, other) + (self.value + other.value)/2  def siblings(point,grid): @@ -82,24 +80,30 @@ class PathfindingTesterStrategy:          self.path = None      def build_grid(self): -        grid = [[None for x in range(int(2*grid_radius//grid_density+1))] for x in range(int(2*grid_radius//grid_density+1))] +        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())) -        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 -                val = 0 +        for cell in interesting_cells: +            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 -                for cell in interesting_cells:                      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: -                        val += 100000000 +                        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]):                      val = None +                else: +                    val = grid[gridx][gridy]                  grid[gridx][gridy] = Node(val, (self.c.player.center[0]+x,self.c.player.center[1]+y), (gridx, gridy))  | 
