import heapq import math from agarnet.agarnet.vec import Vec from mechanics import * inf = 999999 """ 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 class Grid: def __init__(self, origin, radius, density, default=None): self.radius = radius self.density = density self.origin = origin if not hasattr(default, '__call__'): self.data = [[default for x in range(int(2*radius//density+1))] for x in range(int(2*radius//density+1))] else: self.data = [[default() for x in range(int(2*radius//density+1))] for x in range(int(2*radius//density+1))] def getpos(self, x, y = None): if y == None: x,y=x[0],x[1] return ( int(x-self.origin.x+self.radius)//self.density, int(y-self.origin.y+self.radius)//self.density ) def distance(self, x, y = None): if y == None: x,y=x[0],x[1] xx,yy = self.getpos(x,y) return (Vec(x,y) - Vec(xx*self.density+self.origin.x-self.radius, yy*self.density+self.origin.y-self.radius)).len() def at(self, x, y = None): xx,yy = self.getpos(x,y) return self.data[xx][yy] def points_near(self, radius, x, y = None): r = int(radius / self.density) xx,yy = self.getpos(x,y) result = [] for xxx in range(xx-r, xx+r+1): for yyy in range(yy-r, yy+r+1): if self.contains_raw(xxx,yyy): result.append(self.data[xxx][yyy]) return result def set(self, val, x, y = None): xx,yy = self.getpos(x,y) self.data[xx][yy] = val def is_border(self, x, y): xx,yy = self.getpos(x,y) return (xx in [0,len(self.data)-1] or yy in [0, len(self.data[xx])-1]) def contains(self, x, y): xx,yy = self.getpos(x,y) return contains_raw(xx,yy) def contains_raw(self, xx, yy): return (0 <= xx and xx < len(self.data)) and (0 <= yy and yy < len(self.data[yy])) # A* code taken and adapted from https://gist.github.com/jamiees2/5531924 class Node: def __init__(self,value,point, is_in_wormhole_plane, graph, cell, near_wormholes = []): self.value = value self.point = point self.parent = None self.H = 0 self.G = 0 self.F = 0 self.graph = graph self.is_in_wormhole_plane = is_in_wormhole_plane self.near_wormholes = near_wormholes self.is_open = False self.is_closed = False def __lt__(self, other): return False 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): # MUST NOT be called when other not in self.siblings()! if not (self.is_in_wormhole_plane or other.is_in_wormhole_plane): # assert other in siblings(self,grid). otherwise this makes no sense #return 5*(distance(self, other) + (self.value + other.value)/2) xd, yd = abs(self.point.x-other.point.x), abs(self.point.y-other.point.y) dist=0 if xd == 0 or yd == 0: dist = xd+yd else: dist = 1.41*xd return 5*dist + (self.value + other.value)/2 else: dist = distance(self, other) return max(dist, 5*dist - 500) def siblings(self): x,y = self.graph.grid.getpos(self.point) links = [self.graph.grid.data[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) def aStar(start, goal): openheap = [] current = start current.is_open = True openheap.append((0,current)) while openheap: #Find the item in the open set with the lowest F = G + H score current = heapq.heappop(openheap)[1] #If it is the item we want, retrace the path and return it if current == goal: path = [] while current.parent: path.append(current) current = current.parent path.append(current) return path[::-1] current.is_open = False current.is_closed = True for node in current.siblings(): if node.is_closed: continue if node.is_open: #Check if we beat the G score new_g = current.G + current.move_cost(node) if node.G > new_g: #If so, update the node to have a new parent node.G = new_g node.F = node.G + node.H node.parent = current heapq.heappush(openheap, (node.F, node)) else: #If it isn't in the open set, calculate the G and H score for the node node.G = current.G + current.move_cost(node) node.H = distance(node, goal) node.F = node.G + node.H node.parent = current node.is_open=True heapq.heappush(openheap, (node.F, node)) raise ValueError('No Path Found') grid_density=30 grid_radius=int(1100/grid_density)*grid_density class PathfindingTesterStrategy: def __init__(self, c, gui): self.c = c self.path = None self.gui = gui def grid_circle(self, graph, pos, size, val): xmin,xmax = int(self.c.player.center.x-grid_radius), int(self.c.player.center.x+grid_radius+1) ymin,ymax = int(self.c.player.center.y-grid_radius), int(self.c.player.center.y+grid_radius+1) x1,x2 = int(max(xmin, pos.x - size - grid_density)), int(min(xmax, pos.x + size + grid_density)) y1,y2 = int(max(ymin, pos.y - size - grid_density)), int(min(ymax, pos.y + size + grid_density)) xx1,yy1 = graph.grid.getpos(x1,y1) xx2,yy2 = graph.grid.getpos(x2,y2) size_sq = size*size for (x,xx) in zip( range(x1,x2, grid_density), range(xx1,xx2) ): for (y,yy) in zip( range(y1,y2, grid_density), range(yy1,yy2) ): relpos = (pos.x - x, pos.y - y) dist_sq = relpos[0]**2 + relpos[1]**2 if dist_sq < size_sq: graph.grid.data[xx][yy] += val def grid_gaussian(self, graph, pos, size, val): xmin,xmax = int(self.c.player.center.x-grid_radius), int(self.c.player.center.x+grid_radius+1) ymin,ymax = int(self.c.player.center.y-grid_radius), int(self.c.player.center.y+grid_radius+1) x1,x2 = int(max(xmin, pos.x - size - grid_density)), int(min(xmax, pos.x + size + grid_density)) y1,y2 = int(max(ymin, pos.y - size - grid_density)), int(min(ymax, pos.y + size + grid_density)) xx1,yy1 = graph.grid.getpos(x1,y1) xx2,yy2 = graph.grid.getpos(x2,y2) size_sq = size*size for (x,xx) in zip( range(x1,x2, grid_density), range(xx1,xx2) ): for (y,yy) in zip( range(y1,y2, grid_density), range(yy1,yy2) ): relpos = (pos.x - x, pos.y - y) dist_sq = relpos[0]**2 + relpos[1]**2 if dist_sq < size_sq * 16: graph.grid.data[xx][yy] += val * math.exp(-dist_sq / size_sq / 2) def build_graph(self): graph = Graph(None, []) graph.blobs = [ Node(0, c.pos, True, graph, c) for c in self.c.world.cells.values() if c.is_food ] graph.grid = Grid(self.c.player.center, grid_radius, grid_density, 0) tempgrid = Grid(self.c.player.center, grid_radius, grid_density, lambda : []) for blob in graph.blobs: for l in tempgrid.points_near(100, blob.point): l.append(blob) #dist = tempgrid.distance(cell.pos) interesting_cells = list(filter(lambda c : not (c.is_food or c in self.c.player.own_cells), self.c.player.world.cells.values())) xmin,xmax = int(self.c.player.center.x-grid_radius), int(self.c.player.center.x+grid_radius+1) ymin,ymax = int(self.c.player.center.y-grid_radius), int(self.c.player.center.y+grid_radius+1) own_speed = speed(get_my_largest_cell(self.c)) if own_speed == 0: own_speed = 1 for cell in interesting_cells: if is_dangerous_virus(cell, self.c): self.grid_circle(graph, cell.pos, cell.size, inf) elif is_enemy(cell, self.c): dist = (cell.pos - self.c.player.center).len() dist_until_eaten = max(0, dist - cell.size) eta = dist / own_speed danger_zone = cell.size + (0 if not is_splitkiller(cell, self.c) else 700) extrapolated_pos = cell.pos movement_range = 0 try: extrapolated_pos += cell.movement * eta movement_range = cell.movement.len() * eta except AttributeError: pass if dist_until_eaten < 100: self.grid_circle(graph, cell.pos, cell.size, inf) else: self.grid_circle(graph, cell.pos, danger_zone, 1000) xx1,yy1 = graph.grid.getpos(xmin,ymin) xx2,yy2 = graph.grid.getpos(xmax+1,ymax+1) for xx in range(xx1,xx2): graph.grid.data[xx][yy1+1] = None graph.grid.data[xx][yy2-1] = None for yy in range(yy1,yy2): graph.grid.data[xx1+1][yy] = None graph.grid.data[xx2-1][yy] = None for x,xx in zip( range(xmin, xmax+1, grid_density), range(xx1,xx2) ): for y,yy in zip( range(ymin, ymax+1, grid_density), range(yy1,yy2) ): val = graph.grid.data[xx][yy] graph.grid.data[xx][yy] = Node(val, Vec(x,y), False, graph, None, tempgrid.data[xx][yy]) for blob in graph.blobs: blob.find_near_wormholes(100) return graph def plan_path(self): graph = self.build_graph() path = aStar(graph.grid.at(self.c.player.center), graph.grid.at(self.gui.marker[0])) return path def path_is_valid(self, path): 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 node in path: for cell in interesting_cells: relpos = (cell.pos.x - node.point[0], cell.pos.y - node.point[1]) dist_sq = relpos[0]**2 + relpos[1]**2 if dist_sq < cell.size**2 *2: return False return True def process_frame(self): for x in range(0,grid_radius, grid_density): color=(192,192,192) self.gui.draw_line((-8000,self.c.player.center.y + x), (8000, self.c.player.center.y + x), color) self.gui.draw_line((-8000,self.c.player.center.y - x), (8000, self.c.player.center.y - x), color) self.gui.draw_line((self.c.player.center.x - x,-8000), (self.c.player.center.x - x, 8000), color) self.gui.draw_line((self.c.player.center.x + x,-8000), (self.c.player.center.x + x, 8000), color) if self.gui.marker_updated[0]: self.gui.marker_updated[0]=False self.path = self.plan_path() for node in self.path: print (node.point) print("="*10) for (node1,node2) in zip(self.path,self.path[1:]): self.gui.draw_line(node1.point, node2.point, (0,0,0)) if self.path: relx, rely = self.path[0].point[0]-self.c.player.center.x, self.path[0].point[1]-self.c.player.center.y if relx*relx + rely*rely < (2*grid_density)**2: self.path=self.path[1:] if self.path and not self.path_is_valid(self.path): print("recalculating!") self.path = self.plan_path() if self.path: return self.path[0].point return self.gui.marker[0]