from gui import marker, marker_updated import gui # A* code taken and adapted from https://gist.github.com/jamiees2/5531924 class Node: def __init__(self,value,point,point_in_grid): self.value = value self.point = point self.point_in_grid = point_in_grid self.parent = None self.H = 0 self.G = 0 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 manhattan(self, other) + (self.value + other.value)/2 def siblings(point,grid): x,y = point.point_in_grid links = [grid[d[0]][d[1]] for d in [(x-1, y),(x,y - 1),(x,y + 1),(x+1,y)]] return [link for link in links if link.value != None] def manhattan(point,point2): return abs(point.point[0] - point2.point[0]) + abs(point.point[1]-point2.point[1]) def aStar(start, goal, grid): print("aStar("+str(start.point)+"="+str(start.point_in_grid)+", "+str(goal.point)+"="+str(goal.point_in_grid)+")") openset = set() closedset = set() current = start openset.add(current) while openset: #Find the item in the open set with the lowest G + H score current = min(openset, key=lambda o:o.G + o.H) #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] openset.remove(current) closedset.add(current) for node in siblings(current,grid): if node in closedset: continue if node in openset: #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.parent = current 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 = manhattan(node, goal) node.parent = current openset.add(node) raise ValueError('No Path Found') grid_radius=1100 grid_density=30 class PathfindingTesterStrategy: def __init__(self, c): self.c = c self.path = None def plan_path(self): goalx = int((marker[0][0] - self.c.player.center[0] + grid_radius)/grid_density) goaly = int((marker[0][1] - self.c.player.center[1] + grid_radius)/grid_density) grid = [] interesting_cells = list(filter(lambda c : not c.is_food, self.c.player.world.cells.values())) for x in range(-grid_radius,grid_radius+1,grid_density): gridline = [] for y in range(-grid_radius,grid_radius+1,grid_density): val = 0 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 gridline.append(Node(None if (x in [-grid_radius,grid_radius] or y in [-grid_radius,grid_radius]) else val, (self.c.player.center[0]+x,self.c.player.center[1]+y), (int((x+grid_radius)/grid_density), int((y+grid_radius)/grid_density)))) grid.append(gridline) path = aStar(grid[int(grid_radius/grid_density)][int(grid_radius/grid_density)], grid[goalx][goaly], grid) return path def process_frame(self): if marker_updated[0]: marker_updated[0]=False self.path = self.plan_path() for node in self.path: print (node.point_in_grid) print("="*10) for (node1,node2) in zip(self.path,self.path[1:]): 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 < 10**2: self.path=self.path[1:] if self.path: return self.path[0].point return marker[0]