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import heapq
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
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 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)
for cell in interesting_cells:
x1,x2 = max(xmin, cell.pos.x - 3*cell.size - grid_density), min(xmax, cell.pos.x + 3*cell.size + grid_density)
y1,y2 = max(ymin, cell.pos.y - 3*cell.size - grid_density), min(ymax, cell.pos.y + 3*cell.size + grid_density)
xx1,yy1 = graph.grid.getpos(x1,y1)
xx2,yy2 = graph.grid.getpos(x2,y2)
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 = (cell.pos.x - x, cell.pos.y - y)
dist = math.sqrt(relpos[0]**2 + relpos[1]**2)
if dist < cell.size + 100:
graph.grid.data[xx][yy] = 100000000
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]
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