mirror of
https://github.com/wisplite/a-star-go.git
synced 2026-06-27 15:37:07 -05:00
348 lines
9.3 KiB
Go
348 lines
9.3 KiB
Go
package main
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import (
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"container/heap"
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"fmt"
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"math"
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"time"
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)
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// parentNone marks cells with no predecessor; must not collide with 0–3 (cardinal directions).
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const parentNone byte = 0xff
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type Item struct {
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index int // index of the cell in the grid (y * width + x)
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priority float32 // f = g + h
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gScore float32 // used to break f ties toward straighter paths
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}
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type PriorityQueue []*Item
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func (pq PriorityQueue) Len() int {
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return len(pq)
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}
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func (pq PriorityQueue) Less(i, j int) bool {
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if pq[i].priority != pq[j].priority {
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return pq[i].priority < pq[j].priority
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}
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// Same f: prefer larger g (smaller h → closer to goal) for cleaner grid paths.
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return pq[i].gScore > pq[j].gScore
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}
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func (pq PriorityQueue) Swap(i, j int) {
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pq[i], pq[j] = pq[j], pq[i]
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}
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func (pq *PriorityQueue) Push(x interface{}) {
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*pq = append(*pq, x.(*Item))
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}
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func (pq *PriorityQueue) Pop() interface{} {
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old := *pq
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n := len(old)
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item := old[n-1]
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old[n-1] = nil
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*pq = old[0 : n-1]
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return item
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}
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type AStar struct {
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gridTypes []byte
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gScores []float32
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parents []byte
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openSet PriorityQueue
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closedSet []bool
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width int
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height int
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heuristic func(x int, y int, endX int, endY int) float32
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timeTaken time.Duration
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}
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func (a *AStar) Init(width int, height int) {
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a.gridTypes = make([]byte, width*height)
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a.gScores = make([]float32, width*height)
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a.parents = make([]byte, width*height)
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a.openSet = make(PriorityQueue, 0, 2000000) // pre-allocate space for 2 million cells to avoid reallocations
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a.closedSet = make([]bool, width*height)
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a.heuristic = func(x int, y int, endX int, endY int) float32 {
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return float32(math.Abs(float64(x-endX)) + math.Abs(float64(y-endY))) // Manhattan distance default
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}
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a.width = width
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a.height = height
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for i := range a.gScores {
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a.gScores[i] = math.MaxFloat32
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}
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for i := range a.parents {
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a.parents[i] = parentNone
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}
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}
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func (a *AStar) ResetGrid(withTypes bool) {
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for i := range a.gScores {
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if withTypes {
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a.gridTypes[i] = 0
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}
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a.gScores[i] = math.MaxFloat32
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a.parents[i] = parentNone
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a.closedSet[i] = false
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}
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a.openSet = a.openSet[:0]
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}
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func (a *AStar) RebuildGrid(width int, height int) {
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a.gridTypes = make([]byte, width*height)
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a.gScores = make([]float32, width*height)
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a.parents = make([]byte, width*height)
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a.openSet = make(PriorityQueue, 0, 2000000)
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a.closedSet = make([]bool, width*height)
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a.width = width
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a.height = height
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for i := range a.parents {
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a.parents[i] = parentNone
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}
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}
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func (a *AStar) SetHeuristic(heuristic int32) {
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switch heuristic {
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case 0:
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a.heuristic = func(x int, y int, endX int, endY int) float32 {
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return float32(math.Abs(float64(x-endX)) + math.Abs(float64(y-endY))) // Manhattan distance
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}
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case 1:
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a.heuristic = func(x int, y int, endX int, endY int) float32 {
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return float32(math.Sqrt(float64(x-endX)*float64(x-endX) + float64(y-endY)*float64(y-endY))) // Euclidean distance
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}
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case 2:
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a.heuristic = func(x int, y int, endX int, endY int) float32 {
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return float32(math.Max(float64(x-endX), float64(y-endY))) // Chebyshev distance
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}
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case 3:
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a.heuristic = func(x int, y int, endX int, endY int) float32 {
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return float32(math.Pow(float64(x-endX), 2) + math.Pow(float64(y-endY), 2)) // Squared Euclidean (extremely fast but not optimal/inadmissible)
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}
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}
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}
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func (a *AStar) SetGridType(x int, y int, gridType byte) {
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/*
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0 = empty
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1 = wall
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2 = start
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3 = end
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*/
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a.gridTypes[y*a.width+x] = gridType
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}
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func (a *AStar) GetGridType(x int, y int) byte {
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return a.gridTypes[y*a.width+x]
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}
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func (a *AStar) GetGridTypes() []byte {
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return a.gridTypes
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}
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func (a *AStar) GetClosedSet() []bool {
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return a.closedSet
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}
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func (a *AStar) SetGScores(x int, y int, gScore float32) {
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a.gScores[y*a.width+x] = gScore
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}
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func (a *AStar) GetGScores(x int, y int) float32 {
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return a.gScores[y*a.width+x]
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}
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func (a *AStar) SetParent(x int, y int, parentx int, parenty int) {
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if parentx < x {
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a.parents[y*a.width+x] = byte(0) // left of the node
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} else if parentx > x {
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a.parents[y*a.width+x] = byte(2) // right of the node
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} else if parenty < y {
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a.parents[y*a.width+x] = byte(1) // above the node
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} else if parenty > y {
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a.parents[y*a.width+x] = byte(3) // below the node
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}
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}
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func (a *AStar) GetParent(x int, y int) byte {
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return a.parents[y*a.width+x]
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}
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func (a *AStar) GetParents() []byte {
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return a.parents
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}
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func (a *AStar) ParentIndexToXY(childx int, childy int, parent byte) (int, int) {
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switch parent {
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case 0:
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return childx - 1, childy // parent left
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case 1:
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return childx, childy - 1 // parent above
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case 2:
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return childx + 1, childy // parent right
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case 3:
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return childx, childy + 1 // parent below
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default:
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return -1, -1
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}
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}
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func (a *AStar) ParentIndexToXYIndex(childx int, childy int, parent byte) int {
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x, y := a.ParentIndexToXY(childx, childy, parent)
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if x < 0 || y < 0 || x >= a.width || y >= a.height {
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return -1
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}
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return y*a.width + x
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}
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func (a *AStar) GetNeighbors(x int, y int) []int {
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neighbors := make([]int, 0)
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if x > 0 {
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neighbors = append(neighbors, y*a.width+x-1)
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}
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if x < a.width-1 {
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neighbors = append(neighbors, y*a.width+x+1)
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}
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if y > 0 {
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neighbors = append(neighbors, y*a.width+x-a.width)
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}
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if y < a.height-1 {
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neighbors = append(neighbors, y*a.width+x+a.width)
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}
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return neighbors
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}
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func (a *AStar) GetTerrainCost(x int, y int) float32 {
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return 1.0
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}
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func (a *AStar) GetEvaluatedCells() int {
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cellsEvaluated := 0
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for _, closed := range a.closedSet {
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if closed {
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cellsEvaluated++
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}
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}
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return cellsEvaluated
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}
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func (a *AStar) GetTimeTaken() time.Duration {
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return a.timeTaken
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}
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func (a *AStar) CalculatePath(startX int, startY int, endX int, endY int) [][]int {
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timer := time.Now()
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defer func() {
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a.timeTaken = time.Since(timer)
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}()
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startIndex := startY*a.width + startX
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endIndex := endY*a.width + endX
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a.gScores[startIndex] = 0
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startF := a.heuristic(startX, startY, endX, endY)
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heap.Push(&a.openSet, &Item{index: startIndex, priority: startF, gScore: 0})
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for a.openSet.Len() > 0 {
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current := heap.Pop(&a.openSet).(*Item)
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if a.closedSet[current.index] {
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continue
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}
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if current.index == endIndex {
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// We've found the goal!
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fmt.Println("Found the goal!")
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path := make([][]int, 0)
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for currentIndex := current.index; currentIndex != startIndex; {
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p := a.parents[currentIndex]
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next := a.ParentIndexToXYIndex(currentIndex%a.width, currentIndex/a.width, p)
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if next < 0 {
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break
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}
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x, y := a.ParentIndexToXY(currentIndex%a.width, currentIndex/a.width, p)
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path = append(path, []int{x, y})
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currentIndex = next
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}
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return path
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}
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a.closedSet[current.index] = true
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for _, neighborIndex := range a.GetNeighbors(current.index%a.width, current.index/a.width) {
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if a.closedSet[neighborIndex] {
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continue
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}
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if a.gridTypes[neighborIndex] == 1 {
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a.gScores[neighborIndex] = math.MaxFloat32
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continue
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}
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terrainCost := a.GetTerrainCost(neighborIndex%a.width, neighborIndex/a.width)
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tentativeGScore := a.gScores[current.index] + terrainCost
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if tentativeGScore < a.gScores[neighborIndex] {
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a.SetParent(neighborIndex%a.width, neighborIndex/a.width, current.index%a.width, current.index/a.width)
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a.gScores[neighborIndex] = tentativeGScore
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priority := tentativeGScore + a.heuristic(neighborIndex%a.width, neighborIndex/a.width, endX, endY)
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heap.Push(&a.openSet, &Item{index: neighborIndex, priority: priority, gScore: tentativeGScore})
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}
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}
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}
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return make([][]int, 0)
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}
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func (a *AStar) CalculatePathLive(startX int, startY int, endX int, endY int, updateChan chan int) [][]int {
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timer := time.Now()
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defer func() {
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a.timeTaken = time.Since(timer)
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}()
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startIndex := startY*a.width + startX
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endIndex := endY*a.width + endX
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a.gScores[startIndex] = 0
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startF := a.heuristic(startX, startY, endX, endY)
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heap.Push(&a.openSet, &Item{index: startIndex, priority: startF, gScore: 0})
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for a.openSet.Len() > 0 {
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current := heap.Pop(&a.openSet).(*Item)
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if a.closedSet[current.index] {
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continue
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}
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if current.index == endIndex {
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// We've found the goal!
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fmt.Println("Found the goal!")
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path := make([][]int, 0)
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for currentIndex := current.index; currentIndex != startIndex; {
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p := a.parents[currentIndex]
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next := a.ParentIndexToXYIndex(currentIndex%a.width, currentIndex/a.width, p)
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if next < 0 {
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break
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}
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x, y := a.ParentIndexToXY(currentIndex%a.width, currentIndex/a.width, p)
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path = append(path, []int{x, y})
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currentIndex = next
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}
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return path
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}
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a.closedSet[current.index] = true
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updateChan <- current.index
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for _, neighborIndex := range a.GetNeighbors(current.index%a.width, current.index/a.width) {
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if a.closedSet[neighborIndex] {
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continue
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}
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if a.gridTypes[neighborIndex] == 1 {
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a.gScores[neighborIndex] = math.MaxFloat32
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continue
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}
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terrainCost := a.GetTerrainCost(neighborIndex%a.width, neighborIndex/a.width)
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tentativeGScore := a.gScores[current.index] + terrainCost
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if tentativeGScore < a.gScores[neighborIndex] {
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a.SetParent(neighborIndex%a.width, neighborIndex/a.width, current.index%a.width, current.index/a.width)
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a.gScores[neighborIndex] = tentativeGScore
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priority := tentativeGScore + a.heuristic(neighborIndex%a.width, neighborIndex/a.width, endX, endY)
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heap.Push(&a.openSet, &Item{index: neighborIndex, priority: priority, gScore: tentativeGScore})
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}
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}
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}
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return make([][]int, 0)
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}
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