// // $Id: AStarPathUtil.java,v 1.6 2001/10/11 00:41:27 shaper Exp $ package com.threerings.miso.scene.util; import java.awt.Point; import java.util.*; import com.threerings.media.util.MathUtil; import com.threerings.miso.Log; import com.threerings.miso.scene.Traverser; import com.threerings.miso.tile.MisoTile; /** * The AStarPathUtil class provides a facility for * finding a reasonable path between two points in a scene using the * A* search algorithm. * *

See the path-finding article on * * Gamasutra for more detailed information. */ public class AStarPathUtil { /** * Return a list of Point objects representing a path * from coordinates (ax, by) to * (bx, by), inclusive, determined by performing an * A* search in the given array of tiles. Assumes the starting * and destination nodes are traversable by the specified * traverser. * * @param tiles the tile array. * @param tilewid the tile array width. * @param tilehei the tile array height. * @param trav the traverser to follow the path. * @param ax the starting x-position in tile coordinates. * @param ay the starting y-position in tile coordinates. * @param bx the ending x-position in tile coordinates. * @param by the ending y-position in tile coordinates. * * @return the list of points in the path. */ public static List getPath ( MisoTile tiles[][], int tilewid, int tilehei, Traverser trav, int ax, int ay, int bx, int by) { AStarInfo info = new AStarInfo(tiles, tilewid, tilehei, trav, bx, by); // set up the starting node AStarNode s = getNode(info, ax, ay); s.g = 0; s.h = getDistanceEstimate(ax, ay, bx, by); s.f = s.g + s.h; // push starting node on the open list info.open.add(s); // while there are more nodes on the open list while (info.open.size() > 0) { // pop the best node so far from open AStarNode n = (AStarNode)info.open.first(); info.open.remove(n); // if node is a goal node if (n.x == bx && n.y == by) { // construct and return the acceptable path return getNodePath(n); } // TODO: don't allow diagonal traversal if horiz and vert // are impassable. // consider each successor of the node considerStep(info, n, n.x - 1, n.y - 1); considerStep(info, n, n.x, n.y - 1); considerStep(info, n, n.x + 1, n.y - 1); considerStep(info, n, n.x - 1, n.y); considerStep(info, n, n.x + 1, n.y); considerStep(info, n, n.x - 1, n.y + 1); considerStep(info, n, n.x, n.y + 1); considerStep(info, n, n.x + 1, n.y + 1); // push the node on the closed list info.closed.add(n); } // no path found return null; } /** * Consider the step (n.x, n.y) to (x, y) * for possible inclusion in the path. * * @param info the info object. * @param n the originating node for the step. * @param x the x-coordinate for the destination step. * @param y the y-coordinate for the destination step. */ protected static void considerStep ( AStarInfo info, AStarNode n, int x, int y) { // skip node if it's outside the map bounds if (x < 0 || y < 0 || x >= info.tilewid || y >= info.tilehei) { return; } // skip node if it's impassable if (!info.trav.canTraverse(info.tiles[x][y])) { return; } // calculate the new cost for this node int newg = n.g + 1; // cost to go node-to-node is always 1 for now // retrieve the node corresponding to this location AStarNode np = getNode(info, x, y); // skip if it's already in the open or closed list or if its // actual cost is less than the just-calculated cost if ((info.open.contains(np) || info.closed.contains(np)) && np.g <= newg) { return; } // remove the node from the open list since we're about to // modify its score which determines its placement in the list info.open.remove(np); // update the node's information np.parent = n; np.g = newg; np.h = getDistanceEstimate(np.x, np.y, info.destx, info.desty); np.f = np.g + np.h; // remove it from the closed list if it's present info.closed.remove(np); // add it to the open list for further consideration info.open.add(np); } /** * Return a list of Point objects detailing the path * from the first node (the given node's ultimate parent) to the * ending node (the given node itself.) * * @param n the ending node in the path. * * @return the list detailing the path. */ protected static List getNodePath (AStarNode n) { AStarNode cur = n; ArrayList path = new ArrayList(); while (cur != null) { // add to the head of the list since we're traversing from // the end to the beginning path.add(0, new Point(cur.x, cur.y)); // advance to the next node in the path cur = cur.parent; } return path; } /** * Return the AStarNode object corresponding to the * specified tile coordinate. Creates the node and saves it in * the node array if this is its first reference. */ protected static AStarNode getNode (AStarInfo info, int x, int y) { AStarNode n = info.nodes[x][y]; return (n == null) ? (info.nodes[x][y] = new AStarNode(x, y)) : n; } /** * Return a heuristic estimate of the cost to get from * (ax, ay) to (bx, by). */ protected static int getDistanceEstimate (int ax, int ay, int bx, int by) { return Math.max(Math.abs(bx - ax), Math.abs(by - ay)); } } /** * A holding class to contain the wealth of information referenced * while performing an A* search for a path through a tile array. */ class AStarInfo { /** The array of tiles being traversed. */ public MisoTile tiles[][]; /** The tile array dimensions. */ public int tilewid, tilehei; /** The traverser moving along the path. */ public Traverser trav; /** The array of A*-specific node info to match the tile array. */ public AStarNode nodes[][]; /** The set of open nodes being searched. */ public SortedSet open; /** The set of closed nodes being searched. */ public ArrayList closed; /** The destination coordinates in the tile array. */ public int destx, desty; public AStarInfo ( MisoTile tiles[][], int tilewid, int tilehei, Traverser trav, int destx, int desty) { // save off references this.tiles = tiles; this.tilewid = tilewid; this.tilehei = tilehei; this.trav = trav; this.destx = destx; this.desty = desty; // construct the node array nodes = new AStarNode[tilewid][tilehei]; // construct the open and closed lists open = new TreeSet(); closed = new ArrayList(); } } /** * A class that represents a single traversable node in the tile array * along with its current A*-specific search information. */ class AStarNode implements Comparable { /** The node coordinates. */ public int x, y; /** The actual cheapest cost of arriving here from the start. */ public int g; /** The heuristic estimate of the cost to the goal from here. */ public int h; /** The score assigned to this node. */ public int f; /** The node from which we reached this node. */ public AStarNode parent; /** The node's monotonically-increasing unique identifier. */ public int id; public AStarNode (int x, int y) { this.x = x; this.y = y; id = _nextid++; } public int compareTo (Object o) { int bf = ((AStarNode)o).f; // since the set contract is fulfilled using the equality // results returned here, and we'd like to allow multiple // nodes with equivalent scores in our set, we explicitly // define object equivalence as the result of object.equals(), // else we use the unique node id since it will return a // consistent ordering for the objects. if (f == bf) { return (this == o) ? 0 : (id - ((AStarNode)o).id); } return f - bf; } /** The next unique node id. */ protected static int _nextid = 0; }