//
// $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;
}