Create working PoC of A* algorithm

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2021-03-07 08:56:06 +01:00
parent 56f740facd
commit ba3404c8ad

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@@ -0,0 +1,273 @@
package com.bartlomiejpluta.base.engine.pathfinding;
import com.bartlomiejpluta.base.api.game.map.layer.color.ColorLayer;
import com.bartlomiejpluta.base.api.game.map.layer.image.ImageLayer;
import com.bartlomiejpluta.base.api.game.map.layer.object.ObjectLayer;
import com.bartlomiejpluta.base.api.game.map.layer.object.PassageAbility;
import com.bartlomiejpluta.base.api.game.map.layer.tile.TileLayer;
import com.bartlomiejpluta.base.api.game.map.model.GameMap;
import com.bartlomiejpluta.base.engine.world.map.layer.object.DefaultObjectLayer;
import lombok.AllArgsConstructor;
import lombok.EqualsAndHashCode;
import lombok.RequiredArgsConstructor;
import org.joml.Vector2f;
import org.joml.Vector2i;
import java.util.*;
import java.util.function.Function;
import static java.lang.Math.abs;
@SuppressWarnings("ConstantConditions")
@AllArgsConstructor
public class Astar implements Comparator<Astar.Node> {
/*
* We are interested in following adjacent
* +---+---+---+
* | | o | |
* +---+---+---+
* | o | x | o |
* +---+---+---+
* | | o | |
* +---+---+---+
*/
private static final Vector2i[] ADJACENT = new Vector2i[]{
new Vector2i(-1, 0),
new Vector2i(0, -1),
new Vector2i(1, 0),
new Vector2i(0, 1)
};
public List<Node> findPath(ObjectLayer layer, Node start, Node end) {
int columns = layer.getMap().getColumns();
int rows = layer.getMap().getRows();
// The heuristic function defined as Manhattan distance to the end node
var h = createManhattanDistanceHeuristic(end);
// The start node has the actual cost 0 and estimated is a Manhattan distance to the end node
start.g = 0.0f;
start.f = h.apply(start);
// We are starting with one open node (the start one) end empty closed lists
var open = new PriorityQueue<>(this);
var closed = new LinkedList<Node>();
open.add(start);
// As long as there are at least one open node
while (!open.isEmpty()) {
// We are retrieving the node with the **smallest** f score
// (That's the way the Astar.compare() comparator works)
// And the same time we are removing the node from open list
// and pushing it to closed one as we no longer need to analyze this node
var current = open.poll();
closed.add(current);
// If we found the node with f score and it is
// actually an end node, we have most likely found a best path
if (current.equals(end)) {
return recreatePath(current);
}
adjacent:
// For each node neighbour
// (we are analyzing the 4 neighbours,
// as described in the commend above ADJACENT static field)
for (var adjacent : ADJACENT) {
var position = new Vector2i(current.position).add(adjacent);
// We are getting rid the neighbours beyond the map
if (position.x < 0 || position.x >= columns || position.y < 0 || position.y >= rows) {
continue;
}
// Define new neighbour
var neighbour = new Node(position);
// If we already analyzed this node,
// we are free to skip it to not analyze it once again
for (var closedNode : closed) {
if (closedNode.position.equals(position)) {
continue adjacent;
}
}
// Get rid of nodes that are not reachable (blocked or something is staying on there)
var reachable = layer.getPassageMap()[position.y][position.x] == PassageAbility.ALLOW;
if (!reachable) {
continue;
}
// We are evaluating the basic A* parameters
// as well as the parent node which is needed to recreate
// path further
neighbour.parent = current;
neighbour.g = current.g + 1;
neighbour.f = neighbour.g + h.apply(neighbour);
// If the node already exists in open list,
// we need to compare current neighbour with existing node
// to check which path is shorter.
// If the neighbour is shorter, we can update the existing node
// with neighbour's parameters
for (var openNode : open) {
if (openNode.position.equals(position) && neighbour.g < openNode.g) {
openNode.g = neighbour.g;
openNode.parent = current;
continue adjacent;
}
}
// Push neighbour to open list to consider it later
open.add(neighbour);
}
}
// If open list is empty and we didn't reach the end node
// it means that the path probably does not exist at all
return Collections.emptyList();
}
@SuppressWarnings("Convert2Lambda")
private Function<Node, Float> createManhattanDistanceHeuristic(Node toNode) {
return new Function<>() {
@Override
public Float apply(Node node) {
return (float) (abs(toNode.position.x - node.position.x) + abs(toNode.position.y - node.position.y));
}
};
}
private List<Node> recreatePath(Node node) {
var current = node;
var list = new ArrayList<Node>();
list.add(node);
while (current.parent != null) {
list.add(current.parent);
current = current.parent;
}
return list;
}
private void print(ObjectLayer layer, Iterable<Node> nodes) {
for (int row = 0; row < layer.getMap().getRows(); ++row) {
System.out.print("|");
tiles:
for (int column = 0; column < layer.getMap().getColumns(); ++column) {
for (var node : nodes) {
if (node.position.equals(column, row)) {
System.out.print(" # ");
continue tiles;
}
}
System.out.print(layer.getPassageMap()[row][column] == PassageAbility.ALLOW ? " " : " . ");
}
System.out.println("|");
}
}
@Override
public int compare(Node o1, Node o2) {
return Float.compare(o1.f, o2.f);
}
@EqualsAndHashCode(of = "position")
@RequiredArgsConstructor
protected static class Node {
public Node parent;
public final Vector2i position;
public float g = 0.0f;
public float f = 0.0f;
}
public static void main(String[] args) {
final int rows = 50;
final int columns = 50;
final int threshold = 70;
var start = new Vector2i(1, 1);
var end = new Vector2i(49, 49);
final Random random = new Random();
final Vector2f stepSize = new Vector2f(32, 32);
var passageMap = new PassageAbility[rows][columns];
for (int i = 0; i < rows; ++i) {
passageMap[i] = new PassageAbility[columns];
for (int j = 0; j < columns; ++j) {
passageMap[i][j] = random.nextInt(100) >= threshold ? PassageAbility.BLOCK : PassageAbility.ALLOW;
}
}
var map = new GameMap() {
@Override
public float getWidth() {
return 0;
}
@Override
public float getHeight() {
return 0;
}
@Override
public int getRows() {
return rows;
}
@Override
public int getColumns() {
return columns;
}
@Override
public Vector2f getSize() {
return null;
}
@Override
public TileLayer getTileLayer(int layerIndex) {
return null;
}
@Override
public ImageLayer getImageLayer(int layerIndex) {
return null;
}
@Override
public ColorLayer getColorLayer(int layerIndex) {
return null;
}
@Override
public ObjectLayer getObjectLayer(int layerIndex) {
return null;
}
};
var layer = new DefaultObjectLayer(map, rows, columns, stepSize, new ArrayList<>(), passageMap);
var astar = new Astar();
passageMap[start.y][start.x] = PassageAbility.ALLOW;
passageMap[end.y][end.x] = PassageAbility.ALLOW;
var time = System.currentTimeMillis();
var output = astar.findPath(layer, new Node(start), new Node(end));
var elapsed = System.currentTimeMillis() - time;
astar.print(layer, output);
System.out.println("Time: " + elapsed + "ms");
}
}