opus/sys/apis/jumper/search/astar.lua

89 lines
2.8 KiB
Lua

-- Astar algorithm
-- This actual implementation of A-star is based on
-- [Nash A. & al. pseudocode](http://aigamedev.com/open/tutorials/theta-star-any-angle-paths/)
if (...) then
-- Internalization
local ipairs = ipairs
local huge = math.huge
-- Dependancies
local _PATH = (...):match('(.+)%.search.astar$')
local Heuristics = require (_PATH .. '.core.heuristics')
local Heap = require (_PATH.. '.core.bheap')
-- Updates G-cost
local function computeCost(node, neighbour, finder, clearance, heuristic)
local mCost, heading = heuristic(neighbour, node) -- Heuristics.EUCLIDIAN(neighbour, node)
if node._g + mCost < neighbour._g then
neighbour._parent = node
neighbour._g = node._g + mCost
neighbour._heading = heading
end
end
-- Updates vertex node-neighbour
local function updateVertex(finder, openList, node, neighbour, endNode, clearance, heuristic, overrideCostEval)
local oldG = neighbour._g
local cmpCost = overrideCostEval or computeCost
cmpCost(node, neighbour, finder, clearance, heuristic)
if neighbour._g < oldG then
local nClearance = neighbour._clearance[finder._walkable]
local pushThisNode = clearance and nClearance and (nClearance >= clearance)
if (clearance and pushThisNode) or (not clearance) then
if neighbour._opened then neighbour._opened = false end
neighbour._h = heuristic(endNode, neighbour)
neighbour._f = neighbour._g + neighbour._h
openList:push(neighbour)
neighbour._opened = true
end
end
end
-- Calculates a path.
-- Returns the path from location `<startX, startY>` to location `<endX, endY>`.
return function (finder, startNode, endNode, clearance, toClear, overrideHeuristic, overrideCostEval)
local heuristic = overrideHeuristic or finder._heuristic
local openList = Heap()
startNode._g = 0
startNode._h = heuristic(endNode, startNode)
startNode._f = startNode._g + startNode._h
openList:push(startNode)
toClear[startNode] = true
startNode._opened = true
while not openList:empty() do
local node = openList:pop()
node._closed = true
if node == endNode then return node end
local neighbours = finder._grid:getNeighbours(node, finder._walkable, finder._allowDiagonal, finder._tunnel)
for i = 1,#neighbours do
local neighbour = neighbours[i]
if not neighbour._closed then
toClear[neighbour] = true
if not neighbour._opened then
neighbour._g = huge
neighbour._parent = nil
end
updateVertex(finder, openList, node, neighbour, endNode, clearance, heuristic, overrideCostEval)
end
end
--[[
printf('x:%d y:%d z:%d g:%d', node._x, node._y, node._z, node._g)
for i = 1,#neighbours do
local n = neighbours[i]
printf('x:%d y:%d z:%d f:%f g:%f h:%d', n._x, n._y, n._z, n._f, n._g, n._heading or -1)
end
--]]
end
return nil
end
end