Reorganize code
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112
game/pathfinding.go
Normal file
112
game/pathfinding.go
Normal file
@ -0,0 +1,112 @@
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package game
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import (
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"fmt"
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"gitea.boner.be/bdnugget/goonscape/types"
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)
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type Node struct {
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Tile types.Tile
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Parent *Node
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G, H, F float32
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}
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func FindPath(start, end types.Tile) []types.Tile {
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openList := []*Node{}
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closedList := make(map[[2]int]bool)
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startNode := &Node{Tile: start, G: 0, H: heuristic(start, end)}
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startNode.F = startNode.G + startNode.H
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openList = append(openList, startNode)
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for len(openList) > 0 {
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current := openList[0]
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currentIndex := 0
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for i, node := range openList {
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if node.F < current.F {
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current = node
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currentIndex = i
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}
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}
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openList = append(openList[:currentIndex], openList[currentIndex+1:]...)
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closedList[[2]int{current.Tile.X, current.Tile.Y}] = true
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if current.Tile.X == end.X && current.Tile.Y == end.Y {
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path := []types.Tile{}
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node := current
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for node != nil {
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path = append([]types.Tile{node.Tile}, path...)
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node = node.Parent
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}
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fmt.Printf("Path found: %v\n", path)
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return path
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}
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neighbors := GetNeighbors(current.Tile)
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for _, neighbor := range neighbors {
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if !neighbor.Walkable || closedList[[2]int{neighbor.X, neighbor.Y}] {
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continue
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}
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tentativeG := current.G + distance(current.Tile, neighbor)
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inOpen := false
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var existingNode *Node
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for _, node := range openList {
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if node.Tile.X == neighbor.X && node.Tile.Y == neighbor.Y {
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existingNode = node
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inOpen = true
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break
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}
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}
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if !inOpen || tentativeG < existingNode.G {
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newNode := &Node{
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Tile: neighbor,
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Parent: current,
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G: tentativeG,
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H: heuristic(neighbor, end),
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}
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newNode.F = newNode.G + newNode.H
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if !inOpen {
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openList = append(openList, newNode)
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}
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}
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}
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}
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return nil
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}
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func heuristic(a, b types.Tile) float32 {
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return float32(abs(a.X-b.X) + abs(a.Y-b.Y))
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}
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func distance(a, b types.Tile) float32 {
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return 1.0 // uniform cost for now
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}
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func GetNeighbors(tile types.Tile) []types.Tile {
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directions := [][2]int{
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{1, 0}, {-1, 0}, {0, 1}, {0, -1},
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{1, 1}, {-1, -1}, {1, -1}, {-1, 1},
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}
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neighbors := []types.Tile{}
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grid := GetMapGrid()
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for _, dir := range directions {
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nx, ny := tile.X+dir[0], tile.Y+dir[1]
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if nx >= 0 && nx < types.MapWidth && ny >= 0 && ny < types.MapHeight {
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if grid[nx][ny].Walkable {
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neighbors = append(neighbors, grid[nx][ny])
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}
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}
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}
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return neighbors
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}
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func abs(x int) int {
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if x < 0 {
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return -x
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}
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return x
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}
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