goonscape/game/pathfinding.go
2025-04-16 12:13:29 +02:00

180 lines
4.1 KiB
Go

package game
import (
"container/heap"
"fmt"
"gitea.boner.be/bdnugget/goonscape/types"
)
// Node represents a node in the A* pathfinding algorithm
type Node struct {
Tile types.Tile
Parent *Node
G, H, F float32 // G = cost from start, H = heuristic to goal, F = G + H
}
// PriorityQueue implements a min-heap for nodes ordered by F value
type PriorityQueue []*Node
// Implement the heap.Interface for PriorityQueue
func (pq PriorityQueue) Len() int { return len(pq) }
func (pq PriorityQueue) Less(i, j int) bool {
return pq[i].F < pq[j].F
}
func (pq PriorityQueue) Swap(i, j int) {
pq[i], pq[j] = pq[j], pq[i]
}
func (pq *PriorityQueue) Push(x interface{}) {
item := x.(*Node)
*pq = append(*pq, item)
}
func (pq *PriorityQueue) Pop() interface{} {
old := *pq
n := len(old)
item := old[n-1]
*pq = old[0 : n-1]
return item
}
// Helper to check if tile is in priority queue
func isInQueue(queue *PriorityQueue, tile types.Tile) (bool, *Node) {
for _, node := range *queue {
if node.Tile.X == tile.X && node.Tile.Y == tile.Y {
return true, node
}
}
return false, nil
}
// FindPath implements A* pathfinding algorithm with a priority queue
func FindPath(start, end types.Tile) []types.Tile {
// Initialize open and closed sets
openSet := &PriorityQueue{}
heap.Init(openSet)
closedSet := make(map[[2]int]bool)
// Create start node and add to open set
startNode := &Node{
Tile: start,
Parent: nil,
G: 0,
H: heuristic(start, end),
}
startNode.F = startNode.G + startNode.H
heap.Push(openSet, startNode)
// Main search loop
for openSet.Len() > 0 {
// Get node with lowest F score
current := heap.Pop(openSet).(*Node)
// If we reached the goal, reconstruct and return the path
if current.Tile.X == end.X && current.Tile.Y == end.Y {
return reconstructPath(current)
}
// Add current to closed set
closedSet[[2]int{current.Tile.X, current.Tile.Y}] = true
// Check all neighbors
for _, neighbor := range GetNeighbors(current.Tile) {
// Skip if in closed set or not walkable
if !neighbor.Walkable || closedSet[[2]int{neighbor.X, neighbor.Y}] {
continue
}
// Calculate tentative G score
tentativeG := current.G + distance(current.Tile, neighbor)
// Check if in open set
inOpen, existingNode := isInQueue(openSet, neighbor)
// If not in open set or better path found
if !inOpen || tentativeG < existingNode.G {
// Create or update the node
var neighborNode *Node
if inOpen {
neighborNode = existingNode
} else {
neighborNode = &Node{
Tile: neighbor,
Parent: current,
}
}
// Update scores
neighborNode.G = tentativeG
neighborNode.H = heuristic(neighbor, end)
neighborNode.F = neighborNode.G + neighborNode.H
neighborNode.Parent = current
// Add to open set if not already there
if !inOpen {
heap.Push(openSet, neighborNode)
}
}
}
}
// No path found
return nil
}
// reconstructPath builds the path from goal node to start
func reconstructPath(node *Node) []types.Tile {
path := []types.Tile{}
current := node
// Follow parent pointers back to start
for current != nil {
path = append([]types.Tile{current.Tile}, path...)
current = current.Parent
}
fmt.Printf("Path found: %v\n", path)
return path
}
// heuristic estimates cost from current to goal (Manhattan distance)
func heuristic(a, b types.Tile) float32 {
return float32(abs(a.X-b.X) + abs(a.Y-b.Y))
}
// distance calculates cost between adjacent tiles
func distance(a, b types.Tile) float32 {
return 1.0 // uniform cost for now
}
// GetNeighbors returns walkable tiles adjacent to the given tile
func GetNeighbors(tile types.Tile) []types.Tile {
directions := [][2]int{
{1, 0}, {-1, 0}, {0, 1}, {0, -1},
{1, 1}, {-1, -1}, {1, -1}, {-1, 1},
}
neighbors := []types.Tile{}
grid := GetMapGrid()
for _, dir := range directions {
nx, ny := tile.X+dir[0], tile.Y+dir[1]
if nx >= 0 && nx < types.MapWidth && ny >= 0 && ny < types.MapHeight {
if grid[nx][ny].Walkable {
neighbors = append(neighbors, grid[nx][ny])
}
}
}
return neighbors
}
// abs returns the absolute value of x
func abs(x int) int {
if x < 0 {
return -x
}
return x
}