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--[[
lua-star.lua
Copyright 2017 wesley werner <wesley.werner@gmail.com>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see http://www.gnu.org/licenses/.
References:
https://en.wikipedia.org/wiki/A*_search_algorithm
https://www.redblobgames.com/pathfinding/a-star/introduction.html
https://www.raywenderlich.com/4946/introduction-to-a-pathfinding
]]--
--- Provides easy A* path finding.
-- @module lua-star
local module = {}
--- Clears all cached paths.
function module:clearCached()
module.cache = nil
end
-- (Internal) Returns a unique key for the start and end points.
local function keyOf(start, goal)
return string.format("%d,%d>%d,%d", start.x, start.y, goal.x, goal.y)
end
-- (Internal) Returns the cached path for start and end points.
local function getCached(start, goal)
if module.cache then
local key = keyOf(start, goal)
return module.cache[key]
end
end
-- (Internal) Saves a path to the cache.
local function saveCached(start, goal, path)
module.cache = module.cache or { }
local key = keyOf(start, goal)
module.cache[key] = path
end
-- (Internal) Return the distance between two points.
-- This method doesn't bother getting the square root of s, it is faster
-- and it still works for our use.
local function distance(x1, y1, x2, y2)
local dx = x1 - x2
local dy = y1 - y2
local s = dx * dx + dy * dy
return s
end
-- (Internal) Clamp a value to a range.
local function clamp(x, min, max)
return x < min and min or (x > max and max or x)
end
-- (Internal) Return the score of a node.
-- G is the cost from START to this node.
-- H is a heuristic cost, in this case the distance from this node to the goal.
-- Returns F, the sum of G and H.
local function calculateScore(previous, node, goal)
local G = previous.score + 1
local H = distance(node.x, node.y, goal.x, goal.y)
return G + H, G, H
end
-- (Internal) Returns true if the given list contains the specified item.
local function listContains(list, item)
for _, test in ipairs(list) do
if test.x == item.x and test.y == item.y then
return true
end
end
return false
end
-- (Internal) Returns the item in the given list.
local function listItem(list, item)
for _, test in ipairs(list) do
if test.x == item.x and test.y == item.y then
return test
end
end
end
-- (Internal) Requests adjacent map values around the given node.
local function getAdjacent(width, height, node, positionIsOpenFunc)
local result = { }
local positions = {
{ x = 0, y = -1 }, -- top
{ x = -1, y = 0 }, -- left
{ x = 0, y = 1 }, -- bottom
{ x = 1, y = 0 }, -- right
-- include diagonal movements
{ x = -1, y = -1 }, -- top left
{ x = 1, y = -1 }, -- top right
{ x = -1, y = 1 }, -- bot left
{ x = 1, y = 1 }, -- bot right
}
for _, point in ipairs(positions) do
local px = clamp(node.x + point.x, 1, width)
local py = clamp(node.y + point.y, 1, height)
local value = positionIsOpenFunc( px, py )
if value then
table.insert( result, { x = px, y = py } )
end
end
return result
end
-- Returns the path from start to goal, or false if no path exists.
function module:find(width, height, start, goal, positionIsOpenFunc, useCache)
if useCache then
local cachedPath = getCached(start, goal)
if cachedPath then
return cachedPath
end
end
local success = false
local open = { }
local closed = { }
start.score = 0
start.G = 0
start.H = distance(start.x, start.y, goal.x, goal.y)
start.parent = { x = 0, y = 0 }
table.insert(open, start)
while not success and #open > 0 do
-- sort by score: high to low
table.sort(open, function(a, b) return a.score > b.score end)
local current = table.remove(open)
table.insert(closed, current)
success = listContains(closed, goal)
if not success then
local adjacentList = getAdjacent(width, height, current, positionIsOpenFunc)
for _, adjacent in ipairs(adjacentList) do
if not listContains(closed, adjacent) then
if not listContains(open, adjacent) then
adjacent.score = calculateScore(current, adjacent, goal)
adjacent.parent = current
table.insert(open, adjacent)
end
end
end
end
end
if not success then
return false
end
-- traverse the parents from the last point to get the path
local node = listItem(closed, closed[#closed])
local path = { }
while node do
table.insert(path, 1, { x = node.x, y = node.y } )
node = listItem(closed, node.parent)
end
saveCached(start, goal, path)
-- reverse the closed list to get the solution
return path
end
return module
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