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astar.py
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140 lines (109 loc) · 3.76 KB
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import heapq
class Node:
"""
A node class for A* Pathfinding
"""
def __init__(self, parent=None, position=None):
self.parent = parent
self.position = position
self.g = 0
self.h = 0
self.f = 0
def __eq__(self, other):
return self.position == other.position
def __repr__(self):
return f'{self.position} - g: {self.g} h: {self.h} f: {self.f}'
# defining less than for purposes of heap queue
def __lt__(self, other):
return self.f < other.f
# defining greater than for purposes of heap queue
def __gt__(self, other):
return self.f > other.f
def return_path(current):
path = []
while current is not None:
path.append(current.position)
current = current.parent
return path[::-1] # Return reversed path
def astar(maze, start, end, allow_diagonal_movement=False):
"""
Returns as a path from the given start to the given end in the given maze
:param maze:
:param start:
:param end:
:return: list of tuples
"""
# Create start and end node
start_node = Node(None, start)
start_node.g = start_node.h = start_node.f = 0
end_node = Node(None, end)
end_node.g = end_node.h = end_node.f = 0
# Initialize both open and closed list
open_list = []
closed_list = []
# Heapify the open_list and Add the start node
heapq.heapify(open_list)
heapq.heappush(open_list, start_node)
# what squares do we search
adjacent_squares = ((0, -1), (0, 1), (-1, 0), (1, 0))
if allow_diagonal_movement:
adjacent_squares = (
(0, -1), (0, 1), (-1, 0), (1, 0),
(-1, -1), (-1, 1), (1, -1), (1, 1),
)
# Loop until you find the end
while open_list:
# Get the current node
current_node = heapq.heappop(open_list)
closed_list.append(current_node)
# Found the goal
if current_node == end_node:
return return_path(current_node)
# Generate children
children = []
for new_position in adjacent_squares: # Adjacent squares
# Get node position
node_position = (
current_node.position[0] + new_position[0],
current_node.position[1] + new_position[1],
)
# Make sure within range
if (
node_position[0] > (len(maze) - 1) or
node_position[0] < 0 or
node_position[1] > (len(maze[len(maze)-1]) - 1) or
node_position[1] < 0
):
continue
# Make sure walkable terrain
if maze[node_position[0]][node_position[1]] != 0:
continue
# Create new node
new_node = Node(current_node, node_position)
# Append
children.append(new_node)
# Loop through children
for child in children:
# Child is on the closed list
if [
closed_child
for closed_child in closed_list
if closed_child == child
]:
continue
# Create the f, g, and h values
child.g = current_node.g + 1
child.h = (((child.position[0] - end_node.position[0]) ** 2) +
((child.position[1] - end_node.position[1]) ** 2))
child.f = child.g + child.h
# Child is already in the open list
if [
open_node
for open_node in open_list
if child.position == open_node.position
and child.g > open_node.g
]:
continue
# Add the child to the open list
heapq.heappush(open_list, child)
return None