import numpy as np from heapq import * # pylint: disable=unused-wildcard-import def astar(table, start, end): """Returns a list of tuples as a path from the given start to the given end in the given table""" # Create start and end node start_node = table[start[0]][start[1]] start_node.g = start_node.h = start_node.f = 0 end_node = table[end[0]][end[1]] end_node.g = end_node.h = end_node.f = 0 # Initialize both open and closed list open_list = [] closed_list = [] # Add the start node open_list.append(start_node) # Loop until you find the end while len(open_list) > 0: # Get the current node current_node = open_list[0] current_index = 0 for index, item in enumerate(open_list): if item.f < current_node.f: current_node = item current_index = index # Pop current off open list, add to closed list open_list.pop(current_index) closed_list.append(current_node) # Found the goal if current_node == end_node: path = [] current = current_node while current is not None: path.append((current.row,current.col)) current = current.parent return path[::-1] # Return reversed path # Generate children children = [] for new_position in [(0, -1), (0, 1), (-1, 0), (1, 0), (-1, -1), (-1, 1), (1, -1), (1, 1)]: # Adjacent squares # Get node position #check node_position = (current_node.row + new_position[0], current_node.col + new_position[1]) # Make sure within range if node_position[0] > (len(table) - 1) or node_position[0] < 0 or node_position[1] > (len(table[len(table)-1]) -1) or node_position[1] < 0: continue # Make sure walkable terrain if table[node_position[0]][node_position[1]].field_type == 3: continue # Create new node table[node_position[0]][node_position[1]].parent = current_node #new_node = table[node_position[0]][node_position[1]] print("Dla :",node_position[0],node_position[1],"rodzicem jest:",current_node.row,current_node.col) # Append children.append(table[node_position[0]][node_position[1]]) # Loop through children for child in children: # Child is on the closed list for closed_child in closed_list: if child == closed_child: continue # Create the f, g, and h values child.g = current_node.g + 1 child.h = ((child.row - end_node.row) ** 2) + ((child.col - end_node.col) ** 2) child.f = child.g + child.h # Child is already in the open list for open_node in open_list: if child == open_node and child.g > open_node.g: continue # Add the child to the open list open_list.append(child) class AStarNode(): 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 APath(table, start, end): """Returns a list of tuples as a path from the given start to the given end in the given table""" # Create start and end node start_node = AStarNode(None, start) start_node.g = start_node.h = start_node.f = 0 end_node = AStarNode(None, end) end_node.g = end_node.h = end_node.f = 0 # Initialize both open and closed list open_list = [] closed_list = [] # Add the start node open_list.append(start_node) # Loop until you find the end while len(open_list) > 0: # Get the current node current_node = open_list[0] current_index = 0 for index, item in enumerate(open_list): if item.f < current_node.f: current_node = item current_index = index # Pop current off open list, add to closed list open_list.pop(current_index) closed_list.append(current_node) # Found the goal if current_node == end_node: path = [] current = current_node while current is not None: path.append(current.position) current = current.parent return path[::-1] # Return reversed path # Generate children children = [] for new_position in [(0, -1), (0, 1), (-1, 0), (1, 0), (-1, -1), (-1, 1), (1, -1), (1, 1)]: # 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(table) - 1) or node_position[0] < 0 or node_position[1] > (len(table[len(table)-1]) -1) or node_position[1] < 0: continue # Make sure walkable terrain if table[node_position[0]][node_position[1]].field_type == 3: continue # Create new node new_node = AStarNode(current_node, node_position) # Append children.append(new_node) # Loop through children for child in children: # Child is on the closed list for closed_child in closed_list: if child == closed_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 for open_node in open_list: if child == open_node and child.g > open_node.g: continue # Add the child to the open list open_list.append(child)