from enum import Enum from map import map_utils from settings import * class Rotation(Enum): UP = 0 RIGHT = 1 DOWN = 2 LEFT = 3 NONE = 100 def __int__(self): return self.value class Node: def __init__(self, x: int, y: int, rotation: Rotation): self.x = x self.y = y self.g_cost = 0 self.h_cost = 0 self.parent = 0 self.rotation = rotation def f_cost(self): return self.g_cost + self.h_cost def get_neighbours(node, searched_list, array): neighbours = [] for offset_x in range (-1, 2): for offset_y in range (-1, 2): # don't look for cross neighbours if(abs(offset_x) + abs(offset_y) == 1): x = node.x + offset_x y = node.y + offset_y # prevent out of map coords if (x >= 0 and x < MAP_WIDTH and y >= 0 and y < MAP_HEIGHT): if(map_utils.isRoadTile(array[y][x]) and (x, y) not in searched_list): neighbour = Node(x, y, Rotation.NONE) neighbour.rotation = get_needed_rotation(node, neighbour) neighbours.append(neighbour) return neighbours # move cost schema: # - move from tile to tile: 10 # - add extra 10 (1 rotation) if it exists def get_h_cost(start_node: Node, target_node: Node): distance_x = abs(start_node.x - target_node.x) distance_y = abs(start_node.y - target_node.y) cost = (distance_x + distance_y) * 10 if(distance_x > 0 and distance_y > 0): cost += 10 return cost # move cost schema: # - move from tile to tile: 10 # - every rotation 90*: 10 def get_neighbour_cost(start_node: Node, target_node: Node) -> int: new_rotation = get_needed_rotation(start_node, target_node) rotate_change = abs(get_rotate_change(start_node.rotation, new_rotation)) if (rotate_change == 0): return 10 elif (rotate_change == 1 or rotate_change == 3): return 20 else: return 30 # translate rotation change to move def get_move(start_node: Node, target_node: Node): rotate_change = get_rotate_change(start_node.rotation, target_node.rotation) if (rotate_change == 0): return ["forward"] if (abs(rotate_change) == 2): return ["right", "right", "forward"] if (rotate_change == -1 or rotate_change == 3): return ["right", "forward"] else: return ["left", "forward"] # simple calc func def get_rotate_change(rotationA: Rotation, rotationB: Rotation) -> int: return int(rotationA) - int(rotationB) # get new rotation for target_node as neighbour of start_node def get_needed_rotation(start_node: Node or bool, target_node: Node) -> Rotation: if(start_node == False): return target_node.rotation if (start_node.x - target_node.x > 0): return Rotation.LEFT if (start_node.x - target_node.x < 0): return Rotation.RIGHT if (start_node.y - target_node.y > 0): return Rotation.UP if (start_node.y - target_node.y < 0): return Rotation.DOWN