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https://github.com/OpenDiablo2/OpenDiablo2
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Copied go-astar into d2common/d2astar, made a few optimizations. Runs roughly 30% faster according to my benchmarking. Added a `maxCost` param to prevent searching the entire map for a path. This probably needs tweaked a bit, but follows the original game more closely. Co-authored-by: Nicholas Eden <neden@zigzagame.com>
59 lines
1.2 KiB
Go
59 lines
1.2 KiB
Go
package d2common
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import "github.com/OpenDiablo2/OpenDiablo2/d2common/d2astar"
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type PathTile struct {
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Walkable bool
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Up, Down, Left, Right, UpLeft, UpRight, DownLeft, DownRight *PathTile
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X, Y float64
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}
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func (t *PathTile) PathNeighbors() []d2astar.Pather {
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result := make([]d2astar.Pather, 0, 8)
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if t.Up != nil {
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result = append(result, t.Up)
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}
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if t.Right != nil {
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result = append(result, t.Right)
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}
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if t.Down != nil {
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result = append(result, t.Down)
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}
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if t.Left != nil {
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result = append(result, t.Left)
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}
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if t.UpLeft != nil {
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result = append(result, t.UpLeft)
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}
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if t.UpRight != nil {
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result = append(result, t.UpRight)
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}
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if t.DownLeft != nil {
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result = append(result, t.DownLeft)
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}
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if t.DownRight != nil {
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result = append(result, t.DownRight)
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}
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return result
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}
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func (t *PathTile) PathNeighborCost(to d2astar.Pather) float64 {
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return 1 // No cost specifics currently...
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}
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func (t *PathTile) PathEstimatedCost(to d2astar.Pather) float64 {
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toT := to.(*PathTile)
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absX := toT.X - t.X
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if absX < 0 {
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absX = -absX
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}
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absY := toT.Y - t.Y
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if absY < 0 {
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absY = -absY
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}
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r := absX + absY
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return r
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}
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