329e2f0fab
When clicking on the other side of a wall or in an an inaccessible area, route the player the closest possible node. This allows running along walls and matches the original closely. Co-authored-by: Nicholas Eden <neden@zigzagame.com> |
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astar.go | ||
goreland_example.go | ||
goreland_test.go | ||
path_test.go | ||
pather_test.go | ||
priority_queue.go | ||
README.md |
D2 A*
A* pathfinding implementation for OpenDiablo2
Forked from go-astar
Changes
- Used sync.Pool to reuse objects created during path-finding. This improves performance by roughly 30% by reducing allocations.
- Added a max cost to prevent searching the entire region for a path.
- If there is no path the target within the max cost, the path found that gets closest to target will be returned. This allows the player to click in inaccessible areas causing the character to run along the edge.
TODO
- Evaluate bi-directional A*, specifically if it would more quickly identify if the user clicked an in inaccessible area (such as an island).
The A* pathfinding algorithm is a pathfinding algorithm noted for its performance and accuracy and is commonly used in game development. It can be used to find short paths for any weighted graph.
A fantastic overview of A* can be found at Amit Patel's Stanford website.
Examples
The following crude examples were taken directly from the automated tests. Please see path_test.go
for more examples.
Key
.
- Plain (movement cost 1)~
- River (movement cost 2)M
- Mountain (movement cost 3)X
- Blocker, unable to move throughF
- From / start positionT
- To / goal position●
- Calculated path
Straight line
.....~...... .....~......
.....MM..... .....MM.....
.F........T. -> .●●●●●●●●●●.
....MMM..... ....MMM.....
............ ............
Around a mountain
.....~...... .....~......
.....MM..... .....MM.....
.F..MMMM..T. -> .●●●MMMM●●●.
....MMM..... ...●MMM●●...
............ ...●●●●●....
Blocked path
............
.........XXX
.F.......XTX -> No path
.........XXX
............
Maze
FX.X........ ●X.X●●●●●●..
.X...XXXX.X. ●X●●●XXXX●X.
.X.X.X....X. -> ●X●X.X●●●●X.
...X.X.XXXXX ●●●X.X●XXXXX
.XX..X.....T .XX..X●●●●●●
Mountain climber
..F..M...... ..●●●●●●●●●.
.....MM..... .....MM...●.
....MMMM..T. -> ....MMMM..●.
....MMM..... ....MMM.....
............ ............
River swimmer
.....~...... .....~......
.....~...... ....●●●.....
.F...X...T.. -> .●●●●X●●●●..
.....M...... .....M......
.....M...... .....M......
Usage
Import the package
import "github.com/beefsack/go-astar"
Implement Pather interface
An example implementation is done for the tests in path_test.go
for the Tile type.
The PathNeighbors
method should return a slice of the direct neighbors.
The PathNeighborCost
method should calculate an exact movement cost for direct neighbors.
The PathEstimatedCost
is a heuristic method for estimating the distance between arbitrary tiles. The examples in the test files use Manhattan distance to estimate orthogonal distance between tiles.
type Tile struct{}
func (t *Tile) PathNeighbors() []astar.Pather {
return []astar.Pather{
t.Up(),
t.Right(),
t.Down(),
t.Left(),
}
}
func (t *Tile) PathNeighborCost(to astar.Pather) float64 {
return to.MovementCost
}
func (t *Tile) PathEstimatedCost(to astar.Pather) float64 {
return t.ManhattanDistance(to)
}
Call Path function
// t1 and t2 are *Tile objects from inside the world.
path, distance, found := astar.Path(t1, t2)
if !found {
log.Println("Could not find path")
}
// path is a slice of Pather objects which you can cast back to *Tile.
Authors
Michael Alexander beefsack@gmail.com Robin Ranjit Chauhan robin@pathwayi.com