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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-11-16 01:17:10 -05:00
OpenDiablo2/d2common/d2astar/goreland_test.go
nicholas-eden dd21809288
Pull go-astar code into the repo, improve perf (#411)
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>
2020-06-23 02:04:17 -04:00

87 lines
1.9 KiB
Go

package d2astar
import (
"math"
"testing"
)
func AddTruck(x int, y int, label string) *Truck {
t1 := new(Truck)
t1.X = x
t1.Y = y
t1.label = label
return t1
}
func AddTube(t1, t2 *Truck, cost float64) *Tube {
tube1 := new(Tube)
tube1.Cost = cost
tube1.from = t1
tube1.to = t2
t1.out_to = append(t1.out_to, *tube1)
t2.out_to = append(t2.out_to, *tube1)
return tube1
}
// Consider a world with Nodes (Trucks) and Edges (Tubes), Edges each having a cost
//
// E
// /|
// / |
// S--M
//
// S=Start at (0,0)
// E=End at (1,1)
// M=Middle at (0,1)
//
// S-M and M-E are clean clear tubes. cost: 1
//
// S-E is either:
//
// 1) TestGraphPath_ShortDiagonal : diagonal is a nice clean clear Tube , cost: 1.9
// Solver should traverse the bridge.
// Expect solution: Start, End Total cost: 1.9
//
// 1) TestGraphPath_LongDiagonal : diagonal is a Tube plugged full of
// "enormous amounts of material"!, cost: 10000.
// Solver should avoid the plugged tube.
// Expect solution Start,Middle,End Total cost: 2.0
func createGorelandGraphPath_Diagonal(t *testing.T, diagonal_cost float64, expectedDist float64) {
world := new(Goreland)
tr_start := AddTruck(0, 0, "Start")
tr_mid := AddTruck(0, 1, "Middle")
tr_end := AddTruck(1, 1, "End")
AddTube(tr_start, tr_end, diagonal_cost)
AddTube(tr_start, tr_mid, 1)
AddTube(tr_mid, tr_end, 1)
t.Logf("Goreland. Diagonal cost: %v\n\n", diagonal_cost)
p, dist, found := Path(tr_start, tr_end, math.MaxFloat64)
if !found {
t.Log("Could not find a path")
} else {
t.Logf("Resulting path\n%s", world.RenderPath(p))
}
if !found && expectedDist >= 0 {
t.Fatal("Could not find a path")
}
if found && dist != expectedDist {
t.Fatalf("Expected dist to be %v but got %v", expectedDist, dist)
}
}
func TestGraphPaths_ShortDiagonal(t *testing.T) {
createGorelandGraphPath_Diagonal(t, 1.9, 1.9)
}
func TestGraphPaths_LongDiagonal(t *testing.T) {
createGorelandGraphPath_Diagonal(t, 10000, 2.0)
}