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grid.py
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266 lines (239 loc) · 9.8 KB
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import sys, os, pygame
from pygame.locals import *
import heapq
from config import *
class Cell(object):
def __init__(self, x, y, reachable):
"""Initialize new cell.
@param reachable is cell reachable? not a wall?
@param x cell x coordinate
@param y cell y coordinate
@param g cost to move from the starting cell to this cell.
@param h estimation of the cost to move from this cell
to the ending cell.
@param f f = g + h
"""
self.reachable = reachable
self.x = x
self.y = y
self.parent = None
self.g = 0
self.h = 0
self.f = 0
self.screenX = MAZE_XMIN-4 + x*16
self.screenY = MAZE_YMIN+8 + y*22
"""
0: empty cell
1: unreachable cell: e.g. wall
2: ending cell
3: visited cell
"""
class Grid(object):
def __init__(self, width, height, walls, cols=5, rows=3):
self.width = width
self.height = height
self.walls = walls
self.gridcells = []
self.wallcells = []
for x in range(width): # 0-39
for y in range(height): # 0-21
self.gridcells.append(Cell(x,y,True))
for i, w in list(enumerate(walls[:])):
if w == "N":
#x = list(range(int(width/cols),width,int(width/cols)))[i%4]
#for x in {0:(7,8),1:(15,16),2:(23,24),3:(31,32)}[i%4]:
x = (8,16,24,32)[i%4]
#print( "N", list(range(int(i/4)*int(height/rows),int(i/4)*int(height/rows)+int(height/rows)+1)))
#for y in list(range(int(i/4)*int(height/rows),int(i/4)*int(height/rows)+int(height/rows)+1)):
for y in {0:(0,1,2,3,4,5,6),1:(6,7,8,9,10,11,12,13,14)}[int(i/4)]:
cell = self.gridcells[x * self.height + y]
cell.reachable = False
self.wallcells.append((x,y))
elif w == "S":
#for x in {0:(7,8),1:(15,16),2:(23,24),3:(31,32)}[i%4]:
x = (8,16,24,32)[i%4]
#x = list(range(int(width/cols),width,int(width/cols)))[i%4]
for y in {0:(6,7,8,9,10,11,12,13,14),1:(14,15,16,17,18,19,20,21)}[int(i/4)]:
#print( "S", list(range(int(height/rows)-1 + int(i/4)*int(height/rows),((int(i/4)+2)*int(height/rows) + 1 ))))
#for y in list(range(int(height/rows)-1 + int(i/4)*int(height/rows),((int(i/4)+2)*int(height/rows) + 1))):
cell = self.gridcells[x * self.height + y]
cell.reachable = False
self.wallcells.append((x,y))
elif w == "E":
#for y in {0:(6,7),1:(14,15)}[i/4]:
#y = (6,14)[i/4]:
y = (6,14)[int(i/4)]
#for x in list(range(int(width/cols)+2)):
#x += int(width/cols)*((i%4)+1)
#if x >= width:
#break
for x in {0:(8,9,10,11,12,13,14,15,16),1:(16,17,18,19,20,21,22,23,24),2:(24,25,26,27,28,29,30,31,32),3:(32,33,34,35,36,37,38,39)}[i%4]:
cell = self.gridcells[x * self.height + y]
cell.reachable = False
self.wallcells.append((x,y))
elif w == "W":
y = (6,14)[int(i/4)]
for x in {0:(0,1,2,3,4,5,6,7,8),1:(8,9,10,11,12,13,14,15,16),2:(16,17,18,19,20,21,22,23,24),3:(24,25,26,27,28,29,30,31,32)}[i%4]:
#for x in list(range(int(width/cols)+2)):
#x += int(width/cols)*(i%4)
cell = self.gridcells[x * self.height + y]
cell.reachable = False
self.wallcells.append((x,y))
else:
pass
def getScreenCoor(self,x,y):
cell = self.gridcells[x * self.height + y]
return cell.screenX, cell.screenY
def getCellCoor(self,x,y):
return (x - (MAZE_XMIN-4))/16, (y - (MAZE_YMIN+8))/22
def getCell(self,x,y):
return self.gridcells[x * self.height + y]
def getQuadrant(self,x,y):
return int((x-MAZE_XMIN)/BORDER_HSEGMENT), int((y-MAZE_YMIN)/BORDER_VSEGMENT)
def get_adjacent_cells(self, cell):
"""Returns adjacent cells to a cell.
Clockwise starting from the one on the right.
@param cell get adjacent cells for this cell
@returns adjacent cells list.
"""
cells = []
if cell.x < self.width-1:
cells.append(self.getCell(cell.x+1, cell.y))
if cell.y > 0:
cells.append(self.getCell(cell.x, cell.y-1))
if cell.x > 0:
cells.append(self.getCell(cell.x-1, cell.y))
if cell.y < self.height-1:
cells.append(self.getCell(cell.x, cell.y+1))
return cells
"""
def drawGrid(self,screen):
for i in range(len(self.gridcells)):
x,y = self.gridcells(i)
for x in range(MAZE_XMIN,MAZE_XMAX,16):
for y in range(MAZE_YMIN,MAZE_YMAX ,22):
pygame.draw.line(screen, RED, (x, y), (MAZE_XMAX, y), (1))
pygame.draw.line(screen, RED, (x, y), (x, MAZE_YMAX), (1))
print(x,y)
# make sure rect in boundry
self.rect.x = random.randrange(MAZE_XMIN+self.rect.width, MAZE_XMAX-self.rect.width)
self.rect.y = random.randrange(MAZE_YMIN+self.rect.height, MAZE_YMAX-self.rect.height)
"""
class AStar(object):
def __init__(self):
# open list
self.opened = []
heapq.heapify(self.opened)
# visited cells list
self.closed = set()
# grid cells
self.cells = []
self.grid_height = None
self.grid_width = None
def init_grid(self, grid, start, end):
"""Prepare grid cells, walls.
@param width grid's width.
@param height grid's height.
@param walls list of wall x,y tuples.
@param start grid starting point x,y tuple.
@param end grid ending point x,y tuple.
"""
self.grid_height = grid.height
self.grid_width = grid.width
for x in range(self.grid_width):
for y in range(self.grid_height):
if (x, y) in grid.wallcells:
reachable = False
else:
reachable = True
self.cells.append(Cell(x, y, reachable))
self.start = self.get_cell(*start)
self.end = self.get_cell(*end)
def get_heuristic(self, cell):
"""Compute the heuristic value H for a cell.
Distance between this cell and the ending cell multiply by 10.
@returns heuristic value H
"""
return 10 * (abs(cell.x - self.end.x) + abs(cell.y - self.end.y))
def get_cell(self, x, y):
"""Returns a cell from the cells list.
@param x cell x coordinate
@param y cell y coordinate
@returns cell
"""
try:
cell = self.cells[x * self.grid_height + y]
except IndexError, message:
print(x,y)
raise SystemExit, message
return cell
def get_adjacent_cells(self, cell):
"""Returns adjacent cells to a cell.
Clockwise starting from the one on the right.
@param cell get adjacent cells for this cell
@returns adjacent cells list.
"""
cells = []
if cell.x < self.grid_width-1:
cells.append(self.get_cell(cell.x+1, cell.y))
if cell.y > 0:
cells.append(self.get_cell(cell.x, cell.y-1))
if cell.x > 0:
cells.append(self.get_cell(cell.x-1, cell.y))
if cell.y < self.grid_height-1:
cells.append(self.get_cell(cell.x, cell.y+1))
return cells
def get_path(self):
cell = self.end
path = [(cell.x, cell.y)]
while cell.parent is not self.start:
cell = cell.parent
if cell is None:
pass
path.append((cell.x, cell.y))
path.append((self.start.x, self.start.y))
path.reverse()
return path
def update_cell(self, adj, cell):
"""Update adjacent cell.
@param adj adjacent cell to current cell
@param cell current cell being processed
"""
adj.g = cell.g + 10
adj.h = self.get_heuristic(adj)
adj.parent = cell
adj.f = adj.h + adj.g
def display_path(self):
cell = self.end
while cell.parent is not self.start:
cell = cell.parent
print 'path: cell: %d,%d' % (cell.x, cell.y)
def solve(self):
"""Solve maze, find path to ending cell.
@returns path or None if not found.
"""
# add starting cell to open heap queue
heapq.heappush(self.opened, (self.start.f, self.start))
while len(self.opened):
# pop cell from heap queue
f, cell = heapq.heappop(self.opened)
# add cell to closed list so we don't process it twice
self.closed.add(cell)
# if ending cell, return found path
if cell is self.end:
#self.display_path()
return self.get_path()
# get adjacent cells for cell
adj_cells = self.get_adjacent_cells(cell)
for adj_cell in adj_cells:
if adj_cell.reachable and adj_cell not in self.closed:
if (adj_cell.f, adj_cell) in self.opened:
# if adj cell in open list, check if current path is
# better than the one previously found
# for this adj cell.
if adj_cell.g > cell.g + 10:
self.update_cell(adj_cell, cell)
else:
self.update_cell(adj_cell, cell)
# add adj cell to open list
heapq.heappush(self.opened, (adj_cell.f, adj_cell))