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utils.go
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utils.go
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package utils
import (
"fmt"
"math/rand"
"strconv"
"time"
"math"
"github.com/towski/Golang-AStar/term"
)
type Point struct {
X, Y int
H, G, F int
Parent *Point
Child *Point
}
func (p Point) String() string {
return "[" + strconv.Itoa(p.X) + ", " + strconv.Itoa(p.Y) + ", " + strconv.Itoa(p.F) + "]"
}
var r *rand.Rand
func init() {
r = rand.New(rand.NewSource(time.Now().UnixNano()))
}
func Clear() {
fmt.Printf("\033[100B")
for i := 0; i < 100; i++ {
fmt.Printf("\033[1A")
fmt.Printf("\033[K")
}
}
func GetRandInt(limit int) int {
return r.Intn(limit)
}
var origin, dest Point
var openList, closeList, path []Point
var FinalPoint Point
var Result int
// Set the origin point
func setOrig(s *Scene) {
origin = Point{GetRandInt(s.Rows-2) + 1, GetRandInt(s.Cols-2) + 1, 0, 0, 0, nil, nil}
if s.Data[origin.X][origin.Y] == ' ' {
s.Data[origin.X][origin.Y] = 'A'
} else {
setOrig(s)
}
}
func SetOrig(s *Scene, x int, y int) {
origin = Point{x, y, 0, 0, 0, nil, nil}
if s.Data[origin.X][origin.Y] == ' ' || s.Data[origin.X][origin.Y] == '#' {
s.Data[origin.X][origin.Y] = 'A'
} else {
SetOrig(s, x, y)
}
openList = append(openList, origin)
}
// Set the destination point
func setDest(s *Scene) {
dest = Point{GetRandInt(s.Rows-2) + 1, GetRandInt(s.Cols-2) + 1, 0, 0, 0, nil, nil}
if s.Data[dest.X][dest.Y] == ' ' {
s.Data[dest.X][dest.Y] = 'B'
} else {
setDest(s)
}
}
func SetDest(s *Scene, x int, y int) {
dest = Point{x, y, 0, 0, 0, nil, nil}
if s.Data[dest.X][dest.Y] == ' ' || s.Data[dest.X][dest.Y] == '#' {
s.Data[dest.X][dest.Y] = 'B'
} else {
SetDest(s, x, y)
}
}
// Init origin, destination. Put the origin point into the openlist by the way
func InitAstar(s *Scene) {
Result = 10
//setOrig(s)
//setDest(s)
//openList = append(openList, origin)
}
func FindPath(s *Scene) {
current := getFMin()
if Result == -1 {
return
}
addToCloseList(current, s)
walkable := getWalkable(current, s)
for _, p := range walkable {
addToOpenList(p)
}
}
func getFMin() Point {
if len(openList) == 0 {
fmt.Println("No way!!!")
Result = -1
return Point{0,0, 0, 0, 0, nil, nil}
}
index := 0
for i, p := range openList {
if (i > 0) && (p.F <= openList[index].F) {
index = i
}
}
return openList[index]
}
func getWalkable(p Point, s *Scene) []Point {
var around []Point
row, col := p.X, p.Y
left := s.Data[row][col-1]
up := s.Data[row-1][col]
right := s.Data[row][col+1]
down := s.Data[row+1][col]
leftup := s.Data[row-1][col-1]
rightup := s.Data[row-1][col+1]
leftdown := s.Data[row+1][col-1]
rightdown := s.Data[row+1][col+1]
if (left == ' ') || (left == 'B') {
around = append(around, Point{row, col - 1, 0, 0, 0, &p, nil})
}
if (leftup == ' ') || (leftup == 'B') {
around = append(around, Point{row - 1, col - 1, 0, 0, 0, &p, nil})
}
if (up == ' ') || (up == 'B') {
around = append(around, Point{row - 1, col, 0, 0, 0, &p, nil})
}
if (rightup == ' ') || (rightup == 'B') {
around = append(around, Point{row - 1, col + 1, 0, 0, 0, &p, nil})
}
if (right == ' ') || (right == 'B') {
around = append(around, Point{row, col + 1, 0, 0, 0, &p, nil})
}
if (rightdown == ' ') || (rightdown == 'B') {
around = append(around, Point{row + 1, col + 1, 0, 0, 0, &p, nil})
}
if (down == ' ') || (down == 'B') {
around = append(around, Point{row + 1, col, 0, 0, 0, &p, nil})
}
if (leftdown == ' ') || (leftdown == 'B') {
around = append(around, Point{row + 1, col - 1, 0, 0, 0, &p, nil})
}
return around
}
func addToOpenList(p Point) {
updateWeight(&p)
if checkExist(p, closeList) {
return
}
if !checkExist(p, openList) {
openList = append(openList, p)
} else {
if openList[findPoint(p, openList)].F > p.F { //New path found
openList[findPoint(p, openList)].Parent = p.Parent
}
}
}
// Update G, H, F of the point
func updateWeight(p *Point) {
if checkRelativePos(*p) == 1 {
p.G = p.Parent.G + 10
} else {
p.G = p.Parent.G + 14
}
absx := (int)(math.Abs((float64)(dest.X - p.X)))
absy := (int)(math.Abs((float64)(dest.Y - p.Y)))
p.H = (absx + absy) * 30
p.F = p.G + p.H
}
func removeFromOpenList(p Point) {
index := findPoint(p, openList)
if index == -1 {
Result = 0
}
openList = append(openList[:index], openList[index+1:]...)
}
func addToCloseList(p Point, s *Scene) {
removeFromOpenList(p)
if (p.X == dest.X) && (p.Y == dest.Y) {
generatePath(p, s)
FinalPoint = p
// don't draw at the end
//s.Draw()
Result = 1
}
// if (p.Parent != nil) && (checkRelativePos(p) == 2) {
// parent := p.Parent
// //rdblck := s.Data[p.X][parent.Y] | s.Data[parent.X][p.Y]
// //fmt.Printf("%c\n", rdblck)
// if (s.Data[p.X][parent.Y] == '#') || (s.Data[parent.X][p.Y] == '#') {
// return
// }
// }
if s.Data[p.X][p.Y] != 'A' {
s.Data[p.X][p.Y] = '·'
}
closeList = append(closeList, p)
}
func checkExist(p Point, arr []Point) bool {
for _, point := range arr {
if p.X == point.X && p.Y == point.Y {
return true
}
}
return false
}
func findPoint(p Point, arr []Point) int {
for index, point := range arr {
if p.X == point.X && p.Y == point.Y {
return index
}
}
return -1
}
func checkRelativePos(p Point) int {
parent := p.Parent
hor := (int)(math.Abs((float64)(p.X - parent.X)))
ver := (int)(math.Abs((float64)(p.Y - parent.Y)))
return hor + ver
}
func generatePath(p Point, s *Scene) {
if (s.Data[p.X][p.Y] != 'A') && (s.Data[p.X][p.Y] != 'B') {
s.Data[p.X][p.Y] = '*'
}
if p.Parent != nil {
(*(p.Parent)).Child = &p
generatePath(*(p.Parent), s)
}
}
type Scene struct {
Rows, Cols int
Data [][]byte
}
func (s *Scene) InitScene(Rows int, Cols int) {
s.Rows = Rows
s.Cols = Cols
s.Data = make([][]byte, s.Rows)
for i := 0; i < s.Rows; i++ {
s.Data[i] = make([]byte, s.Cols)
for j := 0; j < s.Cols; j++ {
if i == 0 || i == s.Rows-1 || j == 0 || j == s.Cols-1 {
s.Data[i][j] = '#'
} else {
s.Data[i][j] = ' '
}
}
}
}
func (s *Scene) Draw() {
for i := 0; i < s.Rows; i++ {
for j := 0; j < s.Cols; j++ {
var color string
switch s.Data[i][j] {
case '#':
color = term.FgCyan
case 'A':
color = term.FgRed
case 'B':
color = term.FgBlue
case '*':
color = term.FgYellow
// case ' ':
// if checkExist(Point{i, j, 0, 0, 0, nil}, closeList) {
// fmt.Printf("·")
// continue
// }
}
fmt.Printf("%s%c%s", color, s.Data[i][j], term.Reset)
}
fmt.Printf("\n")
}
}
func (s *Scene) AddWalls(num int) {
for i := 0; i < num; i++ {
ori := GetRandInt(2)
length := GetRandInt(16) + 1
row := GetRandInt(s.Rows)
col := GetRandInt(s.Cols)
switch ori {
case 0:
for i := 0; i < length; i++ {
if col+i >= s.Cols {
break
}
s.Data[row][col+i] = '#'
}
case 1:
for i := 0; i < length; i++ {
if row+i >= s.Rows {
break
}
s.Data[row+i][col] = '#'
}
}
}
}