--[[ Lua star example - Run with love (https://love2d.org/) Copyright 2018 Wesley Werner Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. References: https://en.wikipedia.org/wiki/A*_search_algorithm https://www.redblobgames.com/pathfinding/a-star/introduction.html https://www.raywenderlich.com/4946/introduction-to-a-pathfinding ]]-- --- Provides easy A* path finding. -- @module lua-star local module = {} --- Clears all cached paths. function module:clearCached() module.cache = nil end -- (Internal) Returns a unique key for the start and end points. local function keyOf(start, goal) return string.format("%d,%d,%d>%d,%d,%d", start.x, start.y, start.z, goal.x, goal.y, goal.z) end -- (Internal) Returns the cached path for start and end points. local function getCached(start, goal) if module.cache then local key = keyOf(start, goal) return module.cache[key] end end -- (Internal) Saves a path to the cache. local function saveCached(start, goal, path) module.cache = module.cache or { } local key = keyOf(start, goal) module.cache[key] = path end -- (Internal) Return the distance between two points. -- This method doesn't bother getting the square root of s, it is faster -- and it still works for our use. local function distance(x1, y1, z1, x2, y2, z2) local dx = x1 - x2 local dy = y1 - y2 local dz = z1 - z2 local s = dx * dx + dy * dy + dz * dz return s end -- (Internal) Clamp a value to a range. local function clamp(x, min, max) return x < min and min or (x > max and max or x) end -- (Internal) Return the score of a node. -- G is the cost from START to this node. -- H is a heuristic cost, in this case the distance from this node to the goal. -- Returns F, the sum of G and H. local function calculateScore(previous, node, goal) local G = previous.score + 1 local H = distance(node.x, node.y, node.z, goal.x, goal.y, goal.z) return G + H, G, H end -- (Internal) Returns true if the given list contains the specified item. local function listContains(list, item) for _, test in ipairs(list) do if test.x == item.x and test.y == item.y and test.z == item.z then return true end end return false end -- (Internal) Returns the item in the given list. local function listItem(list, item) for _, test in ipairs(list) do if test.x == item.x and test.y == item.y and test.z == item.z then return test end end end -- (Internal) Requests adjacent map values around the given node. local function getAdjacent(width, height, depth, node, positionIsOpenFunc, includeDiagonals) local result = { } local positions = {} for x = -1, 1 do for y = -1, 1 do for z = -1, 1 do local a = math.abs(x) + math.abs(y) + math.abs(z) if a ~= 0 and includeDiagonals or a == 1 then table.insert(positions, {x = x, y = y, z = z}) end end end end for _, point in ipairs(positions) do local px = clamp(node.x + point.x, 1, width) local py = clamp(node.y + point.y, 1, height) local pz = clamp(node.z + point.z, 1, depth) local value = positionIsOpenFunc( px, py, pz ) if value then table.insert( result, { x = px, y = py, z = pz } ) end end return result end -- Returns the path from start to goal, or false if no path exists. function module:find(width, height, depth, start, goal, positionIsOpenFunc, useCache, excludeDiagonalMoving) if useCache then local cachedPath = getCached(start, goal) if cachedPath then return cachedPath end end local success = false local open = { } local closed = { } start.score = 0 start.G = 0 start.H = distance(start.x, start.y, start.z, goal.x, goal.y, goal.z) start.parent = { x = 0, y = 0, z = 0 } table.insert(open, start) while not success and #open > 0 do -- sort by score: high to low table.sort(open, function(a, b) return a.score > b.score end) local current = table.remove(open) table.insert(closed, current) success = listContains(closed, goal) if not success then local adjacentList = getAdjacent(width, height, depth, current, positionIsOpenFunc, not excludeDiagonalMoving) for _, adjacent in ipairs(adjacentList) do if not listContains(closed, adjacent) then if not listContains(open, adjacent) then adjacent.score = calculateScore(current, adjacent, goal) adjacent.parent = current table.insert(open, adjacent) end end end end end if not success then return false end -- traverse the parents from the last point to get the path local node = listItem(closed, closed[#closed]) local path = { } while node do table.insert(path, 1, { x = node.x, y = node.y, z = node.z } ) node = listItem(closed, node.parent) end saveCached(start, goal, path) -- reverse the closed list to get the solution return path end return module