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Copy pathimplementation.py
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62 lines (47 loc) · 1.57 KB
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# This entire file is the work of Red Blob Games, I use this for my A* search
# algorithm for certain Ghosts
# https://www.redblobgames.com/pathfinding/a-star/implementation.html
class SimpleGraph:
def __init__(self):
self.edges = {}
def neighbors(self, id):
return self.edges[id]
class GraphWithWeights(SimpleGraph):
def __init__(self):
super().__init__()
self.weights = {}
def cost(self, from_node, to_node):
return self.weights.get(to_node, 1)
import heapq
class PriorityQueue:
def __init__(self):
self.elements = []
def empty(self):
return len(self.elements) == 0
def put(self, item, priority):
heapq.heappush(self.elements, (priority, item))
def get(self):
return heapq.heappop(self.elements)[1]
def heuristic(a, b):
(x1, y1) = a
(x2, y2) = b
return abs(x1 - x2) + abs(y1 - y2)
def a_star_search(graph, start, goal):
frontier = PriorityQueue()
frontier.put(start, 0)
came_from = {}
cost_so_far = {}
came_from[start] = None
cost_so_far[start] = 0
while not frontier.empty():
current = frontier.get()
if current == goal:
break
for next in graph.neighbors(current):
new_cost = cost_so_far[current] + graph.cost(current, next)
if next not in cost_so_far or new_cost < cost_so_far[next]:
cost_so_far[next] = new_cost
priority = new_cost
frontier.put(next, priority)
came_from[next] = current
return came_from, cost_so_far