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@bellbind
Created November 12, 2009 16:09
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[Go] Example for astar.go gist:233012
// 8g astar.go
// 8g -I . astar_main.go
// 8l -o astar_main astar_main.go astar.go
package main
import "fmt"
import "math"
import "strings"
import "astar"
type loc struct {
x, y int;
}
func (pos *loc) Equals(obj astar.Location) bool {
o := obj.(*loc);
return pos.x == o.x && pos.y == o.y;
}
func (pos *loc) ToKey() string {
return fmt.Sprintf("%v", pos);
}
func main() {
dungeonData := [...]string {
"OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO",
"OS O O O O O",
"O O O O O O O OOOO GO",
"O O O O OOOO O O OOOO",
"OO OOOOOOOOOOOOOOO O O O O",
"O O O O O",
"O OOO O O OOOOOOOOO O",
"O OO O OOOO O O OO O",
"O O O O O O O O",
"O OOO O O O O O",
"O O O O O",
"OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO",
};
dungeon := make([][]string, len(dungeonData));
for i, l := range dungeonData {
dungeon[i] = strings.Split(l, "", 0);
}
findCh := func(ch string) *loc {
for i, l := range dungeon {
for j, c := range l {
if ch == c { return &loc{i, j}; }
}
}
return nil;
};
start := findCh("S");
goal := findCh("G");
nexts := func(pos astar.Location) <-chan astar.Location {
ch := make(chan astar.Location);
go func() {
p := pos.(*loc);
x := p.x;
y := p.y;
wall := "O";
if dungeon[x - 1][y] != wall {
ch <- &loc{x - 1, y};
}
if dungeon[x + 1][y] != wall {
ch <- &loc{x + 1, y};
}
if dungeon[x][y - 1] != wall {
ch <- &loc{x, y - 1};
}
if dungeon[x][y + 1] != wall {
ch <- &loc{x, y + 1};
}
if dungeon[x - 1][y - 1] != wall {
ch <- &loc{x - 1, y - 1};
}
if dungeon[x + 1][y - 1] != wall {
ch <- &loc{x + 1, y - 1};
}
if dungeon[x - 1][y + 1] != wall {
ch <- &loc{x - 1, y + 1};
}
if dungeon[x + 1][y + 1] != wall {
ch <- &loc{x + 1, y + 1};
}
close(ch);
}();
return ch;
};
dist := func(p1 *loc, p2 *loc) float64 {
return math.Sqrt(
math.Pow(float64(p2.x - p1.x), 2.0) +
math.Pow(float64(p2.y - p1.y), 2.0));
};
heulistic := func(pos astar.Location) float64 {
p := pos.(*loc);
return dist(p, goal);
};
distance := func(path []astar.Location) float64 {
result := float64(0.0);
cur := path[0].(*loc);
for _, n := range path[1:len(path)] {
next := n.(*loc);
result += dist(cur, next);
cur = next;
}
return result;
};
renderPath := func(path []astar.Location) string {
buf := make([][]string, len(dungeonData));
for i, _ := range dungeonData {
buf[i] = strings.Split(dungeonData[i], "", 0);
}
for _, pos := range path {
p := pos.(*loc);
buf[p.x][p.y] = "*";
}
s := path[0].(*loc);
buf[s.x][s.y] = "s";
g := path[len(path) - 1].(*loc);
buf[g.x][g.y] = "g";
result := make([]string, len(buf));
for i, l := range buf {
result[i] = strings.Join(l, "");
}
return strings.Join(result, "\n");
};
path := astar.AStar(start, goal, nexts, distance, heulistic);
fmt.Printf("%s\n", renderPath(path));
}
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