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Mohit Arya 2024-07-17 10:39:32 +09:00 committed by GitHub
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var astar = {
init: function(grid) {
for(var x = , xl = grid.length; x < xl; x++) {
for(var y = , yl = grid[x].length; y < yl; y++) {
var node = grid[x][y];
node.f = ;
node.g = ;
node.h = ;
node.cost = 1;
node.visited = false;
node.closed = false;
node.parent = null;
}
}
},
heap: function() {
return new BinaryHeap(function(node) {
return node.f;
});
},
search: function(grid, start, end, diagonal, heuristic) {
astar.init(grid);
heuristic = heuristic || astar.manhattan;
diagonal = !!diagonal;
var openHeap = astar.heap();
openHeap.push(start);
while(openHeap.size() > ) {
// Grab the lowest f(x) to process next. Heap keeps this sorted for us.
var currentNode = openHeap.pop();
// End case -- result has been found, return the traced path.
if(currentNode === end) {
var curr = currentNode;
var ret = [];
while(curr.parent) {
ret.push(curr);
curr = curr.parent;
}
return ret.reverse();
}
// Normal case -- move currentNode from open to closed, process each of its neighbors.
currentNode.closed = true;
// Find all neighbors for the current node. Optionally find diagonal neighbors as well (false by default).
var neighbors = astar.neighbors(grid, currentNode, diagonal);
for(var i=, il = neighbors.length; i < il; i++) {
var neighbor = neighbors[i];
if(neighbor.closed || neighbor.isWall()) {
// Not a valid node to process, skip to next neighbor.
continue;
}
// The g score is the shortest distance from start to current node.
// We need to check if the path we have arrived at this neighbor is the shortest one we have seen yet.
var gScore = currentNode.g + neighbor.cost;
var beenVisited = neighbor.visited;
if(!beenVisited || gScore < neighbor.g) {
// Found an optimal (so far) path to this node. Take score for node to see how good it is.
neighbor.visited = true;
neighbor.parent = currentNode;
neighbor.h = neighbor.h || heuristic(neighbor.pos, end.pos);
neighbor.g = gScore;
neighbor.f = neighbor.g + neighbor.h;
if (!beenVisited) {
// Pushing to heap will put it in proper place based on the 'f' value.
openHeap.push(neighbor);
}
else {
// Already seen the node, but since it has been rescored we need to reorder it in the heap
openHeap.rescoreElement(neighbor);
}
}
}
}
// No result was found - empty array signifies failure to find path.
return [];
},
manhattan: function(pos0, pos1) {
// See list of heuristics: http://theory.stanford.edu/~amitp/GameProgramming/Heuristics.html
var d1 = Math.abs (pos1.x - pos0.x);
var d2 = Math.abs (pos1.y - pos0.y);
return d1 + d2;
},
neighbors: function(grid, node, diagonals) {
var ret = [];
var x = node.x;
var y = node.y;
// West
if(grid[x-1] && grid[x-1][y]) {
ret.push(grid[x-1][y]);
}
// East
if(grid[x+1] && grid[x+1][y]) {
ret.push(grid[x+1][y]);
}
// South
if(grid[x] && grid[x][y-1]) {
ret.push(grid[x][y-1]);
}
// North
if(grid[x] && grid[x][y+1]) {
ret.push(grid[x][y+1]);
}
if (diagonals) {
// Southwest
if(grid[x-1] && grid[x-1][y-1]) {
ret.push(grid[x-1][y-1]);
}
// Southeast
if(grid[x+1] && grid[x+1][y-1]) {
ret.push(grid[x+1][y-1]);
}
// Northwest
if(grid[x-1] && grid[x-1][y+1]) {
ret.push(grid[x-1][y+1]);
}
// Northeast
if(grid[x+1] && grid[x+1][y+1]) {
ret.push(grid[x+1][y+1]);
}
}
return ret;
}
};

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This is the actual implementation of the algorithm. I will do my best to explain what is going on, but feel free to just look at the source of the example, or just download astar.js.
There are three functions that we keep track of for nodes that we look at:
g(x): The total cost of getting to that node (pretty straightforward). If we reach a node for the first time or reach a node in less time than it currently took, then update the g(x) to the cost to reach this node.
h(x): The estimated time to reach the finish from the current node. This is also called a heuristic. We online need to update this if it is not set already, since the distance to the finish will not change even if the path we took to arrive at a node changes. Note: There are many different ways to guess how far you are from the end, I use the Manhattan distance in this implementation.
f(x): Simply g(x) + h(x). The lower the f(x), the better. Think about it like this: the best node is one that takes the least total amount of time to arrive at and to get to the end. So, a node that took only 1 step to arrive at and 5 to get to the end is more ideal than one that took 10 to arrive and and only 1 to get to the end.
PsuedoCode:
push startNode onto openList
while(openList is not empty) {
currentNode = find lowest f in openList
if currentNode is final, return the successful path
push currentNode onto closedList and remove from openList
foreach neighbor of currentNode {
if neighbor is not in openList {
save g, h, and f then save the current parent
add neighbor to openList
}
if neighbor is in openList but the current g is better than previous g {
save g and f, then save the current parent
}
}