package technology.zim import technology.zim.data.Tile import kotlin.math.abs //A* to be upgraded with hierarchies //Needs https://docs.oracle.com/en/java/javase/11/docs/api/java.base/java/util/PriorityQueue.html //and https://docs.oracle.com/en/java/javase/11/docs/api/java.base/java/util/Comparator.html object PathFinder { //work along the path, marking tiles with VISITED along the way //if marking with visited is too expensive, just make the path and finalize it fun generatePath(start: Tile, end: Tile) { if(!start.isInBounds() || !end.isInBounds()) { throw IndexOutOfBoundsException("Cannot generate a path to or from an out of bounds tile") } if(start == end) { println("Ouroboros detected") return } //Data structure to define the frontier, possibly a heap //Frontier tiles know their current cost: g(n) (number of steps from start to this node)+ calculate own distance from the end h(n) //Always grab the lowest value of f(n) = g(n) + h(n) from the frontier, mark it visited, add its unvisited neighbors //Probably best to just make an array of integers, where the coordinates store the tile's g(n) //Need to be able to return a tile to the frontier if a shorter path to it is found //This seems like a thing that should not be possible. Manhattan heuristic //Data structure to hold the g values //Data structure to mark parents (tree? hashmap?) //Three choices that I see: //Don't track parents, track g-values only by mapping them out from the parent to the children as soon as the parent is reached //Parent can be identified by looking for lowest g(x) on neighboring tiles (barring alternate paths? maybe works either way in a perfect maze?) //Might not matter because equal g(x) means that the path back is an equal number of steps either way, so pick one. //Dual arrays, one for g-val and one for parent node, take advantage of bitflags in Directions //Useless for a maze because we'll only go to a deadend once //or add a flag for DEADEND, use a more dynamic data structure to store tile data (map?) //then prune tiles from the data structure when they're marked as dead ends, backtracking until a fork is available //return a list of steps } //Heuristic value, to estimate the cost of a given tile fun hValue(prospect: Tile, end: Tile): Int { return abs(prospect.x() - end.x()) + abs(prospect.y() - end.y()) } //Step through the path, marking each Tile with INPATH fun finalizePath() { } }