Source code for arcade.paths

"""
Classic A-star algorithm for path finding.
"""

import math

from arcade import (
    BasicSprite,
    Sprite,
    SpriteSequence,
    check_for_collision_with_list,
    get_sprites_at_point,
)
from arcade.math import get_distance, lerp_2d
from arcade.types import Point2

__all__ = ["AStarBarrierList", "astar_calculate_path", "has_line_of_sight"]


def _spot_is_blocked(
    position: Point2, moving_sprite: Sprite, blocking_sprites: SpriteSequence[BasicSprite]
) -> bool:
    """
    Return if position is blocked

    Args:
        position (Point2): position to put moving_sprite at
        moving_sprite (Sprite): Sprite to use
        blocking_sprites (SpriteList): List of Sprites to check against

    Returns:
        bool: If the Sprite would hit anything in blocking_sprites at the position
    """
    original_pos = moving_sprite.position
    moving_sprite.position = position
    hit_list = check_for_collision_with_list(moving_sprite, blocking_sprites)
    moving_sprite.position = original_pos
    return len(hit_list) > 0


def _heuristic(start: Point2, goal: Point2) -> float:
    """
    Returns a heuristic value for the passed points.

    Args:
        start (Point2): The 1st point to compare
        goal (Point2): The 2nd point to compare

    Returns:
        float: The heuristic of the 2 points
    """
    # Use Chebyshev distance heuristic if we can move one square either
    # adjacent or diagonal
    d = 1
    d2 = 1
    dx = abs(start[0] - goal[0])
    dy = abs(start[1] - goal[1])
    return d * (dx + dy) + (d2 - 2 * d) * min(dx, dy)


class _AStarGraph:
    """
    A grid which tracks 2 barriers and a moving sprite.

    Args:
        barriers:
            Barriers to use in the AStarSearch Algorithm.
            These are turned into a set.
        left (int):
            Far left side x value
        right (int):
            Far right side x value
        bottom (int):
            Far bottom side y value
        top (int):
            Far top side y value
        diagonal_movement (bool):
            Whether or not to use diagonals in the AStarSearch Algorithm
    """

    def __init__(
        self,
        barriers: list | tuple | set,
        left: int,
        right: int,
        bottom: int,
        top: int,
        diagonal_movement: bool,
    ):
        self.barriers = barriers if barriers is set else set(barriers)
        self.left = left
        self.right = right
        self.top = top
        self.bottom = bottom

        if diagonal_movement:
            self.movement_directions = (
                (1, 0),
                (-1, 0),
                (0, 1),
                (0, -1),
                (1, 1),
                (-1, 1),
                (1, -1),
                (-1, -1),
            )
        else:
            self.movement_directions = (1, 0), (-1, 0), (0, 1), (0, -1)  # type: ignore

    def get_vertex_neighbours(self, pos: Point2) -> list[tuple[float, float]]:
        """
        Return neighbors for this point according to ``self.movement_directions``

        These are not guaranteed to be reachable or valid points.

        Args:
            pos: Which position to search around
        Returns:
            Vertices around the point
        """
        n = []
        # Moves allow link a chess king
        for dx, dy in self.movement_directions:
            x2 = pos[0] + dx
            y2 = pos[1] + dy
            if x2 < self.left or x2 > self.right or y2 < self.bottom or y2 > self.top:
                continue
            n.append((x2, y2))
        return n

    def move_cost(self, a: Point2, b: Point2) -> float:
        """
        Returns a float of the cost to move

        Moving diagonally costs more than to the side.
        A barrier's cost is float("inf) so that that
        the Algorithm will never go on it

        Args:
            a: The 1st point to compare
            b: The 2nd point to compare
        Returns:
            The move cost of moving between of the 2 points
        """
        if b in self.barriers:
            return float("inf")  # Infinitely high cost to enter barrier squares

        elif a[0] == b[0] or a[1] == b[1]:
            return 1  # Normal movement cost
        else:
            return 1.42


def _AStarSearch(start: Point2, end: Point2, graph: _AStarGraph) -> list[Point2] | None:
    """
    Returns a path from start to end using the AStarSearch Algorithm

    Graph is used to check for barriers.

    Args:
        start: point to start at
        end: point to end at
        graph: Graph to use
    Returns:
        The path from start to end. Returns ``None`` if is path is not found
    """
    G: dict[Point2, float] = dict()  # Actual movement cost to each position from the start position
    F: dict[Point2, float] = (
        dict()
    )  # Estimated movement cost of start to end going via this position

    # Initialize starting values
    G[start] = 0
    F[start] = _heuristic(start, end)

    closed_vertices = set()
    open_vertices = {start}  # type: ignore
    came_from = {}  # type: ignore

    count = 0
    while len(open_vertices) > 0:
        count += 1
        if count > 500:
            break
        # Get the vertex in the open list with the lowest F score
        current = None
        current_fscore = math.inf
        for pos in sorted(open_vertices):
            if current is None or F[pos] < current_fscore:
                current_fscore = F[pos]
                current = pos

        # Check if we have reached the goal
        if current == end and current is not None:
            # Retrace our route backward
            path = [current]
            while current in came_from:
                current = came_from[current]
                path.append(current)  # type: ignore
            path.reverse()
            if F[end] >= 10000:
                return None
            else:
                return path
            # return path, F[end]  # Done!

        # Mark the current vertex as closed
        open_vertices.remove(current)  # type: ignore
        closed_vertices.add(current)  # type: ignore

        # Update scores for vertices near the current position
        for neighbour in sorted(graph.get_vertex_neighbours(current)):  # type: ignore
            if neighbour in closed_vertices:
                continue  # We have already processed this node exhaustively
            candidate_g = G[current] + graph.move_cost(current, neighbour)  # type: ignore

            if neighbour not in open_vertices:
                open_vertices.add(neighbour)  # Discovered a new vertex
            elif candidate_g >= G[neighbour]:
                continue  # This G score is worse than previously found

            # Adopt this G score
            came_from[neighbour] = current
            G[neighbour] = candidate_g
            h = _heuristic(neighbour, end)
            F[neighbour] = G[neighbour] + h

    # Out-of-bounds
    return None


def _collapse(pos: Point2, grid_size: float) -> tuple[int, int]:
    """Makes Point pos smaller by grid_size"""
    return int(pos[0] // grid_size), int(pos[1] // grid_size)


def _expand(pos: Point2, grid_size: float) -> tuple[int, int]:
    """Makes Point pos larger by grid_size"""
    return int(pos[0] * grid_size), int(pos[1] * grid_size)


[docs] class AStarBarrierList: """ Class that manages a list of barriers that can be encountered during A* path finding. Args: moving_sprite: Sprite that will be moving blocking_sprites: Sprites that can block movement grid_size (int): Size of the grid, in pixels left (int): Left border of playing field right (int): Right border of playing field bottom (int): Bottom of playing field top (int): Top of playing field Attributes: grid_size: Grid size bottom: Bottom of playing field top: Top of playing field left: Left border of playing field right: Right border of playing field moving_sprite: Sprite that will be moving blocking_sprites: Sprites that can block movement barrier_list: SpriteList of barriers to use in _AStarSearch, ``None`` if not recalculated """ def __init__( self, moving_sprite: Sprite, blocking_sprites: SpriteSequence[BasicSprite], grid_size: int, left: int, right: int, bottom: int, top: int, ): self.grid_size = grid_size self.bottom = int(bottom // grid_size) self.top = int(top // grid_size) self.left = int(left // grid_size) self.right = int(right // grid_size) self.moving_sprite = moving_sprite self.blocking_sprites = blocking_sprites self.barrier_list = None self.recalculate()
[docs] def recalculate(self): """Recalculate blocking sprites.""" # --- Iterate through the blocking sprites and find where we are blocked # Save original location original_pos = self.moving_sprite.position # Create a set of barriers self.barrier_list = set() # Loop through the grid for cx in range(self.left, self.right + 1): for cy in range(self.bottom, self.top + 1): # Grid location cpos = cx, cy # Pixel location pos = _expand(cpos, self.grid_size) # See if we'll have a collision if our sprite is at this location self.moving_sprite.position = pos if ( len(check_for_collision_with_list(self.moving_sprite, self.blocking_sprites)) > 0 ): self.barrier_list.add(cpos) # Restore original location self.moving_sprite.position = original_pos self.barrier_list = sorted(self.barrier_list)
[docs] def astar_calculate_path( start_point: Point2, end_point: Point2, astar_barrier_list: AStarBarrierList, diagonal_movement: bool = True, ) -> list[Point2] | None: """ Calculates the path using AStarSearch Algorithm and returns the path Args: start_point: Where it starts end_point: Where it ends astar_barrier_list: AStarBarrierList with the boundaries to use in the AStarSearch Algorithm diagonal_movement: Whether of not to use diagonals in the AStarSearch Algorithm Returns: List of points (the path), or ``None`` if no path is found """ grid_size = astar_barrier_list.grid_size mod_start = _collapse(start_point, grid_size) mod_end = _collapse(end_point, grid_size) left = astar_barrier_list.left right = astar_barrier_list.right bottom = astar_barrier_list.bottom top = astar_barrier_list.top barrier_list = astar_barrier_list.barrier_list graph = _AStarGraph(barrier_list, left, right, bottom, top, diagonal_movement) # type: ignore result = _AStarSearch(mod_start, mod_end, graph) if result is None: return None # Currently 'result' is in grid locations. We need to convert them to pixel # locations. revised_result: list[Point2] = [_expand(p, grid_size) for p in result] return revised_result
[docs] def has_line_of_sight( observer: Point2, target: Point2, walls: SpriteSequence[BasicSprite], max_distance: float = float("inf"), check_resolution: int = 2, ) -> bool: """ Determine if we have line of sight between two points. .. warning:: Try to make sure spatial hashing is enabled on ``walls``! If spatial hashing is not enabled, this function may run very slowly! Args: observer: Start position target: End position position walls: List of all blocking sprites max_distance: Max distance point 1 can see check_resolution: Check every x pixels for a sprite. Trade-off between accuracy and speed. Returns: Whether or not observer to target is blocked by any wall in walls """ if max_distance <= 0: raise ValueError("max_distance must be greater than zero") if check_resolution <= 0: raise ValueError("check_resolution must be greater than zero") distance = get_distance(observer[0], observer[1], target[0], target[1]) if distance == 0: return True steps = int(distance // check_resolution) for step in range(steps + 1): step_distance = step * check_resolution u = step_distance / distance midpoint = lerp_2d(observer, target, u) if step_distance > max_distance: return False sprite_list = get_sprites_at_point(midpoint, walls) if len(sprite_list) > 0: return False return True
# NOTE: Rewrite this # def dda_step(start: Point2, end: Point2): # """ # Bresenham's line algorithm # """ # x1, y1 = start # x2, y2 = end # dx = x2 - x1 # dy = y2 - y1 # steps = max(abs(dx), abs(dy)) # x_inc = dx / steps # y_inc = dy / steps # x = x1 # y = y1 # points = [] # for _ in range(steps): # points.append((int(x), int(y))) # x += x_inc # y += y_inc # return points