def get_direction(val): switcher = { 1: ("Northwest", Pixel.Diag()), 2: ("North", Pixel.Latitude()), 3: ("Northeast", Pixel.Diag()), 4: ("West", Pixel.Longitude()), 5: ("East", Pixel.Longitude()), 6: ("Southwest", Pixel.Diag()), 7: ("South", Pixel.Latitude()), 8: ("Southeast", Pixel.Diag()) } return switcher.get(val)
def __init__(self, elevation, terrain, x, y, goalX, goalY): self.elevation = elevation self.terrain = terrain self.x = x self.y = y self.goalX = goalX self.goalY = goalY self.priority = (((goalX - x)**2 + (goalY - y)**2)**(1 / 2)) * Pixel.Diag()
def A_star(init): #a* search pq = [] costs = {} visited = [] print(init) costs[init] = 0 heapq.heappush(pq, (init.priority, init)) path = [] parents = {} parents[init] = None while True: state = heapq.heappop(pq)[1] if (state.isGoal()): print("finished") # build path while (state != None): path.append(state) state = parents[state] return path break for s in GetSuccessors(state): if not contains(visited, s): #print(s) visited.append(s) speed = 1 if (float(s.elevation) > float(state.elevation)): speed = float(s.elevation) / float( state.elevation) # slower uphill # movement in the y direction if (s.x == state.x): costs[s] = costs[state] + ( 1 / (s.terrain * speed)) * Pixel.Latitude() # movement in the x direction elif (s.y == state.y): costs[s] = costs[state] + ( 1 / (s.terrain * speed)) * Pixel.Longitude() # otherwise, diagonal movement else: costs[s] = costs[state] + ( 1 / (s.terrain * speed)) * Pixel.Diag() heapq.heappush(pq, (costs[s] + s.priority, s)) parents[s] = state