I've been trying all day to get this algorithm up and running, but I cant for the life of me. I've read many tutorials on the net, and source code in AS3, javascript, and C++; but I cannot adapt what I am seeing to my own code.
I have created an AStar class that has a nested class named Node. The map is a 2D array named MAP.
The biggest problem that I am having is pulling the F value in the pathfind function.
I have implemented the F = G + H, my problem is the actual AStar algorithm. Can someone please help, this is how far I've got as of yet:
import java.util.ArrayList;
public class AStar
{
int MAP[][];
Node startNode, endNode;
public AStar(int MAP[][], int startXNode, int startYNode,
int endXNode, int endYNode)
{
this.MAP = MAP;
startNode = new Node(startXNode, startYNode);
endNode = new Node(endXNode, endYNode);
}
public void pathfinder()
{
ArrayList openList = new ArrayList();
ArrayList closedList = new ArrayList();
}
public int F(Node startNode, Node endNode)
{
return (H(startNode, endNode) + G(startNode));
}
//H or Heuristic part of A* algorithm
public int H(Node startNode, Node endNode)
{
int WEIGHT = 10;
int distance = (Math.abs(startNode.getX() - endNode.getX()) + Math.abs(startNode.getY() - endNode.getY()));
return (distance * WEIGHT);
}
public int G(Node startNode)
{
if(MAP[startNode.getX() - 1][startNode.getY()] != 1)
{
return 10;
}
if(MAP[startNode.getX() + 1][startNode.getY()] != 1)
{
return 10;
}
if(MAP[startNode.getX()][startNode.getY() -1] != 1)
{
return 10;
}
if(MAP[startNode.getX()][startNode.getY() + 1] != 1)
{
return 0;
}
return 0;
}
public class Node
{
private int NodeX;
private int NodeY;
private int gScore;
private int hScore;
private int fScore;
public Node(int NodeX, int NodeY)
{
this.NodeX = NodeX;
this.NodeY = NodeY;
}
public int getX()
{
return NodeX;
}
public int getY()
{
return NodeY;
}
public int getG()
{
return gScore;
}
public void setG(int gScore)
{
this.gScore = gScore;
}
public int getH()
{
return hScore;
}
public void setH(int hScore)
{
this.hScore = hScore;
}
public int getF()
{
return fScore;
}
public void setF(int fScore)
{
this.fScore = fScore;
}
}
}
This is the furthest I can ever get with the pathfinder function:
public void pathfinder()
{
LinkedList<Node> openList = new LinkedList();
LinkedList<Node> closedList = new LinkedList();
Node currentNode;
openList.add(startNode);
while(openList.size() > 0)
{
currentNode = (Node) openList.get(0);
closedList.add(currentNode);
for(int i = 0; i < openList.size(); i++)
{
int cost = F(currentNode, endNode);
}
}
}
I recently threw this A* code together to solve a Project Euler problem. You'll have to fill in the details for a matrix of Node
objects. Use it at your own risk, however I can say it solved the problem :)
public class Node {
List<Node> neighbors = new ArrayList<Node>();
Node parent;
int f;
int g;
int h;
int x;
int y;
int cost;
}
public List<Node> aStar(Node start, Node goal) {
Set<Node> open = new HashSet<Node>();
Set<Node> closed = new HashSet<Node>();
start.g = 0;
start.h = estimateDistance(start, goal);
start.f = start.h;
open.add(start);
while (true) {
Node current = null;
if (open.size() == 0) {
throw new RuntimeException("no route");
}
for (Node node : open) {
if (current == null || node.f < current.f) {
current = node;
}
}
if (current == goal) {
break;
}
open.remove(current);
closed.add(current);
for (Node neighbor : current.neighbors) {
if (neighbor == null) {
continue;
}
int nextG = current.g + neighbor.cost;
if (nextG < neighbor.g) {
open.remove(neighbor);
closed.remove(neighbor);
}
if (!open.contains(neighbor) && !closed.contains(neighbor)) {
neighbor.g = nextG;
neighbor.h = estimateDistance(neighbor, goal);
neighbor.f = neighbor.g + neighbor.h;
neighbor.parent = current;
open.add(neighbor);
}
}
}
List<Node> nodes = new ArrayList<Node>();
Node current = goal;
while (current.parent != null) {
nodes.add(current);
current = current.parent;
}
nodes.add(start);
return nodes;
}
public int estimateDistance(Node node1, Node node2) {
return Math.abs(node1.x - node2.x) + Math.abs(node1.y - node2.y);
}