/* * The MIT License (MIT) * * FXGL - JavaFX Game Library * * Copyright (c) 2015-2017 AlmasB (almaslvl@gmail.com) * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. */ package com.almasb.fxgl.ai.pathfinding.maze; import com.almasb.fxgl.ai.pathfinding.AStarLogic; import com.almasb.fxgl.ai.pathfinding.AStarNode; import java.util.ArrayList; import java.util.List; /** * Solves a Maze using A*. * * @author Almas Baimagambetov (AlmasB) (almaslvl@gmail.com) */ public final class MazeSolver extends AStarLogic { /** * Adaptation from vanilla A* to cater for walls. */ @Override protected List<AStarNode> getValidNeighbors(AStarNode node, AStarNode[][] grid, AStarNode... busyNodes) { int x = node.getX(); int y = node.getY(); int x1 = x - 1; int x2 = x + 1; int y1 = y - 1; int y2 = y + 1; boolean b1 = x1 >= 0 && !((MazeCell)grid[x][y].getUserData()).hasLeftWall(); boolean b2 = x2 < grid.length && !((MazeCell)grid[x2][y].getUserData()).hasLeftWall(); boolean b3 = y1 >= 0 && !((MazeCell)grid[x][y].getUserData()).hasTopWall(); boolean b4 = y2 < grid[0].length && !((MazeCell)grid[x][y2].getUserData()).hasTopWall(); List<AStarNode> result = new ArrayList<>(); if (b1) result.add(grid[x1][y]); if (b2) result.add(grid[x2][y]); if (b3) result.add(grid[x][y1]); if (b4) result.add(grid[x][y2]); return result; } }