/*
* 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;
}
}