package stray.pathfinding.heuristics; import stray.pathfinding.AStarHeuristic; import stray.pathfinding.Mover; import stray.pathfinding.TileBasedMap; /** * A heuristic that uses the tile that is closest to the target as the next best * tile. In this case the sqrt is removed and the distance squared is used * instead * * @author Kevin Glass */ public class ClosestSquaredHeuristic implements AStarHeuristic { /** * @see AStarHeuristic#getCost(TileBasedMap, Mover, int, int, int, int) */ public float getCost(TileBasedMap map, Mover mover, int x, int y, int tx, int ty) { float dx = tx - x; float dy = ty - y; return ((dx * dx) + (dy * dy)); } }