我实现了一个简单的 A* 并注意到如果我的角色周围的所有 4 个点都被填满,它确实会进入无限循环。目前我被困住了如何让它工作,所以他们开始跑到最近的可能地点。有什么猜测吗?(对不起,长代码)
一个*
private Node aStarSearch(int startX, int startY) {
openList.clear();
closeList.clear();
successor.clear();
Node startNode = new Node(null, startX, startY, 0, 0);
openList.add(startNode);
while (openList.size() != 0) {
// sort the list
Collections.sort(openList, nodeComperator);
Node q = openList.remove(0); // get the first object
int qx = q.x;
int qy = q.y;
// start adding the successors
// left
Node left = createNeighbor(q, qx - 1, qy);
if (left != null && !closeList.contains(left))
successor.add(left);
// right
Node right = createNeighbor(q, qx + 1, qy);
if (right != null && !closeList.contains(right))
successor.add(right);
// // down
Node down = createNeighbor(q, qx, qy - 1);
if (down != null && !closeList.contains(down))
successor.add(down);
// up
Node up = createNeighbor(q, qx, qy + 1);
if (up != null && !closeList.contains(up))
successor.add(up);
// calc
for (Node suc : successor) {
if (suc.x == (int) this.screen.character.mapPos.x
&& suc.y == (int) this.screen.character.mapPos.y)
return suc;
boolean add = true;
if (betterIn(suc, openList)) // openList und der
add = false;
if (betterIn(suc, closeList)) // closedList
add = false;
if (add)
openList.add(suc);
}
closeList.add(q);
}
return null;
}
private Node createNeighbor(Node parrent, int x, int y) {
if (x >= 0 && y >= 0 && x < this.screen.map.width
&& y < this.screen.map.height
&& this.screen.map.mapArray[x][y] != Config.CANTMOVEONPOSITION
&& this.screen.map.mapArray[x][y] != Config.MONSTERSTATE) {
Node n = new Node(parrent, x, y);
n.g = calcG(n);
n.h = calcH(n, (int) this.screen.character.mapPos.x,
(int) this.screen.character.mapPos.y);
return n;
}
return null;
}
private float calcG(Node n) {
Node p = n.getParrent();
return p.g + 1;
}
private float calcH(Node n, int targetX, int targetY) {
float dx = Math.abs(n.x - targetX);
float dy = Math.abs(n.y - targetY);
return (float) Math.sqrt((float) (dx * dx) + (dy * dy));
}
private boolean betterIn(Node n, List<Node> l) {
for (Node no : l) {
if (no.x == n.x && no.y == n.y && (no.g + no.h) <= (n.g + n.h))
return true;
}
return false;
}
我的节点:
public class Node {
public int x, y;
public float g, h;
private Node parrent;
public Node(Node parrent, int x, int y, float g, float h) {
this.parrent = parrent;
this.x = x;
this.y = y;
this.g = g;
this.h = h;
}
public Node(Node parrent, int x, int y) {
this.parrent = parrent;
this.x = x;
this.y = y;
}
public Node getParrent() {
return parrent;
}
public void setParrent(Node parrent) {
this.parrent = parrent;
}
@Override
public boolean equals(Object o) {
// override for a different compare
return ((Node) o).x == this.x && ((Node) o).y == this.y;
}
@Override
public int hashCode() {
// if x and y are the same they are the same
return x + y;
}
}
如果我确实使用了被阻塞的节点,但给了它们一个高 h,它们就不再正确行走,所以我不知道这里出了什么问题。