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View Code? Open in Web Editor NEWDwarf Fortress Pathfinding Project
Home Page: http://www.bay12games.com/forum/index.php?topic=43265.180
Dwarf Fortress Pathfinding Project
Home Page: http://www.bay12games.com/forum/index.php?topic=43265.180
Organization: - main.cpp runs everything. It loads up a file (such as test-input), and runs 500 random paths, then reports totally phony statistics based on how many times each grid square was looked at. - astar.h contains the prototype A* implementation. It's terribly slow since I use vectors instead of a fib heap for the fringe and either a hash table or a flag for the visited list. Still, it shows how you'd write a generic path finding routine: it is a template class that takes in a graph (see graph.h) and a heuristic (see heuristic.h) - heuristics.h shows how to write a heuristic for A* - graph.h has two types of graph: ones based on a grid, or ones based on an adjacency list. There's also a dummy at the top that shows roughly what interface a path finding routine should expect. - grid.h stores the grid. - point.h is a 3d int point; an index in the grid, basically - read.{h,cpp} reads the input and puts it into a grid
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