Game Type: grid tile map that is turned based
Directions allowed: Left, Forward, Right (to reverse directions you must either use two lefts or two rights) - both left and right moves diagonal but change the face of the ship depending on original face)
Slots: Depending on ship size there are a certain number of slots for that particular ship for user to enter to allow the ship to move that many spots per turn (ie. 3 slots == 3 moves per turn)
Example:
Start Position: 2,2
Start face: North
Move Placed: Left
End Result: Position: 1,3 ; Face: West
Problem: algorithm uses all 8 tiles for path finding; but should only look for the tiles that are in front (depends on ship face)
Node class:
public class AStarNode {
public Position position;
public VesselFace face;
public AStarNode parent;
public double fCost, gCost, hCost;
public AStarNode(Position position, VesselFace face, AStarNode parent, double gCost, double hCost) {
this.position = position;
this.face = face;
this.parent = parent;
this.gCost = gCost;
this.hCost = hCost;
this.fCost = this.gCost + this.hCost;
}
}
Pathfinding calculation:
private Comparator<AStarNode> nodeSorter = new Comparator<AStarNode>() {
@Override
public int compare(AStarNode n0, AStarNode n1) {
if(n1.fCost < n0.fCost) return 1;
if(n1.fCost > n0.fCost) return -1;
return 0;
}
};
public List<AStarNode> findPath(Position start, Position goal){
List<AStarNode> openList = new ArrayList<AStarNode>();
List<AStarNode> closedList = new ArrayList<AStarNode>();
AStarNode current = new AStarNode(start, null, 0, start.distance(goal));
openList.add(current);
while(openList.size() > 0) {
Collections.sort(openList, nodeSorter);
current = openList.get(0);
if(current.position.equals(goal)) {
List<AStarNode> path = new ArrayList<AStarNode>();
while(current.parent != null) {
path.add(current);
current = current.parent;
}
openList.clear();
closedList.clear();
return path;
}
openList.remove(current);
closedList.add(current);
for(int i = 0; i < 9; i++) {
if (i == 4)continue;
int x = current.position.getX();
int y = current.position.getY();
int xi = (i % 3) - 1;
int yi = (i / 3) - 1;
int at = context.getMap().getTile(x + xi, y + yi);
if(at == 1 || at == 2) continue; // ignore rocks
Position a = new Position(x + xi, y + yi);
double gCost = current.gCost + current.position.distance(a);
double hCost = a.distance(goal);
AStarNode node = new AStarNode(a, current, gCost, hCost);
if(positionInList(closedList, a) && gCost >= node.gCost) continue;
if(!positionInList(openList, a) || gCost < node.gCost) openList.add(node);
}
}
closedList.clear();
return null;
}
private boolean positionInList(List<AStarNode> list, Position position) {
for(AStarNode n : list) {
if(n.position.equals(position)) return true;
}
return false;
}
Implementation:
@Override
public void calculateRoute() {
Position destination = new Position(3,3); // replace with cluster
if(this.equals(destination)) {
return;
}based
path = context.getPlayerManager().findPath(this, destination);
VesselFace face = getFace();
if(path != null) {
if(path.size() > 0) {
int numberOfMoves = getVessel().has3Moves() ? 3 : 4;
Position currentPosition = this.copy();
for(int slot = 0; slot <= numberOfMoves; slot++) { //moves to enter
int positionIndex = (path.size() - 1) - (slot); //subtract slot to allow multiple moves
if(positionIndex < 0 || path.size() < slot) { // make sure it doesn't count too far
return;
}
Position pos = path.get(positionIndex).position;
Position left = MoveType.LEFT.getFinalPosition(currentPosition, face);
Position right = MoveType.RIGHT.getFinalPosition(currentPosition, face);
Position forward = MoveType.FORWARD.getFinalPosition(currentPosition, face);
if(left.equals(pos)) {
currentPosition.add(left.getX() - getX(), left.getY() - getY());
getMoves().setMove(slot, MoveType.LEFT);
switch(face) {
case NORTH:
face = VesselFace.WEST;
break;
case SOUTH:
face = VesselFace.EAST;
break;
case WEST:
face = VesselFace.SOUTH;
break;
case EAST:
face = VesselFace.NORTH;
break;
}
}else if(right.equals(pos)) {
currentPosition.add(right.getX() - getX(), right.getY() - getY());
getMoves().setMove(slot, MoveType.RIGHT);
switch(face) {
case NORTH:
face = VesselFace.EAST;
break;
case SOUTH:
face = VesselFace.WEST;
break;
case WEST:
face = VesselFace.NORTH;
break;
case EAST:
face = VesselFace.SOUTH;
break;
}
}else if(forward.equals(pos)){
currentPosition.add(forward.getX() - getX(), forward.getY() - getY());
getMoves().setMove(slot, MoveType.FORWARD);
switch(face) {
case NORTH:
face = VesselFace.NORTH;
break;
case SOUTH:
face = VesselFace.SOUTH;
break;
case WEST:
face = VesselFace.WEST;
break;
case EAST:
face = VesselFace.EAST;
break;
}
}
}
}
}
}
I use the switch statement and currentPosition.add() method so that when you place 3 moves for that particular turn; it knows where it should end up. Probably not best practice.
Statement that adds a move to the particular slot
getMoves().setMove(slot, MoveType.FORWARD);
Tiles that should be checked every turn based on ship face:


for(int i = 0; i < 9; i++)loop with one that iterates only over the 3 cells of interest. You could use the notion of a neighbourhood for this. Note that the nodes of your pathfinding search are now not just positions, but position+direction pairs. Just because you explored the node (1, 2, North) and put it in the closed set does not mean you can skip the (1, 2, South) - there might be a shorter path to the goal through this node southward than the one you found northward, so you need to treat them as distinct entities. \$\endgroup\$