python-pathfinding
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Implementation of common pathfinding algorithms
Add some big maps to test the algorithm & performance (based on https://harablog.wordpress.com/2011/09/07/jump-point-search/ ) - [ ] Baldurs gate (like) - [ ] Adaptive Depth - [ ] Rooms -...
Like https://github.com/qiao/PathFinding.js/pull/196
implement the [other algorithms from PathFinding.js](https://github.com/qiao/PathFinding.js/tree/master/src/finders) # Grid-based ## from Pathfinding.js - [x] Bi-directional A* - [x] Iterative Deeping A Star (IDA*) - [ ] Jump Point Search - [...
currently euclidean and chebyshev heuristics are not tested (see https://coveralls.io/builds/14862532/source?filename=pathfinding%2Fcore%2Fheuristic.py )
As suggested [here](https://github.com/qiao/PathFinding.js/issues/117#issuecomment-481342450), we could also limit the runtime by a maximum path length instead of just the number of iterations.
Create an example with multiple Agents - see https://youtu.be/S-VAL7Epn3o?t=588
extend the examples to also use Puzzle Tunnel Discovery (see https://github.com/xinyazhang/PuzzleTunnelDiscovery / https://xinyazhang.gitlab.io/puzzletunneldiscovery/ )
Implement an additional grid storing walls, similar to the javascript solution (and maybe an editor to easily create those walls): https://github.com/qiao/PathFinding.js/issues/185
Hi, I need to set some fields on the 2D matrix that have a 'walk cost' of a quarter of a movement point (0.2) But when doing so, the pathfinding...
see [here](https://github.com/brean/python-pathfinding/blob/master/pathfinding/core/grid.py#L106:L115) and [here](https://coveralls.io/builds/16501219/source?filename=pathfinding%2Fcore%2Fgrid.py#L106)