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Dwarf Fortress Pathfinding Project
numerobis/dwarf-path
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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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