Expand description
Seastar
Features
seastar
is a dependency-free, non-generic implementation of the A*
pathfinding algorithm. It
is specifically designed to operate over a 2D grid of tiles in cardinal
directions (North, East, South, West).
You can check out the library in action at seastar.sombia.com.
I can’t necessarily recommend using this over the pathfinding crate, but I wanted a different API for my own use-case, as well as a deeper understanding of the algorithm.
Usage
cargo add seastar
use seastar::{astar, Point};
fn main() {
// A grid needs to be a 2D vector of `Option`s. `None` represents an
// empty tile, while `Some(())` represents a blocked tile.
let grid = vec![
vec![None, None, Some(())],
vec![Some(()), None, None],
vec![None, None, None],
];
let start = Point { x: 0, y: 0 }; // top left corner
let end = Point { x: 2, y: 2 }; // bottom right corner
// Assuming a path is found, `path` will be a `Vec<Point>` where each point is
// a step in the path from `start` to `end`.
if let Some(path) = astar(&grid, start, end) {
// ...do whatever you want with the path!
}
}
Examples
If you have cloned the seastar
repository, you can run an example with the
command cargo run --example <example_name>
.
Example | File | Description |
---|---|---|
random_30 | random_30.rs | Generate a 30x30 map with random walls and a random start and end point. |
random_100 | random_100.rs | Generate a 100x100 map with random walls and a random start and end point. |
Benchmarks
You can run benchmarks with the command cargo bench
.
NOTE: A word of caution about benchmarks here: because the maps are randomly generated in the bench tests, the results will vary greatly from run to run. Maps without valid paths are often outliers that can skew the results heavily, especially on larger grids.
License
Seastar is dual-licensed under either
at your option.
Modules
Structs
- Represents an (x, y) coordinate in a grid.
Functions
- Attempts to find the shorest path from
start
toend
using the A* algorithm. ReturnsNone
if no path is found. - Returns all of the non-colliding neighbors of the given node. Neighbors are defined as colliding if they are Some, and empty if they are None.
Type Definitions
- Alias for a 2D vector of
Option<()>
’s.