Game_Map.prototype.realDistanceTo = function(x, y, goalX, goalY) {
var searchLimit = this.searchLimit();
var mapWidth = $gameMap.width();
var nodeList = [];
var openList = [];
var closedList = [];
var start = {};
var best = start;
if (this.x === goalX && this.y === goalY) {
return 0;
}
start.parent = null;
start.x = x;
start.y = y;
start.g = 0;
start.f = $gameMap.distance(start.x, start.y, goalX, goalY);
nodeList.push(start);
openList.push(start.y * mapWidth + start.x);
while (nodeList.length > 0) {
var bestIndex = 0;
for (var i = 0; i < nodeList.length; i++) {
if (nodeList[i].f < nodeList[bestIndex].f) {
bestIndex = i;
}
}
var current = nodeList[bestIndex];
var x1 = current.x;
var y1 = current.y;
var pos1 = y1 * mapWidth + x1;
var g1 = current.g;
nodeList.splice(bestIndex, 1);
openList.splice(openList.indexOf(pos1), 1);
closedList.push(pos1);
if (current.x === goalX && current.y === goalY) {
best = current;
break;
}
if (g1 >= searchLimit) {
continue;
}
for (var j = 0; j < 4; j++) {
var direction = 2 + j * 2;
var x2 = $gameMap.roundXWithDirection(x1, direction);
var y2 = $gameMap.roundYWithDirection(y1, direction);
var pos2 = y2 * mapWidth + x2;
if (closedList.contains(pos2)) {
continue;
}
if (!$gamePlayer.canPass(x1, y1, direction)) {
continue;
}
var g2 = g1 + 1;
var index2 = openList.indexOf(pos2);
if (index2 < 0 || g2 < nodeList[index2].g) {
var neighbor;
if (index2 >= 0) {
neighbor = nodeList[index2];
} else {
neighbor = {};
nodeList.push(neighbor);
openList.push(pos2);
}
neighbor.parent = current;
neighbor.x = x2;
neighbor.y = y2;
neighbor.g = g2;
neighbor.f = g2 + $gameMap.distance(x2, y2, goalX, goalY);
if (!best || neighbor.f - neighbor.g < best.f - best.g) {
best = neighbor;
}
}
}
}
var node = best;
var nodeCount = 2;
while (node.parent && node.parent !== start) {
node = node.parent;
nodeCount++;
}
return nodeCount;
};
Game_Map.prototype.searchLimit = function() {
return 12;
};