astar broken, just like my spirits
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@@ -16,8 +16,8 @@ using UnityEngine;
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public char lastMove; // for output/animation
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public int distanceTraveled; // for calculating f(n) value
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public double heuristic;
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public static double fn; // distance traveled + heuristic value
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bool canSample; // for expansion
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public double fn; // distance traveled + heuristic value
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//bool canSample; // for expansion
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// construct node :)
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public Node(Node parent, Vector2Int agent, List<Vector2Int> samples, char lastMove, int distanceTraveled, double heuristic)
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@@ -50,8 +50,8 @@ using UnityEngine;
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////////////////////////////////////
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// store coordinates for all potential moves to be checked
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Vector2Int up = new Vector2Int( this.agent.y - 1, this.agent.x );
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Vector2Int down = new Vector2Int( this.agent.y + 1, this.agent.x );
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Vector2Int up = new Vector2Int( this.agent.y + 1, this.agent.x );
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Vector2Int down = new Vector2Int( this.agent.y - 1, this.agent.x );
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Vector2Int left = new Vector2Int( this.agent.y, this.agent.x - 1 );
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Vector2Int right = new Vector2Int( this.agent.y, this.agent.x + 1 );
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@@ -117,14 +117,17 @@ using UnityEngine;
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// check that agent is not trying to move into an obstacle
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for (int i = 0; i < Pathfinder.obstacles.Count(); i++)
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{
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if (Pathfinder.obstacles[i].x == position.x && Pathfinder.obstacles[i].y == position.y)
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if (Pathfinder.obstacles[i].x.Equals(position.x) && Pathfinder.obstacles[i].y.Equals(position.y))
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return false;
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}
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// check that agent is not stepping out of the world
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if (!((position.y >= 0) && (position.y <= Pathfinder.height - 1) && (position.x >= 0) && (position.x <= Pathfinder.width - 1)))
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if ((position.y < 0) || (position.y > Pathfinder.height - 1) || (position.x < 0) || (position.x > Pathfinder.width - 1))
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return false;
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// check that agent is not stepping out of the world
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// if (!((position.y >= 0) && (position.y <= Pathfinder.height - 1) && (position.x >= 0) && (position.x <= Pathfinder.width - 1)))
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// return false;
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return true;
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}
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@@ -60,6 +60,7 @@ public class Pathfinder
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Node initialState = new Node(null, agent, samples, '0', 0, 0);
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List<Node> result = new List<Node>();
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// Run AStar
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if (algorithm == 0)
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{
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result = StartAStar(initialState);
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@@ -96,6 +97,7 @@ public class Pathfinder
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// check whether we are in goal state
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if (currentNode.samples.Count() == 0)
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{
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Debug.Log("Gottem");
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while (currentNode.parent != null)
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{
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solution.Add(currentNode);
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@@ -108,7 +110,7 @@ public class Pathfinder
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// if not, expand children and continue
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List<Node> children = currentNode.expand(-1);
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if (heuristic.Equals("h0"))
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if (heuristic == 0)
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h0(children);
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/* else if (heuristic.Equals("h1"))
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h1(children);
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@@ -124,6 +126,20 @@ public class Pathfinder
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return solution;
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}
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/* private Node GetLowestNode(List<Node> NodeList)
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{
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Node lowest = NodeList[0];
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for (int i = 1; i < NodeList.Count; i++)
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{
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if (NodeList[i].fn < lowest.fn)
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{
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lowest = NodeList[i];
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}
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}
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return lowest;
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}*/
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// HEURISTICS FOR ASTAR
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public static List<Node> h0(List<Node> children)
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{
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