astar rewritten for c#
runs without screaming, don't have output yet though
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@@ -146,8 +146,7 @@ public class Main : MonoBehaviour
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if ( true )
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{
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Pathfinder astar = new Pathfinder(world, agent, obstacles, samples, 0, 0);
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astar.go();
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Pathfinder path = new Pathfinder(world, agent, obstacles, samples, 0, 0);
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}
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}
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@@ -4,19 +4,19 @@ using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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class Node : IComparable<Node>
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public class Node //: IComparable<Node>
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{
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// helper variables just to make indexing arrays easier to read
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public static int row = 0;
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public static int col = 1;
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Node parent;
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Vector2Int agent;
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List<Vector2Int> samples;
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char lastMove; // for output/animation
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int distanceTraveled; // for calculating f(n) value
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double heuristic;
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public double fn; // distance traveled + heuristic value
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public Node parent;
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public Vector2Int agent;
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public List<Vector2Int> samples;
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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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// construct node :)
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@@ -28,7 +28,7 @@ using UnityEngine;
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this.lastMove = lastMove;
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this.distanceTraveled = distanceTraveled;
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this.heuristic = heuristic;
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this.fn = distanceTraveled + heuristic;
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fn = distanceTraveled + heuristic;
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}
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// determine valid moves and collect children to be sent back to search
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@@ -101,7 +101,6 @@ using UnityEngine;
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{
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Node child = new Node(this, this.agent, this.samples, 'S', this.distanceTraveled + 1, this.heuristic);
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// PROBLEM?
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child.samples.RemoveAt(onSample.y);
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//SampleWorld.nodesGenerated++;
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@@ -191,18 +190,18 @@ using UnityEngine;
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}
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// we use to override comparisons for priorityQueues so that our heuristic calculations are actually used
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public int CompareTo(Node other)
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/* public int CompareTo(Node other)
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{
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if (this.fn > other.fn)
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return 1;
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return 1;
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else
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return -1;
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}
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return -1;
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}*/
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}
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// helper class for Node
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class NodeComparator : Comparer<Node>
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/* class NodeComparator : Comparer<Node>
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{
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// used to sort nodes based on sum of distance traveled + heuristic estimation of work left
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public override int Compare(Node a, Node b)
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@@ -212,7 +211,7 @@ using UnityEngine;
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else
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return -1;
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}
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}
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}*/
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// helper class for Node
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public class State
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{
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@@ -1,6 +1,8 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using System.Linq;
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public class Pathfinder : MonoBehaviour
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{
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@@ -32,14 +34,17 @@ public class Pathfinder : MonoBehaviour
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algorithm = algo;
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heuristic = heu;
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printInfo();
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StartWork();
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}
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public void go()
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public void printInfo()
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{
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Debug.Log("Agent: " + agent[0] + "," + agent[1]);
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for(int i = 0; i < obstacles.Count; i++)
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for (int i = 0; i < obstacles.Count; i++)
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{
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Debug.Log("Obstacle " + i + ": " + obstacles[i].x + ", " + obstacles[i].y);
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}
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@@ -48,6 +53,121 @@ public class Pathfinder : MonoBehaviour
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{
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Debug.Log("Sample " + i + ": " + samples[i].x + ", " + samples[i].y);
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}
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}
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public void StartWork()
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{
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Node initialState = new Node(null, agent, samples, '0', 0, 0);
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Stack<Node> result = new Stack<Node>();
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if (algorithm == 0)
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{
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result = StartAStar(initialState);
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}
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}
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public static Stack<Node> StartAStar(Node initialState)
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{
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Stack<Node> solution = new Stack<Node>();
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Queue<Node> open = new Queue<Node>();
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//PriorityQueue<Node> open = new PriorityQueue<Node>();
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open.Enqueue(initialState);
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int cap = 10000;
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while (true && cap > 0)
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{
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if (!open.Any())
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return solution;
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Node currentNode = open.Dequeue();
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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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var orderedList = open.OrderBy(Node => Node.fn);
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while (currentNode.parent != null)
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{
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solution.Push(currentNode);
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currentNode = currentNode.parent;
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}
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return solution;
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}
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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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h0(children);
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/* else if (heuristic.Equals("h1"))
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h1(children);
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else if (heuristic.Equals("h2"))
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h2(children);*/
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foreach (Node child in children)
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{
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open.Enqueue(child);
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}
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cap--;
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}
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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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List<Node> sorted = new List<Node>();
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for (int i = 0; i < children.Count(); i++)
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{
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// estimated moves left: zero
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children[i].heuristic = 0;
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sorted.Add(children[i]);
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}
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sorted = sorted.OrderBy(Node => Node.fn).ToList();
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return sorted;
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}
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/* public static List<Node> h1(List<Node> children)
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{
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Queue<Node> sorted = new PriorityQueue<>(new NodeComparator());
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for (int i = 0; i < children.size(); i++)
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{
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// estimated moves left: samples left
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children.get(i).heuristic = children.get(i).samples.size();
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sorted.add(children.get(i));
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}
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return children;
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}
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public static Queue<Node> h2(List<Node> children)
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{
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Queue<Node> sorted = new PriorityQueue<>(new NodeComparator());
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if (children.size() == 0)
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return sorted;
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Node child;
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for (int i = 0; i < children.size(); i++)
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{
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// estimated moves left:
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// distance to nearest sample + 1 (+1 to account for sample action)
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child = children.get(i);
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child.heuristic = Node.distance(child.agent, child.nearestSample()) + 1;
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sorted.add(child);
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}
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return sorted;
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}*/
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}
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