broken AStar has been implemented

need to fix sorting problem because the returned order of movements does not make any sense
This commit is contained in:
Simon O'Shea
2023-08-08 18:35:53 -04:00
parent 96a90a647d
commit c49365523b
2 changed files with 40 additions and 17 deletions
+17 -2
View File
@@ -14,7 +14,7 @@ public class Main : MonoBehaviour
// Coordinates for pathfinding
public Vector2Int agent = new Vector2Int();
public Vector2Int agent = new Vector2Int(-1, -1);
public List<Vector2Int> obstacles = new List<Vector2Int>();
public List<Vector2Int> samples = new List<Vector2Int>();
@@ -102,6 +102,9 @@ public class Main : MonoBehaviour
public void ResetGrid()
{
world.reset();
agent = new Vector2Int(-1, -1);
obstacles = new List<Vector2Int>();
samples = new List<Vector2Int>();
}
public void StartAlgorithm()
@@ -115,7 +118,7 @@ public class Main : MonoBehaviour
int index = x * world.GetHeight() + y;
int value = world.GetValue(x, y);
Debug.Log("x: " + x + " y: " + y + " | value: " + value);
//Debug.Log("x: " + x + " y: " + y + " | value: " + value);
// Add coordinate to obstacle array
if (value == 1)
@@ -143,6 +146,18 @@ public class Main : MonoBehaviour
}
}
if (agent.x == -1 && agent.y == -1)
{
Debug.Log("NO AGENT!");
return;
}
if (samples.Count == 0)
{
Debug.Log("NO SAMPLES!");
return;
}
if ( true )
{
@@ -4,7 +4,7 @@ using UnityEngine;
using System.Linq;
public class Pathfinder : MonoBehaviour
public class Pathfinder
{
// used to store all unique states that agent has visited (holds agent and sample coords)
@@ -58,45 +58,53 @@ public class Pathfinder : MonoBehaviour
public void StartWork()
{
Node initialState = new Node(null, agent, samples, '0', 0, 0);
Stack<Node> result = new Stack<Node>();
List<Node> result = new List<Node>();
if (algorithm == 0)
{
result = StartAStar(initialState);
Debug.Log(" ");
for(int i = 0; i < result.Count; i++)
{
Node n = result[i];
Debug.Log(n.lastMove);
}
}
}
public static Stack<Node> StartAStar(Node initialState)
public static List<Node> StartAStar(Node initialState)
{
Stack<Node> solution = new Stack<Node>();
List<Node> solution = new List<Node>();
Queue<Node> open = new Queue<Node>();
List<Node> open = new List<Node>();
//PriorityQueue<Node> open = new PriorityQueue<Node>();
open.Enqueue(initialState);
int cap = 10000;
open.Add(initialState);
int cap = 1000;
while (true && cap > 0)
{
if (!open.Any())
return solution;
Node currentNode = open.Dequeue();
open = open.OrderBy(Node => Node.fn).ToList();
Node currentNode = open[0];
open.RemoveAt(0);
// check whether we are in goal state
if (currentNode.samples.Count() == 0)
{
var orderedList = open.OrderBy(Node => Node.fn);
while (currentNode.parent != null)
{
solution.Push(currentNode);
Debug.Log("Agent at: " + currentNode.agent.x + ", " + currentNode.agent.y);
solution.Add(currentNode);
currentNode = currentNode.parent;
}
return solution;
}
@@ -112,12 +120,12 @@ public class Pathfinder : MonoBehaviour
foreach (Node child in children)
{
open.Enqueue(child);
open.Add(child);
}
cap--;
}
return solution;
}
// HEURISTICS FOR ASTAR
public static List<Node> h0(List<Node> children)