broken AStar has been implemented
need to fix sorting problem because the returned order of movements does not make any sense
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@@ -4,7 +4,7 @@ using UnityEngine;
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using System.Linq;
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public class Pathfinder : MonoBehaviour
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public class Pathfinder
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{
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// used to store all unique states that agent has visited (holds agent and sample coords)
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@@ -58,45 +58,53 @@ public class Pathfinder : MonoBehaviour
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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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List<Node> result = new List<Node>();
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if (algorithm == 0)
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{
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result = StartAStar(initialState);
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Debug.Log(" ");
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for(int i = 0; i < result.Count; i++)
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{
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Node n = result[i];
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Debug.Log(n.lastMove);
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}
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}
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}
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public static Stack<Node> StartAStar(Node initialState)
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public static List<Node> StartAStar(Node initialState)
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{
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Stack<Node> solution = new Stack<Node>();
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List<Node> solution = new List<Node>();
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Queue<Node> open = new Queue<Node>();
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List<Node> open = new List<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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open.Add(initialState);
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int cap = 1000;
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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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open = open.OrderBy(Node => Node.fn).ToList();
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Node currentNode = open[0];
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open.RemoveAt(0);
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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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Debug.Log("Agent at: " + currentNode.agent.x + ", " + currentNode.agent.y);
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solution.Add(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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@@ -112,12 +120,12 @@ public class Pathfinder : MonoBehaviour
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foreach (Node child in children)
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{
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open.Enqueue(child);
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open.Add(child);
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}
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cap--;
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}
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return solution;
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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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