everything is a mess

This commit is contained in:
Simon O'Shea
2023-08-08 21:53:26 -04:00
parent 82a6c82fe1
commit ce148072ef
2 changed files with 15 additions and 11 deletions
@@ -50,10 +50,10 @@ using UnityEngine;
////////////////////////////////////
// store coordinates for all potential moves to be checked
Vector2Int up = new Vector2Int( this.agent.y + 1, this.agent.x );
Vector2Int down = new Vector2Int( this.agent.y - 1, this.agent.x );
Vector2Int left = new Vector2Int( this.agent.y, this.agent.x - 1 );
Vector2Int right = new Vector2Int( this.agent.y, this.agent.x + 1 );
Vector2Int up = new Vector2Int( this.agent.x, this.agent.y + 1 );
Vector2Int down = new Vector2Int( this.agent.x, this.agent.y - 1 );
Vector2Int left = new Vector2Int( this.agent.x - 1, this.agent.y );
Vector2Int right = new Vector2Int( this.agent.x + 1, this.agent.y);
// make sure going up doesn't go outside world-bounds or into obstacle
if (isOpen(up))
@@ -21,6 +21,8 @@ public class Pathfinder
public static int height;
public static int width;
public Stack<Node> result;
public Pathfinder(LogicGrid world, Vector2Int a, List<Vector2Int> o, List<Vector2Int> s, int algo, int heu)
{
@@ -58,25 +60,27 @@ public class Pathfinder
public void StartWork()
{
Node initialState = new Node(null, agent, samples, '0', 0, 0);
List<Node> result = new List<Node>();
result = new Stack<Node>();
// Run AStar
if (algorithm == 0)
{
result = StartAStar(initialState);
Debug.Log(" ");
for(int i = 0; i < result.Count; i++)
Debug.Log(" ");
int count = result.Count;
for(int i = 0; i < count; i++)
{
Node n = result[i];
Node n = result.Pop();
Debug.Log("Agent at: " + n.agent.x + ", " + n.agent.y);
Debug.Log(n.lastMove);
}
}
}
public static List<Node> StartAStar(Node initialState)
public static Stack<Node> StartAStar(Node initialState)
{
List<Node> solution = new List<Node>();
Stack<Node> solution = new Stack<Node>();
List<Node> open = new List<Node>();
@@ -100,7 +104,7 @@ public class Pathfinder
Debug.Log("Gottem");
while (currentNode.parent != null)
{
solution.Add(currentNode);
solution.Push(currentNode);
currentNode = currentNode.parent;
}