everything is a mess
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@@ -50,10 +50,10 @@ 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 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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Vector2Int up = new Vector2Int( this.agent.x, this.agent.y + 1 );
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Vector2Int down = new Vector2Int( this.agent.x, this.agent.y - 1 );
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Vector2Int left = new Vector2Int( this.agent.x - 1, this.agent.y );
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Vector2Int right = new Vector2Int( this.agent.x + 1, this.agent.y);
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// make sure going up doesn't go outside world-bounds or into obstacle
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if (isOpen(up))
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@@ -21,6 +21,8 @@ public class Pathfinder
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public static int height;
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public static int width;
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public Stack<Node> result;
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public Pathfinder(LogicGrid world, Vector2Int a, List<Vector2Int> o, List<Vector2Int> s, int algo, int heu)
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{
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@@ -58,25 +60,27 @@ public class Pathfinder
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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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List<Node> result = new List<Node>();
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result = new Stack<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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Debug.Log(" ");
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for(int i = 0; i < result.Count; i++)
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Debug.Log(" ");
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int count = result.Count;
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for(int i = 0; i < count; i++)
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{
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Node n = result[i];
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Node n = result.Pop();
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Debug.Log("Agent at: " + n.agent.x + ", " + n.agent.y);
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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 List<Node> StartAStar(Node initialState)
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public static Stack<Node> StartAStar(Node initialState)
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{
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List<Node> solution = new List<Node>();
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Stack<Node> solution = new Stack<Node>();
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List<Node> open = new List<Node>();
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@@ -100,7 +104,7 @@ public class Pathfinder
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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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solution.Push(currentNode);
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currentNode = currentNode.parent;
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}
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