ASTAR WORKS WITH H0

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This commit is contained in:
Simon O'Shea
2023-08-09 08:56:20 -04:00
parent ce148072ef
commit ea904845a7
3 changed files with 285 additions and 15 deletions
@@ -22,8 +22,8 @@ public class Main : MonoBehaviour
void Start()
{
// Create world
int width = 5;
int height = 5;
int width = 4;
int height = 4;
float cellSize = 10f;
Vector3 origin = new Vector3(-10, -10);
@@ -1,10 +1,10 @@
using System;
/*using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public class Node //: IComparable<Node>
public class Node
{
// helper variables just to make indexing arrays easier to read
public static int row = 0;
@@ -13,6 +13,7 @@ using UnityEngine;
public Node parent;
public Vector2Int agent;
public List<Vector2Int> samples;
public char lastMove; // for output/animation
public int distanceTraveled; // for calculating f(n) value
public double heuristic;
@@ -194,18 +195,18 @@ using UnityEngine;
}
// we use to override comparisons for priorityQueues so that our heuristic calculations are actually used
/* public int CompareTo(Node other)
*//* public int CompareTo(Node other)
{
if (this.fn > other.fn)
return 1;
else
return -1;
}*/
}*//*
}
// helper class for Node
/* class NodeComparator : Comparer<Node>
*//* class NodeComparator : Comparer<Node>
{
// used to sort nodes based on sum of distance traveled + heuristic estimation of work left
public override int Compare(Node a, Node b)
@@ -215,7 +216,7 @@ using UnityEngine;
else
return -1;
}
}*/
}*//*
// helper class for Node
public class State
{
@@ -228,10 +229,10 @@ using UnityEngine;
this.samples = samples;
// convert List<int[]> into 2D array of ints [][]
/*for (int i = 0; i < samples.Count; i++)
*//*for (int i = 0; i < samples.Count; i++)
{
this.samples[i] = samples[i];
}*/
}*//*
}
public bool inClosed()
@@ -264,4 +265,4 @@ using UnityEngine;
return true;
}
}
}*/
@@ -1,8 +1,8 @@
using System.Collections;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Linq;
using System;
public class Pathfinder
{
@@ -21,7 +21,7 @@ public class Pathfinder
public static int height;
public static int width;
public Stack<Node> result;
public static Stack<Node> result;
public Pathfinder(LogicGrid world, Vector2Int a, List<Vector2Int> o, List<Vector2Int> s, int algo, int heu)
@@ -37,7 +37,10 @@ public class Pathfinder
algorithm = algo;
heuristic = heu;
printInfo();
//printInfo();
StartWork();
@@ -102,6 +105,9 @@ public class Pathfinder
if (currentNode.samples.Count() == 0)
{
Debug.Log("Gottem");
//Node n = FindLastSample(open);
while (currentNode.parent != null)
{
solution.Push(currentNode);
@@ -196,3 +202,266 @@ public class Pathfinder
return sorted;
}*/
}
public class Node
{
// helper variables just to make indexing arrays easier to read
public static int row = 0;
public static int col = 1;
public Node parent;
public Vector2Int agent;
public List<Vector2Int> samples;
public char lastMove; // for output/animation
public int distanceTraveled; // for calculating f(n) value
public double heuristic;
public double fn; // distance traveled + heuristic value
//bool canSample; // for expansion
// construct node :)
public Node(Node parent, Vector2Int agent, List<Vector2Int> samples, char lastMove, int distanceTraveled, double heuristic)
{
this.parent = parent;
this.agent = agent;
this.samples = new List<Vector2Int>(samples);
this.lastMove = lastMove;
this.distanceTraveled = distanceTraveled;
this.heuristic = heuristic;
fn = distanceTraveled + heuristic;
}
// determine valid moves and collect children to be sent back to search
public List<Node> expand(int depth)
{
List<Node> children = new List<Node>();
if (this.distanceTraveled >= depth && depth != -1)
return children;
// document expansion of node and get ready to collect this node's children
// SampleWorld.expansions++;
Vector2Int onSample = new Vector2Int();
// since this state is being currently visited (expanded), put in closed list
Pathfinder.closed.Add(this.getState());
////////////////////////////////////
// BEGIN CHECKING FOR VALID MOVES //
////////////////////////////////////
// store coordinates for all potential moves to be checked
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))
{
// if move is valid, create that new node/state and document
Node child = new Node(this, up, this.samples, 'U', this.distanceTraveled + 1, this.heuristic);
//SampleWorld.nodesGenerated++;
// make sure that we have not already made that move
if (!child.getState().inClosed())
children.Add(child);
}
// same idea but for the different potential moves
if (isOpen(down))
{
Node child = new Node(this, down, this.samples, 'D', this.distanceTraveled + 1, this.heuristic);
//SampleWorld.nodesGenerated++;
if (!child.getState().inClosed())
children.Add(child);
}
if (isOpen(left))
{
Node child = new Node(this, left, this.samples, 'L', this.distanceTraveled + 1, this.heuristic);
//SampleWorld.nodesGenerated++;
if (!child.getState().inClosed())
children.Add(child);
}
if (isOpen(right))
{
Node child = new Node(this, right, this.samples, 'R', this.distanceTraveled + 1, this.heuristic);
//SampleWorld.nodesGenerated++;
if (!child.getState().inClosed())
children.Add(child);
}
// CHECK IF CAN SAMPLE
onSample = CanSample();
if (onSample.x == 1)
{
Debug.Log("SAMPLING");
Node child = new Node(this, this.agent, this.samples, 'S', this.distanceTraveled + 1, this.heuristic);
child.samples.RemoveAt(onSample.y);
//SampleWorld.nodesGenerated++;
children.Add(child);
}
return children;
}
// helper for expand, verifies whether potential move is legal
public bool isOpen(Vector2Int position)
{
// check that agent is not trying to move into an obstacle
for (int i = 0; i < Pathfinder.obstacles.Count(); i++)
{
if (Pathfinder.obstacles[i].x.Equals(position.x) && Pathfinder.obstacles[i].y.Equals(position.y))
return false;
}
if ((position.y < 0) || (position.y > Pathfinder.height - 1) || (position.x < 0) || (position.x > Pathfinder.width - 1))
return false;
// check that agent is not stepping out of the world
// if (!((position.y >= 0) && (position.y <= Pathfinder.height - 1) && (position.x >= 0) && (position.x <= Pathfinder.width - 1)))
// return false;
return true;
}
// returns the coordinates of the sample closest to the agent's current location
public Vector2Int nearestSample()
{
if (samples.Count == 0)
return agent;
Vector2Int s = samples[0];
double lowest = distance(agent, samples[0]);
double dist;
for (int i = 1; i < samples.Count; i++)
{
dist = distance(agent, samples[i]);
if (dist < lowest)
{
lowest = dist;
s = samples[i];
}
}
return s;
}
// helper function for nearestSample()
public static double distance(Vector2Int a, Vector2Int b)
{ // _________________________
// distance between 2D points = √(y2 - y1)^2 + (x2 - x1)^2
double total = (((b.y - a.y) * (b.y - a.y)) + ((b.x - a.x) * (b.x - a.x)));
total = Math.Sqrt(total);
return total;
}
// helper function for h2
/////////////////////////////
// returns two pieces of information if true:
// [0] is 1 to indicate agent can sample
// [1] is the index of the valid sample in the list
public Vector2Int CanSample()
{
// default to false
Vector2Int result = new Vector2Int();
result.x = 0;
result.y = -1;
for (int i = 0; i < this.samples.Count; i++)
{
if ((this.agent.y == samples[i].y) && (this.agent.x == samples[i].x))
{
result[0] = 1;
result[1] = i;
return result;
}
}
return result;
}
// returns only the dynamic information directly related to the Node's state.
// we need a way to extract just this information for the sake of our closed list
public State getState()
{
return new State(this.agent, this.samples);
}
// we use to override comparisons for priorityQueues so that our heuristic calculations are actually used
/* public int CompareTo(Node other)
{
if (this.fn > other.fn)
return 1;
else
return -1;
}*/
}
// helper class for Node
/* class NodeComparator : Comparer<Node>
{
// used to sort nodes based on sum of distance traveled + heuristic estimation of work left
public override int Compare(Node a, Node b)
{
if (a.fn > b.fn)
return 1;
else
return -1;
}
}*/
// helper class for Node
public class State
{
Vector2Int agent;
List<Vector2Int> samples;
public State(Vector2Int agent, List<Vector2Int> samples)
{
this.agent = agent;
this.samples = samples;
// convert List<int[]> into 2D array of ints [][]
/*for (int i = 0; i < samples.Count; i++)
{
this.samples[i] = samples[i];
}*/
}
public bool inClosed()
{
for (int i = 0; i < Pathfinder.closed.Count(); i++)
{
if (this.equals(Pathfinder.closed[i]))
{
return true;
}
}
return false;
}
public bool equals(State other)
{
if (this.samples.Count != other.samples.Count)
return false;
if (!(this.agent.x.Equals(other.agent.x) && this.agent.y.Equals(other.agent.y)))
return false;
for (int i = 0; i < this.samples.Count; i++)
{
//if (Arrays.compare(this.samples[i], other.samples[i]) != 0)
if (this.samples.SequenceEqual(other.samples))
return false;
}
return true;
}
}