slop of code
intermediate push so logan can have access to reset function
This commit is contained in:
@@ -0,0 +1,20 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class AStar : MonoBehaviour
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{
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LogicGrid world;
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public void setWorld(LogicGrid world)
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{
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this.world = world;
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}
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void Start()
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{
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 2cca508364ade934081b5b14579fe228
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -28,12 +28,14 @@ public class CellMesh : MonoBehaviour
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private void GridValueChanged(object sender, LogicGrid.OnGridValueChangedEventArgs e)
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{
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// if(e.x == -1 && e.y == -1), grid is being reset
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Debug.Log(e.x + " " + e.y);
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UpdateCellVisual();
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}
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// TODO: implement this so we can update a single cell, given an x, y coordinate
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private void UpdateCellVisual(int x, int y)
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/* private void UpdateCellVisual(int x, int y)
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{
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//Debug.Log("Updated in Isolation 8)");
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Vector3 quadSize = new Vector3(1, 1) * grid.GetCellSize();
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@@ -45,13 +47,11 @@ public class CellMesh : MonoBehaviour
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MeshUtils.AddToMeshArrays(m_vertices, m_uv, m_triangles, index, grid.GetWorldPosition(x, y) + (quadSize * .5f), 0f, quadSize, gridValueUV, gridValueUV);
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}
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}*/
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// Update all cells at once
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private void UpdateCellVisual()
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{
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Debug.Log("Updated as a group");
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MeshUtils.CreateEmptyMeshArrays(grid.GetWidth() * grid.GetHeight(), out Vector3[] vertices, out Vector2[] uv, out int[] triangles);
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for(int x = 0; x < grid.GetWidth(); x++)
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@@ -97,7 +97,6 @@ public class LogicGrid
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x = x,
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y = y
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});
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;
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}
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}
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@@ -133,4 +132,16 @@ public class LogicGrid
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{
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return this.cellSize;
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}
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public void reset()
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{
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gridArray = new int[width, height];
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if (OnGridValueChanged != null)
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OnGridValueChanged(this, new OnGridValueChangedEventArgs
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{
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x = -1,
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y = -1
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});
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}
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}
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@@ -57,7 +57,7 @@ public class Main : MonoBehaviour
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// Reset Canvas
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if (Input.GetKeyDown("r"))
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{
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ResetGrid();
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}
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@@ -88,11 +88,13 @@ public class Main : MonoBehaviour
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{
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placementValue = 2;
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}
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public void SetModeAgent()
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{
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placementValue = 3;
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}
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public void ResetGrid()
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{
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world.reset();
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}
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}
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@@ -0,0 +1,261 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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class Node : IComparable<Node>
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{
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// helper variables just to make indexing arrays easier to read
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public static int row = 0;
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public static int col = 1;
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Node parent;
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int[] agent;
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List<int[]> samples;
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char lastMove; // for output/animation
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int distanceTraveled; // for calculating f(n) value
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double heuristic;
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double fn; // distance traveled + heuristic value
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bool canSample; // for expansion
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// construct node :)
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public Node(Node parent, int[] agent, List<int[]> samples, char lastMove, int distanceTraveled, double heuristic)
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{
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this.parent = parent;
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this.agent = agent;
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this.samples = new ArrayList<int[]>(samples);
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this.lastMove = lastMove;
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this.distanceTraveled = distanceTraveled;
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this.heuristic = heuristic;
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this.fn = distanceTraveled + heuristic;
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}
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// determine valid moves and collect children to be sent back to search
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public List<Node> expand(int depth)
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{
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List<Node> children = new ArrayList<Node>();
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if (this.distanceTraveled >= depth && depth != -1)
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return children;
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// document expansion of node and get ready to collect this node's children
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SampleWorld.expansions++;
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int[] onSample = new int[2];
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// since this state is being currently visited (expanded), put in closed list
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SampleWorld.closed.add(this.getState());
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////////////////////////////////////
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// BEGIN CHECKING FOR VALID MOVES //
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////////////////////////////////////
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// store coordinates for all potential moves to be checked
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int[] up = { this.agent[row] - 1, this.agent[col] };
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int[] down = { this.agent[row] + 1, this.agent[col] };
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int[] left = { this.agent[row], this.agent[col] - 1 };
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int[] right = { this.agent[row], this.agent[col] + 1 };
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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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{
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// if move is valid, create that new node/state and document
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Node child = new Node(this, up, this.samples, 'U', this.distanceTraveled + 1, this.heuristic);
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SampleWorld.nodesGenerated++;
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// make sure that we have not already made that move
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if (!child.getState().inClosed())
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children.add(child);
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}
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// same idea but for the different potential moves
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if (isOpen(down))
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{
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Node child = new Node(this, down, this.samples, 'D', this.distanceTraveled + 1, this.heuristic);
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SampleWorld.nodesGenerated++;
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if (!child.getState().inClosed())
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children.add(child);
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}
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if (isOpen(left))
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{
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Node child = new Node(this, left, this.samples, 'L', this.distanceTraveled + 1, this.heuristic);
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SampleWorld.nodesGenerated++;
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if (!child.getState().inClosed())
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children.add(child);
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}
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if (isOpen(right))
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{
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Node child = new Node(this, right, this.samples, 'R', this.distanceTraveled + 1, this.heuristic);
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SampleWorld.nodesGenerated++;
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if (!child.getState().inClosed())
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children.add(child);
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}
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// CHECK IF CAN SAMPLE
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onSample = canSample();
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if (onSample[0] == 1)
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{
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Node child = new Node(this, this.agent, this.samples, 'S', this.distanceTraveled + 1, this.heuristic);
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child.samples.remove(onSample[1]);
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SampleWorld.nodesGenerated++;
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children.add(child);
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}
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return children;
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}
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// helper for expand, verifies whether potential move is legal
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public boolean isOpen(int[] position)
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{
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// check that agent is not trying to move into an obstacle
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for (int i = 0; i < SampleWorld.obstacles.size(); i++)
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{
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if (Arrays.compare(SampleWorld.obstacles.get(i), position) == 0)
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return false;
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}
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// check that agent is not stepping out of the world
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if (!((position[row] >= 0) && (position[row] <= SampleWorld.worldRows - 1) && (position[col] >= 0) && (position[col] <= SampleWorld.worldCols - 1)))
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return false;
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return true;
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}
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// returns the coordinates of the sample closest to the agent's current location
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public int[] nearestSample()
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{
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if (samples.size() == 0)
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return agent;
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int[] s = samples.get(0);
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double lowest = distance(agent, samples.get(0));
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double distance;
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for (int i = 1; i < samples.size(); i++)
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{
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distance = distance(agent, samples.get(i));
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if (distance < lowest)
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{
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lowest = distance;
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s = samples.get(i);
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}
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}
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return s;
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}
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// helper function for nearestSample()
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public static double distance(int[] a, int[] b)
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{ // _________________________
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// distance between 2D points = √(y2 - y1)^2 + (x2 - x1)^2
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double total = (((b[row] - a[row]) * (b[row] - a[row])) + ((b[col] - a[col]) * (b[col] - a[col])));
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total = Math.sqrt(total);
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return total;
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}
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// helper function for h2
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/////////////////////////////
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// returns two pieces of information if true:
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// [0] is 1 to indicate agent can sample
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// [1] is the index of the valid sample in the list
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public int[] canSample()
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{
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// default to false
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int[] result = new int[2];
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result[0] = 0;
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result[1] = -1;
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for (int i = 0; i < this.samples.size(); i++)
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{
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if ((this.agent[row] == samples.get(i)[row]) && (this.agent[col] == samples.get(i)[col]))
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{
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result[0] = 1;
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result[1] = i;
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return result;
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}
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}
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return result;
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}
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// returns only the dynamic information directly related to the Node's state.
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// we need a way to extract just this information for the sake of our closed list
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public State getState()
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{
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return new State(this.agent, this.samples);
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}
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// we use to override comparisons for priorityQueues so that our heuristic calculations are actually used
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@Override
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public int compareTo(Node other)
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{
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if (this.fn > other.fn)
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return 1;
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else
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return -1;
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}
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}
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// helper class for Node
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class NodeComparator implements Comparator<Node>
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{
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// used to sort nodes based on sum of distance traveled + heuristic estimation of work left
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@Override
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public int compare(Node a, Node b)
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{
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if (a.fn > b.fn)
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return 1;
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else
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return -1;
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}
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}
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// helper class for Node
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class State
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{
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int[] agent;
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int[][] samples;
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public State(int[] agent, List<int[]> samples)
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{
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this.agent = agent;
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this.samples = new int[samples.size()][];
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// convert List<int[]> into 2D array of ints [][]
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for (int i = 0; i < samples.size(); i++)
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{
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this.samples[i] = samples.get(i).clone();
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}
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}
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public boolean inClosed()
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{
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for (int i = 0; i < SampleWorld.closed.size(); i++)
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{
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if (this.equals(SampleWorld.closed.get(i)))
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{
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return true;
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}
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}
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return false;
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}
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public boolean equals(State other)
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{
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if (this.samples.length != other.samples.length)
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return false;
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if (Arrays.compare(this.agent, other.agent) != 0)
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return false;
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for (int i = 0; i < this.samples.length; i++)
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{
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if (Arrays.compare(this.samples[i], other.samples[i]) != 0)
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return false;
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}
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return true;
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 50010183d0214ec4b94e280dd127f1f3
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,683 @@
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package sampleworld;
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import java.util.Scanner;
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import java.util.List;
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import java.util.ArrayList;
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import java.util.Arrays;
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import java.util.Comparator;
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import java.util.Stack;
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import java.util.Queue;
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import java.util.PriorityQueue;
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import java.util.LinkedList;
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import java.util.concurrent.TimeUnit;
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@SuppressWarnings( "javadoc" )
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public class SampleWorld
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{
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//////////////////////////////////////////////////////////
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// GLOBAL VARIABLES THAT REPRESENT STATIC WORLD FEATURES//
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//////////////////////////////////////////////////////////
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// global variables used to hold world dimensions
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public static int worldCols, worldRows;
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// used to store coordinates of all obstacles in our world
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public static List<int[]> obstacles = new ArrayList<int[]>();
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// used to store all unique states that agent has visited (holds agent and sample coords)
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public static List<State> closed = new ArrayList<State>();
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// used to keep track of number of operations and is used in output
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public static int expansions = 0;
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public static int nodesGenerated = 0;
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// helper variables just to make indexing arrays easier to read
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public static int row = 0;
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public static int col = 1;
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public static void main(String[] args)
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{
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//////////////////////////////
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// COLLECT BASIC WORLD INFO //
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//////////////////////////////
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Scanner input = new Scanner(System.in);
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input.useDelimiter(System.lineSeparator());
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worldCols = Integer.parseInt(input.next());
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worldRows = Integer.parseInt(input.next());
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/////////////////////////////
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// CREATE WORLD STRUCTURES //
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/////////////////////////////
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char[][] world = new char[worldRows][worldCols];
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List<int[]> samples = new ArrayList<int[]>();
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int[] agent = new int[] {-1, -1};
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////////////////////////////////////
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// SAVE INITIAL STATE AS 2D ARRAY //
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////////////////////////////////////
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for(int rows = 0; rows < worldRows; rows++)
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{
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// grab one row at a time
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char[] line = input.next().toCharArray();
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for(int cols = 0; cols < worldCols; cols++)
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{
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// check each column for special characters
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if(line[cols] == '@')
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{
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agent = new int[]{rows, cols};
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}
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if(line[cols] == '#')
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{
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obstacles.add(new int[]{rows, cols});
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}
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if(line[cols] == '*')
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{
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samples.add(new int[]{rows, cols});
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}
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// then add character to our local world
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world[rows][cols] = line[cols];
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}
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}
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input.close();
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//////////////////////////////////////////////////
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// CONSTRUCT INTIAL STATE NODE AND BEGIN SEARCH //
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//////////////////////////////////////////////////
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// initial state has no parent and no previous action. '0' is being interpreted as null here
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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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// select search algorithm to use
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if(args[0].equals("dfs"))
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result = dfs(initialState, -1);
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if(args[0].equals("ucs"))
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result = ucs(initialState);
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if(args[0].equals("ids"))
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result = ids(initialState);
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if(args[0].equals("astar"))
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result = astar(initialState, args[1]);
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int length = result.size();
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// decide whether to animate
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if(args.length == 2)
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{
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if(args[1].equals("animate"))
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{
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try
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{
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animate(world, result);
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}
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catch (InterruptedException e)
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{
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e.printStackTrace();
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}
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System.out.println("Distance traveled: " + length + " steps");
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System.out.println("Nodes Expanded: " + SampleWorld.expansions);
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System.out.println("Total Nodes Generated: " + SampleWorld.nodesGenerated);
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return;
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}
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}
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else if(args.length == 3)
|
||||
{
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||||
if(args[2].equals("animate"))
|
||||
{
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||||
try {
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animate(world, result);
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||||
} catch (InterruptedException e) {
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||||
e.printStackTrace();
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||||
}
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System.out.println("Distance traveled: " + length + " steps");
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System.out.println("Nodes Expanded: " + SampleWorld.expansions);
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System.out.println("Total Nodes Generated: " + SampleWorld.nodesGenerated);
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return;
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||||
}
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}
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||||
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||||
// Print the results and searching stats
|
||||
if(length == 0)
|
||||
{
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||||
System.out.println("No solution found :(");
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}
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||||
else
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||||
{
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||||
for(int i = 0; i < length; i++)
|
||||
{
|
||||
Node state = result.pop();
|
||||
System.out.println(state.lastMove);
|
||||
}
|
||||
}
|
||||
|
||||
System.out.println("\nDistance traveled: " + length + " steps");
|
||||
System.out.println("Nodes Expanded: " + SampleWorld.expansions);
|
||||
System.out.println("Total Nodes Generated: " + SampleWorld.nodesGenerated);
|
||||
}
|
||||
|
||||
// helper function for me. is fun to watch and also is genuinely useful for debugging
|
||||
public static void animate(char[][] world, Stack<Node> result) throws InterruptedException
|
||||
{
|
||||
clearScreen();
|
||||
int agentR, agentC;
|
||||
|
||||
// print out initial state
|
||||
for(int r = 0; r < worldRows; r++)
|
||||
{
|
||||
for(int c = 0; c < worldCols; c++)
|
||||
{
|
||||
System.out.print(world[r][c]);
|
||||
}
|
||||
// only make newline after row if there is another row
|
||||
if(r != worldCols - 1)
|
||||
System.out.println();
|
||||
}
|
||||
TimeUnit.MILLISECONDS.sleep(2000);
|
||||
clearScreen();
|
||||
|
||||
// read and print each of the agent's moves
|
||||
while(!result.isEmpty())
|
||||
{
|
||||
Node state = result.pop();
|
||||
agentR = state.agent[row];
|
||||
agentC = state.agent[col];
|
||||
|
||||
world[agentR][agentC] = '@';
|
||||
|
||||
|
||||
// does inverse of each move to replace agent's old location with _
|
||||
if(state.lastMove == 'U')
|
||||
{
|
||||
world[agentR + 1][agentC] = '_';
|
||||
}
|
||||
if(state.lastMove == 'D')
|
||||
{
|
||||
world[agentR - 1][agentC] = '_';
|
||||
}
|
||||
if(state.lastMove == 'L')
|
||||
{
|
||||
world[agentR][agentC + 1] = '_';
|
||||
}
|
||||
if(state.lastMove == 'R')
|
||||
{
|
||||
world[agentR][agentC - 1] = '_';
|
||||
}
|
||||
if(state.lastMove == 'S')
|
||||
{
|
||||
world[agentR][agentC] = 'S';
|
||||
}
|
||||
|
||||
// TODO try a new loop that just erases the line the agent was/is on
|
||||
|
||||
// print out new world
|
||||
for(int r = 0; r < worldRows; r++)
|
||||
{
|
||||
for(int c = 0; c < worldCols; c++)
|
||||
{
|
||||
System.out.print(world[r][c]);
|
||||
}
|
||||
System.out.println();
|
||||
}
|
||||
|
||||
TimeUnit.SECONDS.sleep(1);
|
||||
clearScreen();
|
||||
}
|
||||
|
||||
}
|
||||
// helper function for animate()
|
||||
public static void clearScreen()
|
||||
{
|
||||
System.out.println("\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n");
|
||||
}
|
||||
|
||||
///////////////////////////////////
|
||||
// SUITE OF SEARCHING ALGORITHMS //
|
||||
///////////////////////////////////
|
||||
public static Stack<Node> astar(Node initialState, String heuristic)
|
||||
{
|
||||
Stack<Node> solution = new Stack<Node>();
|
||||
Queue<Node> open = new PriorityQueue<Node>();
|
||||
|
||||
open.add(initialState);
|
||||
while(true)
|
||||
{
|
||||
if(open.isEmpty())
|
||||
return solution;
|
||||
|
||||
Node currentNode = open.remove();
|
||||
|
||||
// check whether we are in goal state
|
||||
if(currentNode.samples.size() == 0)
|
||||
{
|
||||
while(currentNode.parent != null)
|
||||
{
|
||||
solution.push(currentNode);
|
||||
currentNode = currentNode.parent;
|
||||
}
|
||||
return solution;
|
||||
}
|
||||
|
||||
// if not, expand children and continue
|
||||
List<Node> children = currentNode.expand(-1);
|
||||
|
||||
if(heuristic.equals("h0"))
|
||||
h0(children);
|
||||
else if(heuristic.equals("h1"))
|
||||
h1(children);
|
||||
else if(heuristic.equals("h2"))
|
||||
h2(children);
|
||||
|
||||
for(Node child : children)
|
||||
{
|
||||
open.add(child);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static Stack<Node> ids(Node initialState)
|
||||
{
|
||||
Stack<Node> result = new Stack<Node>();
|
||||
int depth = 1;
|
||||
|
||||
while(true)
|
||||
{
|
||||
result = dfs(initialState, depth);
|
||||
if(result.size() != 0)
|
||||
return result;
|
||||
depth++;
|
||||
SampleWorld.closed.clear();
|
||||
}
|
||||
}
|
||||
|
||||
public static Stack<Node> ucs(Node initialState)
|
||||
{
|
||||
// used to store nodes not visited (generated but not expanded)
|
||||
Queue<Node> open = new LinkedList<Node>();
|
||||
open.add(initialState);
|
||||
|
||||
Stack<Node> solution = new Stack<Node>();
|
||||
while(true)
|
||||
{
|
||||
if(open.isEmpty())
|
||||
return solution;
|
||||
|
||||
Node currentNode = open.remove();
|
||||
|
||||
// check if agent is in goal state
|
||||
if(currentNode.samples.size() == 0)
|
||||
{
|
||||
while(currentNode.parent != null)
|
||||
{
|
||||
solution.push(currentNode);
|
||||
currentNode = currentNode.parent;
|
||||
}
|
||||
return solution;
|
||||
}
|
||||
|
||||
// otherwise, expand and continue down path
|
||||
List<Node> children = currentNode.expand(-1);
|
||||
for(Node child : children)
|
||||
{
|
||||
open.add(child);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static Stack<Node> dfs(Node initialState, int depth)
|
||||
{
|
||||
// used to store nodes not visited (generated but not expanded)
|
||||
Stack<Node> open = new Stack<Node>();
|
||||
open.push(initialState);
|
||||
|
||||
Stack<Node> solution = new Stack<Node>();
|
||||
|
||||
while(true)
|
||||
{
|
||||
// if open is empty, we have exhausted all of our options and there is no solution
|
||||
if(open.empty())
|
||||
return solution;
|
||||
|
||||
Node currentNode = open.pop();
|
||||
|
||||
// check if agent is in goal state
|
||||
if(currentNode.samples.size() == 0)
|
||||
{
|
||||
while(currentNode.parent != null)
|
||||
{
|
||||
solution.push(currentNode);
|
||||
currentNode = currentNode.parent;
|
||||
}
|
||||
return solution;
|
||||
}
|
||||
|
||||
// otherwise, expand and continue down path
|
||||
List<Node> children = currentNode.expand(depth);
|
||||
for(Node child : children)
|
||||
{
|
||||
open.push(child);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//////////////////////////////////
|
||||
// SUITE OF HEURISTIC FUNCTIONS //
|
||||
//////////////////////////////////
|
||||
|
||||
public static List<Node> h0(List<Node> children)
|
||||
{
|
||||
Queue<Node> sorted = new PriorityQueue<>(new NodeComparator());
|
||||
|
||||
for(int i = 0; i < children.size(); i++)
|
||||
{
|
||||
// estimated moves left: zero
|
||||
children.get(i).heuristic = 0;
|
||||
sorted.add(children.get(i));
|
||||
}
|
||||
|
||||
return children;
|
||||
}
|
||||
|
||||
public static List<Node> h1(List<Node> children)
|
||||
{
|
||||
Queue<Node> sorted = new PriorityQueue<>(new NodeComparator());
|
||||
|
||||
for(int i = 0; i < children.size(); i++)
|
||||
{
|
||||
// estimated moves left: samples left
|
||||
children.get(i).heuristic = children.get(i).samples.size();
|
||||
sorted.add(children.get(i));
|
||||
}
|
||||
return children;
|
||||
}
|
||||
|
||||
public static Queue<Node> h2(List<Node> children)
|
||||
{
|
||||
Queue<Node> sorted = new PriorityQueue<>(new NodeComparator());
|
||||
|
||||
if(children.size() == 0)
|
||||
return sorted;
|
||||
|
||||
Node child;
|
||||
|
||||
for(int i = 0; i < children.size(); i++)
|
||||
{
|
||||
// estimated moves left:
|
||||
// distance to nearest sample + 1 (+1 to account for sample action)
|
||||
child = children.get(i);
|
||||
child.heuristic = Node.distance(child.agent, child.nearestSample()) + 1;
|
||||
|
||||
sorted.add(child);
|
||||
}
|
||||
|
||||
return sorted;
|
||||
}
|
||||
}
|
||||
// end class A1
|
||||
|
||||
|
||||
|
||||
|
||||
// Node is used to store all of the current state's details
|
||||
class Node implements Comparable<Node>
|
||||
{
|
||||
// helper variables just to make indexing arrays easier to read
|
||||
public static int row = 0;
|
||||
public static int col = 1;
|
||||
|
||||
Node parent;
|
||||
int[] agent;
|
||||
List<int[]> samples;
|
||||
char lastMove; // for output/animation
|
||||
int distanceTraveled; // for calculating f(n) value
|
||||
double heuristic;
|
||||
double fn; // distance traveled + heuristic value
|
||||
boolean canSample; // for expansion
|
||||
|
||||
// construct node :)
|
||||
public Node(Node parent, int[] agent, List<int[]> samples, char lastMove, int distanceTraveled, double heuristic)
|
||||
{
|
||||
this.parent = parent;
|
||||
this.agent = agent;
|
||||
this.samples = new ArrayList<int[]>(samples);
|
||||
this.lastMove = lastMove;
|
||||
this.distanceTraveled = distanceTraveled;
|
||||
this.heuristic = heuristic;
|
||||
this.fn = distanceTraveled + heuristic;
|
||||
}
|
||||
|
||||
// determine valid moves and collect children to be sent back to search
|
||||
public List<Node> expand(Integer depth)
|
||||
{
|
||||
List<Node> children = new ArrayList<Node>();
|
||||
if(this.distanceTraveled >= depth && depth != -1)
|
||||
return children;
|
||||
|
||||
// document expansion of node and get ready to collect this node's children
|
||||
SampleWorld.expansions++;
|
||||
int[] onSample = new int[2];
|
||||
|
||||
// since this state is being currently visited (expanded), put in closed list
|
||||
SampleWorld.closed.add(this.getState());
|
||||
|
||||
////////////////////////////////////
|
||||
// BEGIN CHECKING FOR VALID MOVES //
|
||||
////////////////////////////////////
|
||||
|
||||
// store coordinates for all potential moves to be checked
|
||||
int[] up = { this.agent[row] - 1, this.agent[col] };
|
||||
int[] down = { this.agent[row] + 1, this.agent[col] };
|
||||
int[] left = { this.agent[row], this.agent[col] - 1 };
|
||||
int[] right = { this.agent[row], this.agent[col] + 1 };
|
||||
|
||||
// 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[0] == 1)
|
||||
{
|
||||
Node child = new Node(this, this.agent, this.samples, 'S', this.distanceTraveled+1, this.heuristic);
|
||||
child.samples.remove(onSample[1]);
|
||||
|
||||
SampleWorld.nodesGenerated++;
|
||||
children.add(child);
|
||||
}
|
||||
|
||||
return children;
|
||||
}
|
||||
|
||||
// helper for expand, verifies whether potential move is legal
|
||||
public boolean isOpen(int[] position)
|
||||
{
|
||||
// check that agent is not trying to move into an obstacle
|
||||
for(int i = 0; i < SampleWorld.obstacles.size(); i++)
|
||||
{
|
||||
if(Arrays.compare(SampleWorld.obstacles.get(i), position) == 0)
|
||||
return false;
|
||||
}
|
||||
|
||||
// check that agent is not stepping out of the world
|
||||
if(!((position[row] >= 0) && (position[row] <= SampleWorld.worldRows - 1) && (position[col] >= 0) && (position[col] <= SampleWorld.worldCols - 1)))
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
// returns the coordinates of the sample closest to the agent's current location
|
||||
public int[] nearestSample()
|
||||
{
|
||||
if(samples.size() == 0)
|
||||
return agent;
|
||||
|
||||
int[] s = samples.get(0);
|
||||
double lowest = distance(agent, samples.get(0));
|
||||
double distance;
|
||||
|
||||
for(int i = 1; i < samples.size(); i++)
|
||||
{
|
||||
distance = distance(agent, samples.get(i));
|
||||
if(distance < lowest)
|
||||
{
|
||||
lowest = distance;
|
||||
s = samples.get(i);
|
||||
}
|
||||
}
|
||||
return s;
|
||||
}
|
||||
// helper function for nearestSample()
|
||||
public static double distance(int[] a, int[] b)
|
||||
{ // _________________________
|
||||
// distance between 2D points = √(y2 - y1)^2 + (x2 - x1)^2
|
||||
double total = (((b[row] - a[row])*(b[row] - a[row])) + ((b[col] - a[col])*(b[col] - a[col])));
|
||||
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 int[] canSample()
|
||||
{
|
||||
// default to false
|
||||
int[] result = new int[2];
|
||||
result[0] = 0;
|
||||
result[1] = -1;
|
||||
|
||||
for(int i = 0; i < this.samples.size(); i++)
|
||||
{
|
||||
if((this.agent[row] == samples.get(i)[row]) && (this.agent[col] == samples.get(i)[col]))
|
||||
{
|
||||
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
|
||||
@Override
|
||||
public int compareTo(Node other)
|
||||
{
|
||||
if(this.fn > other.fn)
|
||||
return 1;
|
||||
else
|
||||
return -1;
|
||||
}
|
||||
|
||||
}
|
||||
// helper class for Node
|
||||
class NodeComparator implements Comparator<Node>
|
||||
{
|
||||
// used to sort nodes based on sum of distance traveled + heuristic estimation of work left
|
||||
@Override
|
||||
public int compare(Node a, Node b)
|
||||
{
|
||||
if(a.fn > b.fn)
|
||||
return 1;
|
||||
else
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
// helper class for Node
|
||||
class State
|
||||
{
|
||||
int[] agent;
|
||||
int[][] samples;
|
||||
|
||||
public State(int[] agent, List<int[]> samples)
|
||||
{
|
||||
this.agent = agent;
|
||||
this.samples = new int[samples.size()][];
|
||||
|
||||
// convert List<int[]> into 2D array of ints [][]
|
||||
for(int i = 0; i < samples.size(); i++)
|
||||
{
|
||||
this.samples[i] = samples.get(i).clone();
|
||||
}
|
||||
}
|
||||
|
||||
public boolean inClosed()
|
||||
{
|
||||
for(int i = 0; i < SampleWorld.closed.size(); i++)
|
||||
{
|
||||
if(this.equals(SampleWorld.closed.get(i)))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
public boolean equals(State other)
|
||||
{
|
||||
if(this.samples.length != other.samples.length)
|
||||
return false;
|
||||
|
||||
if(Arrays.compare(this.agent, other.agent) != 0)
|
||||
return false;
|
||||
|
||||
for(int i = 0; i < this.samples.length; i++)
|
||||
{
|
||||
if(Arrays.compare(this.samples[i], other.samples[i]) != 0)
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,32 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4285e0f50a0cedb41bf67046c4337c6c
|
||||
PluginImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
iconMap: {}
|
||||
executionOrder: {}
|
||||
defineConstraints: []
|
||||
isPreloaded: 0
|
||||
isOverridable: 0
|
||||
isExplicitlyReferenced: 0
|
||||
validateReferences: 1
|
||||
platformData:
|
||||
- first:
|
||||
Android: Android
|
||||
second:
|
||||
enabled: 1
|
||||
settings: {}
|
||||
- first:
|
||||
Any:
|
||||
second:
|
||||
enabled: 0
|
||||
settings: {}
|
||||
- first:
|
||||
Editor: Editor
|
||||
second:
|
||||
enabled: 0
|
||||
settings:
|
||||
DefaultValueInitialized: true
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user