/*using System; using System.Collections; using System.Collections.Generic; using System.Linq; using UnityEngine; 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 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 samples, char lastMove, int distanceTraveled, double heuristic) { this.parent = parent; this.agent = agent; this.samples = 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 expand(int depth) { List children = new List(); 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 { // 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 samples; public State(Vector2Int agent, List samples) { this.agent = agent; this.samples = samples; // convert List 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; } }*/