ea904845a7
AAAAAAAAAAAAAAAAAAAAAJHH
269 lines
7.2 KiB
C#
269 lines
7.2 KiB
C#
/*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<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 = 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;
|
|
}
|
|
}*/
|