96a90a647d
runs without screaming, don't have output yet though
174 lines
4.3 KiB
C#
174 lines
4.3 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using System.Linq;
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public class Pathfinder : MonoBehaviour
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{
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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 List<State>();
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LogicGrid world;
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public static Vector2Int agent;
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public static List<Vector2Int> obstacles;
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public static List<Vector2Int> samples;
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public static int algorithm; // 0 = A* | 1 = dfs | 2 = bfs
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public static int heuristic; // 0 = h0 | 1 = h1 | 2 = h2
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public static int height;
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public static int width;
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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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this.world = world;
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height = world.GetHeight();
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width = world.GetWidth();
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agent = a;
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obstacles = o;
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samples = s;
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algorithm = algo;
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heuristic = heu;
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printInfo();
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StartWork();
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}
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public void printInfo()
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{
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Debug.Log("Agent: " + agent[0] + "," + agent[1]);
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for (int i = 0; i < obstacles.Count; i++)
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{
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Debug.Log("Obstacle " + i + ": " + obstacles[i].x + ", " + obstacles[i].y);
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}
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for (int i = 0; i < samples.Count; i++)
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{
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Debug.Log("Sample " + i + ": " + samples[i].x + ", " + samples[i].y);
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}
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}
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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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Stack<Node> result = new Stack<Node>();
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if (algorithm == 0)
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{
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result = StartAStar(initialState);
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}
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}
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public static Stack<Node> StartAStar(Node initialState)
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{
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Stack<Node> solution = new Stack<Node>();
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Queue<Node> open = new Queue<Node>();
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//PriorityQueue<Node> open = new PriorityQueue<Node>();
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open.Enqueue(initialState);
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int cap = 10000;
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while (true && cap > 0)
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{
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if (!open.Any())
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return solution;
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Node currentNode = open.Dequeue();
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// check whether we are in goal state
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if (currentNode.samples.Count() == 0)
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{
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var orderedList = open.OrderBy(Node => Node.fn);
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while (currentNode.parent != null)
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{
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solution.Push(currentNode);
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currentNode = currentNode.parent;
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}
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return solution;
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}
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// if not, expand children and continue
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List<Node> children = currentNode.expand(-1);
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if (heuristic.Equals("h0"))
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h0(children);
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/* else if (heuristic.Equals("h1"))
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h1(children);
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else if (heuristic.Equals("h2"))
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h2(children);*/
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foreach (Node child in children)
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{
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open.Enqueue(child);
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}
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cap--;
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}
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}
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// HEURISTICS FOR ASTAR
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public static List<Node> h0(List<Node> children)
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{
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List<Node> sorted = new List<Node>();
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for (int i = 0; i < children.Count(); i++)
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{
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// estimated moves left: zero
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children[i].heuristic = 0;
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sorted.Add(children[i]);
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}
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sorted = sorted.OrderBy(Node => Node.fn).ToList();
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return sorted;
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}
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/* public static List<Node> h1(List<Node> children)
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{
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Queue<Node> sorted = new PriorityQueue<>(new NodeComparator());
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for (int i = 0; i < children.size(); i++)
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{
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// estimated moves left: samples left
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children.get(i).heuristic = children.get(i).samples.size();
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sorted.add(children.get(i));
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}
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return children;
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}
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public static Queue<Node> h2(List<Node> children)
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{
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Queue<Node> sorted = new PriorityQueue<>(new NodeComparator());
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if (children.size() == 0)
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return sorted;
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Node child;
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for (int i = 0; i < children.size(); i++)
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{
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// estimated moves left:
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// distance to nearest sample + 1 (+1 to account for sample action)
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child = children.get(i);
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child.heuristic = Node.distance(child.agent, child.nearestSample()) + 1;
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sorted.add(child);
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}
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return sorted;
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}*/
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}
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