Beispiel #1
0
        private void HexSimulation()
        {
            var hexMap = _mapFactory.GetHexMap();

            _vehicle.CurrentHexCell = new Coordinate2D(0, 0, OffsetTypes.OddRowsRight);
            var optimalPath = _pathPlanner.GenerateOptimalHexPath(hexMap, _vehicle);
            var finished    = false;
            var totalMoves  = 0;

            while (!finished)
            {
                totalMoves += 1;
                _simulationResults.HexPath.Add(_vehicle.CurrentHexCell);

                var detectionCells = DetectionHead.GetCoveredCells(hexMap.Graph, _vehicle.CurrentHexCell, _vehicle.DetectorRadius, _vehicle.TurnRadius);
                //Check Cells for mine
                var detection = CheckCells(detectionCells);
                //mark as cleared
                hexMap.Graph.SetCellsTerrainType(detectionCells, hexMap.ClearedTerrain);
                //Handle any detections
                if (detection)
                {
                    _reactivePathPlanner.GenerateReactiveHexPath(hexMap, optimalPath, _vehicle.CurrentHexCell);
                }

                //If the reactive Planner is not empty, empty it before the optimal.
                if (_reactivePathPlanner.ReactiveHexPath.TryDequeue(out var next))
                {
                    _vehicle.CurrentHexCell = next;
                }
                //Else we will work off of the optimal path
                else
                {
                    //If the optimal path is empty we are done otherwise pop.
                    if (!optimalPath.TryDequeue(out var nextOptimal))
                    {
                        finished = true;
                        continue;
                    }

                    if (hexMap.Graph.IsCellBlocked(nextOptimal))
                    {
                        _reactivePathPlanner.GenerateReactiveHexPath(hexMap, optimalPath, _vehicle.CurrentHexCell);
                    }
                    else
                    {
                        _vehicle.CurrentHexCell = nextOptimal;
                    }
                }
            }


            //Debugging information
            var(cleared, uncleared)              = CoveredCells();
            _simulationResults.HexClearedCells   = cleared;
            _simulationResults.HexUnClearedCells = uncleared;
            _simulationResults.HexTotalMoves     = totalMoves;
            _simulationResults.HexBombsFound     = hexBombsFound.Count;
            _simulationResults.HexMappedBombs    = hexBombsFound.ToList();

            foreach (var cell in hexMap.Graph.GetAllCells())
            {
                if (cell.TerrainType.Id == hexMap.ClearedTerrain.Id)
                {
                    _simulationResults.HexCoveredCells.Add(cell.Coordinate3.To2D(hexMap.OffsetType));
                }
            }
        }