Beispiel #1
0
        public void CanPeekValues()
        {
            var dict = new PriorityDictionary <Point, float>();

            for (var x = 0; x < 10; x++)
            {
                for (var y = 0; y < 10; y++)
                {
                    dict.Add(new Point(x, y), ((x - 2) * (x - 2.5f)) + ((y - 3) * (y - 3.2f)));
                }
            }

            var min = dict.PopMin();

            Assert.AreEqual(0, min.Value, 0.01f);
            Assert.AreEqual(new Point(2, 3), min.Key);

            min = dict.PeekMin();
            Assert.AreEqual(0.5, min.Value, 0.01f);
            Assert.AreEqual(new Point(3, 3), min.Key);

            var max = dict.PeekMax();

            Assert.AreEqual(80.3f, max.Value, 0.01f);
            Assert.AreEqual(new Point(9, 9), max.Key);
        }
Beispiel #2
0
        // Use this for initialization
        void Start()
        {
            if (seed < 0)
            {
                seed = (int)(new System.Random().NextDouble() * 1000000.0);
            }
            LODdistances              = new float[] { 0.005f, 0.03f, 0.1f, 0.3f, 0.5f, 1f, 2f, 5f, 20f, 30f };
            threads                   = new List <BaseThread>();
            threadExceptions          = new List <Exception>();
            regionCalculationStack    = new RegionStack();
            regionRenderQueue         = new PriorityDictionary <Region>();
            regionPlannedDestroyQueue = new PriorityDictionary <Region>();
            regionDestroyQueue        = new PriorityDictionary <Region>();
            celestials                = new List <CelestialBody>();
            UpdatePlayerPosition();
            StartThreads();
            Texture2D skybox = new ProceduralSkybox(seed, 256).GenerateTexture();

            materialController.skyboxMaterial.SetTexture("_MainTex", skybox);

            systemData = new SystemData(this, seed);
            systemData.GenerateSystem();
            text = GameObject.Find("Debug").GetComponent <Text>();
            planetHud.GeneratePlanetHuds();
        }
Beispiel #3
0
        public void CanAddItems()
        {
            var dict = new PriorityDictionary <int, string>();

            dict.Add(1, "Test");
            Assert.AreEqual(dict[1], "Test");
        }
Beispiel #4
0
        public void CanUseCustomComparer(bool useComparer)
        {
            var dict = new PriorityDictionary <Point, TestContainer>((a, b) => a.Content.CompareTo(b.Content));

            if (useComparer)
            {
                dict = new PriorityDictionary <Point, TestContainer>(new TestContainerComparer());
            }

            for (var x = 0; x < 10; x++)
            {
                for (var y = 0; y < 10; y++)
                {
                    dict.Add(new Point(x, y), new TestContainer(Math.Abs(x - 4) + Math.Abs(y - 6)));
                }
            }

            var min = dict.PopMin();

            Assert.AreEqual(0, min.Value.Content);
            Assert.AreEqual(new Point(4, 6), min.Key);

            min = dict.PeekMin();
            Assert.AreEqual(1, min.Value.Content);

            var max = dict.PeekMax();

            Assert.AreEqual(11, max.Value.Content);
        }
Beispiel #5
0
 private static void EnqueueIfPassable(ICollection <int> seen, int newCell, int cost,
                                       PriorityDictionary <int, int> queue)
 {
     if (Grid.IsValidCell(newCell) && Grid.Element[newCell]?.IsSolid == false &&
         !seen.Contains(newCell))
     {
         seen.Add(newCell);
         queue.Enqueue(cost, newCell);
     }
 }
Beispiel #6
0
        public void ThrowsIfNotComparable()
        {
            var dict = new PriorityDictionary <Point, TestContainer>();

            _ = Assert.ThrowsException <ArgumentException>(() =>
            {
                dict.Add(new Point(), new TestContainer());
                dict.Add(new Point(), new TestContainer());
            });
        }
Beispiel #7
0
        public void CanRemoveMinValue()
        {
            var dict = new PriorityDictionary <int, string>();

            dict.Add(1, "BBB");
            dict.Add(2, "AAA");
            var min = dict.PopMin();

            Assert.AreEqual("AAA", min.Value);
            Assert.AreEqual(2, min.Key);
        }
Beispiel #8
0
    /// <summary>
    /// Initializes the fish object
    /// </summary>
    protected override void Awake()
    {
        // Call parent LightSource Awake() first
        base.Awake();

        // Initialize action priority dictionary
        this.actions = new PriorityDictionary();
        this.Move();

        // Cache the 'Steerable' component attached to the GameObject performing this action
        this.steerable = transform.GetComponent <Steerable>();
        // Set the fish's initial swim direction
        steerable.WanderAngle = defaultWanderAngle;
    }
Beispiel #9
0
        /// <summary>
        /// Adds nodes to queue by priority, processing the specified node neighbors
        /// </summary>
        /// <param name="openPathsQueue">Queue</param>
        /// <param name="nodesData">Nodes data dictionary</param>
        /// <param name="currentNode">Current node</param>
        /// <param name="end">End node</param>
        /// <param name="heuristicMethod">Heuristic metod</param>
        /// <param name="heuristicEstimateValue">Heuristic estimate value</param>
        private static void ProcessNeighbors(PriorityDictionary <GridNode, float> openPathsQueue, Dictionary <GridNode, AStarQueryData> nodesData, GridNode currentNode, GridNode end, HeuristicMethods heuristicMethod, int heuristicEstimateValue)
        {
            //Search every possible direction from the current node
            for (int i = 1; i < currentNode.Connections.Length; i++)
            {
                var nextNode = currentNode[i];
                if (nextNode == null)
                {
                    continue;
                }

                if (!nodesData.ContainsKey(nextNode))
                {
                    nodesData.Add(nextNode, new AStarQueryData());
                }

                if (nextNode.State == GridNodeStates.Closed)
                {
                    //Impassable node
                    continue;
                }

                var nextNodeData = nodesData[nextNode];
                if (nextNodeData.State == GridNodeStates.Closed)
                {
                    //Closed node
                    continue;
                }

                float newGone = currentNode.TotalCost + ((int)nextNodeData.State);

                if (nextNodeData.State == GridNodeStates.Clear && nextNode.TotalCost < newGone)
                {
                    continue;
                }

                nextNodeData.NextNode = currentNode;
                nextNodeData.Cost     = newGone;
                nextNodeData.State    = GridNodeStates.Clear;

                //Calculate priority from next to end
                float heuristicValue = CalcHeuristic(
                    nextNode.Center,
                    end.Center,
                    heuristicMethod);

                openPathsQueue.Enqueue(nextNode, newGone + (heuristicEstimateValue * heuristicValue));
            }
        }
Beispiel #10
0
        protected override void VisualizeCells(ICollection <VisCellData> newCells)
        {
            // Rotation is only used to rotate the offset, radius is the same in all directions
            int startCell = RotateOffsetCell(Grid.PosToCell(gameObject), offset);

            if (Grid.IsValidCell(startCell) && Grid.Element[startCell]?.IsSolid == false)
            {
                var queue = new PriorityDictionary <int, int>(radius * radius);
                // Initial cell is seen
                var seen = HashSetPool <int, ElementConsumerVisualizer> .Allocate();

                try {
                    queue.Enqueue(0, startCell);
                    seen.Add(startCell);
                    // Dijkstra's algorithm
                    do
                    {
                        queue.Dequeue(out int cost, out int newCell);
                        if (cost < radius - 1)
                        {
                            // Cardinal directions
                            EnqueueIfPassable(seen, Grid.CellLeft(newCell), cost + 1, queue);
                            EnqueueIfPassable(seen, Grid.CellRight(newCell), cost + 1, queue);
                            EnqueueIfPassable(seen, Grid.CellAbove(newCell), cost + 1, queue);
                            EnqueueIfPassable(seen, Grid.CellBelow(newCell), cost + 1, queue);
                        }
                    } while (queue.Count > 0);
                    // Add all cells as normal color
                    foreach (var cell in seen)
                    {
                        newCells.Add(new VisCellData(cell, color));
                    }
                } finally {
                    seen.Recycle();
                }
            }
        }
Beispiel #11
0
 public XmlBinaryWriterSession()
 {
     _nextKey = 0;
     _maps    = new PriorityDictionary <IXmlDictionary, IntArray>();
     _strings = new PriorityDictionary <string, int>();
 }
    /// <summary>
    /// Initializes the fish object
    /// </summary>
    protected override void Awake()
    {
        // Call parent LightSource Awake() first
        base.Awake();

        // Initialize action priority dictionary
        this.actions = new PriorityDictionary();
        this.Move();

        // Cache the 'Steerable' component attached to the GameObject performing this action
        this.steerable = transform.GetComponent<Steerable>();
        // Set the fish's initial swim direction
        steerable.WanderAngle = defaultWanderAngle;
    }
Beispiel #13
0
        public void CanBeConstructed()
        {
            var dict = new PriorityDictionary <int, string>();

            Assert.IsTrue(dict is IDictionary <int, string>);
        }
Beispiel #14
0
        /// <summary>
        /// Gets the path from start to end
        /// </summary>
        /// <param name="start">Start node</param>
        /// <param name="end">End node</param>
        /// <param name="heuristicMethod">Heuristic metod</param>
        /// <param name="heuristicEstimateValue">Heuristic estimate value</param>
        /// <returns>Returns the path from start to end</returns>
        private static Vector3[] CalcReturnPath(GridNode start, GridNode end, HeuristicMethods heuristicMethod, int heuristicEstimateValue)
        {
            //New queue
            PriorityDictionary <GridNode, float> openPathsQueue = new PriorityDictionary <GridNode, float>();
            //Data dictionary
            Dictionary <GridNode, AStarQueryData> nodesData = new Dictionary <GridNode, AStarQueryData>();

            //Add first node
            openPathsQueue.Enqueue(start, 1);
            nodesData.Add(start, new AStarQueryData());

            bool nodeFound = false;

            while (openPathsQueue.Count > 0)
            {
                //Dequeue the node with lower priority
                var item = openPathsQueue.Dequeue();

                var currentNode     = item.Value;
                var currentNodeData = nodesData[currentNode];

                //If the node is not closed to continue the process
                if (currentNodeData.State != GridNodeStates.Closed)
                {
                    //Set the node status Closed
                    currentNodeData.State = GridNodeStates.Closed;

                    //If the current node is the destination node has found the way
                    if (currentNode == end)
                    {
                        currentNodeData.State = GridNodeStates.Closed;
                        nodeFound             = true;

                        break;
                    }
                    else
                    {
                        //Process neigbors
                        ProcessNeighbors(
                            openPathsQueue, nodesData,
                            currentNode, end,
                            heuristicMethod, heuristicEstimateValue);
                    }
                }
            }

            if (nodeFound)
            {
                //We found a valid path
                List <Vector3> solvedList = new List <Vector3>();

                var node = end;
                while (node != null)
                {
                    solvedList.Insert(0, node.Center);

                    node = nodesData[node].NextNode;
                }

                return(solvedList.ToArray());
            }
            else
            {
                //If no result...
                return(new Vector3[] { });
            }
        }
 public XmlBinaryWriterSession()
 {
     this.nextKey = 0;
     this.maps    = new PriorityDictionary <IXmlDictionary, IntArray>();
     this.strings = new PriorityDictionary <string, int>();
 }