Beispiel #1
0
        private static bool isGoalReachable(CollisionMap Map)
        {
            List <CollisionMapElement> neighboursToCheck = Map.getElement(Map.GoalPosition).getUnblockedNeighbours();
            List <CollisionMapElement> elementList       = new List <CollisionMapElement>();

            //Debug.Log("isGoalReachable");
            while (neighboursToCheck.Except(elementList).Count() > 0)
            {
                CollisionMapElement target = neighboursToCheck[0];
                if (!elementList.Contains(target))
                {
                    elementList.Add(target);
                }

                List <CollisionMapElement> neighbours = target.getUnblockedNeighbours();

                if (
                    neighboursToCheck.Except(neighbours).Count() != 0 &&
                    elementList.Intersect(neighbours).Count() != neighbours.Count()
                    )
                {
                    neighboursToCheck.AddRange(neighbours.Except(neighboursToCheck).ToList());
                }
                neighboursToCheck.Remove(target);
            }
            //Map.printMap();
            //Debug.Log("end isGoalReachable");

            return(elementList.Any(element => element.ElementCoordinate.Equals(Map.CurrentPosition)));
        }
Beispiel #2
0
        private static PlayerMovementPath getCachedSolution(CollisionMap Map)
        {
            if (cachedSolutions.Count == 0)
            {
                return(null);
            }

            //Debug.Log(cachedSolutions.Count);

            return(cachedSolutions.Find(path => path.StartCoordinate.Equals(Map.CurrentPosition) && path.GoalCoordinate.Equals(Map.GoalPosition)));
        }
        public override bool Equals(System.Object map)
        {
            // There is no map
            if (map == null)
            {
                return(false);
            }

            // Wrong type
            if (!map.GetType().IsAssignableFrom(this.GetType()))
            {
                return(false);
            }

            CollisionMap targetMap = (CollisionMap)map;

            // Player is at a different coordinate
            if (!targetMap.CurrentPosition.Equals(this.CurrentPosition))
            {
                return(false);
            }

            //  Are the blocks the same?
            for (int i = 0; i >= this.Width - 1; i++)
            {
                for (int j = 0; j >= this.Height; j++)
                {
                    if (targetMap.getElement(new Coordinate(i, j)).Blocked != this.getElement(new Coordinate(i, j)).Blocked)
                    {
                        return(false);
                    }
                }
            }

            return(true);
        }
Beispiel #4
0
        public static PlayerMovementPath ProcessSolution(CollisionMap Map)
        {
            PlayerMovementPath        currentPath   = null;
            List <PlayerMovementPath> statesToCheck = new List <PlayerMovementPath>();
            PlayerMovementPath        solution      = null;

            // If we have this map saved, we can attempt to get the solution from cache
            if (Map.Equals(targetMap))
            {
                // Attempt to get it from cache
                solution = getCachedSolution(Map);
                if (solution != null)
                {
                    //return solution;
                }
            }
            else
            {
                targetMap = Map;
                cachedSolutions.Clear();
            }

            if (!isGoalReachable(Map))
            {
                return(null);
            }

            int stateCount = 0;

            //Debug.Log("ProcessSolution");
            while (true)
            {
                if (currentPath == null)
                {
                    currentPath = new PlayerMovementPath();
                    currentPath.CoordinatePath.Add(Map.CurrentPosition);
                    currentPath.HeuristicValue = Map.getElement(Map.CurrentPosition).DistanceFromGoal;
                }
                else
                {
                    if (statesToCheck.Count() == 0)
                    {
                        // If we have searched through all possible states, we cannot reach goal. End
                        break;
                    }

                    int heuristicValue = statesToCheck.Min(path => path.HeuristicValue);

                    currentPath = statesToCheck.Where(path => path.HeuristicValue == heuristicValue).FirstOrDefault();

                    // Do not need to check any states that are currently looking at this position
                    statesToCheck.RemoveAll(path => path.LastCoordinate == currentPath.LastCoordinate);
                }
                // We have found the solution
                if (Map.GoalPosition.Equals(currentPath.getLastCoordinate()))
                {
                    solution = currentPath;
                    break;
                }
                stateCount++;
                // Add all states to the list
                statesToCheck.AddRange(createProposedMovementPaths(currentPath, Map));
            }

            //Debug.Log("ProcessSolution end");

            if (solution != null)
            {
                solution.CoordinatePath.RemoveAt(0);
                solution.StartCoordinate = Map.CurrentPosition;
                solution.GoalCoordinate  = Map.GoalPosition;
                //Debug.Log("adding solution");
                cachedSolutions.Add(solution);
            }

            return(solution);
        }
Beispiel #5
0
        private static List <PlayerMovementPath> createProposedMovementPaths(PlayerMovementPath currentMovementPath, CollisionMap Map)
        {
            List <PlayerMovementPath> paths = new List <PlayerMovementPath>();

            // Get the unblocked neighbours at the current coordinate
            List <CollisionMapElement> childElements = Map.getElement(currentMovementPath.getLastCoordinate()).getUnblockedNeighbours();

            foreach (CollisionMapElement element in childElements)
            {
                // Do not go back the direction you just came
                if (!element.ElementCoordinate.Equals(currentMovementPath.getSecondToLastCoordinate()))
                {
                    PlayerMovementPath newMovementPath = currentMovementPath.Clone();
                    // Add the other coordinates
                    newMovementPath.CoordinatePath.Add(element.ElementCoordinate);
                    newMovementPath.HeuristicValue = Map.getElement(element.ElementCoordinate).DistanceFromGoal + currentMovementPath.getDistanceTravelled();
                    paths.Add(newMovementPath);
                }
            }

            return(paths);
        }