Ejemplo n.º 1
0
    public override void IterateOpenSet()
    {
        OpenSetIterations++;

        //Path doesnt exist if the openset runs out
        if (OpenSet.Count <= 0)
        {
            Log.Print("no path found");
            GridManager.Instance.HideAllParentIndicators();
            FindingPathway = false;
            return;
        }

        //Take the front node from the open set
        Node Current = OpenSet[0];

        OpenSet.Remove(Current);
        Current.Closed = true;

        //Pathway is completed once the end node has been reached
        if (Current == PathEnd)
        {
            Log.Print("Pathway found after " + OpenSetIterations + " iterations.");
            FindingPathway = false;
            GridManager.Instance.HideAllParentIndicators();
            foreach (Node Step in GridManager.Instance.GetCompletedPathway(PathStart, PathEnd))
            {
                Step.SetType(NodeType.Pathway);
            }
            return;
        }

        //Process all the nodes neighbours
        foreach (Node Neighbour in GridManager.Instance.GetTraversableNeighbours(Current))
        {
            //Skip neighbours already searched
            if (Neighbour.Closed || Neighbour.Opened)
            {
                continue;
            }

            //Move this neighbour onto the open list, open it and update its parent
            OpenSet.Add(Neighbour);
            Neighbour.Opened = true;
            Neighbour.Parent = Current;
            Neighbour.ToggleParentIndicator(true);
            Neighbour.PointIndicator(Neighbour.GetDirection(Current));
        }
    }
Ejemplo n.º 2
0
    public override void IterateOpenSet()
    {
        //Track how many iterations have taken place to find this pathway so far
        OpenSetIterations++;

        //If the open set is empty, then no pathway was able to be found
        if (OpenSet.Count <= 0)
        {
            //Print a failure message and reset the grid
            Log.Print("Unable to find a valid pathway using A* algorithm.");
            FindingPathway = false;
            GridManager.Instance.HideAllParentIndicators();
            return;
        }

        //Get the cheapest node currently being stored in the open set
        Node Current = GridManager.Instance.FindCheapestNode(OpenSet);

        OpenSet.Remove(Current);

        //When Current matches the end node, the pathway is ready to be reconstructed
        if (Current == PathEnd)
        {
            //Announce the pathway has been found and how long it took to find
            Log.Print("A* pathfinding completed after " + OpenSetIterations + " iterations.");

            //Hide all parent indicators
            GridManager.Instance.HideAllParentIndicators();

            //Grab and display the final pathway
            List <Node> Pathway = GridManager.Instance.GetCompletedPathway(PathStart, PathEnd);
            foreach (Node PathStep in Pathway)
            {
                PathStep.SetType(NodeType.Pathway);
            }

            //Finalize the process
            FindingPathway = false;
            return;
        }

        //Remove the current node from the open set, then iterate over its neighbours
        OpenSet.Remove(Current);
        foreach (Node Neighbour in GridManager.Instance.GetTraversableNeighbours(Current))
        {
            if (Current.GScore < Neighbour.GScore)
            {
                //Update this as the preferred way to travel
                Neighbour.Parent = Current;
                Neighbour.ToggleParentIndicator(true);
                Neighbour.PointIndicator(Neighbour.GetDirection(Current));

                //Update neighbours score values
                Neighbour.GScore = Current.GScore;
                Neighbour.FScore = Neighbour.GScore + GridManager.FindHeuristic(Neighbour, PathEnd);

                //Add neighbour to open set if its not there already
                if (!OpenSet.Contains(Neighbour))
                {
                    OpenSet.Add(Neighbour);
                }
            }
        }
    }
Ejemplo n.º 3
0
    public override void IterateOpenSet()
    {
        //Track how many iterations have taken place to find this pathway
        OpenSetIterations++;

        //Once the openset has been exhausted its time to complete the pathway
        if (OpenSet.Count <= 0)
        {
            //Get the completed pathway
            List <Node> Pathway = GridManager.Instance.GetCompletedPathway(PathStart, PathEnd);

            //If the path is empty, then no pathway was able to be found between the target nodes
            if (Pathway == null)
            {
                //Print a failure message and reset the grid
                Log.Print("Unable to find a valid pathway using Dijkstras algorithm.");
                FindingPathway = false;
                GridManager.Instance.HideAllParentIndicators();
                return;
            }

            //Announce the pathway has been found
            Log.Print("Dijkstras pathfinding completed after " + OpenSetIterations + " iterations.");

            //Hide all the neighbour indicators
            GridManager.Instance.HideAllParentIndicators();

            //Change the type of all nodes in the pathway to display it in the game
            foreach (Node PathStep in Pathway)
            {
                PathStep.SetType(NodeType.Pathway);
            }

            //Complete the process
            FindingPathway = false;
            return;
        }

        //Find the new current node, then iterate through all its neighbours
        Node Current = GridManager.Instance.FindCheapestNode(OpenSet);

        OpenSet.Remove(Current);
        foreach (Node Neighbour in GridManager.Instance.GetTraversableNeighbours(Current))
        {
            //Ignore nodes not listed in the open set
            if (!OpenSet.Contains(Neighbour))
            {
                continue;
            }

            //check if its cheaper to travel over this neighbour
            float NeighbourCost = Current.FScore + GridManager.FindHeuristic(Current, Neighbour);
            if (NeighbourCost < Neighbour.FScore)
            {
                //update this neighbour as the best way to travel
                Neighbour.FScore = NeighbourCost;
                Neighbour.Parent = Current;
                Neighbour.ToggleParentIndicator(true);
                Neighbour.PointIndicator(Neighbour.GetDirection(Current));
            }
        }
    }