Ejemplo n.º 1
0
    /// <summary>
    /// Handles the event which is fired if the player has reached the target point.
    /// </summary>
    private void ReachedTargetPoint()
    {
        // Special case: Path Discovery.
        if (performsPathDiscovery && originRouter != null)
        {
            if (isLogEnabled)
            {
                Debug.Log("DijkstraMovementManager: PathDiscovery: Need to move player back to origin router.");
            }

            performsPathDiscovery = false;
            movementScript.ControlPuddleSpawning(false);

            // Move player back to origin router.
            movementScript.MovePlayer(originRouter);

            originRouter = null;
        }
        else
        {
            SpriteRenderer sr = player.GetComponentInChildren <SpriteRenderer>();
            sr.color = Color.white;
            // Update the routing table.
            routingTableUI.UpdateRoutingTableUI();

            // Show the path costs.
            if (currentPath != null && currentPath.IsDiscovered() == true)
            {
                currentPath.DisplayPathCosts();

                // Display path costs also for the way back.
                dijkstraManager.GetInversePath(currentPath).DisplayPathCosts();
                //writeFileLog
            }

            // If it is a valid discovery move, check if the current working router is completely handled now.
            if (currentStatus == DijkstraStatus.VALID_HOP_DISCOVERY || currentStatus == DijkstraStatus.VALID_HOP)
            {
                bool isHandled = dijkstraManager.IsCurrentWorkingRouterHandledCompletely();
                if (isHandled)
                {
                    dijkstraManager.GetCurrentPlayerPosition().GetComponent <RouterScript>().HighlightRouter();
                    if (soundManager != null)
                    {
                        soundManager.PlaySound(SoundManager.SoundType.RunComplete);
                    }
                }
            }
        }
    }
Ejemplo n.º 2
0
    /// <summary>
    /// Checks whether the current working router is completely handled, i.e. all paths from
    /// or to this router have been discovered by the player.
    /// </summary>
    /// <returns>Returns true, if all paths from or to the current working router are discovered. Returns false, if there
    ///     are still undiscovered paths.</returns>
    public bool IsCurrentWorkingRouterHandledCompletely()
    {
        bool handledCompletely = true;

        for (int i = 0; i < graphRepresentation2.GetLength(1); i++)
        {
            PathScript path = graphRepresentation2[routerScriptCurrentPlayerPosition.GetRouterIndex(), i];  // extract a path from or to the current working router.
            if (path != null)
            {
                if (!path.IsDiscovered())
                {
                    handledCompletely = false;  // There is still an undiscovered path, so the working router isn't handled completely so far.
                }
            }
        }

        return(handledCompletely);
    }
Ejemplo n.º 3
0
    /// <summary>
    /// Checks whether the attempted hop by the player is a valid hop which fulfills the conditions of the dijkstra algorithm.
    /// First, it is checked whether the path is connecting the router on which the player is currently located and an adjacent router.
    /// If not, it is an invalid hop. Second, it is checked whether the path is already discovered. If not, it is a valid hop, but a
    /// hop in discovery mode. If the path it is not discovered and there are still undiscovered paths connected to the router on which the player is
    /// located, it is an invalid hop due to undiscovered neighbors.  Third, if the target router of this path has already been handled, the user
    /// can move back to this router, so its a valid hop. Finally, if non of the cases mentioned before has applied, the player wants to perform an
    /// actual movement towards an router which should be handled by the dijkstra algorithm next. It is checked whether the target router determined by
    /// the path is actually a router that the dijkstra algorithm would handle next. If it is, it is a valid hop, otherwise it is an invalid hop concerning
    /// the dijkstra algorithm.
    /// </summary>
    /// <param name="path">The path between the two routers which should be passed in this hop.</param>
    /// <returns>The result of the dijkstra path check.</returns>
    public DijkstraStatus IsValidHop(PathScript path)
    {
        RouterScript from;
        RouterScript to;

        DijkstraMove dijkstraMove = new DijkstraMove();

        // Get path script.
        //PathScript currentPath = graphRepresentation2[from.GetRouterIndex(), to.GetRouterIndex()];
        PathScript currentPath = path;

        if (currentPath == null)
        {
            // Invalid hop, no path found between these routers.
            return(DijkstraStatus.HOP_UNREACHABLE);
        }

        // Check on which of the routers the player is located.
        if (path.from.GetComponent <RouterScript>() == routerScriptCurrentPlayerPosition)
        {
            to   = path.to.GetComponent <RouterScript>();
            from = path.from.GetComponent <RouterScript>();
        }
        else if (bidirectional && path.to.GetComponent <RouterScript>() == routerScriptCurrentPlayerPosition)
        {
            to   = path.from.GetComponent <RouterScript>();
            from = path.to.GetComponent <RouterScript>();
        }
        else
        {
            dijkstraMove.Source      = routerScriptCurrentPlayerPosition;
            dijkstraMove.Destination = currentPath.from.GetComponent <RouterScript>();
            dijkstraMove.Status      = DijkstraStatus.HOP_UNREACHABLE;
            listOfMoves.Add(dijkstraMove);

            // Invalid hop if player is not located on one of these routers.
            return(DijkstraStatus.HOP_UNREACHABLE);
        }

        // Store the routers in the DijkstraMove object.
        dijkstraMove.Source      = from;
        dijkstraMove.Destination = to;


        // Check if player is in error recovery mode.
        if (errorRecovery)
        {
            dijkstraMove.Status = DijkstraStatus.ERROR_RECOVERY;
            listOfMoves.Add(dijkstraMove);

            return(DijkstraStatus.ERROR_RECOVERY);
        }

        // Check whether the path is already discovered.
        if (!currentPath.IsDiscovered())
        {
            dijkstraMove.Status = DijkstraStatus.VALID_HOP_DISCOVERY;
            listOfMoves.Add(dijkstraMove);

            // It is a valid hop. It is a path discovery move.
            return(DijkstraStatus.VALID_HOP_DISCOVERY);
        }

        // Check if all paths to the adjacent routers have already been discovered.
        for (int i = 0; i < graphRepresentation2.GetLength(1); i++)
        {
            PathScript pathToNeighbor = graphRepresentation2[from.GetRouterIndex(), i];
            if (pathToNeighbor != null && !pathToNeighbor.IsDiscovered())
            {
                dijkstraMove.Status = DijkstraStatus.UNDISCOVERED_PATHS;
                listOfMoves.Add(dijkstraMove);

                // Not a valid move. The player needs to perform path discovery on all paths of this router first.
                return(DijkstraStatus.UNDISCOVERED_PATHS);
            }
        }

        // Check if the router has already been handled by the dijkstra algorithm.
        // If the router has already been handled, the player can perform a hop to this router.
        // Perform this check after the 'all paths discovered' check to make sure the player has handled the current working router completely before moving back to a already handled router.
        if (!priorityQueue.IsContained(to))
        {
            dijkstraMove.Status = DijkstraStatus.NOP;
            listOfMoves.Add(dijkstraMove);

            // Valid hop.
            return(DijkstraStatus.NOP);
        }

        // Check if the hop conforms to the hop which will be performed by the Dijkstra algorithm.
        // To do this, get the next hop from the priority queue, i.e. the router with the currently shortest distance.
        if (priorityQueue.Peek() == to)
        {
            dijkstraMove.Status = DijkstraStatus.VALID_HOP;
            listOfMoves.Add(dijkstraMove);

            // All conditions are met. It is a valid move.
            return(DijkstraStatus.VALID_HOP);
        }
        else
        {
            // It is still possible that there is another router which has the same distance and is thus a valid next hop.
            bool isValidHop = false;
            // To check this, we need to remove the elements before this router from the queue and later put them back in.
            RouterScript headOfQueue = priorityQueue.PullHighest();
            // Check the following routers. Stop if they have a higher priority than the original head.
            List <RouterScript> nextRouterCandidates = new List <RouterScript>();
            while (priorityQueue.Count() > 0 && priorityQueue.Peek().GetPriority() == headOfQueue.GetPriority())
            {
                RouterScript candidateRouter = priorityQueue.PullHighest();
                nextRouterCandidates.Add(candidateRouter);
                if (candidateRouter == to)
                {
                    isValidHop = true;
                    break;
                }
            }

            // Store the candidate routers and the original headOfQueue back into the priority queue.
            priorityQueue.Enqueue(headOfQueue);
            for (int i = 0; i < nextRouterCandidates.Count; i++)
            {
                priorityQueue.Enqueue(nextRouterCandidates[i]);
            }

            // Break if it isn't a valid hop.
            if (!isValidHop)
            {
                dijkstraMove.Status = DijkstraStatus.WRONG_HOP;
                listOfMoves.Add(dijkstraMove);

                return(DijkstraStatus.WRONG_HOP);
            }
        }

        dijkstraMove.Status = DijkstraStatus.VALID_HOP;
        listOfMoves.Add(dijkstraMove);

        // All conditions are met. It is a valid move.
        return(DijkstraStatus.VALID_HOP);
    }