Example #1
0
    public override void StartAlgorithm(TDTile start, TDTile end, TGMap map)
    {
        algoSteps.Clear();

        SimplePriorityQueue <TDTile> frontier = new SimplePriorityQueue <TDTile>();

        frontier.Enqueue(start, 0);

        Dictionary <TDTile, TDTile> cameFrom = new Dictionary <TDTile, TDTile>();

        cameFrom.Add(start, null);

        float priority = 0.0f;

        while (frontier.Count > 0)
        {
            TDTile currentTile = frontier.Dequeue();
            Debug.Log("Dequeue Tile: " + currentTile.GetHashCode());
            if (currentTile.GetTileType() == (int)TILE_TYPE.ENDPOINT)
            {
                break;
            }

            AlgorithmStep algoStep = new AlgorithmStep(currentTile);
            algoSteps.Add(algoStep);

            foreach (TDTile nextTile in currentTile.neighbours)
            {
                if (nextTile == null || nextTile.GetTileType() == (int)TILE_TYPE.WATER || nextTile.GetTileType() == (int)TILE_TYPE.WALL)
                {
                    continue;
                }

                // diagonal step check: if neighbour is diagonal but diagonal step not allowed --> we skip
                if (IsDiagonalNeighbour(currentTile, nextTile) && !IsDiagonalStepAllowed())
                {
                    continue;
                }

                algoTiles.Add(nextTile);

                if (!cameFrom.ContainsKey(nextTile))
                {
                    priority = Heuristic(end, nextTile) + ComputeVectorCrossProduct(start, end, nextTile);                     // TODO: add priority field to TDTile? to debug and or display priority in game
                    frontier.Enqueue(nextTile, priority);
                    //Debug.Log("Enqueue Tile: " + nextTile.GetHashCode() + " - priority: " + priority);
                    cameFrom.Add(nextTile, currentTile);
                    algoStep.NeighbourTiles.Add(nextTile);                     // WRONG! WE NEED TO LOOK AT THE TILE WITH LOWEST HEURISTIC FIRST
                }
            }
        }

        GeneratePath(end, cameFrom);
    }