Example #1
0
        public List <Node> AStar()
        {
            // Pop off lowest F
            int? min     = OpenList.Min(n => n.F);
            Node current = OpenList.Where(n => n.F == min).First();

            OpenList.Remove(current);

            // Check for goal
            if (current.Equals(Goal))
            {
                ClosedList.Push(current);
                return(ClosedList.Reverse().ToList());
            }

            else
            {
                //possibleMoves = GetPassibleNodes(current);
                OpenList = GetPassibleNodes(current);
                List <Node> toRemove = new List <Node>();

                OpenList.ForEach(n =>
                {
                    if (ClosedList.Contains(n))
                    {
                        toRemove.Add(n);
                    }
                    else
                    {
                        GetF(n);
                    }
                });

                toRemove.ForEach(n => OpenList.Remove(n));

                //possibleMoves.ForEach(n =>
                //{
                //    if (!ClosedList.Contains(n))        // Dont move to an already visited Node
                //    {
                //        GetF(n);
                //        if (!OpenList.Contains(n))
                //        {
                //            n.Parent = current;
                //            OpenList.Add(n);
                //        }
                //    }
                //});
            }

            ClosedList.Push(current);


            return(null);
        }
Example #2
0
        public bool Find(int x0, int y0, int x1, int y1)
        {
            if (!Ready(x0, y0, x1, y1))
            {
                return(false);
            }

            Node current = null;

            do
            {
                current = GetBestFromOpenList();
                if (current == null)
                {
                    break;
                }
                if (current.Equals(goal_))
                {
                    break;
                }
                if (!ProcessNeigbhors(current))
                {
                    break;
                }
            } while (true);

            if (goal_.parent != null)
            {
                current = goal_;
            }

            if (current != null && current.Equals(goal_))
            {
                GeneratePath(current);
                return(true);
            }
            return(false);
        }
Example #3
0
        public List <Node> findPath(Node startNode, Node finishNode, WeightedGraph graph)
        {
            Dictionary <Node, int>  pricesToVisitedNodes = new Dictionary <Node, int>();
            Dictionary <Node, Node> paths = new Dictionary <Node, Node>();
            QueueWithPriority       queue = new QueueWithPriority();

            queue.Put(startNode, 0);
            pricesToVisitedNodes.Add(startNode, 0);

            while (!queue.IsEmpty())
            {
                Node current = queue.PopMostPriorityElement();


                if (finishNode.Equals(current))
                {
                    break;
                }

                foreach (var neighbor in graph.GetNeighbors(current))
                {
                    int costToNeighbor = pricesToVisitedNodes[current] + graph.getWeight(current, neighbor);

                    bool condition = false;

                    // если соседний узел еще не посещался или новая цена перехода из старта до него меньше чем была, то
                    if (!pricesToVisitedNodes.ContainsKey(neighbor))
                    {
                        condition = true;
                    }
                    else
                    if (pricesToVisitedNodes[neighbor] > costToNeighbor)
                    {
                        condition = true;
                    }
                    if (condition)
                    {
                        // обновляем цену перехода до соседнего узла
                        pricesToVisitedNodes[neighbor] = costToNeighbor;
                        queue.Put(neighbor, costToNeighbor + heuristic(current, neighbor));
                        if (!paths.ContainsKey(neighbor))
                        {
                            paths.Add(neighbor, current);
                        }
                        else
                        {
                            paths[neighbor] = current;
                        }
                    }
                }
            }

            // выбираем цепочку , которая привела к цели
            Node        next = finishNode;
            List <Node> path = new List <Node>();

            path.Add(next);
            while (!startNode.Equals(next))
            {
                next = paths[next];
                path.Add(next);
            }

            return(path);
        }