Example #1
0
        /*****************************************************************/
        // Methods
        /*****************************************************************/
        #region Methods

        /// <summary>
        /// Finds a path on the given grid and returns the path, beginning with the given start cell.
        /// </summary>
        /// <typeparam name="T">The "Vertex" class or a class inheriting from the "Vertex" class. </typeparam>
        /// <param name="start">A vertex to begin the search at. </param>
        /// <param name="goal">A vertex to end the search at. </param>
        /// <param name="grid">The grid to search on. </param>
        /// <returns></returns>
        public static IEnumerable <T> GetPath <T>(T start, T goal, IGraph <T> grid) where T : Vertex
        {
            Dictionary <T, T> cameFrom = BreadthFirstSearch.GetPath <T>(start, goal, grid, true);

            return(GraphUtility.ConstructPath(cameFrom, goal));
        }
Example #2
0
 /// <summary>
 /// Returns a path based on the given "came from" vertices and a given goal vertex.
 /// </summary>
 /// <typeparam name="T">The "Vertex" class or a class inheriting from the "Vertex" class. </typeparam>
 /// <param name="cameFrom"></param>
 /// <param name="goal"></param>
 /// <returns></returns>
 public static IEnumerable <T> GetPath <T>(Dictionary <T, T> cameFrom, T goal) where T : Vertex
 {
     return(GraphUtility.ConstructPath(cameFrom, goal));
 }
Example #3
0
        /*****************************************************************/
        // Methods
        /*****************************************************************/
        #region Methods

        /// <summary>
        /// Finds a path on the given grid and returns the path, beginning with the given start cell.
        /// </summary>
        /// <param name="start">A vertex to begin the search at. </param>
        /// <param name="goal">A vertex to end the search at. </param>
        /// <param name="grid">The grid to search on. </param>
        /// <returns></returns>
        public static IEnumerable <T> GetPath <T>(T start, T goal, IGraph <T> grid, float costDiagonal = 1.4F) where T : Vertex
        {
            SimplePriorityQueue <T> frontier = new SimplePriorityQueue <T>();
            List <T>              lPath      = new List <T>();
            Dictionary <T, T>     cameFrom   = new Dictionary <T, T>();
            Dictionary <T, float> costSoFar  = new Dictionary <T, float>();

            costSoFar.Add(start, 0);

            frontier.Enqueue(start, 0);
            cameFrom.Add(start, null);
            T current = null;

            // Traverse map.
            while (frontier.Count() != 0)
            {
                current = frontier.Dequeue();

                if (current == goal) // Reached goal destination.
                {
                    break;
                }

                IEnumerable <T> neighbors = grid.GetNeighbors(current);

                for (int next = 0; next < neighbors.Count(); next++)
                {
                    T neighbor = neighbors.ElementAt(next);

                    if (neighbor.impassable) // Looking at impassable tile.
                    {
                        continue;
                    }

                    // Get cost.
                    float newCost = 0.0F;
                    costSoFar.TryGetValue(current, out newCost);
                    newCost += grid.GetCost(current, neighbor);

                    if (!costSoFar.ContainsKey(neighbor) || newCost < costSoFar[neighbor])
                    {
                        if (costSoFar.ContainsKey(neighbor))
                        {
                            costSoFar[neighbor] = newCost;
                        }
                        else
                        {
                            costSoFar.Add(neighbor, newCost);
                        }

                        float priority = newCost + grid.GetHeuristic(goal, neighbor);

                        frontier.Enqueue(neighbor, priority);

                        if (cameFrom.ContainsKey(neighbor))
                        {
                            cameFrom[neighbor] = current;
                        }
                        else
                        {
                            cameFrom.Add(neighbor, current);
                        }
                    }
                }
            }

            return(GraphUtility.ConstructPath(cameFrom, goal));
        }