/*
         * public functions
         */
        /// <summary>
        /// The core function; calls all valid auxiliary functions and returns the path (advanced features can be toggled)
        /// Includes a boolean toggle for use of advanced pathfinding functions
        /// </summary>
        /// <param name="map">The Map</param>
        /// <param name="start">The starting Cell</param>
        /// <param name="end">The ending Cell</param>
        /// <param name="advanced"> A boolean toggle for advanced functions</param>
        /// <returns>The path as a list of waypoints</returns>
        public static List<CellComponent> between(Map map, CellComponent start, CellComponent end, bool advanced)
        {
            // begin timing the operation
            DateTime startTime = DateTime.Now;

            // convert the given Cell-based data to Node-based data
            NodeMap nodeMap = new NodeMap(map);
            Node nodeStart = nodeMap.getNode(start.X, start.Y);
            Node nodeEnd = nodeMap.getNode(end.X, end.Y);

            // perform advanced pre-calculation tasks
            if (advanced)
            {
                // if the end Node is invalid, replace it with the nearest valid Node
                if (!nodeEnd.isValid)
                {
                    nodeEnd = Advanced.nearestValidEnd(nodeMap, nodeStart, nodeEnd);
                }
            }

            // find the path
            List<Node> nodePath = Basic.findPath(nodeMap, nodeStart, nodeEnd);

            // convert the path from List<Node> format back to List<Cell> format
            List<CellComponent> path = new List<CellComponent>(nodePath.Count);
            for (int i = 0; i < nodePath.Count; i++)
                path.Add(map.GetCellAt(nodePath[i].X, nodePath[i].Y));

            // grab and print path data
            float dist = (float)(nodePath[nodePath.Count - 1].Gscore);
            span = DateTime.Now - startTime;
            //printPath(path, dist);

            return path;
        }
Example #2
0
        /*
         * public functions
         */

        /// <summary>
        /// The core function; calls all valid auxiliary functions and returns the path (advanced features can be toggled)
        /// Includes a boolean toggle for use of advanced pathfinding functions
        /// </summary>
        /// <param name="map">The Map</param>
        /// <param name="start">The starting Cell</param>
        /// <param name="end">The ending Cell</param>
        /// <param name="advanced"> A boolean toggle for advanced functions</param>
        /// <returns>The path as a list of waypoints</returns>
        public static List <Cell> between(Map map, Cell start, Cell end, bool advanced)
        {
            // begin timing the operation
            startTime   = DateTime.Now;
            intendedEnd = end;

            // convert the given Cell-based data to Node-based data
            NodeMap nodeMap   = new NodeMap(map);
            Node    nodeStart = nodeMap.getNode(start.Xcoord, start.Ycoord);
            Node    nodeEnd   = nodeMap.getNode(end.Xcoord, end.Ycoord);

            // perform advanced pre-calculation tasks
            if (advanced)
            {
                // if the end Node is invalid, replace it with the nearest valid Node
                if (!nodeEnd.isValid)
                {
                    DateTime tempStartTime = DateTime.Now;
                    nodeEnd = Advanced.nearestValidEnd(nodeMap, nodeStart, nodeEnd);
                    TimeSpan tempSpan = DateTime.Now - tempStartTime;
                    Console.WriteLine("-> Path end changed from ({0}, {1}) to ({2}, {3}) in {4}", intendedEnd.Xcoord, intendedEnd.Ycoord, nodeEnd.Xcoord, nodeEnd.Ycoord, tempSpan);
                }
            }

            // find the path
            List <Node> nodePath = Basic.findPath(nodeMap, nodeStart, nodeEnd);

            // perform advanced post-calculation tasks
            if (advanced)
            {
            }

            // convert the path from List<Node> format back to List<Cell> format
            List <Cell> path = new List <Cell>(nodePath.Count);

            for (int i = 0; i < nodePath.Count; i++)
            {
                path.Add(map.getCell(nodePath[i].Xcoord, nodePath[i].Ycoord));
            }

            // grab and print path data
            float dist = (float)(nodePath[nodePath.Count - 1].Gscore);

            span = DateTime.Now - startTime;
            printPath(path, dist);

            return(path);
        }
        /*
         * public functions
         */
        /// <summary>
        /// The core function; calls all valid auxiliary functions and returns the path (advanced features can be toggled)
        /// Includes a boolean toggle for use of advanced pathfinding functions
        /// </summary>
        /// <param name="map">The Map</param>
        /// <param name="start">The starting Cell</param>
        /// <param name="end">The ending Cell</param>
        /// <param name="advanced"> A boolean toggle for advanced functions</param>
        /// <returns>The path as a list of waypoints</returns>
        public static List<Cell> between(Map map, Cell start, Cell end, bool advanced)
        {
            // begin timing the operation
            startTime = DateTime.Now;
            intendedEnd = end;

            // convert the given Cell-based data to Node-based data
            NodeMap nodeMap = new NodeMap(map);
            Node nodeStart = nodeMap.getNode(start.Xcoord, start.Ycoord);
            Node nodeEnd = nodeMap.getNode(end.Xcoord, end.Ycoord);

            // perform advanced pre-calculation tasks
            if (advanced)
            {
                // if the end Node is invalid, replace it with the nearest valid Node
                if (!nodeEnd.isValid)
                {
                    DateTime tempStartTime = DateTime.Now;
                    nodeEnd = Advanced.nearestValidEnd(nodeMap, nodeStart, nodeEnd);
                    TimeSpan tempSpan = DateTime.Now - tempStartTime;
                    Console.WriteLine("-> Path end changed from ({0}, {1}) to ({2}, {3}) in {4}", intendedEnd.Xcoord, intendedEnd.Ycoord, nodeEnd.Xcoord, nodeEnd.Ycoord, tempSpan);
                }
            }

            // find the path
            List<Node> nodePath = Basic.findPath(nodeMap, nodeStart, nodeEnd);

            // perform advanced post-calculation tasks
            if (advanced)
            {

            }

            // convert the path from List<Node> format back to List<Cell> format
            List<Cell> path = new List<Cell>(nodePath.Count);
            for (int i = 0; i < nodePath.Count; i++)
                path.Add(map.getCell(nodePath[i].Xcoord, nodePath[i].Ycoord));

            // grab and print path data
            float dist = (float)(nodePath[nodePath.Count - 1].Gscore);
            span = DateTime.Now - startTime;
            printPath(path, dist);

            return path;
        }
Example #4
0
        /*
         * helper functions
         */

        /// <summary>
        /// Enqueues all valid Nodes in a ring around a center Node, offset from the center by [offset] Nodes.
        /// For example, an offset of 2 searches a 5x5 ring (x+-2, y+-2) around the center Node.
        /// Since modifying the Node's Fscores is necessary for enqueueing, each enqueued node's Fscore must be reset after use.
        /// </summary>
        /// <param name="map">The NodeMap to search over</param>
        /// <param name="center">The center Node to search around</param>
        /// <param name="offset">The ring "radius"</param>
        /// <returns>A PQueue containing all valid Nodes found in the ring</returns>
        private static PQueue getRing(NodeMap map, Node center, int offset)
        {
            PQueue ring = new PQueue();
            int    x    = center.X;
            int    y    = center.Y;

            // grab left and right columns
            for (int i = Math.Max(y - offset, 0); i <= y + offset; i++)
            {
                Node Xmin = map.getNode(x - offset, i);
                Node Xmax = map.getNode(x + offset, i);
                if (Xmin != null && Xmin.isValid)
                {
                    Xmin.Fscore = map.pathDistance(Xmin, center);
                    ring.enqueue(Xmin);
                }
                if (Xmax != null && Xmax.isValid)
                {
                    Xmax.Fscore = map.pathDistance(Xmax, center);
                    ring.enqueue(Xmax);
                }
            }

            // grab remainder of top and bottom rows
            for (int i = x - offset + 1; i < x + offset; i++)
            {
                Node Ymin = map.getNode(i, Math.Max(0, y - offset));
                Node Ymax = map.getNode(i, Math.Min(map.width - 1, y + offset));
                if (Ymin != null && Ymin.isValid)
                {
                    Ymin.Fscore = map.pathDistance(Ymin, center);
                    ring.enqueue(Ymin);
                }
                if (Ymax != null && Ymax.isValid)
                {
                    Ymax.Fscore = map.pathDistance(Ymax, center);
                    ring.enqueue(Ymax);
                }
            }

            return(ring);
        }
		/*
		 * helper functions
		 */

        /// <summary>
        /// Enqueues all valid Nodes in a ring around a center Node, offset from the center by [offset] Nodes.
        /// For example, an offset of 2 searches a 5x5 ring (x+-2, y+-2) around the center Node.
        /// Since modifying the Node's Fscores is necessary for enqueueing, each enqueued node's Fscore must be reset after use.
        /// </summary>
        /// <param name="map">The NodeMap to search over</param>
        /// <param name="center">The center Node to search around</param>
        /// <param name="offset">The ring "radius"</param>
        /// <returns>A PQueue containing all valid Nodes found in the ring</returns>
        private static PQueue getRing(NodeMap map, Node center, int offset)
        {
            PQueue ring = new PQueue();
            int x = center.Xcoord;
            int y = center.Ycoord;

            // grab left and right columns
            for (int i = y - offset; i <= y + offset; i++)
            {
                Node Xmin = map.getNode(x - offset, i);
                Node Xmax = map.getNode(x + offset, i);
                if (Xmin.isValid)
                {
                    Xmin.Fscore = map.pathDistance(Xmin, center);
                    ring.enqueue(Xmin);
                }
                if (Xmax.isValid)
                {
                    Xmax.Fscore = map.pathDistance(Xmax, center);
                    ring.enqueue(Xmax);
                }
            }

            // grab remainder of top and bottom rows
            for (int i = x - offset + 1; i < x + offset; i++)
            {
                Node Ymin = map.getNode(i, y - offset);
                Node Ymax = map.getNode(i, y + offset);
                if (Ymin.isValid)
                {
                    Ymin.Fscore = map.pathDistance(Ymin, center);
                    ring.enqueue(Ymin);
                }
                if (Ymax.isValid)
                {
                    Ymax.Fscore = map.pathDistance(Ymax, center);
                    ring.enqueue(Ymax);
                }
            }

            return ring;
        }
        /*
         * public functions
         */

        /// <summary>
        /// The core function; calls all valid auxiliary functions and returns the path (advanced features can be toggled)
        /// Includes a boolean toggle for use of advanced pathfinding functions
        /// </summary>
        /// <param name="map">The Map</param>
        /// <param name="start">The starting Cell</param>
        /// <param name="end">The ending Cell</param>
        /// <param name="advanced"> A boolean toggle for advanced functions</param>
        /// <returns>The path as a list of waypoints</returns>
        public static List <CellComponent> between(Map map, CellComponent start, CellComponent end, bool advanced)
        {
            // begin timing the operation
            DateTime startTime = DateTime.Now;

            // convert the given Cell-based data to Node-based data
            NodeMap nodeMap   = new NodeMap(map);
            Node    nodeStart = nodeMap.getNode(start.X, start.Y);
            Node    nodeEnd   = nodeMap.getNode(end.X, end.Y);

            // perform advanced pre-calculation tasks
            if (advanced)
            {
                // if the end Node is invalid, replace it with the nearest valid Node
                if (!nodeEnd.isValid)
                {
                    nodeEnd = Advanced.nearestValidEnd(nodeMap, nodeStart, nodeEnd);
                }
            }

            // find the path
            List <Node> nodePath = Basic.findPath(nodeMap, nodeStart, nodeEnd);

            // convert the path from List<Node> format back to List<Cell> format
            List <CellComponent> path = new List <CellComponent>(nodePath.Count);

            for (int i = 0; i < nodePath.Count; i++)
            {
                path.Add(map.GetCellAt(nodePath[i].X, nodePath[i].Y));
            }

            // grab and print path data
            float dist = (float)(nodePath[nodePath.Count - 1].Gscore);

            span = DateTime.Now - startTime;
            //printPath(path, dist);

            return(path);
        }
        /// <summary>
        /// Iterates over the full Map and returns a closed List of Nodes
        /// </summary>
        /// <param name="map">The NodeMap to search</param>
        /// <returns>A List of all closed Nodes</returns>
        private static List <Node> createClosed(NodeMap map)
        {
            List <Node> closed = new List <Node>();

            for (int j = 0; j < map.height; j++)
            {
                for (int i = 0; i < map.width; i++)
                {
                    Node temp = map.getNode(i, j);
                    if (temp.isClosed)
                    {
                        closed.Add(temp);
                    }
                }
            }
            return(closed);
        }
        /*
         * helper functions
         */
        /// <summary>
        /// Enqueues all valid Nodes in a ring around a center Node, offset from the center by [offset] Nodes.
        /// For example, an offset of 2 searches a 5x5 ring (x+-2, y+-2) around the center Node.
        /// Since modifying the Node's Fscores is necessary for enqueueing, each enqueued node's Fscore must be reset after use.
        /// </summary>
        /// <param name="map">The NodeMap to search over</param>
        /// <param name="center">The center Node to search around</param>
        /// <param name="offset">The ring "radius"</param>
        /// <returns>A PQueue containing all valid Nodes found in the ring</returns>
        private static PQueue getRing(NodeMap map, Node center, int offset)
        {
            PQueue ring = new PQueue();
            int x = center.Xcoord;
            int y = center.Ycoord;

            // grab left and right columns
            for (int i = y - offset; i <= y + offset; i++)
            {
                Node Xmin = map.getNode(x - offset, i);
                Node Xmax = map.getNode(x + offset, i);
                if (Xmin.isValid)
                {
                    Xmin.Fscore = map.pathDistance(Xmin, center);
                    ring.enqueue(Xmin);
                }
                if (Xmax.isValid)
                {
                    Xmax.Fscore = map.pathDistance(Xmax, center);
                    ring.enqueue(Xmax);
                }
            }

            // grab remainder of top and bottom rows
            for (int i = x - offset + 1; i < x + offset; i++)
            {
                Node Ymin = map.getNode(i, y - offset);
                Node Ymax = map.getNode(i, y + offset);
                if (Ymin.isValid)
                {
                    Ymin.Fscore = map.pathDistance(Ymin, center);
                    ring.enqueue(Ymin);
                }
                if (Ymax.isValid)
                {
                    Ymax.Fscore = map.pathDistance(Ymax, center);
                    ring.enqueue(Ymax);
                }
            }

            return ring;
        }
        /*
         * helper functions
         */
        /// <summary>
        /// Puts all valid Nodes adjacent to the given Node in a PQueue and returns it
        /// </summary>
        /// <param name="map">The Map</param>
        /// <param name="closed">The closed list</param>
        /// <param name="currentNode">The current (center) Node</param>
        /// <returns>A PQueue of all traversable adjacent Nodes</returns>
        private static PQueue getAdjacentNodes(NodeMap map, PQueue open, List<Node> closed, Node currentNode)
        {
            int x = currentNode.Xcoord;
            int y = currentNode.Ycoord;
            List<Node> immediate = new List<Node>();
            List<Node> diagonal = new List<Node>();
            PQueue adjacentNodes = new PQueue();

            // grab all adjacent Nodes (or null values) and store them here
            Node[,] temp = map.getNodes(x - 1, y - 1, 3, 3);

            // iterate over all adjacent Nodes; add the ones that are open and in bounds to the appropriate List<Node>
            for (int j = 0; j < 3; j++)
            {
                for (int i = 0; i < 3; i++)
                {
                    if (temp[i, j] != null && !closed.Contains(temp[i, j]))
                    {
                        // if the Node is horizontally or vertically adjacent,
                        // add the Node to the list of immediately adjacent Nodes
                        if (Math.Abs(2 - i - j) == 1)
                            immediate.Add(temp[i, j]);

                        // otherwise, if the Node is valid, add it to the list of diagonally adjacent Nodes
                        else if (temp[i, j].isValid)
                            diagonal.Add(temp[i, j]);
                    }
                }
            }

            // iterate over all immediately adjacent Nodes.  If they are valid, enqueue them;
            // otherwise, remove the neighboring diagonally adjacent Nodes from the diagonal List
            for (int i = 0; i < immediate.Count(); i++)
            {
                if (!immediate[i].isValid)
                {
                    Node one, two = null;
                    if (immediate[i].Xcoord == x)   // the Node is vertically adjacent
                    {
                        one = map.getNode(x + 1, immediate[i].Ycoord);
                        two = map.getNode(x - 1, immediate[i].Ycoord);
                    }
                    else                            // the Node is horizontally adjacent
                    {
                        one = map.getNode(immediate[i].Xcoord, y - 1);
                        two = map.getNode(immediate[i].Xcoord, y + 1);
                    }
                    if (one != null)
                        diagonal.Remove(one);
                    if (two != null)
                        diagonal.Remove(two);
                }
                else {
                    adjacentNodes.enqueue(immediate[i]);
                }
            }

            // enqueue all remaining diagonally adjacent Nodes
            for (int i = 0; i < diagonal.Count(); i++)
                adjacentNodes.enqueue(diagonal[i]);

            // return the finished PQueue
            return adjacentNodes;
        }
Example #10
0
        /*
         * helper functions
         */

        /// <summary>
        /// Puts all valid Nodes adjacent to the given Node in a PQueue and returns it
        /// </summary>
        /// <param name="map">The Map</param>
        /// <param name="closed">The closed list</param>
        /// <param name="currentNode">The current (center) Node</param>
        /// <returns>A PQueue of all traversable adjacent Nodes</returns>
        private static PQueue getAdjacentNodes(NodeMap map, PQueue open, List <Node> closed, Node currentNode)
        {
            int         x             = currentNode.Xcoord;
            int         y             = currentNode.Ycoord;
            List <Node> immediate     = new List <Node>();
            List <Node> diagonal      = new List <Node>();
            PQueue      adjacentNodes = new PQueue();

            // grab all adjacent Nodes (or null values) and store them here
            Node[,] temp = map.getNodes(x - 1, y - 1, 3, 3);

            // iterate over all adjacent Nodes; add the ones that are open and in bounds to the appropriate List<Node>
            for (int j = 0; j < 3; j++)
            {
                for (int i = 0; i < 3; i++)
                {
                    if (temp[i, j] != null && !closed.Contains(temp[i, j]))
                    {
                        // if the Node is horizontally or vertically adjacent,
                        // add the Node to the list of immediately adjacent Nodes
                        if (Math.Abs(2 - i - j) == 1)
                        {
                            immediate.Add(temp[i, j]);
                        }

                        // otherwise, if the Node is valid, add it to the list of diagonally adjacent Nodes
                        else if (temp[i, j].isValid)
                        {
                            diagonal.Add(temp[i, j]);
                        }
                    }
                }
            }

            // iterate over all immediately adjacent Nodes.  If they are valid, enqueue them;
            // otherwise, remove the neighboring diagonally adjacent Nodes from the diagonal List
            for (int i = 0; i < immediate.Count(); i++)
            {
                if (!immediate[i].isValid)
                {
                    Node one, two = null;
                    if (immediate[i].Xcoord == x)   // the Node is vertically adjacent
                    {
                        one = map.getNode(x + 1, immediate[i].Ycoord);
                        two = map.getNode(x - 1, immediate[i].Ycoord);
                    }
                    else                            // the Node is horizontally adjacent
                    {
                        one = map.getNode(immediate[i].Xcoord, y - 1);
                        two = map.getNode(immediate[i].Xcoord, y + 1);
                    }
                    if (one != null)
                    {
                        diagonal.Remove(one);
                    }
                    if (two != null)
                    {
                        diagonal.Remove(two);
                    }
                }
                else
                {
                    adjacentNodes.enqueue(immediate[i]);
                }
            }

            // enqueue all remaining diagonally adjacent Nodes
            for (int i = 0; i < diagonal.Count(); i++)
            {
                adjacentNodes.enqueue(diagonal[i]);
            }

            // return the finished PQueue
            return(adjacentNodes);
        }
 /// <summary>
 /// Iterates over the full Map and returns a closed List of Nodes
 /// </summary>
 /// <param name="map">The NodeMap to search</param>
 /// <returns>A List of all closed Nodes</returns>
 private static List<Node> createClosed(NodeMap map)
 {
     List<Node> closed = new List<Node>();
     for (int j = 0; j < map.height; j++)
     {
         for (int i = 0; i < map.width; i++)
         {
             Node temp = map.getNode(i, j);
             if (temp.isClosed)
                 closed.Add(temp);
         }
     }
     return closed;
 }