Example #1
0
        public static int GetNodeDistance(AccountNode _node, AccountNode _observer)
        {
            if (_node == _observer)
            {
                return(0);
            }

            return(Pathfinding.FindPath(_node, _observer).Count);
        }
Example #2
0
        //Constructor
        public Network(Account _observerAcc)
        {
            //Creates the observer node from the given account.
            this.observerNode = new AccountNode(_observerAcc);

            //Get the rest of the nodes in the oberserver node's personal network.
            GetAllNodes();

            //Gives each node it's reputation score.
            SetUpReputation();
        }
Example #3
0
        static List <AccountNode> RetracePath(AccountNode _start, AccountNode _end)
        {
            List <AccountNode> path        = new List <AccountNode>();
            AccountNode        currentNode = _end;

            while (currentNode != _start)
            {
                path.Add(currentNode);
                currentNode = currentNode.ParentNode;
            }
            path.Reverse();

            return(path);
        }
Example #4
0
        //This method creates the network AND sets up the neighbour relations.
        private void GetAllNodes()
        {
            //Adds the observer node to the list
            allNodes.Add(observerNode);

            //Get neighbour nodes
            List <AccountNode> neighbourNodes = new List <AccountNode>();

            foreach (Account _acc in observerNode.vouches.Keys)
            {
                if (!observerNode.isVouchValid(_acc))
                {
                    continue;
                }

                AccountNode _node = GetNodeWithAccount(_acc);
                if (_node == null)
                {
                    _node = new AccountNode(_acc);
                    allNodes.Add(_node);
                }

                neighbourNodes.Add(_node);

                //Add the neighbours
                bool polarity = observerNode.vouches[_acc];
                observerNode.neighbours.Add(_node, polarity);
                //Now add to the other node if its a vouch against
                if (!polarity)
                {
                    if (_node.neighbours.ContainsKey(observerNode))
                    {
                        _node.neighbours[observerNode] = false;
                    }
                    else
                    {
                        _node.neighbours.Add(observerNode, false);
                    }
                }
            }

            //Now add the neighbour's neighbours up until the reach. Only do this if reach > 0
            if (networkReach > 0)
            {
                //The set of nodes to be evaluated, already with the neighbourNodes
                List <AccountNode> openSet = new List <AccountNode>(neighbourNodes);

                for (int i = 0; i < networkReach; i++)
                {
                    //Validate all the current nodes in openSet
                    foreach (AccountNode currentNode in openSet.ToArray())
                    {
                        //Swap current node from OPEN to CLOSED
                        openSet.Remove(currentNode);

                        //Now look through the current node's neighbours
                        foreach (Account _acc in currentNode.vouches.Keys)
                        {
                            //If the vouch relation is not valid, then skip it.
                            if (!currentNode.isVouchValid(_acc))
                            {
                                continue;
                            }

                            //Get a reference for the account node. If it doesn't exist, create it.
                            AccountNode _node = GetNodeWithAccount(_acc);
                            if (_node == null)
                            {
                                _node = new AccountNode(_acc);
                                allNodes.Add(_node);
                            }

                            //Add the neighbour to the open set to be avaluated next.
                            openSet.Add(_node);

                            //Setup the neighbours, first to the current node.
                            bool polarity = currentNode.vouches[_acc];
                            if (!currentNode.neighbours.ContainsKey(_node))
                            {
                                currentNode.neighbours.Add(_node, polarity);
                            }
                            //Now add to the other node if its a vouch against
                            //This isnt quite right. Fix this later
                            if (_node.neighbours.ContainsKey(currentNode))
                            {
                                _node.neighbours[currentNode] = polarity;
                            }
                            else
                            {
                                _node.neighbours.Add(currentNode, polarity);
                            }
                        }
                    }
                }
            }
        }
Example #5
0
        private static List <AccountNode> PathfindAlgorithim(AccountNode _startNode, AccountNode _endNode, int _obstacle)
        {
            //This is using the A* algorithm

            /*
             * We can find a path looking for any connection between node or exclusively from one type of connection, that is, positive or negative.
             * If _obstacle is zero, then every node is a possible path.
             * If _obstacle is positive, then only positive relations are valid.
             * If _obstacle is negative, then only negative relations are valid.
             */

            //The set of nodes to be evaluated
            List <AccountNode> openSet = new List <AccountNode>();
            //The set of nodes to already evaluated
            HashSet <AccountNode> closedSet = new HashSet <AccountNode>();

            //At first, the open set consists only of the start currentNode
            openSet.Add(_startNode);

            //Loops until there are no more sets to evaluate
            while (openSet.Count > 0)
            {
                //Find the node in OPEN with the lowest f cost
                AccountNode currentNode = openSet[0];
                for (int i = 1; i < openSet.Count; i++)
                {
                    if (openSet[i].fCost < currentNode.fCost || openSet[i].fCost == currentNode.fCost)
                    {
                        if (openSet[i].hCost < currentNode.hCost)
                        {
                            currentNode = openSet[i];
                        }
                    }
                }

                //Swap current node from OPEN to CLOSED
                openSet.Remove(currentNode);
                closedSet.Add(currentNode);

                //If the current node is the end node, then we have a path
                if (currentNode.Equals(_endNode))
                {
                    return(RetracePath(_startNode, currentNode));
                }

                //Loop through each neighbour node from the current node looking for valid neighbours to add to the OPEN list.
                foreach (AccountNode neighbour in currentNode.neighbours.Keys)
                {
                    //If the neighbour node was already evaluated, then we dont need to considerer it further.
                    if (closedSet.Contains(neighbour))
                    {
                        continue;
                    }

                    //Now, for obstacle checking. If _obstacle is zero, then we are not looking for obstacles
                    if (_obstacle != 0)
                    {
                        //If _obstacle is positive, then we are looking only for positive connections
                        if (_obstacle >= 1)
                        {
                            //The connection is negative. This node is not suitiable
                            if (!neighbour.neighbours[currentNode])
                            {
                                continue;
                            }
                        }
                        //If _obstacle is negative, then we are looking only for negative connections
                        else
                        {
                            //The connection is positive. This node is not suitiable
                            if (neighbour.neighbours[currentNode])
                            {
                                continue;
                            }
                        }
                    }

                    //If the new path to neighhbour is shorter OR neighbor is not in OPEN
                    int newCostToNeighbour = currentNode.gCost + 1;
                    if (newCostToNeighbour < neighbour.gCost || !openSet.Contains(neighbour))
                    {
                        //Set fCost (gCost + hCost)
                        neighbour.gCost = newCostToNeighbour;
                        neighbour.hCost = 1;
                        //Set the parent node
                        neighbour.ParentNode = currentNode;

                        //If the OPEN set not already contaisn neighbour, then add it.
                        if (!openSet.Contains(neighbour))
                        {
                            openSet.Add(neighbour);
                        }
                    }
                }
            }
            //If it made it this far, then all the nodes were eveluated but still couldnt reach the target node. Meaning that there is no possible path.
            Console.WriteLine("Error: Could not find path from " + _startNode.name + " to " + _endNode.name);
            return(new List <AccountNode>());
        }
Example #6
0
 public static bool HasVouchPath(AccountNode _startNode, AccountNode _endNode, bool _polarity)
 {
     //Go through pathfinding
     return(PathfindAlgorithim(_startNode, _endNode, _polarity ? 1 : -1).Count > 0);
 }
Example #7
0
 public static List <AccountNode> FindPath(AccountNode _startNode, AccountNode _endNode)
 {
     return(PathfindAlgorithim(_startNode, _endNode, 0));
 }