public static List<string> Path(int startx, int starty, int endx, int endy, int endz, int csx, int csy)
        {
            // Here is where we come in from BotMe with our start and end points from the world
            AStar astar = new AStar();

            AStarNode2D GoalNode = new AStarNode2D(null, null, 0, endx, endy);
            AStarNode2D StartNode = new AStarNode2D(null, GoalNode, 0, startx, starty) {GoalNode = GoalNode};

            // Prepare the final List that will become the waypoints for him to leaf through
            List<string> botPoint = new List<string>();


            // Go get the solution
            astar.FindPath(StartNode, GoalNode);

            // First check if the path was possible
            bool pathDone = astar.PathPossible;
            if (!pathDone)
            {
                //Use botPoint List as a flag to break out of this. Return to Botme
                botPoint.Add("no_path");
                return botPoint;
            }

            // Slope calculation data
            int slope = 99; // Use 99 here to mean the slope has never been calculated yet
            int lastSlope = 99;
            int X1 = startx; //startx
            int Y1 = starty; //starty     
            int Z = endz;
            //startz - we need this to make a vector but will override with current z in Botme enabling him to walk up hills

            int xtemp = 0;
            int ytemp = 0;


            // This gets the solution from Astar.cs and runs it through PrintInfo which has the xyz of each path node - our Node solution
            ArrayList Nodes = new ArrayList(astar.Solution);
            foreach (AStarNode nn in Nodes)
            {
                AStarNode2D n = (AStarNode2D) nn;
                // Return x and y from printinfo
                int[] XYreturn = new int[2];
                XYreturn = n.PrintNodeInfo();
                int X2 = XYreturn[0];
                int Y2 = XYreturn[1];

                // Here I calculate point only where the line changes direction
                // In this way the bot doesn't start and stop each step 
                // Since it has been determined that the path is clear between these points this will work
                // You can see the trouble with moving objects here though - he will have to constantly check on the way to these points
                // To detect scene changes.
                slope = CalcSlope(Y2, Y1, X2, X1);

                if (lastSlope != slope)
                {
                    // Build the list of waypoints only where changes of slope occur
                    xtemp = X1 + csx; //conerStone x and y from our map to get these into sim coordinates
                    ytemp = Y1 + csy;
                    string temp = xtemp + "," + ytemp + "," + Z;
                    botPoint.Add(temp);
                }
                X1 = X2;
                Y1 = Y2;
                lastSlope = slope;
            }
            // This adds the last point to the step
            xtemp = X1 + csx;
            ytemp = Y1 + csy;
            string temp2 = xtemp + "," + ytemp + "," + Z;
            botPoint.Add(temp2);
            // This removes the first point of the steps so they turn and go right to the first bend point(slope)
            botPoint.RemoveRange(0, 1);
            // Let em have it - return to Botme path with slopes only no start point but with end point always   
            return botPoint;
        }
        static void Main(string[] args)
        {
            Console.WriteLine("Starting...");

            AStar astar = new AStar();

            AStarNode2D GoalNode = new AStarNode2D(null, null, 0, 9, 9);
            AStarNode2D StartNode = new AStarNode2D(null, GoalNode, 0, 0, 0) {GoalNode = GoalNode};
            astar.FindPath(StartNode, GoalNode);

            PrintSolution(astar.Solution);
            Console.ReadLine();
        }
Example #3
0
        public static List <string> Path(int startx, int starty, int endx, int endy, int endz, int csx, int csy)
        {
            // Here is where we come in from BotMe with our start and end points from the world
            AStar astar = new AStar();

            AStarNode2D GoalNode  = new AStarNode2D(null, null, 0, endx, endy);
            AStarNode2D StartNode = new AStarNode2D(null, GoalNode, 0, startx, starty)
            {
                GoalNode = GoalNode
            };

            // Prepare the final List that will become the waypoints for him to leaf through
            List <string> botPoint = new List <string>();


            // Go get the solution
            astar.FindPath(StartNode, GoalNode);

            // First check if the path was possible
            bool pathDone = astar.PathPossible;

            if (!pathDone)
            {
                //Use botPoint List as a flag to break out of this. Return to Botme
                botPoint.Add("no_path");
                return(botPoint);
            }

            // Slope calculation data
            int slope     = 99;     // Use 99 here to mean the slope has never been calculated yet
            int lastSlope = 99;
            int X1        = startx; //startx
            int Y1        = starty; //starty
            int Z         = endz;
            //startz - we need this to make a vector but will override with current z in Botme enabling him to walk up hills

            int xtemp = 0;
            int ytemp = 0;


            // This gets the solution from Astar.cs and runs it through PrintInfo which has the xyz of each path node - our Node solution
            ArrayList Nodes = new ArrayList(astar.Solution);

            foreach (AStarNode nn in Nodes)
            {
                AStarNode2D n = (AStarNode2D)nn;
                // Return x and y from printinfo
                int[] XYreturn = new int[2];
                XYreturn = n.PrintNodeInfo();
                int X2 = XYreturn[0];
                int Y2 = XYreturn[1];

                // Here I calculate point only where the line changes direction
                // In this way the bot doesn't start and stop each step
                // Since it has been determined that the path is clear between these points this will work
                // You can see the trouble with moving objects here though - he will have to constantly check on the way to these points
                // To detect scene changes.
                slope = CalcSlope(Y2, Y1, X2, X1);

                if (lastSlope != slope)
                {
                    // Build the list of waypoints only where changes of slope occur
                    xtemp = X1 + csx; //conerStone x and y from our map to get these into sim coordinates
                    ytemp = Y1 + csy;
                    string temp = xtemp + "," + ytemp + "," + Z;
                    botPoint.Add(temp);
                }
                X1        = X2;
                Y1        = Y2;
                lastSlope = slope;
            }
            // This adds the last point to the step
            xtemp = X1 + csx;
            ytemp = Y1 + csy;
            string temp2 = xtemp + "," + ytemp + "," + Z;

            botPoint.Add(temp2);
            // This removes the first point of the steps so they turn and go right to the first bend point(slope)
            botPoint.RemoveRange(0, 1);
            // Let em have it - return to Botme path with slopes only no start point but with end point always
            return(botPoint);
        }