Exemple #1
0
        private Spot Search(Spot fromSpot, Spot destinationSpot, float minHowClose, ILocationHeuristics locationHeuristics)
        {
            var searchDuration = new Stopwatch();

            searchDuration.Start();
            var timeSinceProgress = new Stopwatch();

            timeSinceProgress.Start();

            var closest = 99999f;

            ClosestSpot = null;

            currentSearchStartSpot = fromSpot;
            searchID++;
            int currentSearchID = searchID;
            //searchProgress = new SearchProgress(fromSpot, destinationSpot, searchID);

            // lowest first queue
            PriorityQueue <Spot, float> prioritySpotQueue = new PriorityQueue <Spot, float>(); // (new SpotSearchComparer(dst, score)); ;

            prioritySpotQueue.Enqueue(fromSpot, -fromSpot.GetDistanceTo(destinationSpot) * heuristicsFactor);

            fromSpot.SearchScoreSet(currentSearchID, 0.0f);
            fromSpot.traceBack         = null;
            fromSpot.traceBackDistance = 0;

            // A* -ish algorithm
            while (prioritySpotQueue.Count != 0 && SearchEnabled)
            {
                if (sleepMSBetweenSpots != 0)
                {
                    Thread.Sleep(sleepMSBetweenSpots);
                }                                                                    // slow down the pathing

                float prio;
                currentSearchSpot = prioritySpotQueue.Dequeue(out prio); // .Value;

                // force the world to be loaded
                TriangleCollection tc = triangleWorld.GetChunkAt(currentSearchSpot.X, currentSearchSpot.Y);

                if (currentSearchSpot.SearchIsClosed(currentSearchID))
                {
                    continue;
                }
                currentSearchSpot.SearchClose(currentSearchID);

                //update status
                //if (!searchProgress.CheckProgress(currentSearchSpot)) { break; }

                // are we there?

                var distance = currentSearchSpot.location.GetDistanceTo(destinationSpot.location);

                if (distance <= minHowClose)
                {
                    return(currentSearchSpot); // got there
                }

                if (distance < closest)
                {
                    // spamming as hell
                    //logger.WriteLine($"Closet spot is {distance} from the target");
                    closest     = distance;
                    ClosestSpot = currentSearchSpot;
                    PeekSpot    = ClosestSpot;
                    timeSinceProgress.Reset();
                    timeSinceProgress.Start();
                }

                if (timeSinceProgress.Elapsed.TotalSeconds > ProgressTimeoutSeconds || searchDuration.Elapsed.TotalSeconds > TimeoutSeconds)
                {
                    logger.WriteLine("search failed, 10 seconds since last progress, returning the closest spot.");
                    return(ClosestSpot);
                }

                //Find spots to link to
                CreateSpotsAroundSpot(currentSearchSpot);

                //score each spot around the current search spot and add them to the queue
                foreach (Spot spotLinkedToCurrent in currentSearchSpot.GetPathsToSpots(this))
                {
                    if (spotLinkedToCurrent != null && !spotLinkedToCurrent.IsBlocked() && !spotLinkedToCurrent.SearchIsClosed(currentSearchID))
                    {
                        ScoreSpot(spotLinkedToCurrent, destinationSpot, currentSearchID, locationHeuristics, prioritySpotQueue);
                    }
                }
            }

            //we ran out of spots to search
            //searchProgress.LogStatus("  search failed. ");

            if (ClosestSpot != null && closest < MaximumAllowedRangeFromTarget)
            {
                logger.WriteLine("search failed, returning the closest spot.");
                return(ClosestSpot);
            }
            return(null);
        }
        private Spot Search(Spot fromSpot, Spot destinationSpot, float minHowClose, ILocationHeuristics locationHeuristics)
        {
            currentSearchStartSpot = fromSpot;
            searchID++;
            int currentSearchID = searchID;
            //searchProgress = new SearchProgress(fromSpot, destinationSpot, searchID);

            // lowest first queue
            PriorityQueue <Spot, float> prioritySpotQueue = new PriorityQueue <Spot, float>(); // (new SpotSearchComparer(dst, score)); ;

            prioritySpotQueue.Enqueue(fromSpot, -fromSpot.GetDistanceTo(destinationSpot) * heuristicsFactor);

            fromSpot.SearchScoreSet(currentSearchID, 0.0f);
            fromSpot.traceBack         = null;
            fromSpot.traceBackDistance = 0;

            // A* -ish algorithm
            while (prioritySpotQueue.Count != 0 && SearchEnabled)
            {
                if (sleepMSBetweenSpots != 0)
                {
                    Thread.Sleep(sleepMSBetweenSpots);
                }                                                                    // slow down the pathing

                float prio;
                currentSearchSpot = prioritySpotQueue.Dequeue(out prio); // .Value;

                // force the world to be loaded
                TriangleCollection tc = triangleWorld.GetChunkAt(currentSearchSpot.X, currentSearchSpot.Y);

                if (currentSearchSpot.SearchIsClosed(currentSearchID))
                {
                    continue;
                }
                currentSearchSpot.SearchClose(currentSearchID);

                //update status
                //if (!searchProgress.CheckProgress(currentSearchSpot)) { break; }

                // are we there?
                if (currentSearchSpot.location.GetDistanceTo(destinationSpot.location) <= minHowClose)
                {
                    return(currentSearchSpot); // got there
                }

                //Find spots to link to
                CreateSpotsAroundSpot(currentSearchSpot);

                //score each spot around the current search spot and add them to the queue
                foreach (Spot spotLinkedToCurrent in currentSearchSpot.GetPathsToSpots(this))
                {
                    if (spotLinkedToCurrent != null && !spotLinkedToCurrent.IsBlocked() && !spotLinkedToCurrent.SearchIsClosed(currentSearchID))
                    {
                        ScoreSpot(spotLinkedToCurrent, destinationSpot, currentSearchID, locationHeuristics, prioritySpotQueue);
                    }
                }
            }

            //we ran out of spots to search
            //searchProgress.LogStatus("  search failed. ");

            return(null); // :(
        }