/*
     * doSearch method will run the A* search till a goal is found, or a node is in another agent closed list, or the
     *      nodes expanded is equal to the nodesToExpand variable
     * Parameter:	(int)nodesToExpand is the number of nodes that the search can expand
     *              (AIAgentAStarSearchList) secondSearchClosedList is the closed list from the other agent
     * Return:		(int)
     *                  0 if nothing was found
     *                  1 if the goal for this search agent was found
     *                  2 if a node on the second agent's closed list was found
     */
    public int doSearch(int nodesToExpand, AIAgentAStarSearchList secondSearchClosedList)
    {
        int nodesExpandedCount = 0;

        while (openList.isEmpty() == false && nodesExpandedCount < nodesToExpand) //goes until nothing is left on the open list meaning a path could not be found
        {
            currentNode = openList.popNode();                                     //take the first(Best) polygon off the openList
            queueSize--;
            nodesVisited++;
            if (currentNode == null)
            {
                return(0);
            }
            closedList.enqueue(currentNode);             //add currentNode to the closedList
            if (isBackwards == true)
            {
                if (currentNode.getPolygon().getHasAgent() == true)
                {
                    finalSolutionStart = currentNode;
                    return(1);
                }
            }
            else
            {
                if (currentNode.getPolygon().getHasGoal() == true)                //checks to see if the currentNode has the goal inside its polygon
                {
                    finalSolutionStart = currentNode;
                    return(1);
                }
            }
            if (secondSearchClosedList.isNodeOnList(currentNode.getPolygon()) == true)
            {
                finalSolutionStart = currentNode;
                return(2);
            }
            for (int count = 0; count < currentNode.getPolygon().getNeighborsHeld(); count++)            //adds all the neighbors that are not on the closed list to the open list
            {
                if (closedList.isNodeOnList(polygonArray[currentNode.getPolygon().getNeighborAt(count)]) == false)
                {
                    gCost = (currentNode.getPolygon().getCenterVector() - polygonArray[currentNode.getPolygon().getNeighborAt(count)].getCenterVector()).magnitude + currentNode.getGFromStartingNode();
                    if (openList.isNodeOnList(polygonArray[currentNode.getPolygon().getNeighborAt(count)]) == false)
                    {
                        openList.addNode(polygonArray[currentNode.getPolygon().getNeighborAt(count)], currentNode, gCost);
                        queueSize++;
                    }
                    else if (openList.getNodeOnList(polygonArray[currentNode.getPolygon().getNeighborAt(count)]).compareToG(gCost) > 0f)                    //updates the a Nodes information if the new GCost (cost from start to node) is less then what was previously in it
                    {
                        openList.updateNode(openList.getNodeOnList(polygonArray[currentNode.getPolygon().getNeighborAt(count)]), currentNode, gCost);
                        queueSize++;
                    }
                }
            }
            if (openList.getSize() > maxQueueSize)
            {
                maxQueueSize = openList.getSize();
            }
            nodesExpandedCount++;
        }
        return(0);
    }
 /* The AIBiDirectionalAStarAgent
  *
  * Parameters: Vector3 goalPositionToAdd - location of goal in the search
  * AIPolygon[] polygonsToAdd - array of walkable polygons to be search for a path
  * bool isBackwardsToAdd - determines if polygon was added as a result of backtracking
  */
 public AIBiDirectionalAStarAgent(Vector3 goalPositionToAdd, AIPolygon[] polygonsToAdd, bool isBackwardsToAdd)
 {
     polygonArray      = polygonsToAdd;
     goalPosition      = goalPositionToAdd;
     isBackwards       = isBackwardsToAdd;
     polygonFinalCount = 0;
     maxQueueSize      = 0;
     nodesVisited      = 0;
     openList          = new AIAgentAStarSearchList(goalPosition);
     closedList        = new AIAgentAStarSearchList(goalPosition);
     if (isBackwards == true)
     {
         for (int count = 0; count < polygonArray.Length; count++)             // looks for the polygon with the agent GameObject inside it
         {
             if (polygonArray [count].getHasGoal() == true)
             {
                 openList.addNode(polygonArray [count], null, 0);              //adds the first polygon to the openList
                 count = polygonArray.Length;
             }
         }
     }
     else
     {
         for (int count = 0; count < polygonArray.Length; count++)             // looks for the polygon with the agent GameObject inside it
         {
             if (polygonArray [count].getHasAgent() == true)
             {
                 openList.addNode(polygonArray [count], null, 0);              //adds the first polygon to the openList
                 count = polygonArray.Length;
             }
         }
     }
     queueSize = 1;
     gCost     = 0f;
 }
Esempio n. 3
0
 /*
  * searchStart method will begin the search by first setting the first node in the open list, which holds the
  *      polygon that has the agent GameObject in it, then it will call the functions to do the search, build the
  *      finalSolution array, and set the wayPoints
  *	Parameters:	none
  *	Return:	none
  */
 public void startSearch()
 {
     openList   = new AIAgentAStarSearchList(goalPosition);
     closedList = new AIAgentAStarSearchList(goalPosition);;
     for (int count = 0; count < polygonArray.Length; count++)         // looks for the polygon with the agent GameObject inside it
     {
         if (polygonArray [count].getHasAgent() == true && polygonArray[count].getAgentID() == 1)
         {
             openList.addNode(polygonArray [count], null, 0);          //adds the first polygon to the openList
             count = polygonArray.Length;
         }
     }
     AStarSearch();              //does the AStar search
     printFinalSolution();       //prints the finalSolution for debugging
     addFinalSolutionPolygons(); //adds the finalsolution to the finalsolution array
 }