Esempio n. 1
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        /// <summary>
        /// Calculates algorythm's cell-weights per cell
        /// </summary>
        /// <param name="cellCoords"></param>
        /// <param name="unitCoords"></param>
        /// <param name="targetCoords"></param>
        /// <returns></returns>
        private CellWeightValues CalculateCellWeights(Coords cellCoords, Coords unitCoords, Coords targetCoords)
        {
            CoordsCalculator coordsCalculator = new CoordsCalculator((FloatCoords)cellCoords);

            return(new CellWeightValues
            {
                AbsoluteDistanceToUnit = coordsCalculator.DistanceToFloatCoords((FloatCoords)unitCoords),
                AbsoluteDistanceToTarget = coordsCalculator.DistanceToFloatCoords((FloatCoords)targetCoords)
            });
        }
Esempio n. 2
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        public void Test_ShouldReturnCorrectDistance_WhenGivenTwoPoints(int x1, int y1, int x2, int y2, double expectedDistance)
        {
            //    Arrange
            FloatCoords floatCoords = new FloatCoords()
            {
                x = x1,
                y = y1
            };
            FloatCoords target = new FloatCoords()
            {
                x = x2,
                y = y2
            };
            CoordsCalculator coordsCalculator = new CoordsCalculator(floatCoords);

            //    Act
            double actual = coordsCalculator.DistanceToFloatCoords(target);

            //    Assert
            Assert.AreEqual(expectedDistance, actual);
        }
Esempio n. 3
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        /// <summary>
        /// returns a path to the target that avoids obstacles
        /// </summary>
        /// <param name="targetCoords">Target</param>
        /// <param name="unit">Model containing info about the unit's location</param>
        /// <returns>Path</returns>
        /// <exception cref="NoPathFoundException">Throws exception when no path found</exception>
        public List <FloatCoords> FindPath(FloatCoords targetCoords, LocationModel unit)
        {
            if (IsCellImpassable(worldController.GetCellFromCoords((Coords)targetCoords).worldCellModel, unit))
            {
                throw new NoPathFoundException(unit.Coords, (Coords)targetCoords);
            }

            CoordsCalculator unitCoordsCalculator   = new CoordsCalculator(unit.FloatCoords);
            CoordsCalculator targetCoordsCalculator = new CoordsCalculator(targetCoords);

            LinkedList <FloatCoords> currentPath   = new LinkedList <FloatCoords>();
            List <Coords>            visitedCoords = new List <Coords>();

            FloatCoords currentCoords = unit.FloatCoords;

            bool IsPreviousNode(Coords target) => currentPath.Last?.Previous != null && (Coords)currentPath.Last.Previous.Value == target;

            while ((Coords)currentCoords != (Coords)targetCoords)
            {
                Dictionary <Coords, CellWeightValues> currentNeighbours = CalculateNeighboursWeights((Coords)currentCoords, (Coords)targetCoords, unit);

                //    Find most probable cell,
                //    WHERE:
                //    1. NOT Cell has been visited and isn't the previous node
                List <FloatCoords> mostProbableCandidates = (
                    from KeyValuePair <Coords, CellWeightValues> pair in currentNeighbours
                    where !(visitedCoords.Contains(pair.Key) &&
                            !IsPreviousNode(pair.Key)) &&
                    !IsDiagonalPathBlocked((Coords)currentCoords, pair.Key, unit)
                    let cellWeightValues = pair.Value
                                           orderby cellWeightValues.Weight, cellWeightValues.AbsoluteDistanceToTarget
                    select(FloatCoords) pair.Key).ToList();

                if (!mostProbableCandidates.Any())
                {
                    throw new NoPathFoundException(unit.Coords, (Coords)targetCoords);
                }

                FloatCoords mostProbableCoords = mostProbableCandidates.First();

                if (ENABLE_ANIMATION)
                {
                    worldController.GetCellFromCoords((Coords)currentCoords).worldCellView.Colour      = Color.Red;
                    worldController.GetCellFromCoords((Coords)mostProbableCoords).worldCellView.Colour = Color.Blue;
                    Thread.Sleep(ANIMATION_DELAY_MILLIS);
                }

                if (!visitedCoords.Contains((Coords)mostProbableCoords))
                {
                    visitedCoords.Add((Coords)mostProbableCoords);
                }

                //    Add to list if mostProbableCoords:
                //    1. The path is empty
                //    2. OR the node isn't in the path AND it isn't too far away
                //    Else, if mostProbableCoords is already known, move to that node
                if (!currentPath.Any() ||
                    !currentPath.Contains(mostProbableCoords) &&
                    !(unitCoordsCalculator.DistanceToFloatCoords(mostProbableCoords) > SearchLimit ||
                      targetCoordsCalculator.DistanceToFloatCoords(mostProbableCoords) > SearchLimit))
                {
                    currentPath.AddLast(mostProbableCoords);
                }
                else if (currentPath.Contains(mostProbableCoords))
                {
                    while ((Coords)currentPath.Last.Value != (Coords)mostProbableCoords)
                    {
                        currentPath.RemoveLast();
                    }
                }

                currentCoords = currentPath.Last.Value;
            }

            if (!currentPath.Any())
            {
                throw new NoPathFoundException(unit.Coords, (Coords)targetCoords);
            }

            Queue <FloatCoords> route = ReduceWaypoints(currentPath.ToList(), unit);

            return(route.ToList());
        }
Esempio n. 4
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        /// <summary>
        /// Checks if cell is impassible by unit
        /// </summary>
        /// <param name="cell">Cell in question</param>
        /// <param name="unit">Unit that tries to pass</param>
        /// <returns>Impassibility</returns>
        private bool IsCellImpassable(WorldCellModel cell, LocationModel unit)
        {
            CoordsCalculator coordsCalculator = new CoordsCalculator((FloatCoords)cell.RealCoords);

            return(coordsCalculator.DistanceToFloatCoords((FloatCoords)unit.Coords) > SearchLimit || CellIsObstacle(cell, unit));
        }