Esempio n. 1
0
    List <grid_node> potential_movement(grid_node n)
    {
        List <grid_node> p = new List <grid_node>();

        p.Add(n);
        foreach (grid_node nb in sg.my_neighbours(n))
        {
            p.Add(nb);
        }
        return(p);
    }
Esempio n. 2
0
    //===============================Random move=====================================

    //===============================Simple Greedy Move=========================

    void IQ1_move()
    {
        /*this relatively clever movement is examine the whole grid
         * and use A* to move towards the exit as well as keep distance
         * with all the evadors;
         *
         * the Heuristic function that I am using is:
         * H(n)=Manhattan(n.grid_pos,exit)-Min(Manhattan(n.grid_pos,persuer)[])
         */
        int       threat    = 0;
        grid_node candidate = null;


        foreach (grid_node n in sg.my_neighbours(current_node))
        {
            if (sg.walkable(n) && (!n.occupied))
            {
                if (candidate == null)
                {
                    candidate = n;
                    threat    = evaluate_evador(n);
                }
                else
                {
                    candidate = evaluate_evador(n) > threat?n:candidate;
                }
            }
        }
        if (candidate != null)
        {
            move_to_grid(sg, candidate);
            if (candidate.state == SquareGrid.grid_stat.exit)
            {
                StageController.instance.score_evador += 1;
                //remove self from board
                current_node.occupied = false;
                explode(Color.green);
                DestroyImmediate(gameObject);
            }
        }
    }
Esempio n. 3
0
    grid_node astar(SquareGrid sg, grid_node startNode)
    {
        //* the Heuristic function that I am using is:
        //* Manhattan(n.grid_pos,exit)
        grid_node        candidate  = null;
        grid_node        targetNode = sg.nodes.Find(n => n.state == SquareGrid.grid_stat.exit); //Is that right??
        Heap <grid_node> openSet    = new Heap <grid_node>(sg.Width * sg.Height);               //Is that right??
        //Heap<grid_node> openSet = new Heap<grid_node>(20);
        //HashSet<grid_node> closedSet = new HashSet<grid_node>();
        List <grid_node> closedSet = new List <grid_node>();

        openSet.Add(startNode);

        while (openSet.count > 0)
        {
            grid_node currentNode = openSet.remove_first();
            closedSet.Add(currentNode);

            if (currentNode == targetNode)
            {
                //RetracePath(startNode,targetNode);
                candidate = closedSet[1];               //the next step??
                break;
            }

            foreach (grid_node n in sg.my_neighbours(currentNode))
            {
                if (!sg.walkable(n) || closedSet.Contains(n) || n.occupied)
                {
                    continue;
                }

                int newMovementCostToNeighbour = currentNode.gCost + Manhattan(currentNode.grid_position, n.grid_position);
                if (newMovementCostToNeighbour < n.gCost || !openSet.Contains(n))
                {
                    n.gCost  = newMovementCostToNeighbour;
                    n.hCost  = Manhattan(n.grid_position, targetNode.grid_position);
                    n.parent = currentNode;

                    if (!openSet.Contains(n))
                    {
                        openSet.Add(n);
                    }
                }
            }
        }
        candidate = closedSet.Count > 1?closedSet[1]:startNode;
        return(candidate);
    }
Esempio n. 4
0
 //This is also bullshit.
 void Update()
 {
     if (Input.GetMouseButtonDown(0))
     {
         Ray        r = Camera.main.ScreenPointToRay(Input.mousePosition);
         RaycastHit hit;
         if (Physics.Raycast(r, out hit))
         {
             grid_node        n   = hit.collider.gameObject.GetComponent <grid_node>();
             List <grid_node> nbs = g.my_neighbours(n);
             IEnumerator      c   = flash_them(nbs);
             StartCoroutine(c);
         }
     }
 }
    grid_node next_closest_to_target(grid_node myself, grid_node target)
    {
        int       min_dist  = 0;
        grid_node candidate = null;

        foreach (grid_node n in sg.my_neighbours(myself))
        {
            if (candidate == null)
            {
                candidate = n;
                min_dist  = Manhattan(n.grid_position, target.grid_position);
            }
            else
            {
                candidate = Manhattan(n.grid_position, target.grid_position) < min_dist?n:candidate;
            }
        }
        return(candidate);
    }