Esempio n. 1
0
 protected override TKey LookUp(long id)
 {
     if (!dict.ContainsKey(id))
     {
         dict[id] = (TKey)Galaxy.Current.GetReferrable(id);
     }
     return(dict[id]);
 }
Esempio n. 2
0
 protected override TKey LookUp(string id)
 {
     if (!dict.ContainsKey(id))
     {
         dict[id] = (TKey)Mod.Current.Find <TKey>(id);
     }
     return(dict[id]);
 }
Esempio n. 3
0
 /// <summary>
 /// Connects two nodes.
 /// </summary>
 /// <param name="start"></param>
 /// <param name="end"></param>
 /// <param name="twoWay">Connect both ways?</param>
 public void Connect(T start, T end, bool twoWay = false)
 {
     if (!connections.ContainsKey(start) || !connections[start].Contains(end))
     {
         var sub1 = Subgraphs.Single(s => s.Contains(start));
         var sub2 = Subgraphs.Single(s => s.Contains(end));
         if (sub1 != sub2)
         {
             var sub3 = new ConnectivityGraph <T>(sub1, sub2);
             subgraphs.Remove(sub1);
             subgraphs.Remove(sub2);
             subgraphs.Add(sub3);
         }
         connections[start].Add(end);
         singletons.Remove(start);
         singletons.Remove(end);
     }
     if (twoWay)
     {
         Connect(end, start, false);
     }
 }
Esempio n. 4
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        public static IEnumerable <PathfinderNode <T> > CreateDijkstraMap <T>(T start, T end, ConnectivityGraph <T> graph)
        {
            // pathfind!
            // step 1: empty priority queue with cost to reach each node
            var queue = new List <PathfinderNode <T> >();

            // step 2: empty set of previously visited nodes, along with costs and previous-node references
            var visited = new SafeDictionary <T, PathfinderNode <T> >();

            // step 3: add start node and cost
            queue.Add(new PathfinderNode <T>(start, 0, null));

            // step 4: quit if there are no nodes (all paths exhausted without finding goal)
            bool success = false;

            while (queue.Any() && !success)
            {
                // step 5: take lowest cost node out of queue
                // also prefer straight line movement to diagonal
                var minCost = queue.Min(n => n.Cost);
                var node    = queue.Where(n => n.Cost == minCost).First();
                queue.Remove(node);

                // step 6: if node is the goal, stop - success!
                if (node.Location.Equals(end))
                {
                    success = true;
                }

                // step 7: check possible moves
                var moves = graph.GetExits(node.Location);

                // step 7a: remove blocked points (aka calculate cost)
                // nothing to do here

                // step 7b: update priority queue
                foreach (var move in moves)
                {
                    if (!visited.ContainsKey(move))
                    {
                        // didn't visit yet
                        var newnode = new PathfinderNode <T>(move, node.Cost + 1, node);
                        queue.Add(newnode);
                        visited.Add(move, newnode);
                    }
                    else
                    {
                        // already visited - but is it by a longer path?
                        var items = queue.Where(n => n.Location.Equals(move) && n.Cost > node.Cost + 1);
                        if (items.Any())
                        {
                            foreach (var old in items.ToArray())
                            {
                                queue.Remove(old);
                            }
                            var newnode = new PathfinderNode <T>(move, node.Cost + 1, node);
                            queue.Add(newnode);
                            visited.Add(move, newnode);
                        }
                    }
                }
            }

            return(visited.Values);
        }