private void DrawGrid()
        {
            //draws the map grid
            int sz = level.GridSize;

            for (int x = 0; x < sz; x++)
            {
                for (int y = 0; y < sz; y++)
                {
                    Coord2 pos = new Coord2((x * 15), (y * 15));
                    if (level.tiles[x, y] == 0)
                    {
                        if (level.dijkstra.inPath[x, y])
                        {
                            spriteBatch.Draw(tile1Texture, pos, Color.Red);
                        }
                        else
                        {
                            spriteBatch.Draw(tile1Texture, pos, Color.White);
                        }
                    }
                    else
                    {
                        spriteBatch.Draw(tile2Texture, pos, Color.White);
                    }
                }
            }
        }
Esempio n. 2
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        public void Build(Coord2 startPos, Coord2 targetPos)
        {
            buffer2 = buffer1; // Copy Buffers

            // Increment player's value
            sourceValue = sourceValue + 1;

            Coord2 currentLoc;

            // Update all locations
            for (int x = 0; x < gridSize; x++)
            {
                for (int y = 0; y < gridSize; y++)
                {
                    currentLoc = new Coord2(x, y);
                    if (map.ValidPosition(currentLoc)) // Ignore blocked spaces
                    {
                        ProcessLocation(currentLoc, targetPos);
                    }
                }
            }

            // Update data in player's location
            buffer1.data[targetPos.X, targetPos.Y] = sourceValue;
        }
        Coord2 SetNextPos(int movementDirection, Coord2 pos)
        {
            Coord2 temp = pos;

            switch (movementDirection)
            {
            case 1:
                temp.X -= 1;
                break;

            case 2:
                temp.X += 1;
                break;

            case 3:
                temp.Y -= 1;
                break;

            case 4:
                temp.Y += 1;
                break;

            default:
                break;
            }
            return(temp);
        }
Esempio n. 4
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 public Node()
 {
     closed = false;
     cost   = INITIAL_COST;
     inPath = false;
     link   = new Coord2(-1, -1);
 }
Esempio n. 5
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 //constructor: takes an initial position as arguments
 public Player(int x, int y)
 {
     gridPosition = new Coord2(x, y);
     targetPosition = new Coord2(x, y);
     screenPosition = new Coord2(x, y);
     timerMs = moveTime;
 }
Esempio n. 6
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 //constructor: requires initial position
 public AiBotBase(int x, int y)
 {
     gridPosition   = new Coord2(x, y);
     targetPosition = new Coord2(x, y);
     screenPosition = new Coord2(x, y);
     timerMs        = moveTime;
 }
Esempio n. 7
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 //constructor: takes an initial position as arguments
 public Player(int x, int y)
 {
     gridPosition   = new Coord2(x, y);
     targetPosition = new Coord2(x, y);
     screenPosition = new Coord2(x, y);
     timerMs        = moveTime;
 }
Esempio n. 8
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        /// <summary>
        /// A background worker, used to run testing on a background thread.
        /// </summary>
        protected override void OnDoWork(DoWorkEventArgs e)
        {
            base.OnDoWork(e);

            for (int i = 0; i < config.NumberOfTestRuns; i++)
            {
                if (!CheckCancellation())
                {
                    // Calculate positions for this test run
                    Coord2 targetPos = new Coord2(0, 0);
                    Coord2 botPos = new Coord2(0, 0);

                    // Assign a random bot position
                    do
                    {
                        botPos.X = rand.Next(0, LevelHandler.Level.Map.GridSize);
                        botPos.Y = rand.Next(0, LevelHandler.Level.Map.GridSize);
                    } while (!LevelHandler.Level.Map.ValidPosition(botPos));

                    // Assign a target position the correct distance from the bot
                    do
                    {

                    } while (!LevelHandler.Level.Map.ValidPosition(targetPos));

                    // Run test on the loaded level
                    results.Add(LevelHandler.RunTest(config.Algorithm, new Coord2(0, 0), new Coord2(0, 0)));

                    // Report the thread's current progress
                    ReportProgress((i / config.NumberOfTestRuns) * 100);
                }
                else
                    break;
            }
        }
Esempio n. 9
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        protected virtual void RecalculateCosts(Coord2[] neighbours, Coord2 pos)
        {
            for (int i = 0; i < 8; i++)
            {
                if (map.ValidPosition(neighbours[i]) && nodes.Get(neighbours[i].X, neighbours[i].Y).closed == false)
                {
                    float costToAdd = 0.0f;

                    if (neighbours[i].X != 0 && neighbours[i].Y != 0)
                    {
                        costToAdd = D_COST;
                    }
                    else
                    {
                        costToAdd = HV_COST;
                    }

                    float newCost = nodes.Get(pos.X, pos.Y).cost + costToAdd;

                    if (newCost < nodes.Get(neighbours[i].X, neighbours[i].Y).cost)
                    {
                        nodes.Get(neighbours[i].X, neighbours[i].Y).cost = newCost;
                        nodes.Get(neighbours[i].X, neighbours[i].Y).link = pos;
                    }
                }
            }
        }
Esempio n. 10
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 //constructor: requires initial position
 public AiBotBase(int x, int y)
 {
     gridPosition = new Coord2(x, y);
     targetPosition = new Coord2(x, y);
     screenPosition = new Coord2(x, y);
     timerMs = 1;
 }
Esempio n. 11
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        protected override void ChooseNextGridLocation(Level level, Player plr)
        {
            double currentDistance = GetDistance(plr.GridPosition, GridPosition);

            Coord2 testPosition = new Coord2(GridPosition.X, GridPosition.Y);

            for (int i = -1; i <= 1; i++)
            {
                for (int j = -1; j <= 1; j++)
                {
                    if (i == 0 || j == 0)
                    {
                        testPosition = new Coord2(GridPosition.X + i, GridPosition.Y + j);
                        if (currentDistance > GetDistance(plr.GridPosition, testPosition))
                        {
                            currentDistance = GetDistance(plr.GridPosition, testPosition);
                            SetNextGridPosition(testPosition, level);
                            currentDirection = testPosition - GridPosition;
                        }
                    }
                }
            }

            if (!level.ValidPosition(GridPosition + currentDirection))
            {
                currentDirection = new Coord2(currentDirection.Y, currentDirection.X);
                SetNextGridPosition(GridPosition + currentDirection, level);
            }
        }
Esempio n. 12
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        private void HandlePlayerMovement()
        {
            Coord2 currentPos = new Coord2();

            currentPos = player.GridPosition;

            if (InputHandler.IsKeyDown(Keys.Up))
            {
                currentPos.Y -= 1;
                player.SetNextLocation(currentPos, map);
            }
            else if (InputHandler.IsKeyDown(Keys.Down))
            {
                currentPos.Y += 1;
                player.SetNextLocation(currentPos, map);
            }
            else if (InputHandler.IsKeyDown(Keys.Left))
            {
                currentPos.X -= 1;
                player.SetNextLocation(currentPos, map);
            }
            else if (InputHandler.IsKeyDown(Keys.Right))
            {
                currentPos.X += 1;
                player.SetNextLocation(currentPos, map);
            }
        }
Esempio n. 13
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 //sets target position: the next grid location to move to
 //need to validate this position - so must be within 1 cell of current position(in x and y directions)
 //and must also be valid on the map: greater than 0, less than mapsize, and not a wall
 public bool SetNextGridPosition(Coord2 pos, Level level)
 {
     if (pos.X < (gridPosition.X - 1))
     {
         return(false);
     }
     if (pos.X > (gridPosition.X + 1))
     {
         return(false);
     }
     if (pos.Y < (gridPosition.Y - 1))
     {
         return(false);
     }
     if (pos.Y > (gridPosition.Y + 1))
     {
         return(false);
     }
     if (!level.ValidPosition(pos))
     {
         return(false);
     }
     targetPosition = pos;
     return(true);
 }
Esempio n. 14
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 public void UpdateScent()
 {
     for (int x = 0; x < 8; x++)
     {
         Coord2 neighbourPos = new Coord2(currentNode.X + PreCalcNeighbours[x].X, currentNode.Y + PreCalcNeighbours[x].Y);
     }
 }
Esempio n. 15
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 /// <summary>
 /// Sets the render color of the given tile. Useful for visualization of a pathfinding algorithm.
 /// </summary>
 /// <param name="pos">Position of the tile to set.</param>
 /// <param name="color">Color to draw the tile as.</param>
 public void SetRenderColor(Coord2 pos, Color color)
 {
     if (ValidPosition(pos))
     {
         tiles[pos.X, pos.Y].SetRenderColor(color);
     }
 }
Esempio n. 16
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 public Node()
 {
     closed = false;
     cost = INITIAL_COST;
     inPath = false;
     link = new Coord2(-1, -1);
 }
Esempio n. 17
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        public override void Update(GameTime gameTime)
        {
            level.Update(gameTime);

            if (Game.IsActive)
            {
                // Check if user wishes to return to menu
                if (InputHandler.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.Escape))
                {
                    if (MessageBox.Show("Return to the menu?", "Return to Menu", MessageBoxButtons.YesNo, System.Windows.Forms.MessageBoxIcon.Question) == DialogResult.Yes)
                    {
                        Main.SetState(typeof(ProfilerMenu));
                        SetBotPosition(new Coord2(0, 0));
                        SetPlayerPosition(new Coord2(1, 0));
                    }
                }

                // Check for mouse clicks
                if (InputHandler.IsMouseInWindow(GraphicsDevice.Viewport.Bounds))
                {
                    // Check for mouse clicks
                    if (InputHandler.IsMouseButtonPressed(MouseButton.LeftButton) || InputHandler.IsMouseButtonPressed(MouseButton.RightButton))
                    {
                        ClearAll();

                        Coord2 mp = new Coord2(InputHandler.MousePosition().X / level.Map.TileSize, InputHandler.MousePosition().Y / level.Map.TileSize);

                        if (level.Map.ValidPosition(mp))
                        {
                            if (InputHandler.IsMouseButtonPressed(MouseButton.LeftButton))
                            {
                                if (level.Bot.GridPosition != mp)
                                {
                                    level.SetPlayerPosition(mp);
                                }
                            }
                            else
                            {
                                if (level.Player.GridPosition != mp)
                                {
                                    level.SetBotPosition(mp);
                                }
                            }
                        }
                    }

                    // Update mouse position
                    mousePos = new Point(InputHandler.MousePosition().X / level.Map.TileSize, InputHandler.MousePosition().Y / level.Map.TileSize);
                }

                // Check for hide/show instructions
                if (InputHandler.IsKeyPressed(Microsoft.Xna.Framework.Input.Keys.Tab))
                {
                    showInstructions = !showInstructions;
                }
            }

            base.Update(gameTime);
        }
Esempio n. 18
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 public Node()
 {
     cost     = INITIAL_COST;
     inPath   = false;
     closed   = false;
     parent   = null;
     position = new Coord2(-1, -1);
 }
Esempio n. 19
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 //validates a grid position (passed as a 2d vector): returns false if position is blocked, or if x or y 
 //positions are greater than grid size, or less than 0
 public bool ValidPosition(Coord2 pos)
 {
     if (pos.X < 0) return false;
     if (pos.X >= gridSize) return false;
     if (pos.Y < 0) return false;
     if (pos.Y >= gridSize) return false;
     return (tiles[pos.X,pos.Y] == 0);
 }
Esempio n. 20
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 public Node()
 {
     cost = INITIAL_COST;
     inPath = false;
     closed = false;
     parent = null;
     position = new Coord2(-1, -1);
 }
Esempio n. 21
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 /// <summary>
 /// Finds the manhattan distance between two locations.
 /// </summary>
 protected int manhattanDist(Coord2 playerPos, Coord2 currentPos)
 {
     Coord2 dist = playerPos - currentPos;
     if (dist.X < 0)
         dist.X *= -1;
     if (dist.Y < 0)
         dist.Y *= -1;
     return dist.X + dist.Y;
 }
Esempio n. 22
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 public Entity(Texture2D texture, int x, int y, int moveTime)
 {
     gridPosition   = new Coord2(x, y);
     targetPosition = new Coord2(x, y);
     screenPosition = new Coord2(x, y);
     this.texture   = texture;
     this.moveTime  = moveTime;
     timerMs        = moveTime;
 }
Esempio n. 23
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 public void SetPosition(Coord2 newPos, Level level)
 {
     if (level.ValidPosition(newPos))
     {
         gridPosition = newPos;
         targetPosition = newPos;
         screenPosition = newPos;
     }
 }
Esempio n. 24
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        public void Update(Level level, Player plr, AiBotBase bot)
        {
            if (running == true)
            {
                watch.Start();
            }
            sourceValue++;
            for (int x = 0; x < 40; x++)
            {
                for (int y = 0; y < 40; y++)
                {
                    buffer1[x, y] = buffer2[x, y];
                }
            }
            //Array.Copy(buffer1, buffer2, buffer2.Length);
            buffer1[plr.GridPosition.X, plr.GridPosition.Y] = sourceValue;

            for (int xx = 0; xx < 40; xx++)
            {
                for (int yy = 0; yy < 40; yy++)
                {
                    if (level.ValidPosition(new Coord2(xx, yy)))
                    {
                        int    highestScent = 0;
                        Coord2 pos          = new Coord2(xx, yy);
                        for (int i = 0; i < 8; i++)
                        {
                            Coord2 test = pos + PreCalcNeighbours[i];
                            if (test.X >= 0 && test.X < gridSize && test.Y >= 0 && test.Y < gridSize)
                            {
                                int temp = buffer1[pos.X + PreCalcNeighbours[i].X, pos.Y + PreCalcNeighbours[i].Y];
                                if (temp > highestScent)
                                {
                                    highestScent = temp;
                                }
                            }
                            buffer2[pos.X, pos.Y] = highestScent - 1;
                        }
                    }
                }
            }
            if ((buffer1[bot.GridPosition.X, bot.GridPosition.Y] <= 0))
            {
                running = true;
            }
            else if ((buffer1[bot.GridPosition.X, bot.GridPosition.Y] >= 1))
            {
                running = false;
                if (running == false)
                {
                    watch.Stop();
                    scentTimer = watch.ElapsedMilliseconds.ToString();
                    //Console.WriteLine("Scent time = " + scentTimer + " Milliseconds");
                    watch.Reset();
                }
            }
        }
Esempio n. 25
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 //sets next position for player to move to: called by keyboard processing functions. validates new position against level,
 //so can't move to blocked position, or position off grid
 public void SetNextLocation(Coord2 newLoc, Level level)
 {
     if (timerMs > 0) return;
     if (level.ValidPosition(newLoc))
     {
         targetPosition = newLoc;
         timerMs = moveTime;
     }
 }
Esempio n. 26
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 public Entity(Texture2D texture, int x, int y, int moveTime)
 {
     gridPosition = new Coord2(x, y);
     targetPosition = new Coord2(x, y);
     screenPosition = new Coord2(x, y);
     this.texture = texture;
     this.moveTime = moveTime;
     timerMs = moveTime;
 }
Esempio n. 27
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        /// <summary>
        /// A background worker, used to run testing on a background thread.
        /// </summary>
        protected override void OnDoWork(DoWorkEventArgs e)
        {
            base.OnDoWork(e);

            // Assign a random start position
            Coord2 startPos;

            do
            {
                startPos.X = rand.Next(0, LevelHandler.Level.Map.GridSize);
                startPos.Y = rand.Next(0, LevelHandler.Level.Map.GridSize);
            } while (!LevelHandler.Level.Map.ValidPosition(startPos));

            // Find the possible spawn points
            List <Coord2> possibleTargets = new List <Coord2>();
            Coord2        topLeft         = new Coord2(startPos.X - config.PathDistance, startPos.Y - config.PathDistance);

            for (int x = 0; x < (config.PathDistance * 2); x++)
            {
                possibleTargets.Add(new Coord2(topLeft.X + x, topLeft.Y));
                possibleTargets.Add(new Coord2(topLeft.X + x, topLeft.Y + (config.PathDistance * 2)));
            }
            for (int y = 0; y < (config.PathDistance * 2); y++)
            {
                possibleTargets.Add(new Coord2(topLeft.X, topLeft.Y + y));
                possibleTargets.Add(new Coord2(topLeft.X + (config.PathDistance * 2), topLeft.Y + y));
            }

            for (int i = 0; i < config.NumberOfTestRuns; i++)
            {
                if (!CheckCancellation())
                {
                    // Find a random position
                    Coord2 targetPos = possibleTargets[rand.Next(0, possibleTargets.Count)];

                    // Run test on the loaded level
                    TestResult result = new TestResult();
                    do
                    {
                        result = LevelHandler.RunTest(config.Algorithm, startPos, possibleTargets);
                    } while (result.Failed == true); // If the result reported a failure, run it again

                    // Add the result
                    results.Add(result);

                    // Report the thread's current progress
                    ReportProgress((int)(((float)100 / (float)config.NumberOfTestRuns) * (i + 1)), new TestProgress(i + 1, config.NumberOfTestRuns,
                                                                                                                    new TimeSpan(results.AverageTicksForPath)));
                }
                else
                {
                    results.Cancel();
                    break;
                }
            }
        }
Esempio n. 28
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 //sets target position: the next grid location to move to
 //need to validate this position - so must be within 1 cell of current position(in x and y directions)
 //and must also be valid on the map: greater than 0, less than mapsize, and not a wall
 public bool SetNextGridPosition(Coord2 pos, Level level)
 {
     if (pos.X < (gridPosition.X - 1)) return false;
     if (pos.X > (gridPosition.X + 1)) return false;
     if (pos.Y < (gridPosition.Y - 1)) return false;
     if (pos.Y > (gridPosition.Y + 1)) return false;
     if (!level.ValidPosition(pos)) return false;
     targetPosition = pos;
     return true;
 }
Esempio n. 29
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        /// <summary>
        /// Builds/Updates a scent map given a starting position and target position. If test mode is active, finds an entire
        /// path. Otherwise, performs a single update.
        /// <param name="startPos">Starting position.</param>
        /// <param name="targetPos">The current target positon.</param>
        /// <param name="testMode">Whether or not to find an entire path, or update the map once.</param>
        public override void Build(Coord2 startPos, Coord2 targetPos, bool testMode = false)
        {
            if (!path.Contains(targetPos))
            {
                buffer2.Copy(buffer1); // Copy Buffers

                // Increment player's value
                sourceValue = sourceValue + 1;

                // Update data in player's location
                buffer1.data[targetPos.X, targetPos.Y] = sourceValue;

                Coord2 currentLoc;

                // Update all locations
                for (int x = 0; x < gridSize; x++)
                {
                    for (int y = 0; y < gridSize; y++)
                    {
                        currentLoc = new Coord2(x, y);
                        if (map.ValidPosition(currentLoc)) // Ignore blocked spaces
                        {
                            ProcessLocation(currentLoc, targetPos);
                        }
                    }
                }

                // Update visuals
                UpdateVisualization();

                // Only recursive if not live - that is, is being used for non-visual profiling
                if (testMode)
                {
                    // Find best move position
                    List <Coord2> neighbours = GetNeighbours(startPos);
                    Coord2        highest    = neighbours[0];
                    for (int i = 0; i < neighbours.Count; i++)
                    {
                        if (map.ValidPosition(neighbours[i]))
                        {
                            if (buffer2.data[neighbours[i].X, neighbours[i].Y] > buffer2.data[highest.X, highest.Y])
                            {
                                highest = neighbours[i];
                            }
                        }
                    }

                    // Add lowest to the path, if scent has reached this point
                    path.Add(highest);

                    // Call recursively
                    Build(highest, targetPos, testMode);
                }
            }
        }
Esempio n. 30
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 /// <summary>
 /// Returns whether or not the given position is blocked. Does not ensure given positon is within the map. Returns false if position is
 /// out of map bounds.
 /// </summary>
 /// <param name="pos">Position to check for block</param>
 /// <returns></returns>
 public bool IsBlocked(Coord2 pos)
 {
     if (IsWithinMap(pos))
     {
         return(tiles[pos.X, pos.Y].IsBlocked);
     }
     else
     {
         return(false);
     }
 }
Esempio n. 31
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        /// <summary>
        /// A background worker, used to run testing on a background thread.
        /// </summary>
        protected override void OnDoWork(DoWorkEventArgs e)
        {
            base.OnDoWork(e);

            // Assign a random start position
            Coord2 startPos;
            do
            {
                startPos.X = rand.Next(0, LevelHandler.Level.Map.GridSize);
                startPos.Y = rand.Next(0, LevelHandler.Level.Map.GridSize);
            } while (!LevelHandler.Level.Map.ValidPosition(startPos));

            // Find the possible spawn points
            List<Coord2> possibleTargets = new List<Coord2>();
            Coord2 topLeft = new Coord2(startPos.X - config.PathDistance, startPos.Y - config.PathDistance);
            for(int x = 0; x < (config.PathDistance*2); x++)
            {
                possibleTargets.Add(new Coord2(topLeft.X + x, topLeft.Y));
                possibleTargets.Add(new Coord2(topLeft.X + x, topLeft.Y + (config.PathDistance*2)));
            }
            for(int y = 0; y < (config.PathDistance*2); y++)
            {
                possibleTargets.Add(new Coord2(topLeft.X, topLeft.Y + y));
                possibleTargets.Add(new Coord2(topLeft.X + (config.PathDistance*2), topLeft.Y + y));
            }

            for (int i = 0; i < config.NumberOfTestRuns; i++)
            {
                if (!CheckCancellation())
                {
                    // Find a random position
                    Coord2 targetPos = possibleTargets[rand.Next(0, possibleTargets.Count)];

                    // Run test on the loaded level
                    TestResult result = new TestResult();
                    do
                    {
                        result = LevelHandler.RunTest(config.Algorithm, startPos, possibleTargets);
                    } while (result.Failed == true); // If the result reported a failure, run it again

                    // Add the result
                    results.Add(result);

                    // Report the thread's current progress
                    ReportProgress((int)(((float)100 / (float)config.NumberOfTestRuns) * (i + 1)), new TestProgress(i + 1, config.NumberOfTestRuns,
                        new TimeSpan(results.AverageTicksForPath)));
                }
                else
                {
                    results.Cancel();
                    break;
                }
            }
        }
Esempio n. 32
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        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
            {
                this.Exit();
            }

            //player movement: read keyboard
            KeyboardState keyState   = Keyboard.GetState();
            Coord2        currentPos = new Coord2();

            currentPos = player.GridPosition;
            if (keyState.IsKeyDown(Keys.Up))
            {
                currentPos.Y -= 1;
                player.SetNextLocation(currentPos, level);
                level.dijkstra.Build(level, bot, player);
            }
            else if (keyState.IsKeyDown(Keys.Down))
            {
                currentPos.Y += 1;
                player.SetNextLocation(currentPos, level);
                level.dijkstra.Build(level, bot, player);
            }
            else if (keyState.IsKeyDown(Keys.Left))
            {
                currentPos.X -= 1;
                player.SetNextLocation(currentPos, level);
                level.dijkstra.Build(level, bot, player);
            }
            else if (keyState.IsKeyDown(Keys.Right))
            {
                currentPos.X += 1;
                player.SetNextLocation(currentPos, level);
                level.dijkstra.Build(level, bot, player);
            }
            // INITIATE THE DIJKSTRA ALGORITHM PATHFINDING
            else if (keyState.IsKeyDown(Keys.D))
            {
                level.dijkstra.Build(level, bot, player);
            }
            // INITIATE ASTAR ALGORITH PATHFINDING
            else if (keyState.IsKeyDown(Keys.A))
            {
                level.astar.Build(level, bot, player);
            }

            //update bot and player
            bot.Update(gameTime, level, player);
            player.Update(gameTime, level);

            base.Update(gameTime);
        }
Esempio n. 33
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        public override bool Equals(Object obj)
        {
            //Check for null and compare run-time types.
            if (obj == null || GetType() != obj.GetType())
            {
                return(false);
            }
            Coord2 p = (Coord2)obj;

            return((X == p.X) && (Y == p.Y));
        }
Esempio n. 34
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 /// <summary>
 /// Retrieve the node at the given location, if it is valid.
 /// </summary>
 public Node Get(Coord2 loc)
 {
     if (IsValid(loc))
     {
         return(nodes[loc.X, loc.Y]);
     }
     else
     {
         Console.WriteLine("Error, tried to access invalid node in node collection!\n");
         return(null);
     }
 }
Esempio n. 35
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 //Handles animation moving from current grid position (gridLocation) to next grid position (targetLocation)
 //When target location is reached, sets grid location to targetLocation, and then calls ChooseNextGridLocation
 //and resets animation timer
 public void Update(GameTime gameTime, Level level, Player plr)
 {
     timerMs -= gameTime.ElapsedGameTime.Milliseconds;
     if (timerMs <= 0)
     {
         gridPosition = targetPosition;
         ChooseNextGridLocation(level, plr);
         timerMs = moveTime;
     }
     //calculate screen position
     screenPosition = (gridPosition * 15) + ((((targetPosition * 15) - (gridPosition * 15)) * (moveTime - timerMs)) / moveTime);
 }
Esempio n. 36
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 //Handles animation moving from current grid position (gridLocation) to next grid position (targetLocation)
 //When target location is reached, sets grid location to targetLocation, and then calls ChooseNextGridLocation
 //and resets animation timer
 public void Update(GameTime gameTime, Level level, Player plr)
 {
     timerMs -= gameTime.ElapsedGameTime.Milliseconds;
     if (timerMs <= 0)
     {
         gridPosition = targetPosition;
         ChooseNextGridLocation(level, plr);
         timerMs = moveTime;
     }
     //calculate screen position
     screenPosition = (gridPosition * 15) + ((((targetPosition * 15) - (gridPosition * 15)) * (moveTime - timerMs)) / moveTime);
 }
Esempio n. 37
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 //sets next position for player to move to: called by keyboard processing functions. validates new position against level,
 //so can't move to blocked position, or position off grid
 public void SetNextLocation(Coord2 newLoc, Map level)
 {
     if (timerMs > 0)
     {
         return;
     }
     if (level.ValidPosition(newLoc))
     {
         targetPosition = newLoc;
         timerMs        = moveTime;
     }
 }
Esempio n. 38
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        /// <summary>
        /// Draws the grid and any neccesary pathfinding visual representation.
        /// </summary>
        /// <param name="sb">The spritebatch to use.</param>
        public void DrawGrid(SpriteBatch sb)
        {
            int sz = map.GridSize;

            // Draw grid the same way for both dijkstra and astar
            if (map.PathfindingAlgorithm == PathfinderAlgorithm.Dijkstra || map.PathfindingAlgorithm == PathfinderAlgorithm.AStar)
            {
                for (int x = 0; x < sz; x++)
                {
                    for (int y = 0; y < sz; y++)
                    {
                        Coord2 pos = new Coord2((x * 15), (y * 15));

                        if (map.tiles[x, y] == 0)
                        {
                            if (map.pathfinder.IsInPath(x, y) == true)
                                sb.Draw(map.Tile1Texture, pos, Color.Red);
                            else
                            {
                                if (map.pathfinder.GetValue(x, y) == 0)
                                    sb.Draw(map.Tile1Texture, pos, Color.White);
                                else
                                    sb.Draw(map.Tile1Texture, pos, Color.Blue);
                            }
                        }
                        else
                            sb.Draw(map.Tile2Texture, pos, Color.White);
                    }
                }
            }
            else if (map.PathfindingAlgorithm == PathfinderAlgorithm.ScentMap)
            {
                int highestValue = map.pathfinder.HighestValue();

                for (int x = 0; x < sz; x++)
                {
                    for (int y = 0; y < sz; y++)
                    {
                        Coord2 pos = new Coord2((x * 15), (y * 15));

                        if (map.tiles[x, y] == 0)
                        {
                            if (map.pathfinder.IsInPath(x, y) == true)
                                sb.Draw(map.Tile1Texture, pos, Color.Red);
                            else
                                sb.Draw(map.Tile1Texture, pos, Color.Lerp(Color.White, Color.Red, map.pathfinder.GetValue(x, y)/highestValue));
                        }
                        else
                            sb.Draw(map.Tile2Texture, pos, Color.White);
                    }
                }
            }
        }
Esempio n. 39
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        /// <summary>
        /// Builds/Updates a scent map given a starting position and target position. If test mode is active, finds an entire
        /// path. Otherwise, performs a single update.
        /// <param name="startPos">Starting position.</param>
        /// <param name="targetPos">The current target positon.</param>
        /// <param name="testMode">Whether or not to find an entire path, or update the map once.</param>
        public override void Build(Coord2 startPos, Coord2 targetPos, bool testMode = false)
        {
            if (!path.Contains(targetPos))
            {
                buffer2.Copy(buffer1); // Copy Buffers

                // Increment player's value
                sourceValue = sourceValue + 1;

                // Update data in player's location
                buffer1.data[targetPos.X, targetPos.Y] = sourceValue;

                Coord2 currentLoc;

                // Update all locations
                for (int x = 0; x < gridSize; x++)
                {
                    for (int y = 0; y < gridSize; y++)
                    {
                        currentLoc = new Coord2(x, y);
                        if (map.ValidPosition(currentLoc)) // Ignore blocked spaces
                            ProcessLocation(currentLoc, targetPos);
                    }
                }

                // Update visuals
                UpdateVisualization();

                // Only recursive if not live - that is, is being used for non-visual profiling
                if (testMode)
                {
                    // Find best move position
                    List<Coord2> neighbours = GetNeighbours(startPos);
                    Coord2 highest = neighbours[0];
                    for (int i = 0; i < neighbours.Count; i++)
                    {
                        if (map.ValidPosition(neighbours[i]))
                        {
                            if (buffer2.data[neighbours[i].X, neighbours[i].Y] > buffer2.data[highest.X, highest.Y])
                                highest = neighbours[i];
                        }
                    }

                    // Add lowest to the path, if scent has reached this point
                    path.Add(highest);

                    // Call recursively
                    Build(highest, targetPos, testMode);
                }
            }
        }
Esempio n. 40
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        private Coord2[] GetNeighbours()
        {
            Coord2[] neighbours = new Coord2[8];
            neighbours[0] = new Coord2(GridPosition.X + 1, GridPosition.Y + 1);
            neighbours[1] = new Coord2(GridPosition.X - 1, GridPosition.Y - 1);
            neighbours[2] = new Coord2(GridPosition.X - 1, GridPosition.Y + 1);
            neighbours[3] = new Coord2(GridPosition.X + 1, GridPosition.Y - 1);
            neighbours[4] = new Coord2(GridPosition.X, GridPosition.Y + 1);
            neighbours[5] = new Coord2(GridPosition.X + 1, GridPosition.Y);
            neighbours[6] = new Coord2(GridPosition.X - 1, GridPosition.Y);
            neighbours[7] = new Coord2(GridPosition.X, GridPosition.Y - 1);

            return(neighbours);
        }
Esempio n. 41
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        private Coord2[] GetNeighbours()
        {
            Coord2[] neighbours = new Coord2[8];
            neighbours[0] = new Coord2(GridPosition.X + 1, GridPosition.Y + 1);
            neighbours[1] = new Coord2(GridPosition.X - 1, GridPosition.Y - 1);
            neighbours[2] = new Coord2(GridPosition.X - 1, GridPosition.Y + 1);
            neighbours[3] = new Coord2(GridPosition.X + 1, GridPosition.Y - 1);
            neighbours[4] = new Coord2(GridPosition.X, GridPosition.Y + 1);
            neighbours[5] = new Coord2(GridPosition.X + 1, GridPosition.Y);
            neighbours[6] = new Coord2(GridPosition.X - 1, GridPosition.Y);
            neighbours[7] = new Coord2(GridPosition.X, GridPosition.Y - 1);

            return neighbours;
        }
Esempio n. 42
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        /// <summary>
        /// Finds the manhattan distance between two locations.
        /// </summary>
        protected int manhattanDist(Coord2 playerPos, Coord2 currentPos)
        {
            Coord2 dist = playerPos - currentPos;

            if (dist.X < 0)
            {
                dist.X *= -1;
            }
            if (dist.Y < 0)
            {
                dist.Y *= -1;
            }
            return(dist.X + dist.Y);
        }
Esempio n. 43
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        protected Coord2[] GetNeighbours(Coord2 location)
        {
            Coord2[] neighbours = new Coord2[8];
            neighbours[0] = new Coord2(location.X + 1, location.Y + 1);
            neighbours[1] = new Coord2(location.X - 1, location.Y - 1);
            neighbours[2] = new Coord2(location.X - 1, location.Y + 1);
            neighbours[3] = new Coord2(location.X + 1, location.Y - 1);
            neighbours[4] = new Coord2(location.X, location.Y + 1);
            neighbours[5] = new Coord2(location.X + 1, location.Y);
            neighbours[6] = new Coord2(location.X - 1, location.Y);
            neighbours[7] = new Coord2(location.X, location.Y - 1);

            return(neighbours);
        }
Esempio n. 44
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        protected override void ChooseNextGridLocation(Map level, Player plr)
        {
            try
            {
                if (level.pathfinder.GetAlgorithm() != PathfinderAlgorithm.ScentMap)
                {
                    throw new Exception("Wrong bot used for pathfinding algorithm.");
                }

                // Get a copy of the scent map
                ScentMap map = (level.pathfinder as ScentMap);

                // Get neighbouring coordinates
                Coord2[] neighbours = GetNeighbours();

                Coord2 highest    = new Coord2(0, 0);
                bool   validFound = false;
                for (int i = 0; i < neighbours.Length; i++) // Ensures a valid position is initially selected
                {
                    if (level.ValidPosition(neighbours[i]))
                    {
                        highest    = neighbours[i];
                        validFound = true;
                        break;
                    }
                }

                if (validFound) // Only update if at least one neighbouring positon is in fact valid on the map
                {
                    // Find the highest neighbouring coorindate
                    for (int i = 0; i < neighbours.Length; i++)
                    {
                        if (level.ValidPosition(neighbours[i]))
                        {
                            if (map.Scents.data[neighbours[i].X, neighbours[i].Y] > map.Scents.data[highest.X, highest.Y])
                            {
                                highest = neighbours[i];
                            }
                        }
                    }

                    SetNextGridPosition(highest, level);
                }
            }
            catch (Exception e)
            {
                Console.WriteLine("Bot Exception: " + e.Message);
            }
        }
Esempio n. 45
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        /// <summary>
        /// Processes an individual location and updates it's scent value.
        /// </summary>
        /// <param name="location">The location to update.</param>
        /// <param name="targetPos">The current position of the target.</param>
        private void ProcessLocation(Coord2 location, Coord2 targetPos)
        {
            List <Coord2> neighbours = GetNeighbours(location);

            for (int i = 0; i < neighbours.Count; i++)
            {
                if (map.ValidPosition(neighbours[i]))
                {
                    if (buffer2.data[neighbours[i].X, neighbours[i].Y] > buffer1.data[location.X, location.Y])
                    {
                        buffer1.data[location.X, location.Y] = buffer2.data[neighbours[i].X, neighbours[i].Y] - 1;
                    }
                }
            }
        }
Esempio n. 46
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        //Handles animation moving from current grid position (gridLocation) to next grid position (targetLocation)
        public void Update(GameTime gameTime, Level level)
        {
            if (timerMs > 0)
            {
                timerMs -= gameTime.ElapsedGameTime.Milliseconds;
                if (timerMs <= 0)
                {
                    timerMs      = 0;
                    gridPosition = targetPosition;
                }
            }

            //calculate screen position
            screenPosition = (gridPosition * 15) + ((((targetPosition * 15) - (gridPosition * 15)) * (moveTime - timerMs)) / moveTime);
        }
Esempio n. 47
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        private void ProcessLocation(Coord2 location, Coord2 targetPos)
        {
            Coord2[] neighbours = GetNeighbours(location);

            for (int i = 0; i < neighbours.Length; i++)
            {
                if (map.ValidPosition(neighbours[i]) && targetPos != neighbours[i])
                {
                    if (buffer2.data[neighbours[i].X, neighbours[i].Y] > buffer1.data[location.X, location.Y])
                    {
                        buffer1.data[location.X, location.Y] = buffer2.data[neighbours[i].X, neighbours[i].Y] - 1;
                    }
                }
            }
        }
Esempio n. 48
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 //Handles animation moving from current grid position (gridLocation) to next grid position (targetLocation)
 public void Update(GameTime gameTime, Level level)
 {
     if (timerMs > 0)
     {
         timerMs -= gameTime.ElapsedGameTime.Milliseconds;
         if (timerMs <= 0)
         {
             timerMs = 0;
             gridPosition = targetPosition;
         }
     }
    
     //calculate screen position
     screenPosition = (gridPosition * 15) + ((((targetPosition * 15) - (gridPosition * 15)) * (moveTime - timerMs)) / moveTime); 
 }
Esempio n. 49
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        protected override void ChooseNextGridLocation(Map level, Player plr)
        {
            try
            {
                if (level.pathfinder.GetAlgorithm() != PathfinderAlgorithm.ScentMap)
                    throw new Exception("Wrong bot used for pathfinding algorithm.");

                // Get a copy of the scent map
                ScentMap map = (level.pathfinder as ScentMap);

                // Get neighbouring coordinates
                Coord2[] neighbours = GetNeighbours();

                Coord2 highest = new Coord2(0, 0);
                bool validFound = false;
                for (int i = 0; i < neighbours.Length; i++) // Ensures a valid position is initially selected
                {
                    if (level.ValidPosition(neighbours[i]))
                    {
                        highest = neighbours[i];
                        validFound = true;
                        break;
                    }
                }

                if (validFound) // Only update if at least one neighbouring positon is in fact valid on the map
                {
                    // Find the highest neighbouring coorindate
                    for (int i = 0; i < neighbours.Length; i++)
                    {
                        if (level.ValidPosition(neighbours[i]))
                        {
                            if (map.Scents.data[neighbours[i].X, neighbours[i].Y] > map.Scents.data[highest.X, highest.Y])
                                highest = neighbours[i];
                        }
                    }

                    SetNextGridPosition(highest, level);
                }
            }
            catch (Exception e)
            {
                Console.WriteLine("Bot Exception: " + e.Message);
            }
        }
Esempio n. 50
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 public Dijkstra(Level level)
 {
     closed = new bool[level.GridSize, level.GridSize];
     cost = new float[level.GridSize, level.GridSize];
     link = new Coord2[level.GridSize, level.GridSize];
     inPath = new bool[level.GridSize, level.GridSize];
     path = new List<Coord2>();
     for (int i = 0; i < level.GridSize; i++)
     {
         for (int j = 0; j < level.GridSize; j++)
         {
             cost[i, j] = int.MaxValue-1;
             closed[i, j] = false;
             link[i, j] = new Coord2(-1, -1);
             inPath[i, j] = false;
         }
     }
 }
Esempio n. 51
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        public static TestResult RunTest(PathfinderAlgorithm algorithm, Coord2 startPos, Coord2 targetPos)
        {
            // Set the pathfinding algorithm
            Level.SetPathfindingAlgorithm(algorithm);

            // Get Start Time
            DateTime startTime = DateTime.Now;

            // Find Path
            Level.Map.pathfinder.Build(startPos, targetPos);

            // Calculate time taken
            DateTime finishTime = DateTime.Now;
            TimeSpan timeTaken = finishTime - startTime;

            // Return results
            return new TestResult(timeTaken.Ticks, Level.Map.pathfinder.GetPath().Count);
        }
Esempio n. 52
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        // Create a text file by flooding Dijkstra's for every cell.
        public void Calculate(Level level)
        {
            int firstTile = level.tiles[0][0];
            level.tiles[0][0] = 1;
            Dijkstra dijkstra = new Dijkstra(level);
            AiBotSimple bot = new AiBotSimple(0,0);
            Player player = new Player(level.GridSizeX-1, level.GridSizeY-1);
            Coord2 current = new Coord2(-1, -1);
            dijkstra.Build(level, bot, player);
            StreamWriter writer = new StreamWriter("precompute.txt", true);

            for (int x = 0; x < level.GridSize; x++)
            {
                for (int y = 0; y < level.GridSize; y++)
                {
                    for (int i = 0; i < level.GridSize; i++)
                    {
                        for (int j = 0; j < level.GridSize; j++)
                        {
                            if (new Coord2(i, j) == player.GridPosition)
                                writer.Write(0);
                            else if (level.ValidPosition(new Coord2(i, j)) && dijkstra.cost[i,j].ToString() != "2.147484E+09")
                                writer.Write(dijkstra.cost[i, j].ToString());
                            else
                                writer.Write("-");

                            string tab = "\t";
                            writer.Write(tab);
                        }
                    }

                    writer.WriteLine();
                    bot = new AiBotSimple(x, y);
                    player = new Player(0, 0);
                    dijkstra = new Dijkstra(level);
                    dijkstra.Build(level, bot, player);
                }
            }

            writer.Close();
            level.tiles[0][0] = firstTile;
        }
Esempio n. 53
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        /// <summary>
        /// A background worker, used to run testing on a background thread.
        /// </summary>
        protected override void OnDoWork(DoWorkEventArgs e)
        {
            base.OnDoWork(e);

            for (int i = 0; i < config.NumberOfTestRuns; i++)
            {
                if (!CheckCancellation())
                {
                    // Calculate positions for this test run
                    Coord2 targetPos = new Coord2(0, 0);
                    Coord2 botPos = new Coord2(0, 0);

                    // Assign a random bot position
                    do
                    {
                        botPos.X = rand.Next(0, LevelHandler.Level.Map.GridSize);
                        botPos.Y = rand.Next(0, LevelHandler.Level.Map.GridSize);
                    } while (!LevelHandler.Level.Map.ValidPosition(botPos));

                    // Calculate area in which the target should not be
                    Rectangle noSpawnArea = new Rectangle(botPos.X - config.PathDistance, botPos.Y - config.PathDistance, config.PathDistance * 2, config.PathDistance * 2);

                    // Assign a target position the correct distance from the bot
                    do
                    {
                        targetPos.X = rand.Next(0, LevelHandler.Level.Map.GridSize);
                        targetPos.Y = rand.Next(0, LevelHandler.Level.Map.GridSize);
                    } while (!LevelHandler.Level.Map.ValidPosition(targetPos) && noSpawnArea.Contains(new Point(targetPos.X, targetPos.Y)));

                    // Run test on the loaded level
                    results.Add(LevelHandler.RunTest(config.Algorithm, botPos, targetPos));

                    // Report the thread's current progress
                    ReportProgress((int)(100/config.NumberOfTestRuns)*i, null);
                }
                else
                    break;
            }
        }
Esempio n. 54
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        public void Build(Coord2 startPos, Coord2 targetPos)
        {
            if(InputHandler.IsKeyPressed(Microsoft.Xna.Framework.Input.Keys.Enter))
            {
                this.startPos = startPos;
                this.targetPos = targetPos;
                path = new List<Coord2>();

                nodes = new NodeCollection(GridSize);

                // Initialize bot position
                nodes.Get(startPos.X, startPos.Y).cost = 0;
                bool firstLoop = true;

                while (nodes.Get(targetPos.X, targetPos.Y).closed == false)
                {
                    if (firstLoop)
                    {
                        currentLowestPos = startPos;
                        firstLoop = false;
                    }
                    else
                        FindLowestCost(); // Find lowest cost

                    // Mark lowest cost as closed
                    nodes.Get(currentLowestPos.X, currentLowestPos.Y).closed = true;

                    // Find the neigbour positions
                    Coord2[] neighbours = GetNeighbours(currentLowestPos);

                    // Recalculate Costs
                    RecalculateCosts(neighbours, currentLowestPos);
                }

                // Trace the completed path
                TracePath();
            }
        }
Esempio n. 55
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        // Follow the highest adjacent scent value.
        protected override void ChooseNextGridLocation(Level level, Player plr)
        {
            if (GridPosition == plr.GridPosition)
                return;
            Coord2 next = new Coord2(-1, -1);
            int highest = 0;
            for (int i = -1; i <= 1; i++)
            {
                for (int j = -1; j <= 1; j++)
                {
                    if (level.ValidPosition(new Coord2(GridPosition.X+i, GridPosition.Y+j)) &&
                        plr.GetScent(GridPosition.X + i, GridPosition.Y + j) > highest && (i == 0 || j == 0))
                    {
                        if (i == 0 && j == 0)
                            continue;
                        highest = plr.GetScent(GridPosition.X + i, GridPosition.Y + j);
                        next = new Coord2(GridPosition.X + i, GridPosition.Y + j);
                    }
                }
            }

            SetNextGridPosition(next, level);
        }
Esempio n. 56
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        public void Build(Coord2 startPos, Coord2 targetPos)
        {
            buffer2 = buffer1; // Copy Buffers

            // Increment player's value
            sourceValue = sourceValue + 1;

            Coord2 currentLoc;

            // Update all locations
            for (int x = 0; x < gridSize; x++)
            {
                for (int y = 0; y < gridSize; y++)
                {
                    currentLoc = new Coord2(x, y);
                    if (map.ValidPosition(currentLoc)) // Ignore blocked spaces
                        ProcessLocation(currentLoc, targetPos);
                }
            }

            // Update data in player's location
            buffer1.data[targetPos.X, targetPos.Y] = sourceValue;
        }
Esempio n. 57
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        protected override void RecalculateCosts(Coord2[] neighbours, Coord2 pos)
        {
            for (int i = 0; i < 8; i++)
            {
                if(map.ValidPosition(neighbours[i]) && nodes.Get(neighbours[i].X, neighbours[i].Y).closed == false)
                {
                    float costToAdd = 0.0f;

                    if (neighbours[i].X != 0 && neighbours[i].Y != 0)
                        costToAdd = D_COST;
                    else
                        costToAdd = HV_COST;

                   float newCost = nodes.Get(pos.X, pos.Y).cost + costToAdd + manhattanDist(neighbours[i], currentLowestPos);

                   if (newCost < nodes.Get(neighbours[i].X, neighbours[i].Y).cost)
                   {
                       nodes.Get(neighbours[i].X, neighbours[i].Y).cost = newCost;
                       nodes.Get(neighbours[i].X, neighbours[i].Y).link = pos;
                   }
                }
            }
        }
Esempio n. 58
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        protected override void ChooseNextGridLocation(Level level, Player plr)
        {
            Coord2 CurrentPos;
            CurrentPos = GridPosition;

            //checks bot surrounding nodes.
            if(GridPosition != plr.GridPosition)
            {
                for (int f = -1; f <= 1; f++)
                {
                    for (int g = -1; g <= 1; g++)
                    {
                        //changes bot position.
                        if (level.scentmap.buffer1[GridPosition.X + f, GridPosition.Y + g] > level.scentmap.buffer1[GridPosition.X, GridPosition.Y])
                        {
                            CurrentPos = new Coord2(GridPosition.X + f, GridPosition.Y + g);
                            level.path_count ++;
                        }
                        SetNextGridPosition(CurrentPos, level);
                    }
                }
            }
        }
Esempio n. 59
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        public void Build(Level level, Coord2 from, Coord2 to, bool cutCorners, string heuristicIn)
        {
            cutCorners = !cutCorners;
            heuristic = heuristicIn;

            gCost[from.X, from.Y] = 0;
            Coord2 currentPosition = from;

            closed[from.X, from.Y] = true;
            while (!closed[to.X, to.Y])
            {

                // Open adjacent cells.
                for (int i = -1; i <= 1; i++)
                {
                    for (int j = -1; j <= 1; j++)
                    {
                        if (level.ValidPosition(new Coord2(currentPosition.X + i, currentPosition.Y + j)) && !closed[currentPosition.X+i, currentPosition.Y+j]) // Make sure position is valid// Make sure position is in range
                        {
                            if (cutCorners)
                                if (!(level.ValidPosition(new Coord2(currentPosition.X + i, currentPosition.Y)) && level.ValidPosition(new Coord2(currentPosition.X, currentPosition.Y + j))))
                                continue;
                            if (!open.Contains(new Coord2(currentPosition.X + i, currentPosition.Y + j)))
                                open.Add(new Coord2(currentPosition.X + i, currentPosition.Y + j));

                            if (i == 0 || j == 0)
                                SetCost(currentPosition, to, level, i, j, false);
                            else
                                SetCost(currentPosition, to, level, i, j, true);

                        }
                    }
                }

                float lowestCost = int.MaxValue;
                Coord2 nextPosition = currentPosition;

                // Iterate through the open list to find next cell.
                for (int i = 0; i < open.Count; i++)
                {
                    if (cost[open[i].X, open[i].Y] < lowestCost)
                    {
                        lowestCost = cost[open[i].X, open[i].Y];
                        nextPosition = new Coord2(open[i].X, open[i].Y);
                    }
                }
                if (currentPosition == nextPosition)
                    break;
                open.Remove(nextPosition);
                closed[nextPosition.X, nextPosition.Y] = true;
                currentPosition = nextPosition;

            }

            bool done = false;
            Coord2 nextClose = to;

            // When destination is found, cycle through parents to find the path.
            while (!done)
            {
                if (nextClose.X == -1)
                    break;
                if (nextClose == from)
                {
                    playerPos = to;
                    done = true;
                }
                inPath[nextClose.X, nextClose.Y] = true;
                path.Add(new Coord2(nextClose.X, nextClose.Y));
                nextClose = link[nextClose.X, nextClose.Y];
            }
        }
Esempio n. 60
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        // Set the total cost of cells (parent + movement + heuristic).
        private void SetCost(Coord2 currentPosition, Coord2 plr, Level level, int x, int y, bool diag)
        {
            int moveCost;
            if (!diag)
                moveCost = 10;
            else
                moveCost = 14;

            if (gCost[currentPosition.X + x, currentPosition.Y + y] > gCost[currentPosition.X, currentPosition.Y] + moveCost)
            {

                float hCost = 0;
                if (heuristic == "Manhattan")
                    hCost = Manhattan(currentPosition, plr, x, y);
                else if (heuristic == "Chebyshev")
                    hCost = Chebyshev(currentPosition, plr, x, y);
                else if (heuristic == "Euclidean")
                    hCost = Euclidean(currentPosition, plr, x, y);

                link[currentPosition.X + x, currentPosition.Y + y] = currentPosition;
                gCost[currentPosition.X + x, currentPosition.Y + y] = gCost[currentPosition.X, currentPosition.Y] + moveCost;
                cost[currentPosition.X + x, currentPosition.Y + y] =  gCost[currentPosition.X + x, currentPosition.Y + y] + hCost;
                    //  // Heuristic.
            }
        }