コード例 #1
0
ファイル: PriorityQueue.cs プロジェクト: futureforge/Rohde
 /// <summary>
 /// Removes an item from the queue.  The item does not need to be the head of the queue.
 /// If the item is not in the queue, an exception is thrown.  If unsure, check Contains() first.
 /// If multiple copies of the item are enqueued, only the first one is removed.
 /// O(log n)
 /// </summary>
 public void Remove(TItem item)
 {
     lock (_queue)
     {
         SimpleNode         removeMe;
         IList <SimpleNode> nodes;
         if (item == null)
         {
             if (_nullNodesCache.Count == 0)
             {
                 throw new InvalidOperationException("Cannot call Remove() on a node which is not enqueued: " + item);
             }
             removeMe = _nullNodesCache[0];
             nodes    = _nullNodesCache;
         }
         else
         {
             if (!_itemToNodesCache.TryGetValue(item, out nodes))
             {
                 throw new InvalidOperationException("Cannot call Remove() on a node which is not enqueued: " + item);
             }
             removeMe = nodes[0];
             if (nodes.Count == 1)
             {
                 _itemToNodesCache.Remove(item);
             }
         }
         _queue.Remove(removeMe);
         nodes.Remove(removeMe);
     }
 }
コード例 #2
0
ファイル: FleeMap.cs プロジェクト: HorriganFrank/GoRogue
        private void Update()
        {
            var adjacencyRule = (AdjacencyRule)_baseMap.DistanceMeasurement;
            var openSet       = new GenericPriorityQueue <PositionNode, double>(Width * Height);

            foreach (var point in _baseMap.Walkable)
            {
                var newPoint = _baseMap[point] * -Magnitude;
                _goalMap[point] = newPoint;

                openSet.Enqueue(_nodes[point], newPoint.Value);
            }
            var edgeSet   = new HashSet <Coord>();
            var closedSet = new HashSet <Coord>();

            while (openSet.Count > 0) //multiple runs are needed to deal with islands
            {
                var minNode = openSet.Dequeue();
                closedSet.Add(minNode.Position);

                foreach (var openPoint in adjacencyRule.Neighbors(minNode.Position))
                {
                    if ((!closedSet.Contains(openPoint)) && _baseMap.BaseMap[openPoint] != GoalState.Obstacle)
                    {
                        edgeSet.Add(openPoint);
                    }
                }
                while (edgeSet.Count > 0)
                {
                    foreach (var coord in edgeSet.ToArray())
                    {
                        var current = _goalMap[coord].Value;
                        foreach (var openPoint in adjacencyRule.Neighbors(coord))
                        {
                            if (closedSet.Contains(openPoint) || _baseMap.BaseMap[openPoint] == GoalState.Obstacle)
                            {
                                continue;
                            }
                            var neighborValue = _goalMap[openPoint].Value;
                            var newValue      = current + _baseMap.DistanceMeasurement.Calculate(coord, openPoint);
                            if (newValue < neighborValue)
                            {
                                _goalMap[openPoint] = newValue;
                                openSet.UpdatePriority(_nodes[openPoint], newValue);
                                edgeSet.Add(openPoint);
                            }
                        }
                        edgeSet.Remove(coord);
                        closedSet.Add(coord);
                        openSet.Remove(_nodes[coord]);
                    }
                }
            }
        }
コード例 #3
0
ファイル: PriorityQueue.cs プロジェクト: VictorFoged/GraphMap
 /// <summary>
 /// Removes an item from the queue.  The item does not need to be the head of the queue.
 /// If the item is not in the queue, an exception is thrown.  If unsure, check Contains() first.
 /// If multiple copies of the item are enqueued, only the first one is removed.
 /// O(n)
 /// </summary>
 public void Remove(TItem item)
 {
     lock (_queue)
     {
         try
         {
             _queue.Remove(GetExistingNode(item));
         }
         catch (InvalidOperationException ex)
         {
             throw new InvalidOperationException("Cannot call Remove() on a node which is not enqueued: " + item, ex);
         }
     }
 }
コード例 #4
0
        private void Update()
        {
            int           width         = Width;
            AdjacencyRule adjacencyRule = _baseMap.DistanceMeasurement;

            var mapBounds = _goalMap.Bounds();

            var walkable = _baseMap.Walkable;

            for (int i = 0; i < walkable.Count; i++)
            {
                var point = walkable[i];

                // Value won't be null as null only happens for non-walkable squares
                var newPoint = _baseMap[point] !.Value * -Magnitude;
                _goalMap[point] = newPoint;

                _openSet.Enqueue(_nodes[point], newPoint);
            }

            _edgeSet.Clear();
            _closedSet.SetAll(false);

            while (_openSet.Count > 0) // Multiple runs are needed to deal with islands
            {
                var minNode = _openSet.Dequeue();
                _closedSet[minNode.Position.ToIndex(width)] = true;

                for (int i = 0; i < adjacencyRule.DirectionsOfNeighborsCache.Length; i++)
                {
                    var openPoint = minNode.Position + adjacencyRule.DirectionsOfNeighborsCache[i];
                    if (!mapBounds.Contains(openPoint))
                    {
                        continue;
                    }

                    if (!_closedSet[openPoint.ToIndex(width)] && _baseMap.BaseMap[openPoint] != GoalState.Obstacle)
                    {
                        _edgeSet.Enqueue(openPoint);
                    }
                }

                while (_edgeSet.Count > 0)
                {
                    var point      = _edgeSet.Dequeue();
                    var pointIndex = point.ToIndex(width);
                    if (!mapBounds.Contains(point) || _closedSet[pointIndex])
                    {
                        continue;
                    }

                    var current = _goalMap[point] !.Value; // Never added non-nulls so this is fine

                    for (int j = 0; j < adjacencyRule.DirectionsOfNeighborsCache.Length; j++)
                    {
                        var openPoint = point + adjacencyRule.DirectionsOfNeighborsCache[j];
                        if (!mapBounds.Contains(openPoint))
                        {
                            continue;
                        }
                        if (_closedSet[openPoint.ToIndex(width)] || _baseMap.BaseMap[openPoint] == GoalState.Obstacle)
                        {
                            continue;
                        }

                        var neighborValue = _goalMap[openPoint] !.Value; // Never added non-nulls so this is fine
                        var newValue      = current + _baseMap.DistanceMeasurement.Calculate(point, openPoint);
                        if (newValue < neighborValue)
                        {
                            _goalMap[openPoint] = newValue;
                            _openSet.UpdatePriority(_nodes[openPoint], newValue);
                            _edgeSet.Enqueue(openPoint);
                        }
                    }

                    _closedSet[pointIndex] = true;
                    _openSet.Remove(_nodes[point]);
                }
            }
        }