コード例 #1
0
    void GameManagerInterface.Start(GameTuple startAndEndPoint)
    {
        recreateGraphRepresentation();

        base.InitializeRun(startAndEndPoint);

        RouterScript currentRouter = activeRouter.GetComponent <RouterScript>();

        currentRouter.SetPriority(0);

        neighboursOfActiveRouter = ExpandNode(currentRouter);
        prioQueue = new PriorityQueue <RouterScript>();

        for (int i = 0; i < neighboursOfActiveRouter.Count; i++)
        {
            PathScript pathToNeighbor = graphRepresentation2[currentRouter.GetRouterIndex(), neighboursOfActiveRouter[i].GetRouterIndex()];
            neighboursOfActiveRouter[i].SetPriority(pathToNeighbor.GetPathCosts());

            prioQueue.Enqueue(neighboursOfActiveRouter[i]);

            if (isLogEnabled)
            {
                Debug.Log(string.Format("Added router {0} to prio queue with path costs {1}.",
                                        neighboursOfActiveRouter[i],
                                        pathToNeighbor.GetPathCosts()));
            }
        }
    }
コード例 #2
0
ファイル: DijkstraManager.cs プロジェクト: FWidm/BeerRouting
    /// <summary>
    /// Performs the path discovery on the specified path. The path costs of this path
    /// are determined and it is checked whether the target router can be reached with
    /// less path costs using this path. If the target router can be reached with less
    /// path costs via this path, the distance (priority) of the router is adjusted and
    /// the previous router on this path stored in the predecessorRouter data structure.
    /// Finally, the path is set to discovered.
    /// </summary>
    /// <param name="path">The path for which the path discovery is performed.</param>
    public void PerformPathDiscovery(PathScript path)
    {
        RouterScript from = path.from.GetComponent <RouterScript>();
        RouterScript to   = path.to.GetComponent <RouterScript>();

        RouterScript previousRouter   = null;
        RouterScript discoveredRouter = null;

        // Check which router will be discovered.
        if (from == routerScriptCurrentPlayerPosition)
        {
            // Player discovers 'to' router.
            discoveredRouter = to;
            previousRouter   = routerScriptCurrentPlayerPosition;
        }
        else if (bidirectional && to == routerScriptCurrentPlayerPosition)
        {
            // Player discovers 'from' router.
            discoveredRouter = from;
            previousRouter   = routerScriptCurrentPlayerPosition;
        }

        // Update the current distance if we have found a shorter path to the discovered router.
        // This only needs to be done when the discovered router has not already been handled by the dijkstra algorithm.
        if (priorityQueue.IsContained(discoveredRouter))
        {
            // Path costs to the discovered router are the path cost to the previous router + the path costs of this path.
            int pathCost = previousRouter.GetPriority() + graphRepresentation2[previousRouter.GetRouterIndex(), discoveredRouter.GetRouterIndex()].GetPathCosts();
            // Are the new path costs lower than the currently stored lowest path costs.
            if (pathCost < discoveredRouter.GetPriority())
            {
                // Update the path costs of the router.
                priorityQueue.DecreasePriority(discoveredRouter, pathCost);
                // Set the new predecessor for this router.
                predecessorRouter[discoveredRouter] = previousRouter;
            }
        }

        // Set path to discovered.
        graphRepresentation2[previousRouter.GetRouterIndex(), discoveredRouter.GetRouterIndex()].SetDiscovered(true);
        //graphRepresentation2[previousRouter.GetRouterIndex(), discoveredRouter.GetRouterIndex()].DisplayPathCosts();

        // If there is a path back with the same costs, discover this path as well.
        PathScript backPath = graphRepresentation2[discoveredRouter.GetRouterIndex(), previousRouter.GetRouterIndex()];

        if (backPath != null && backPath.GetPathCosts() == path.GetPathCosts())
        {
            backPath.SetDiscovered(true);
            //backPath.DisplayPathCosts();
        }

        // Test: Output the current priority queue.
        // Debug.Log(priorityQueue.ToString());
    }