コード例 #1
0
        public List <Node> findPathToStart(NodeForPathfinding startingNode)
        {
            // Console.Write("FINDING DISTANCE TO START FOR NODE " + this.uniqueNumber + " . STARTING NODE IS : " + startingNode.uniqueNumber + "\n");
            List <Node>        pathToStart     = new List <Node>();
            NodeForPathfinding currentNode     = this;
            NodeForPathfinding nextPredecessor = this.predecessor;
            bool foundStartingNode             = false;

            while (!foundStartingNode)
            {
                // Console.Write("Current node is : " + currentNode.uniqueNumber + "\n");
                pathToStart.Add(currentNode);
                if (nextPredecessor == startingNode)
                {
                    foundStartingNode = true;
                }
                else
                {
                    currentNode     = nextPredecessor;
                    nextPredecessor = currentNode.predecessor;
                }
            }

            return(pathToStart);
        }
コード例 #2
0
        public static void DisplayAllNeighbours(NodeForPathfinding nodeToDisplay, string nodeType)
        {
            Console.Write("Neighbours of " + nodeType + " :\n");
            int i = 1;

            foreach (Node neighbour in nodeToDisplay.GetNeighbours())
            {
                DebugFunctions.DisplayNodeInfoInConsole(neighbour, "Neighbour " + i);
                i++;
            }
        }
コード例 #3
0
        public static void DisplayLinksOfNode(NodeForPathfinding nodeToDisplay, string nodeType)
        {
            Console.Write("Links of " + nodeType + " :\n");
            int i = 1;

            foreach (Link linkOfNode in nodeToDisplay.links)
            {
                Console.Write("Link " + i + " : Between node " + linkOfNode.nodes[0].uniqueNumber
                              + " and " + linkOfNode.nodes[1].uniqueNumber + ", cost = " + linkOfNode.cost +
                              ", shortcut = " + linkOfNode.shortcut +
                              ", difference in x : " + (linkOfNode.nodes[0].coordinates[0] - linkOfNode.nodes[1].coordinates[0]) +
                              ", difference in y : " + (linkOfNode.nodes[0].coordinates[1] - linkOfNode.nodes[1].coordinates[1]) + "\n");
                i++;
            }
        }
コード例 #4
0
        public double findDistanceToStartCH(NodeForPathfinding startingNode)
        {
            // Console.Write("FINDING DISTANCE TO START FOR NODE " + this.uniqueNumber + " . STARTING NODE IS : " + startingNode.uniqueNumber + "\n");
            double             distanceToStart = 0;
            NodeForPathfinding currentNode     = this;
            NodeForPathfinding nextPredecessor = this.predecessor;
            bool foundStartingNode             = false;

            while (!foundStartingNode)
            {
                // DebugFunctions.DisplayNodeInfoInConsole(currentNode, "currentNode");
                // DebugFunctions.DisplayNodeInfoInConsole(nextPredecessor, "nextPredecessor");
                // DebugFunctions.DisplayLinksOfNode(currentNode, "currentNode");
                Link linkBetweenNodes = currentNode.links.Find(Link => Link.nodes[0].uniqueNumber == nextPredecessor.uniqueNumber || Link.nodes[1].uniqueNumber == nextPredecessor.uniqueNumber);
                // we use linkBetweenNodes.cost/ linkBetweenNodes.cost just to have "1", but to make sure that the link exist. It will make an error if it doesnt.
                try { distanceToStart = distanceToStart + linkBetweenNodes.cost; }
                catch
                {
                    Console.Write("\nERROR : LINK MISSING FROM A CERTAIN NODE\n");
                    DebugFunctions.DisplayNodeInfoInConsole(currentNode, "currentNode");
                    DebugFunctions.DisplayLinksOfNode(currentNode, "currentNode");
                    DebugFunctions.DisplayNodeInfoInConsole(nextPredecessor, "nextPredecessor");
                    DebugFunctions.DisplayLinksOfNode(nextPredecessor, "nextPredecessor");
                }
                if (nextPredecessor == startingNode)
                {
                    foundStartingNode = true;
                }
                else
                {
                    currentNode     = nextPredecessor;
                    nextPredecessor = currentNode.predecessor;
                }
            }

            return(distanceToStart);
        }
コード例 #5
0
 public static void DisplayNodeInfoInConsole(NodeForPathfinding nodeToDisplay, string nodeType)
 {
     Console.Write(nodeType + " : " + nodeToDisplay.uniqueNumber
                   + " ; Coordinates : " + nodeToDisplay.coordinates[0] + ";" + nodeToDisplay.coordinates[1]
                   + " ; Number of links : " + nodeToDisplay.links.Count + "\n");
 }
コード例 #6
0
        public static double DijkstraLeastCostPath(Node arrival, Node departure)
        {
            // Open the first node as a (Departure) "Node of pathfinding"
            NodeForPathfinding startingNode = new NodeForPathfinding(departure);
            // DebugFunctions.DisplayNodeInfoInConsole(startingNode, "startingNode");
            // DebugFunctions.DisplayLinksOfNode(startingNode, "startingNode");
            // DebugFunctions.DisplayAllNeighbours(startingNode, "startingNode");
            // Create the list of "closed" nodes
            List <NodeForPathfinding> listOfClosedNodes = new List <NodeForPathfinding>();
            List <NodeForPathfinding> listOfOpenNodes   = new List <NodeForPathfinding>();

            // Look at all of his neighbours and register them as Nodes of pathfinding
            foreach (Node neighbourOfStartingNode in startingNode.GetNeighbours())
            {
                NodeForPathfinding neighbourAsPathfindingNode = new NodeForPathfinding(neighbourOfStartingNode);
                // For each, register the first node as a predecessor, and the cost to the start
                neighbourAsPathfindingNode.predecessor = startingNode;

                neighbourAsPathfindingNode.dijkstraDistance = neighbourAsPathfindingNode.findDistanceToStart(startingNode);
                listOfOpenNodes.Add(neighbourAsPathfindingNode);
            }
            listOfClosedNodes.Add(startingNode);
            bool foundTheGoal = false;
            // This line is just to circumvent a limitation of C# who doesn't like objects initialized in conditions.
            NodeForPathfinding arrivalAsPathfindingNode = startingNode;

            // Console.Write("Looking for arrival node number " + arrival.uniqueNumber + "...\n");
            while (!foundTheGoal)
            {
                // We take the open node with the smallest Dijkstra distance
                listOfOpenNodes = listOfOpenNodes.OrderBy(NodeForPathfinding => NodeForPathfinding.dijkstraDistance).ToList();
                NodeForPathfinding nodeToClose = listOfOpenNodes[0];
                // We remove it from the list, as we are going to close it.
                listOfOpenNodes.RemoveAt(0);

                // Console.Write("Looking at a cell with distance = " + nodeToClose.dijkstraDistance + "...\n");
                foreach (Node neighbourtoOpen in nodeToClose.GetNeighboursWithoutShortcuts())
                {
                    // Console.Write("Looking at a neighbour number " + neighbourtoOpen.uniqueNumber + "...\n");
                    // System.Threading.Thread.Sleep(1000);
                    NodeForPathfinding neighbourAsPathfindingNode = new NodeForPathfinding(neighbourtoOpen);
                    // Before creating a new NodePathfinding object, we check it it's not already in a list
                    if (listOfClosedNodes.Find(NodeForPathfinding => NodeForPathfinding.uniqueNumber == neighbourtoOpen.uniqueNumber) != null)
                    {
                        neighbourAsPathfindingNode = listOfClosedNodes.Find(NodeForPathfinding => NodeForPathfinding.uniqueNumber == neighbourtoOpen.uniqueNumber);
                    }
                    else if (listOfOpenNodes.Find(NodeForPathfinding => NodeForPathfinding.uniqueNumber == neighbourtoOpen.uniqueNumber) != null)
                    {
                        neighbourAsPathfindingNode = listOfOpenNodes.Find(NodeForPathfinding => NodeForPathfinding.uniqueNumber == neighbourtoOpen.uniqueNumber);
                    }
                    // If he wasn't in any list, he needs to be open when we finish
                    else
                    {
                        listOfOpenNodes.Add(neighbourAsPathfindingNode);
                    }
                    // If the node is already closed, don't consider it)
                    if (!listOfClosedNodes.Contains(neighbourAsPathfindingNode))
                    {
                        // If the distance to start haven't been calculated yet, do it
                        if (neighbourAsPathfindingNode.dijkstraDistance == double.PositiveInfinity)
                        {
                            neighbourAsPathfindingNode.predecessor      = nodeToClose;
                            neighbourAsPathfindingNode.dijkstraDistance = neighbourAsPathfindingNode.findDistanceToStart(startingNode);
                        }
                        // Else, check if the distance to start if we go throught nodeToClose isn't
                        // smaller than the current registered one and change predecessor + distance if needed
                        else
                        {
                            NodeForPathfinding predecessorWeMightKeep = neighbourAsPathfindingNode.predecessor;
                            neighbourAsPathfindingNode.predecessor = nodeToClose;
                            double distanceThroughtNodeToClose = neighbourAsPathfindingNode.findDistanceToStart(startingNode);
                            if (distanceThroughtNodeToClose < neighbourAsPathfindingNode.dijkstraDistance)
                            {
                                neighbourAsPathfindingNode.dijkstraDistance = distanceThroughtNodeToClose;
                            }
                            else
                            {
                                neighbourAsPathfindingNode.predecessor = predecessorWeMightKeep;
                            }
                        }

                        /* WHY THE HELL DID I WROTE THIS HERE ?????
                         * neighbourAsPathfindingNode.predecessor = startingNode;
                         * neighbourAsPathfindingNode.dijkstraDistance = neighbourAsPathfindingNode.findDistanceToStart(startingNode);
                         * listOfOpenNodes.Add(neighbourAsPathfindingNode);
                         */
                    }

                    // Now that the neighbour is opened (predecessor + distance to start),
                    // He his also in the open list if he wasn't here before.
                    // We are just going to check if he was the arrival node.
                    foundTheGoal = (neighbourAsPathfindingNode.uniqueNumber == arrival.uniqueNumber);
                    // Console.Write("foundTheGoal = " + foundTheGoal + "\n");
                    if (foundTheGoal)
                    {
                        arrivalAsPathfindingNode = neighbourAsPathfindingNode; break;
                    }
                }
                // We close the node now that all of his neighbours have been found
                listOfClosedNodes.Add(nodeToClose);
            }
            // Now, the arrival node have been found. The least-cost path is the dijkstradistance of this node, calculated when he was opened.
            // Console.Write(listOfClosedNodes.Count + "Were closed during this search.\n");
            return(arrivalAsPathfindingNode.dijkstraDistance);
        }
コード例 #7
0
        // Function containing the contraction hierarchies least-cost path algorithm
        // For this function to be used, map must be pre-processed. We check by looking at the "Map" object.

        public static List <Node> CHLeastCostPathList(Node arrival, Node departure, Form1 form, Map mapOfPathFinding)
        {
            // We create a bitmap in the form with the departure/arrival points
            // If there is already a picture box, we remove it.
            // We create a new picture box
            PictureBox pb1 = new PictureBox();
            // We display the map, but with the departure and arrival points
            Bitmap bmpForPictureBox = RasterFunctions.MapToBitmapWithArrivalAndDeparture(mapOfPathFinding, false);

            pb1.Image = bmpForPictureBox;
            // We display everything nicely
            pb1.SizeMode = PictureBoxSizeMode.CenterImage;
            form.Size    = new System.Drawing.Size(1000, 1000);
            pb1.Size     = new System.Drawing.Size(1000, 1000);
            pb1.SizeMode = PictureBoxSizeMode.CenterImage;
            form.Controls.Add(pb1);

            // We initialize what we need for the search
            List <NodeForPathfinding> forwardListOfOpenNodes   = new List <NodeForPathfinding>();
            List <NodeForPathfinding> forwardListOfClosedNodes = new List <NodeForPathfinding>();
            NodeForPathfinding        startingForwardNode      = new NodeForPathfinding(mapOfPathFinding.departureNode);

            forwardListOfOpenNodes.Add(startingForwardNode);

            List <NodeForPathfinding> backwardListOfOpenNodes   = new List <NodeForPathfinding>();
            List <NodeForPathfinding> backwardListOfClosedNodes = new List <NodeForPathfinding>();
            NodeForPathfinding        startingBackwardNode      = new NodeForPathfinding(mapOfPathFinding.arrivalNode);

            backwardListOfOpenNodes.Add(startingBackwardNode);

            bool didTheyMeet = false;

            while (!didTheyMeet)
            {
                // We do one step in the forward Dijkstra search (see Dijkstra search in pathFinding class for comments)
                // Console.Write("One step forward...\n");
                forwardListOfOpenNodes = forwardListOfOpenNodes.OrderByDescending(NodeForPathfinding => NodeForPathfinding.order).ToList();

                if (forwardListOfOpenNodes.Count > 0)
                {
                    NodeForPathfinding nodeToClose = forwardListOfOpenNodes[0];
                    forwardListOfOpenNodes.RemoveAt(0);
                    // Console.Write("Forward : looking at Node " + nodeToClose.uniqueNumber + "\n");

                    foreach (Node neighbourtoOpen in nodeToClose.GetNeighbours())
                    {
                        // Is the neighbor of higher order ? If so, we look at it
                        if (neighbourtoOpen.order > nodeToClose.order)
                        {
                            // We do the necessary transformations of the neighbour into a pathFindingNode, and add it in the open list if it's not in already
                            NodeForPathfinding neighbourAsPathfindingNode = new NodeForPathfinding(neighbourtoOpen);
                            if (forwardListOfClosedNodes.Find(NodeForPathfinding => NodeForPathfinding.uniqueNumber == neighbourtoOpen.uniqueNumber) != null)
                            {
                                neighbourAsPathfindingNode = forwardListOfClosedNodes.Find(NodeForPathfinding => NodeForPathfinding.uniqueNumber == neighbourtoOpen.uniqueNumber);
                            }
                            else if (forwardListOfOpenNodes.Find(NodeForPathfinding => NodeForPathfinding.uniqueNumber == neighbourtoOpen.uniqueNumber) != null)
                            {
                                neighbourAsPathfindingNode = forwardListOfOpenNodes.Find(NodeForPathfinding => NodeForPathfinding.uniqueNumber == neighbourtoOpen.uniqueNumber);
                            }
                            else
                            {
                                forwardListOfOpenNodes.Add(neighbourAsPathfindingNode);
                            }
                            // If the neighbour already has a predecessor, we look if that predecessor is of lower order than our current node. If not, the current node becomes the predecessor.
                            if (neighbourAsPathfindingNode.predecessor != null)
                            {
                                if (neighbourAsPathfindingNode.predecessor.order > nodeToClose.order)
                                {
                                    neighbourAsPathfindingNode.predecessor = nodeToClose;
                                }
                            }
                            else
                            {
                                neighbourAsPathfindingNode.predecessor = nodeToClose;
                            }
                        }
                    }
                    // We close the node we studied, and update the map.
                    forwardListOfClosedNodes.Add(nodeToClose);
                    bmpForPictureBox.SetPixel(nodeToClose.coordinates[0], nodeToClose.coordinates[1], Color.FromArgb(0, 204, 204));
                    pb1.Image = bmpForPictureBox;
                    pb1.Refresh();
                }

                // We do one step in the backward Dijkstra search
                // Console.Write("One step backward...\n");

                backwardListOfOpenNodes = backwardListOfOpenNodes.OrderBy(NodeForPathfinding => NodeForPathfinding.order).ToList();

                if (backwardListOfOpenNodes.Count > 0)
                {
                    NodeForPathfinding nodeToClose = backwardListOfOpenNodes[0];
                    backwardListOfOpenNodes.RemoveAt(0);
                    // Console.Write("Backward : looking at Node " + nodeToClose.uniqueNumber + "\n");

                    foreach (Node neighbourtoOpen in nodeToClose.GetNeighbours())
                    {
                        // Is the neighbor of lower order ? If so, we look at it
                        if (neighbourtoOpen.order < nodeToClose.order)
                        {
                            // We do the necessary transformations of the neighbour into a pathFindingNode, and add it in the open list if it's not in already
                            NodeForPathfinding neighbourAsPathfindingNode = new NodeForPathfinding(neighbourtoOpen);
                            if (backwardListOfClosedNodes.Find(NodeForPathfinding => NodeForPathfinding.uniqueNumber == neighbourtoOpen.uniqueNumber) != null)
                            {
                                neighbourAsPathfindingNode = backwardListOfClosedNodes.Find(NodeForPathfinding => NodeForPathfinding.uniqueNumber == neighbourtoOpen.uniqueNumber);
                            }
                            else if (backwardListOfOpenNodes.Find(NodeForPathfinding => NodeForPathfinding.uniqueNumber == neighbourtoOpen.uniqueNumber) != null)
                            {
                                neighbourAsPathfindingNode = backwardListOfOpenNodes.Find(NodeForPathfinding => NodeForPathfinding.uniqueNumber == neighbourtoOpen.uniqueNumber);
                            }
                            else
                            {
                                backwardListOfOpenNodes.Add(neighbourAsPathfindingNode);
                            }
                            // If the neighbour already has a predecessor, we look if that predecessor is of lower order than our current node. If not, the current node becomes the predecessor.
                            if (neighbourAsPathfindingNode.predecessor != null)
                            {
                                if (neighbourAsPathfindingNode.predecessor.order > nodeToClose.order)
                                {
                                    neighbourAsPathfindingNode.predecessor = nodeToClose;
                                }
                            }
                            else
                            {
                                neighbourAsPathfindingNode.predecessor = nodeToClose;
                            }
                        }
                    }
                    // We close the node we studied, and update the map.
                    backwardListOfClosedNodes.Add(nodeToClose);
                    bmpForPictureBox.SetPixel(nodeToClose.coordinates[0], nodeToClose.coordinates[1], Color.FromArgb(0, 204, 204));
                    pb1.Image = bmpForPictureBox;
                    pb1.Refresh();
                }

                // Is there an open cell that is both in the foward and backward search ?

                if (forwardListOfOpenNodes.Select(NodeForPathfinding => NodeForPathfinding.uniqueNumber).ToList().Intersect(backwardListOfOpenNodes.Select(NodeForPathfinding => NodeForPathfinding.uniqueNumber).ToList()).Count() != 0)
                {
                    didTheyMeet = true;
                }
                // Console.Write("Intersect count : " + forwardListOfClosedNodes.Intersect(backwardListOfClosedNodes).Count() + "\n");
            }

            // If so, the search is other. We take the path using the predecessors.

            List <Node> unionListOfNodes = new List <Node>();

            // First, we have to treat the case in which the arrival or depature node was found uniquely by the backward or the forward search.
            if (forwardListOfClosedNodes[forwardListOfClosedNodes.Count - 1].uniqueNumber == mapOfPathFinding.arrivalNode.uniqueNumber)
            {
                // We allow the return of the path from the node just before the starting or arrival node to avoid errors of predecessors
                unionListOfNodes = forwardListOfClosedNodes[forwardListOfClosedNodes.Count - 2].findPathToStart(startingForwardNode);
            }
            else if (backwardListOfClosedNodes[backwardListOfClosedNodes.Count - 1].uniqueNumber == mapOfPathFinding.departureNode.uniqueNumber)
            {
                unionListOfNodes = backwardListOfClosedNodes[backwardListOfClosedNodes.Count - 2].findPathToStart(startingBackwardNode);
            }
            // Now, we treat the case in which arrival and departure found each other
            else
            {
                // First, we find the uniquen number of the node where they met.
                List <int> forwardUniqueNumbers = forwardListOfOpenNodes.Select(NodeForPathfinding => NodeForPathfinding.uniqueNumber).ToList();
                // forwardUniqueNumbers.AddRange(forwardListOfClosedNodes.Select(NodeForPathfinding => NodeForPathfinding.uniqueNumber).ToList());
                List <int> backwardUniqueNumbers = backwardListOfOpenNodes.Select(NodeForPathfinding => NodeForPathfinding.uniqueNumber).ToList();
                // backwardUniqueNumbers.AddRange(backwardListOfClosedNodes.Select(NodeForPathfinding => NodeForPathfinding.uniqueNumber).ToList());
                int nodeWhereTheyMet = forwardUniqueNumbers.Intersect(backwardUniqueNumbers).ToList()[0];
                Console.Write("We met at a node ! Number is : " + nodeWhereTheyMet + "\n");

                // We take the path from this node to the start and to the arrival with each list
                List <Node> pathFromMeetingNodeToStart = new List <Node>();
                if (nodeWhereTheyMet != startingForwardNode.uniqueNumber)
                {
                    pathFromMeetingNodeToStart = forwardListOfOpenNodes.Find(NodeForPathfinding => NodeForPathfinding.uniqueNumber == nodeWhereTheyMet).findPathToStart(startingForwardNode);
                }
                else
                {
                    pathFromMeetingNodeToStart = new List <Node> {
                        startingForwardNode
                    };
                }
                List <Node> pathFromMeetingNodeToEnd = new List <Node>();
                if (nodeWhereTheyMet != startingBackwardNode.uniqueNumber)
                {
                    pathFromMeetingNodeToEnd = backwardListOfOpenNodes.Find(NodeForPathfinding => NodeForPathfinding.uniqueNumber == nodeWhereTheyMet).findPathToStart(startingBackwardNode);
                }
                else
                {
                    pathFromMeetingNodeToEnd = new List <Node> {
                        startingBackwardNode
                    };
                }

                // We join those two lists
                unionListOfNodes = pathFromMeetingNodeToStart;
                unionListOfNodes.AddRange(pathFromMeetingNodeToEnd);
            }


            // We add the first node of the list to the pathlist
            return(unionListOfNodes);

            // We look at each node one by one in the list until we arrive
            // at the arrival node.


            // we look at the node at its link to the next node


            // If the link is a shortcut, we open the short and add every node inside it to the pathlist

            // Else, we just add the next node to the path list.

            // Current node becomes next node
        }
コード例 #8
0
        public static List <Node> AStarLeastCostPathList(Node arrival, Node departure, Form1 form, Map mapOfPathFinding)
        {
            // We create a bitmap in the form with the departure/arrival points
            // If there is already a picture box, we remove it.
            // We create a new picture box
            PictureBox pb1 = new PictureBox();
            // We display the map, but with the departure and arrival points
            Bitmap bmpForPictureBox = RasterFunctions.MapToBitmapWithArrivalAndDeparture(mapOfPathFinding, false);

            pb1.Image = bmpForPictureBox;
            // We display everything nicely
            pb1.SizeMode = PictureBoxSizeMode.CenterImage;
            pb1.Size     = new System.Drawing.Size(1000, 1000);
            pb1.SizeMode = PictureBoxSizeMode.CenterImage;
            form.Controls.Add(pb1);


            // For comments, see previous functions.
            NodeForPathfinding        startingNode      = new NodeForPathfinding(departure);
            List <NodeForPathfinding> listOfClosedNodes = new List <NodeForPathfinding>();
            List <NodeForPathfinding> listOfOpenNodes   = new List <NodeForPathfinding>();

            foreach (Node neighbourOfStartingNode in startingNode.GetNeighbours())
            {
                NodeForPathfinding neighbourAsPathfindingNode = new NodeForPathfinding(neighbourOfStartingNode);
                neighbourAsPathfindingNode.predecessor = startingNode;

                neighbourAsPathfindingNode.dijkstraDistance = neighbourAsPathfindingNode.findDistanceToStart(startingNode) + neighbourAsPathfindingNode.manhattanDistanceToNode(mapOfPathFinding, arrival);
                listOfOpenNodes.Add(neighbourAsPathfindingNode);
                // Console.Write("We opened node " + neighbourAsPathfindingNode.uniqueNumber + " . Distance to start was " + neighbourAsPathfindingNode.findDistanceToStart(startingNode)
                // + " and distance to finish is approximatly " + neighbourAsPathfindingNode.manhattanDistanceToNode(arrival) +
                // " Sum of distances is : " + neighbourAsPathfindingNode.dijkstraDistance + "\n");
            }
            listOfClosedNodes.Add(startingNode);
            bool foundTheGoal = false;
            NodeForPathfinding arrivalAsPathfindingNode = startingNode;

            while (!foundTheGoal)
            {
                listOfOpenNodes = listOfOpenNodes.OrderBy(NodeForPathfinding => NodeForPathfinding.dijkstraDistance).ToList();
                NodeForPathfinding nodeToClose = listOfOpenNodes[0];
                listOfOpenNodes.RemoveAt(0);
                // Console.Write("Closing cell " + nodeToClose.uniqueNumber + " with distance = " + nodeToClose.dijkstraDistance + "\n");

                foreach (Node neighbourtoOpen in nodeToClose.GetNeighboursWithoutShortcuts())
                {
                    NodeForPathfinding neighbourAsPathfindingNode = new NodeForPathfinding(neighbourtoOpen);
                    if (listOfClosedNodes.Find(NodeForPathfinding => NodeForPathfinding.uniqueNumber == neighbourtoOpen.uniqueNumber) != null)
                    {
                        neighbourAsPathfindingNode = listOfClosedNodes.Find(NodeForPathfinding => NodeForPathfinding.uniqueNumber == neighbourtoOpen.uniqueNumber);
                    }
                    else if (listOfOpenNodes.Find(NodeForPathfinding => NodeForPathfinding.uniqueNumber == neighbourtoOpen.uniqueNumber) != null)
                    {
                        neighbourAsPathfindingNode = listOfOpenNodes.Find(NodeForPathfinding => NodeForPathfinding.uniqueNumber == neighbourtoOpen.uniqueNumber);
                    }
                    else
                    {
                        listOfOpenNodes.Add(neighbourAsPathfindingNode);
                    }
                    if (!listOfClosedNodes.Select(NodeForPathfinding => NodeForPathfinding.uniqueNumber).Contains(neighbourAsPathfindingNode.uniqueNumber))
                    {
                        if (neighbourAsPathfindingNode.dijkstraDistance == double.PositiveInfinity)
                        {
                            neighbourAsPathfindingNode.predecessor      = nodeToClose;
                            neighbourAsPathfindingNode.dijkstraDistance = neighbourAsPathfindingNode.findDistanceToStart(startingNode) + neighbourAsPathfindingNode.manhattanDistanceToNode(mapOfPathFinding, arrival);
                            // Console.Write("We opened node " + neighbourAsPathfindingNode.uniqueNumber + " . Distance to start was " + neighbourAsPathfindingNode.findDistanceToStart(startingNode)
                            // + " and distance to finish is approximatly " + neighbourAsPathfindingNode.manhattanDistanceToNode(arrival) +
                            // " Sum of distances is : " + neighbourAsPathfindingNode.dijkstraDistance + "\n");
                        }
                        else
                        {
                            NodeForPathfinding predecessorWeMightKeep = neighbourAsPathfindingNode.predecessor;
                            neighbourAsPathfindingNode.predecessor = nodeToClose;
                            double distanceThroughtNodeToClose = neighbourAsPathfindingNode.findDistanceToStart(startingNode) + neighbourAsPathfindingNode.manhattanDistanceToNode(mapOfPathFinding, arrival);
                            if (distanceThroughtNodeToClose < neighbourAsPathfindingNode.dijkstraDistance)
                            {
                                neighbourAsPathfindingNode.dijkstraDistance = distanceThroughtNodeToClose;
                            }
                            else
                            {
                                neighbourAsPathfindingNode.predecessor = predecessorWeMightKeep;
                            }
                        }
                    }

                    foundTheGoal = (neighbourAsPathfindingNode.uniqueNumber == arrival.uniqueNumber);
                    if (foundTheGoal)
                    {
                        arrivalAsPathfindingNode = neighbourAsPathfindingNode; break;
                    }
                }
                listOfClosedNodes.Add(nodeToClose);
                // We update the imagebox to show the progression of the pathfinding
                bmpForPictureBox.SetPixel(nodeToClose.coordinates[0], nodeToClose.coordinates[1], Color.FromArgb(0, 204, 204));
                pb1.Image = bmpForPictureBox;
                pb1.Refresh();
            }

            Console.Write(listOfClosedNodes.Count + " nodes were closed during this search.\n");
            return(arrivalAsPathfindingNode.findPathToStart(startingNode));
        }