GetRoot() публичный Метод

Gets the root.
public GetRoot ( ) : Node,
Результат Node,
Пример #1
0
        public static int Run(int[] input)
        {
            if (input == null || input.Length == 0)
            {
                throw new InvalidOperationException();
            }

            var root = input[0];

            var left  = new MaxHeap <int>();
            var right = new MinHeap <int>();

            for (var i = 1; i < input.Length; i++)
            {
                var current = input[i];
                if (current <= root)
                {
                    if (left.Count > right.Count)
                    {
                        if (left.GetRoot() > current)
                        {
                            right.Add(root);
                            root = left.Pop();
                            left.Add(current);
                        }
                        else
                        {
                            right.Add(root);
                            root = current;
                        }
                    }
                    else
                    {
                        left.Add(current);
                    }
                }
                else
                {
                    if (right.Count + 1 > left.Count)
                    {
                        if (right.GetRoot() < current)
                        {
                            left.Add(root);
                            root = right.Pop();
                            right.Add(current);
                        }
                        else
                        {
                            left.Add(root);
                            root = current;
                        }
                    }
                    else
                    {
                        right.Add(current);
                    }
                }
            }
            return(root);
        }
Пример #2
0
        public void TestEmptyHeap()
        {
            MinHeap heap = new MinHeap(0);

            Assert.True(heap.IsEmpty);
            Assert.True(heap.IsFull);
            Assert.Throws <HeapEmptyException>(() => heap.GetRoot());
            Assert.Throws <HeapEmptyException>(() => heap.PopRoot());
            Assert.Throws <HeapException>(() => heap.Add(1));
        }
    public void Astar()
    {
        if (start == null || goal == null)
        {
            done = true;
            return;
        }

        if (start == goal)
        {
            done = true;
            return;
        }

        MinHeap openSet = new MinHeap(start);

        start.isInOpenSet = true;

        start.gScore = 0;
        start.fScore = start.gScore + Heuristic_cost_estimate(goal, start);

        int  numSteps = 0;
        Node current  = null;

        while (openSet.Count() > 0)
        {
            current = openSet.GetRoot();

            current.isCurrent     = true;
            current.isInOpenSet   = false;
            current.isInClosedSet = true;

            ControlLogic(current, numSteps);
            numSteps++;
            current.isCurrent = false;


            if (current == goal)
            {
                pathToDestination = Reconstruct_path(start, goal);
                done = true;
                return;
            }

            foreach (Node neighbor in current.getNeighbors())
            {
                if (neighbor == null || !neighbor.isWalkable || neighbor.isInClosedSet)
                {
                    continue;
                }

                // if the new gscore is lower replace it
                int tentativeGscore = current.gScore + Heuristic_cost_estimate(current, neighbor);

                if (!neighbor.isInOpenSet || tentativeGscore < neighbor.gScore)
                {
                    neighbor.parent = current;
                    neighbor.gScore = tentativeGscore;
                    neighbor.fScore = neighbor.gScore + Heuristic_cost_estimate(goal, neighbor);

                    if (!neighbor.isInOpenSet)
                    {
                        openSet.Add(neighbor);
                        neighbor.isInOpenSet = true;
                    }
                    else
                    {
                        openSet.Reevaluate(neighbor);
                    }
                }
            }
        }
        // Fail
        done = true;
        return;
    }
Пример #4
0
    public List <Node> Astar(Node start, Node goal)
    {
        if (start == null || goal == null)
        {
            return(null);
        }

        if (start == goal)
        {
            return(new List <Node>()
            {
                start
            });
        }

        // initialize pathfinding variables
        foreach (Node node in _ObjectManager.Map.nodes)
        {
            node.gScore        = int.MaxValue;
            node.fScore        = int.MaxValue;
            node.parent        = null;
            node.isInOpenSet   = false;
            node.isInClosedSet = false;
        }

        MinHeap openSet = new MinHeap(start);

        start.gScore = 0;
        start.fScore = start.gScore + Heuristic_cost_estimate(start, goal);

        while (openSet.heap.Count > 1)
        {
            // get closest node
            Node current = openSet.GetRoot();

            // if its the goal, return
            if (current == goal)
            {
                return(Reconstruct_path(start, goal));
            }

            // look at the neighbors of the node
            foreach (Node neighbor in current.getDiagnalNeighbors())
            {
                // ignore the ones that are unwalkable or are in the closed set
                if (neighbor != null && neighbor.isWalkable && !neighbor.isInClosedSet)
                {
                    // if the new gscore is lower replace it
                    int tentativeGscore = current.gScore + 14 + UnityEngine.Random.Range(0, 8);
                    if (!neighbor.isInOpenSet || tentativeGscore < neighbor.gScore)
                    {
                        neighbor.parent = current;
                        neighbor.gScore = tentativeGscore;
                        neighbor.fScore = neighbor.gScore + Heuristic_cost_estimate(neighbor, goal);
                    }

                    // if neighbor's not in the open set add it
                    if (!neighbor.isInOpenSet)
                    {
                        openSet.BubbleUp(neighbor);
                    }
                }
            }

            // look at the neighbors of the node
            foreach (Node neighbor in current.getCloseNeighbors())
            {
                // ignore the ones that are unwalkable or are in the closed set
                if (neighbor != null && neighbor.isWalkable && !neighbor.isInClosedSet)
                {
                    // if the new gscore is lower replace it
                    int tentativeGscore = current.gScore + 10 + UnityEngine.Random.Range(0, 8);
                    if (!neighbor.isInOpenSet || tentativeGscore < neighbor.gScore)
                    {
                        neighbor.parent = current;
                        neighbor.gScore = tentativeGscore;
                        neighbor.fScore = neighbor.gScore + Heuristic_cost_estimate(neighbor, goal);
                    }

                    // if neighbor's not in the open set add it
                    if (!neighbor.isInOpenSet)
                    {
                        openSet.BubbleUp(neighbor);
                    }
                }
            }
        }
        // Fail
        return(null);
    }
Пример #5
0
    public List<Node> Astar(Node start, Node goal)
    {
        if (start == null || goal == null){
            return null;
        }

        if (start == goal)
        {
            return new List<Node> {start};
        }

        foreach(Node node in objectManager.NodeManager.nodes)
        {
            node.Reset();
        }

        MinHeap openSet = new MinHeap(start);
        start.IsInOpenSet = true;

        start.gScore = 0;
        start.fScore = start.gScore + Heuristic_cost_estimate (goal, start);

        Node current = null;
        while (openSet.Count() > 0) {

            current = openSet.GetRoot ();

            current.IsInOpenSet = false;
            current.IsInClosedSet = true;

            if (current == goal)
            {
                return Reconstruct_path (start, goal);
            }

            foreach (Node neighbor in current.BorderTiles) {
                if(neighbor == null || !neighbor.IsWalkable || neighbor.IsInClosedSet)
                    continue;

                // if the new gscore is lower replace it
                int tentativeGscore = current.gScore + Heuristic_cost_estimate (current, neighbor);

                if (!neighbor.IsInOpenSet || tentativeGscore < neighbor.gScore) {

                    neighbor.parent = current;
                    neighbor.gScore = tentativeGscore;
                    neighbor.fScore = neighbor.gScore + Heuristic_cost_estimate (goal, neighbor);

                    if (!neighbor.IsInOpenSet){
                        openSet.Add (neighbor);
                        neighbor.IsInOpenSet = true;
                    }
                    else
                    {
                        openSet.Reevaluate(neighbor);
                    }
                }
            }
        }
        // Fail
        return null;
    }
    private void Astar()
    {
        start.isInOpenSetOfThread[id] = true;
        MinHeap openSet = new MinHeap(start, id);

        openSet.Add(start);


        start.gScores[id] = 0;
        start.fScores[id] = start.gScores[id] + Heuristic_cost_estimate(goal, start);

        int numSteps = 0;

        while (!finished)
        {
            Node current = openSet.GetRoot();
            current.isInOpenSetOfThread[id] = false;
            current.isInClosedSet           = true;

            current.isCurrent = true;
            ControlLogic(current, numSteps);
            numSteps++;
            current.isCurrent = false;

            if (current.checkedByThread == 0)
            {
                if (current.fScores[id] < (int)L && current.gScores[id] + brotherThread.F - brotherThread.Heuristic_cost_estimate(start, current) < (int)L)
                {
                    foreach (Node neighbor in current.getNeighbors())
                    {
                        if (neighbor != null && neighbor.isWalkable)
                        {
                            int cost = Heuristic_cost_estimate(current, neighbor);
                            if (neighbor.checkedByThread == 0 && neighbor.gScores[id] > current.gScores[id] + cost)
                            {
                                neighbor.gScores[id] = current.gScores[id] + cost;
                                neighbor.fScores[id] = neighbor.gScores[id] + Heuristic_cost_estimate(goal, neighbor);
                                neighbor.parents[id] = current;
                                if (!neighbor.isInOpenSetOfThread[id])
                                {
                                    neighbor.isInOpenSetOfThread[id] = true;
                                    openSet.Add(neighbor);
                                }
                                else
                                {
                                    openSet.Reevaluate(neighbor);
                                }
                                if (neighbor.gScores[brotherThread.id] != int.MaxValue && neighbor.gScores[brotherThread.id] + neighbor.gScores[id] < (int)L)
                                {
                                    lock (L)
                                    {
                                        if (neighbor.gScores[brotherThread.id] + neighbor.gScores[id] < (int)L)
                                        {
                                            L       = neighbor.gScores[brotherThread.id] + neighbor.gScores[id];
                                            endNode = current;
                                            brotherThread.endNode = neighbor;
                                        }
                                    }
                                }
                            }
                        }
                    }
                }
                current.checkedByThread = id;
            }

            if (openSet.Count() > 0)
            {
                F = openSet.Peek().fScores[id];
            }
            else
            {
                finished = true;
            }
        }
    }
Пример #7
0
    public List<Node> Astar(Node start, Node goal)
    {
        if (start == null || goal == null)
            return null;

        if (start == goal)
        {
            return new List<Node>()
            {
                start
            };
        }

        // initialize pathfinding variables
        foreach (Node node in _ObjectManager.Map.nodes) {
            node.gScore = int.MaxValue;
            node.fScore = int.MaxValue;
            node.parent = null;
            node.isInOpenSet = false;
            node.isInClosedSet = false;
        }

        MinHeap openSet = new MinHeap (start);

        start.gScore = 0;
        start.fScore = start.gScore + Heuristic_cost_estimate (start, goal);

        while (openSet.heap.Count > 1) {
            // get closest node
            Node current = openSet.GetRoot ();

            // if its the goal, return
            if (current == goal)
                return Reconstruct_path (start, goal);

            // look at the neighbors of the node
            foreach (Node neighbor in current.getDiagnalNeighbors()) {
                // ignore the ones that are unwalkable or are in the closed set
                if (neighbor != null && neighbor.isWalkable && !neighbor.isInClosedSet) {

                    // if the new gscore is lower replace it
                    int tentativeGscore = current.gScore + 14 + UnityEngine.Random.Range (0, 8);
                    if (!neighbor.isInOpenSet || tentativeGscore < neighbor.gScore) {

                        neighbor.parent = current;
                        neighbor.gScore = tentativeGscore;
                        neighbor.fScore = neighbor.gScore + Heuristic_cost_estimate (neighbor, goal);
                    }

                    // if neighbor's not in the open set add it
                    if (!neighbor.isInOpenSet) {
                        openSet.BubbleUp (neighbor);
                    }
                }
            }

            // look at the neighbors of the node
            foreach (Node neighbor in current.getCloseNeighbors()) {
                // ignore the ones that are unwalkable or are in the closed set
                if (neighbor != null && neighbor.isWalkable && !neighbor.isInClosedSet) {

                    // if the new gscore is lower replace it
                    int tentativeGscore = current.gScore + 10 + UnityEngine.Random.Range (0, 8);
                    if (!neighbor.isInOpenSet || tentativeGscore < neighbor.gScore) {

                        neighbor.parent = current;
                        neighbor.gScore = tentativeGscore;
                        neighbor.fScore = neighbor.gScore + Heuristic_cost_estimate (neighbor, goal);
                    }

                    // if neighbor's not in the open set add it
                    if (!neighbor.isInOpenSet) {
                        openSet.BubbleUp (neighbor);
                    }
                }
            }

        }
        // Fail
        return null;
    }