Пример #1
0
        public IEnumerable <NodePath> FindMoves(Node start, int distance, IEnumerable <Node> occupiedNodes = null)
        {
            if (occupiedNodes == null)
            {
                occupiedNodes = new List <Node>();
            }

            BoardGraph boardGraph = new BoardGraph(occupiedNodes.ToList());

            NodeMapKey nodeMapKey = new NodeMapKey(start.Id, distance);

            List <NodePath> nodePaths = new List <NodePath>();

            if (boardGraph.NodeMap.ContainsKey(nodeMapKey))
            {
                nodePaths = boardGraph.NodeMap[new NodeMapKey(start.Id, distance)];
            }

            return(nodePaths);
        }
Пример #2
0
        // Well, it certainly ain't pretty, but it's past my bed time - ianb 20160831
        private Dictionary <NodeMapKey, List <NodePath> > BuildMapForNode(List <Node> nodes, Node sourceNode)
        {
            List <Node>             unvisitedNodes                = new List <Node>();
            Dictionary <Node, int>  shortestDistanceToNode        = new Dictionary <Node, int>();
            Dictionary <Node, Node> previousNodeAlongShortestPath = new Dictionary <Node, Node>();

            if (!nodes.Contains(sourceNode))
            {
                shortestDistanceToNode.Add(sourceNode, 0);
                previousNodeAlongShortestPath.Add(sourceNode, null);
                unvisitedNodes.Add(sourceNode);
            }

            foreach (Node node in nodes)
            {
                shortestDistanceToNode.Add(node, int.MaxValue);
                previousNodeAlongShortestPath.Add(node, null);
                unvisitedNodes.Add(node);
            }

            while (unvisitedNodes.Any())
            {
                unvisitedNodes.Sort((x, y) => shortestDistanceToNode[x] - shortestDistanceToNode[y]);
                Node currentNode = unvisitedNodes[0];
                unvisitedNodes.Remove(currentNode);

                foreach (Node adjacentNode in currentNode.AdjacentNodes)
                {
                    int currentPathDistance = shortestDistanceToNode[currentNode] + 1;
                    if (currentPathDistance < shortestDistanceToNode[adjacentNode] && currentPathDistance > 0)
                    {
                        shortestDistanceToNode[adjacentNode]        = currentPathDistance;
                        previousNodeAlongShortestPath[adjacentNode] = currentNode;
                    }
                }
            }

            Dictionary <NodeMapKey, List <NodePath> > shortestPathMap = new Dictionary <NodeMapKey, List <NodePath> >();

            foreach (Node node in nodes)
            {
                int      distance     = 0;
                NodePath shortestPath = new NodePath
                {
                    DestinationNode = node
                };

                Node currentPathNode = node;
                while (previousNodeAlongShortestPath[currentPathNode] != null)
                {
                    distance++;
                    shortestPath.PathToDestination.Insert(0, currentPathNode);
                    currentPathNode = previousNodeAlongShortestPath[currentPathNode];
                }

                NodeMapKey currentTupleKey = new NodeMapKey(sourceNode.Id, distance);

                if (!shortestPathMap.Keys.Any(k => k.Equals(currentTupleKey)))
                {
                    shortestPathMap.Add(currentTupleKey, new List <NodePath>());
                }

                shortestPathMap[currentTupleKey].Add(shortestPath);
            }

            return(shortestPathMap);
        }