Пример #1
0
        /// <summary>
        ///     Finds the shortest path from the start node to the goal node
        /// </summary>
        /// <param name="aStartNode">Start node</param>
        /// <param name="aGoalNode">Goal node</param>
        public void FindPath(AStarNode aStartNode, AStarNode aGoalNode)
        {
            FStartNode = aStartNode;
            FGoalNode = aGoalNode;

            FOpenList.Add(FStartNode);
            int i = 0;
            while (FOpenList.Count > 0 && i < 2000)
            {
                // Get the node with the lowest TotalCost
                AStarNode NodeCurrent = (AStarNode) FOpenList.Pop();

                // If the node is the goal copy the path to the solution array
                if (NodeCurrent.IsGoal())
                {
                    while (NodeCurrent != null)
                    {
                        FSolution.Insert(0, NodeCurrent);
                        NodeCurrent = NodeCurrent.Parent;
                    }
                    break;
                }

                // Get successors to the current node
                NodeCurrent.GetSuccessors(FSuccessors);
                foreach (AStarNode NodeSuccessor in FSuccessors)
                {
                    // Test if the current successor node is on the open list, if it is and
                    // the TotalCost is higher, we will throw away the current successor.
                    AStarNode NodeOpen = null;
                    if (FOpenList.Contains(NodeSuccessor))
                        NodeOpen = (AStarNode) FOpenList[FOpenList.IndexOf(NodeSuccessor)];
                    if ((NodeOpen != null) && (NodeSuccessor.TotalCost > NodeOpen.TotalCost))
                        continue;

                    // Test if the current successor node is on the closed list, if it is and
                    // the TotalCost is higher, we will throw away the current successor.
                    AStarNode NodeClosed = null;
                    if (FClosedList.Contains(NodeSuccessor))
                        NodeClosed = (AStarNode) FClosedList[FClosedList.IndexOf(NodeSuccessor)];
                    if ((NodeClosed != null) && (NodeSuccessor.TotalCost > NodeClosed.TotalCost))
                        continue;

                    // Remove the old successor from the open list
                    FOpenList.Remove(NodeOpen);

                    // Remove the old successor from the closed list
                    FClosedList.Remove(NodeClosed);

                    // Add the current successor to the open list
                    FOpenList.Push(NodeSuccessor);
                }
                // Add the current node to the closed list
                FClosedList.Add(NodeCurrent);
                i++;
            }

            if (i == 2000)
            {
                m_pathPossible = false;
            }
        }
Пример #2
0
 /// <summary>
 ///     Constructor.
 /// </summary>
 /// <param name="aParent">The node's parent</param>
 /// <param name="aGoalNode">The goal node</param>
 /// <param name="aCost">The accumulative cost until now</param>
 public AStarNode(AStarNode aParent, AStarNode aGoalNode, double aCost)
 {
     Parent = aParent;
     Cost = aCost;
     GoalNode = aGoalNode;
 }
Пример #3
0
 /// <summary>
 ///     Constructor.
 /// </summary>
 /// <param name="aParent">The node's parent</param>
 /// <param name="aGoalNode">The goal node</param>
 /// <param name="aCost">The accumulative cost until now</param>
 public AStarNode(AStarNode aParent, AStarNode aGoalNode, double aCost)
 {
     Parent   = aParent;
     Cost     = aCost;
     GoalNode = aGoalNode;
 }
Пример #4
0
 /// <summary>
 ///     Determines whether the current node is the same state as the on passed.
 /// </summary>
 /// <param name="aNode">AStarNode to compare the current node to</param>
 /// <returns>Returns true if they are the same state</returns>
 public virtual bool IsSameState(AStarNode aNode)
 {
     return false;
 }
Пример #5
0
 /// <summary>
 ///     Determines whether the current node is the same state as the on passed.
 /// </summary>
 /// <param name="aNode">AStarNode to compare the current node to</param>
 /// <returns>Returns true if they are the same state</returns>
 public virtual bool IsSameState(AStarNode aNode)
 {
     return(false);
 }
Пример #6
0
        /// <summary>
        ///     Finds the shortest path from the start node to the goal node
        /// </summary>
        /// <param name="aStartNode">Start node</param>
        /// <param name="aGoalNode">Goal node</param>
        public void FindPath(AStarNode aStartNode, AStarNode aGoalNode)
        {
            FStartNode = aStartNode;
            FGoalNode  = aGoalNode;

            FOpenList.Add(FStartNode);
            int i = 0;

            while (FOpenList.Count > 0 && i < 2000)
            {
                // Get the node with the lowest TotalCost
                AStarNode NodeCurrent = (AStarNode)FOpenList.Pop();

                // If the node is the goal copy the path to the solution array
                if (NodeCurrent.IsGoal())
                {
                    while (NodeCurrent != null)
                    {
                        FSolution.Insert(0, NodeCurrent);
                        NodeCurrent = NodeCurrent.Parent;
                    }
                    break;
                }

                // Get successors to the current node
                NodeCurrent.GetSuccessors(FSuccessors);
                foreach (AStarNode NodeSuccessor in FSuccessors)
                {
                    // Test if the current successor node is on the open list, if it is and
                    // the TotalCost is higher, we will throw away the current successor.
                    AStarNode NodeOpen = null;
                    if (FOpenList.Contains(NodeSuccessor))
                    {
                        NodeOpen = (AStarNode)FOpenList[FOpenList.IndexOf(NodeSuccessor)];
                    }
                    if ((NodeOpen != null) && (NodeSuccessor.TotalCost > NodeOpen.TotalCost))
                    {
                        continue;
                    }

                    // Test if the current successor node is on the closed list, if it is and
                    // the TotalCost is higher, we will throw away the current successor.
                    AStarNode NodeClosed = null;
                    if (FClosedList.Contains(NodeSuccessor))
                    {
                        NodeClosed = (AStarNode)FClosedList[FClosedList.IndexOf(NodeSuccessor)];
                    }
                    if ((NodeClosed != null) && (NodeSuccessor.TotalCost > NodeClosed.TotalCost))
                    {
                        continue;
                    }

                    // Remove the old successor from the open list
                    FOpenList.Remove(NodeOpen);

                    // Remove the old successor from the closed list
                    FClosedList.Remove(NodeClosed);

                    // Add the current successor to the open list
                    FOpenList.Push(NodeSuccessor);
                }
                // Add the current node to the closed list
                FClosedList.Add(NodeCurrent);
                i++;
            }

            if (i == 2000)
            {
                m_pathPossible = false;
            }
        }
Пример #7
0
 /// <summary>
 ///     Constructor for a node in a 2-dimensional map
 /// </summary>
 /// <param name="aParent">Parent of the node</param>
 /// <param name="aGoalNode">Goal node</param>
 /// <param name="aCost">Accumulative cost</param>
 /// <param name="aX">X-coordinate</param>
 /// <param name="aY">Y-coordinate</param>
 public AStarNode2D(AStarNode aParent, AStarNode aGoalNode, double aCost, int aX, int aY)
     : base(aParent, aGoalNode, aCost)
 {
     FX = aX;
     FY = aY;
 }
Пример #8
0
 /// <summary>
 ///     Determines whether the current node is the same state as the on passed.
 /// </summary>
 /// <param name="aNode">AStarNode to compare the current node to</param>
 /// <returns>Returns true if they are the same state</returns>
 public override bool IsSameState(AStarNode aNode)
 {
     if (aNode == null)
     {
         return false;
     }
     return ((((AStarNode2D) aNode).X == FX) &&
             (((AStarNode2D) aNode).Y == FY));
 }
Пример #9
0
 /// <summary>
 ///     Constructor for a node in a 2-dimensional map
 /// </summary>
 /// <param name="AParent">Parent of the node</param>
 /// <param name="AGoalNode">Goal node</param>
 /// <param name="ACost">Accumulative cost</param>
 /// <param name="AX">X-coordinate</param>
 /// <param name="AY">Y-coordinate</param>
 public AStarNode2D(AStarNode AParent, AStarNode AGoalNode, double ACost, int AX, int AY)
     : base(AParent, AGoalNode, ACost)
 {
     FX = AX;
     FY = AY;
 }
Пример #10
0
 /// <summary>
 ///     Constructor.
 /// </summary>
 /// <param name="AParent">The node's parent</param>
 /// <param name="AGoalNode">The goal node</param>
 /// <param name="ACost">The accumulative cost until now</param>
 public AStarNode(AStarNode AParent, AStarNode AGoalNode, double ACost)
 {
     Parent = AParent;
     Cost = ACost;
     GoalNode = AGoalNode;
 }
Пример #11
0
 /// <summary>
 ///     Constructor for a node in a 2-dimensional map
 /// </summary>
 /// <param name="aParent">Parent of the node</param>
 /// <param name="aGoalNode">Goal node</param>
 /// <param name="aCost">Accumulative cost</param>
 /// <param name="aX">X-coordinate</param>
 /// <param name="aY">Y-coordinate</param>
 public AStarNode2D(AStarNode aParent, AStarNode aGoalNode, double aCost, int aX, int aY)
     : base(aParent, aGoalNode, aCost)
 {
     FX = aX;
     FY = aY;
 }