示例#1
0
        protected override bool Search()
        {
            //           Breadth - First - Search(Maze m)
            //              EnQueue(m.StartNode)
            //              While Queue.NotEmpty
            //                  c < -DeQueue
            //                  If c is the goal
            //                      Exit
            //                  Else
            //                     Foreach neighbor n of c
            //                          If n "Unvisited"
            //                              Mark n "Visited"
            //                              EnQueue(n)
            //                     Mark c "Examined"
            //            End procedure

            Queue <MapNode> NodeQueue = new Queue <MapNode>();

            // Start Node
            NodeQueue.Enqueue(Map.Nodes[Map.StartNodePosition.X][Map.StartNodePosition.Y]);

            MapNode CurrentNode;

            while (NodeQueue.Count > 0)
            {
                CurrentNode = NodeQueue.Dequeue();
                CurrentNode.AppendPointToPath(CurrentNode.Position);
                CurrentNode.NodeValue = 2;

                // Push to preview buffer
                Map.PreviewPixelBuffer.Push(CurrentNode.Position);

                if (CurrentNode.Position == Map.EndNodePosition)
                {
                    return(true);
                }
                else
                {
                    List <Point> NeighborPositions = new List <Point>()
                    {
                        CurrentNode.NorthNode,
                        CurrentNode.EastNode,
                        CurrentNode.SouthNode,
                        CurrentNode.WestNode
                    };

                    NeighborPositions.RemoveAll(x => x == null);

                    Stack <StringBuilder> PathCopies = new Stack <StringBuilder>();
                    for (int i = 1; i < NeighborPositions.Count; i++)
                    {
                        PathCopies.Push(new StringBuilder(CurrentNode.Path.ToString()));
                    }

                    foreach (Point neighborPosition in NeighborPositions)
                    {
                        if (neighborPosition != null && Map.Nodes.ContainsKey(neighborPosition.X) && Map.Nodes[neighborPosition.X].ContainsKey(neighborPosition.Y) &&
                            Map.Nodes[neighborPosition.X][neighborPosition.Y].NodeValue == 0)
                        {
                            Map.Nodes[neighborPosition.X][neighborPosition.Y].Path      = PathCopies.Any() ? PathCopies.Pop() : CurrentNode.Path;
                            Map.Nodes[neighborPosition.X][neighborPosition.Y].NodeValue = 1;
                            Map.Nodes[neighborPosition.X][neighborPosition.Y].MemoryMappedFileManager = CurrentNode.MemoryMappedFileManager;

                            NodeQueue.Enqueue(Map.Nodes[neighborPosition.X][neighborPosition.Y]);
                        }
                    }

                    CurrentNode.Dispose();
                    CurrentNode = null;
                }
            }

            return(base.Search());
        }
示例#2
0
文件: DepthFirst.cs 项目: sLill/Maze
        protected override bool Search()
        {
            ////   let S be a stack
            ////   S.push(v)
            ////   while S is not empty
            ////      v = S.pop()
            ////      if v is not labeled as discovered:
            ////          label v as discovered
            ////          for all edges from v to w in G.adjacentEdges(v) do
            ////              S.push(w)

            Stack <MapNode> NodeStack = new Stack <MapNode>();

            // Start Node
            NodeStack.Push(Map.Nodes[Map.StartNodePosition.X][Map.StartNodePosition.Y]);

            MapNode CurrentNode;

            while (NodeStack.Count > 0)
            {
                CurrentNode = NodeStack.Pop();
                CurrentNode.AppendPointToPath(CurrentNode.Position);
                CurrentNode.NodeValue = 2;

                // Push to preview buffer
                Map.PreviewPixelBuffer.Push(CurrentNode.Position);

                if (CurrentNode.Position == Map.EndNodePosition)
                {
                    return(true);
                }
                else
                {
                    List <Point> NeighborPositions = new List <Point>()
                    {
                        CurrentNode.NorthNode,
                        CurrentNode.EastNode,
                        CurrentNode.SouthNode,
                        CurrentNode.WestNode
                    };

                    NeighborPositions.RemoveAll(x => x == null);

                    Stack <StringBuilder> PathCopies = new Stack <StringBuilder>();
                    for (int i = 1; i < NeighborPositions.Count; i++)
                    {
                        PathCopies.Push(new StringBuilder(CurrentNode.Path.ToString()));
                    }

                    foreach (Point neighborPosition in NeighborPositions)
                    {
                        if (neighborPosition != null && Map.Nodes.ContainsKey(neighborPosition.X) && Map.Nodes[neighborPosition.X].ContainsKey(neighborPosition.Y) &&
                            Map.Nodes[neighborPosition.X][neighborPosition.Y].NodeValue == 0)
                        {
                            Map.Nodes[neighborPosition.X][neighborPosition.Y].Path      = PathCopies.Any() ? PathCopies.Pop() : CurrentNode.Path;
                            Map.Nodes[neighborPosition.X][neighborPosition.Y].NodeValue = 1;
                            Map.Nodes[neighborPosition.X][neighborPosition.Y].MemoryMappedFileManager = CurrentNode.MemoryMappedFileManager;

                            NodeStack.Push(Map.Nodes[neighborPosition.X][neighborPosition.Y]);
                        }
                    }

                    CurrentNode.Dispose();
                    CurrentNode = null;
                }
            }

            return(base.Search());
        }