/// <summary>
        /// Algorytm A* znajdowania najkrotszej sciezki na planszy.
        /// </summary>
        /// <param name="from">Pole startowe</param>
        /// <param name="to">Pole, ktore chcemy osiagnac</param>
        /// <param name="heuristic">Metryka w jakiej maja byc szacowana odleglosc do pola docelowego</param>
        /// <param name="forbidenFields">Pola przez które nie wolno przejść przy danym poszukiwaniu ścieżki</param>
        /// <returns>Lista pol skladajaca sie na sciezke</returns>
        public static IList <MapField> AStar(MapField from, MapField to, heuristicFunc heuristic, ref AStarDiagnostic diagnostic, params MapField[] forbidenFields)
        {
            if ((from == null) || (to == null))
            {
                throw new NullReferenceException();                                                                                  // ktores z pol nie istnieje
            }
            if (!to.IsAvaliable)
            {
                throw new FieldNotAvaliableException();                                                                                          // pole jest niedostepne
            }
            if (from.Neighbour.Contains(to))
            {
                return new List <MapField>(2)
                       {
                           from, to,
                       }
            }
            ;                                                                                                                    // pola from i to leza kolo siebie

            //Lita pol do przeszukania
            List <PathFindingNode> openList = new List <PathFindingNode> {
                new PathFindingNode(from)
            };
            //Lista przeszukanych pol
            List <PathFindingNode> closeList = new List <PathFindingNode>(forbidenFields.Select(forbidenField => new PathFindingNode(forbidenField)));

            bool reachedGoal = false;

            //dopoki jakiekolwiek pole moze zostac jeszcze przebadane
            while (openList.Count != 0)
            {
                ++diagnostic.Iterations;

                PathFindingNode current = openList.RemoveAtAndGet(0);
                closeList.Add(current);

                if (heuristic == NullDistance && current.This == to)
                {
                    return(ReconstructPath(current, ref diagnostic));
                }
                else if (current.This == to)                       // znaleziono pole do ktorego dazylismy
                {
                    reachedGoal = true;
                }
                else if (reachedGoal)
                {
                    PathFindingNode endNode = openList.Concat(closeList)
                                              .First(node => node.This == to);

                    float minValInOpenList = openList.Select(node => node.CostFromStart)
                                             .Min();

                    if (minValInOpenList < endNode.CostFromStart)
                    {
                        return(ReconstructPath(endNode, ref diagnostic));
                    }
                }

                foreach (PathFindingNode neighbourNode in current.This.Neighbour.Where(neighbour => neighbour.IsAvaliable)
                         .Select(neighbour => new PathFindingNode(neighbour)
                {
                    Parent = current,
                    CostFromStart = current.CostFromStart +
                                    EuclideanDistance(current.This, neighbour) * current.This.Cost,
                    CostToEnd = heuristic(neighbour, to)
                }))
                {
                    //Zmiana parametrow sciezki jesli droga do sasiada jest krotsza z obecnego pola niz ustalona wczesniej
                    if (heuristic != NullDistance && closeList.Contains(neighbourNode))
                    {
                        PathFindingNode oldNode = closeList[closeList.IndexOf(neighbourNode)];
                        if (neighbourNode.CostFromStart < oldNode.CostFromStart)
                        {
                            closeList.Remove(oldNode);
                            openList.Add(neighbourNode);
                        }
                    }
                    else if (openList.Contains(neighbourNode))
                    {
                        PathFindingNode oldNode = openList[openList.IndexOf(neighbourNode)];
                        if (neighbourNode.CostFromStart < oldNode.CostFromStart)
                        {
                            oldNode.CostFromStart = neighbourNode.CostFromStart;
                            oldNode.Parent        = neighbourNode.Parent;
                        }
                    }
                    else
                    {
                        openList.Add(neighbourNode);
                    }
                }

                //openList.AsParallel().WithDegreeOfParallelism(4).OrderBy(field => field.AllCost);
                openList.Sort();
            }

            //jesli niedotarto do zadanego celu
            throw new FieldNotAvaliableException();
        }
示例#2
0
 public static List <NVector2> CalculatePath(Vector3 startPos, Vector3 endPos, heuristicFunc heuristicFunc, int depth = 10)
 {
     return(new List <NVector2>());
 }