示例#1
0
文件: FindPath.cs 项目: znsoft/AiCup
        public static Cell DijkstraNextCell(int startI, int startJ, int endI, int endJ, Cell[] forbidden)
        {
            if (_distMap == null)
            {
                _distMap = new double[world.Height, world.Width];
                _distPrev = new Cell[world.Height, world.Width];
            }

            var q = new PriorityQueue<Pair<double, Cell>>();
            q.Push(new Pair<double, Cell>(0.0, new Cell(endI, endJ)));
            for (var i = 0; i < world.Height; i++)
                for (var j = 0; j < world.Width; j++)
                    _distMap[i, j] = Infinity;
            _distMap[endI, endJ] = 0;
            while (q.Count > 0)
            {
                var cur = q.Top().Second;
                var minDist = -q.Top().First;
                q.Pop();

                if (minDist > _distMap[cur.I, cur.J])
                    continue;

                EnumerateNeigbours(cur, to =>
                {
                    if (!CanPass(cur.I, cur.J, to.I, to.J) || forbidden.Any(x => x.Equals(to.I, to.J)))
                        return;

                    var distTo = _distMap[cur.I, cur.J] + GetCost(to);
                    if (distTo < _distMap[to.I, to.J])
                    {
                        _distMap[to.I, to.J] = distTo;
                        _distPrev[to.I, to.J] = cur;
                        q.Push(new Pair<double, Cell>(-distTo, to));
                    }
                });
            }

            if (_distPrev[startI, startJ] == null)
            {
                if (forbidden.Length == 0)
                    throw new Exception("path not found");
                return DijkstraNextCell(startI, startJ, endI, endJ, new Cell[] {});
            }

            return _distPrev[startI, startJ];
        }
示例#2
0
        bool searchPath(Dictionary<string, string> pathMap, Node result)
        {
            PriorityQueue<Node> priorityQueue;
            Stack<Node> pathStack;
            priorityQueue = new PriorityQueue<Node>();
            pathStack = new Stack<Node>();

            priorityQueue.Push(this.begainNode);
            pathStack.Push(this.begainNode);

            int cycle = 0;

            while (!priorityQueue.Empty())
            {
                cycle++;
               //     Console.WriteLine("第 "+cycle.ToString()+" 步");
            //    Console.WriteLine("队列中的元素  " + priorityQueue.Count);
                Node topNode = priorityQueue.Top();

                priorityQueue.Pop();

                #region 判断是否找到目状态
                if (matched(topNode, this.targetNode))
                {
                    printState(targetNode);
                    Console.WriteLine("搜索完成");
                    printState(topNode);
                    result = topNode;
                    return true;
                }
                #endregion

                int row = topNode.row_0;
                int col = topNode.col_0;

                if (row > 0 && topNode.cannotAct != Direction.up)
                {
                    Node curNode = new Node(topNode);

               //     Console.WriteLine("当前状态");
              //      printState(topNode);
               //     Console.WriteLine(row.ToString()+" "+col.ToString()+"   空格上移后状态");

                    exchange(curNode, row, col, row - 1, col);
                    curNode.ToString();
                    curNode.cannotAct = Direction.down;
                    if (!pathMap.ContainsKey(curNode.state))
                    {
                //        printState(curNode);

                        curNode.deepth = topNode.deepth + 1;
                        curNode.value = getValue(curNode, this.targetNode);

                //        Console.WriteLine("当前代价值:"+(curNode.value + curNode.deepth).ToString());

                        curNode.father = topNode;
                        curNode.row_0 = row - 1;
                        curNode.col_0 = col;
                        priorityQueue.Push(curNode);
                        pathStack.Push(curNode);
                        pathMap.Add(curNode.state, topNode.state);
                    }
                }

                if (row < 2 && topNode.cannotAct != Direction.down)
                {
                    Node curNode = new Node(topNode);

                //    Console.WriteLine("当前状态");
                //    printState(topNode);
                //    Console.WriteLine(row.ToString()+" "+col.ToString()+"    下移后状态");

                    exchange(curNode, row, col, row + 1, col);
                    curNode.ToString();
                    curNode.cannotAct = Direction.up;
                    if (!pathMap.ContainsKey(curNode.state))
                    {
                //        printState(curNode);

                        curNode.deepth = topNode.deepth + 1;
                        curNode.value = getValue(curNode, this.targetNode);

                 //       Console.WriteLine("当前代价值:"+(curNode.value + curNode.deepth).ToString());

                        curNode.father = topNode;
                        curNode.row_0 = row + 1;
                        curNode.col_0 = col;
                        priorityQueue.Push(curNode);
                        pathStack.Push(curNode);
                        pathMap.Add(curNode.state, topNode.state);
                    }
                }

                if (col > 0 && topNode.cannotAct != Direction.left)
                {
                    Node curNode = new Node(topNode);

                 //   Console.WriteLine("当前状态");
                 //   printState(topNode);
                //    Console.WriteLine(row.ToString()+" "+col.ToString()+"    左移之后的状态");

                    exchange(curNode, row, col, row, col - 1);
                    curNode.ToString();
                    curNode.cannotAct = Direction.left;
                    if (!pathMap.ContainsKey(curNode.state))
                    {
                //        printState(curNode);

                        curNode.deepth = topNode.deepth + 1;
                        curNode.value = getValue(curNode, this.targetNode);

                 //       Console.WriteLine("当前代价值:"+(curNode.value + curNode.deepth).ToString());

                        curNode.father = topNode;
                        curNode.row_0 = row;
                        curNode.col_0 = col - 1;
                        priorityQueue.Push(curNode);
                        pathStack.Push(curNode);
                        pathMap.Add(curNode.state, topNode.state);
                    }
                }

                if (col < 2 && topNode .cannotAct != Direction.right)
                {
                    Node curNode = new Node(topNode);

                  //  Console.WriteLine("当前状态");
                //    printState(topNode);
                  //  Console.WriteLine(row.ToString()+" "+col.ToString()+"     右移后状态");

                    exchange(curNode, row, col, row, col + 1);
                    curNode.ToString();
                    curNode.cannotAct = Direction.right;
                    if (!pathMap.ContainsKey(curNode.state))
                    {
                 //       printState(curNode);

                        curNode.deepth = topNode.deepth + 1;
                        curNode.value = getValue(curNode, this.targetNode);

                     //   Console.WriteLine("当前代价值:"+(curNode.value+curNode.deepth).ToString());

                        curNode.father = topNode;
                        curNode.row_0 = row;
                        curNode.col_0 = col + 1;
                        priorityQueue.Push(curNode);
                        pathStack.Push(curNode);
                        pathMap.Add(curNode.state, topNode.state);
                    }
                }
            }

            return false;
        }