Target Selection
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2e9b78f1a0
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@ -17,6 +17,21 @@
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<TargetFrameworkProfile />
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<NuGetPackageImportStamp>
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</NuGetPackageImportStamp>
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<PublishUrl>publish\</PublishUrl>
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<Install>true</Install>
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<InstallFrom>Disk</InstallFrom>
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<UpdateEnabled>false</UpdateEnabled>
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<UpdateMode>Foreground</UpdateMode>
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<UpdateInterval>7</UpdateInterval>
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<UpdateIntervalUnits>Days</UpdateIntervalUnits>
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<UpdatePeriodically>false</UpdatePeriodically>
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<UpdateRequired>false</UpdateRequired>
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<MapFileExtensions>true</MapFileExtensions>
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<ApplicationRevision>0</ApplicationRevision>
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<ApplicationVersion>1.0.0.%2a</ApplicationVersion>
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<IsWebBootstrapper>false</IsWebBootstrapper>
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<UseApplicationTrust>false</UseApplicationTrust>
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<BootstrapperEnabled>true</BootstrapperEnabled>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|x86' ">
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<PlatformTarget>x64</PlatformTarget>
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@ -63,6 +78,9 @@
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<CodeAnalysisRuleSet>MinimumRecommendedRules.ruleset</CodeAnalysisRuleSet>
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<Prefer32Bit>true</Prefer32Bit>
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</PropertyGroup>
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<PropertyGroup>
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<AutoGenerateBindingRedirects>false</AutoGenerateBindingRedirects>
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</PropertyGroup>
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<ItemGroup>
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<Compile Include="Game1.cs" />
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<Compile Include="Program.cs" />
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@ -86,6 +104,8 @@
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<Compile Include="Sources\Pathing\A-Star\PathSaver\Path.cs" />
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<Compile Include="Sources\Pathing\A-Star\PathSaver\PriorityQueue.cs" />
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<Compile Include="Sources\Controlls\Controller.cs" />
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<Compile Include="Sources\Pathing\PQEntry.cs" />
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<Compile Include="Sources\Pathing\PriorityQueueC5.cs" />
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<Compile Include="Sources\Smart\AI.cs" />
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<Compile Include="Sources\Smart\ScoreSystem.cs" />
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<Compile Include="Sources\Smart\SmartTractor.cs" />
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@ -118,6 +138,9 @@
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<None Include="app.manifest" />
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</ItemGroup>
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<ItemGroup>
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<PackageReference Include="C5">
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<Version>2.5.3</Version>
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</PackageReference>
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<PackageReference Include="LightGBM">
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<Version>2.3.1</Version>
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</PackageReference>
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@ -155,6 +178,18 @@
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<Version>4.11.0</Version>
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</PackageReference>
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</ItemGroup>
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<ItemGroup>
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<BootstrapperPackage Include=".NETFramework,Version=v4.6.1">
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<Visible>False</Visible>
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<ProductName>Microsoft .NET Framework 4.6.1 %28x86 and x64%29</ProductName>
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<Install>true</Install>
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</BootstrapperPackage>
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<BootstrapperPackage Include="Microsoft.Net.Framework.3.5.SP1">
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<Visible>False</Visible>
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<ProductName>.NET Framework 3.5 SP1</ProductName>
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<Install>false</Install>
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</BootstrapperPackage>
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</ItemGroup>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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<Import Project="$(MSBuildExtensionsPath)\MonoGame\v3.0\MonoGame.Content.Builder.targets" />
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<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
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@ -47,6 +47,11 @@ class Crops
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soilProperties.setSoilProperties();
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}
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public SoilProperties getSoilProperties()
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{
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return soilProperties;
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}
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// Changes the time required for the crops to be harvestable
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@ -10,22 +10,31 @@ class Astar
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private Vector2 tractorPos;
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private Vector2 housePos;
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private Crops[,] crops;
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private static Crops[,] crops;
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private Vector2 Size;
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private PriorityQueue allPaths;
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private Vector2 targetPos;
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private int Rotation;
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public void update(Crops[,] newCrops, Vector2 newSize, Vector2 newTractorPos, Vector2 newHousePos, Vector2 newtargetPos, int rotation)
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public void update(Crops[,] newCrops, Vector2 newSize, Vector2 newTractorPos, Vector2 newHousePos, int rotation)
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{
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tractorPos = new Vector2((int)newTractorPos.X, (int)newTractorPos.Y);
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housePos = new Vector2((int)newHousePos.X, (int)newHousePos.Y);
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targetPos = newtargetPos;
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crops = newCrops;
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Size = newSize;
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Rotation = rotation;
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}
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public void update(Crops[,] newCrops, Vector2 newSize, Vector2 newTractorPos, Vector2 newHousePos, Vector2 newTargetPos, int rotation)
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{
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tractorPos = new Vector2((int)newTractorPos.X, (int)newTractorPos.Y);
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housePos = new Vector2((int)newHousePos.X, (int)newHousePos.Y);
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crops = newCrops;
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Size = newSize;
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Rotation = rotation;
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targetPos = newTargetPos;
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}
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public Nodes getOptimalPath()
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{
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return allPaths.Peek();
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@ -92,7 +101,7 @@ class Astar
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}
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// Main function of A* algorithm
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public Path FindPath()
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public Path FindPath(bool flipArray)
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{
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int g = 0;
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int direction = ConvertRotation();
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@ -149,7 +158,9 @@ class Astar
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path.AddNode(current);
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current = current.getParent();
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}
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path = path.FlipArray();
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if (flipArray)
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path = path.FlipArray();
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openList.deleteHeap();
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closedList.deleteHeap();
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26
Game1/Sources/Pathing/PQEntry.cs
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26
Game1/Sources/Pathing/PQEntry.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using Microsoft.Xna.Framework;
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public class PQEntry : IComparable<PQEntry>
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{
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public int Key { get; set; }
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public Vector2 Coordinates { get; set; }
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public int CompareTo(PQEntry other)
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{
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if (this.Key < other.Key)
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return -1;
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else if (this.Key > other.Key)
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return 1;
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else
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return 0;
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}
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}
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49
Game1/Sources/Pathing/PriorityQueueC5.cs
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49
Game1/Sources/Pathing/PriorityQueueC5.cs
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@ -0,0 +1,49 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using Microsoft.Xna.Framework;
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using C5;
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class PriorityQueueC5
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{
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private readonly Astar astar = new Astar();
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private IPriorityQueue<PQEntry> queue = new IntervalHeap<PQEntry>();
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public void AddToQueue(List<PQEntry> nodes)
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{
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foreach (PQEntry item in nodes)
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{
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PQEntry temp = new PQEntry
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{
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Key = item.Key,
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Coordinates = item.Coordinates
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};
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queue.Add(temp);
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}
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}
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public void AddToQueue(int x, int y, int score)
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{
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PQEntry temp = new PQEntry
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{
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Key = score,
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Coordinates = new Vector2(x, y)
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};
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queue.Add(temp);
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}
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public PQEntry DeleteMax()
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{
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return queue.DeleteMax();
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}
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public void AddAll(List<PQEntry> entryList)
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{
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queue.AddAll(entryList);
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}
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}
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@ -9,7 +9,6 @@ using Microsoft.Xna.Framework.Graphics;
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class AI
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{
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private Vector2 tractorPos;
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private Vector2 housePos;
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private Farm farm;
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@ -17,9 +16,8 @@ class AI
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private Vector2 targetPos;
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private Inventory inventory = new Inventory();
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private int Rotation;
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private PriorityQueueC5 PriorityQueueC5;
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private Astar astar = new Astar();
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private Random r = new Random();
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@ -40,8 +38,6 @@ class AI
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}
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public void update(Farm newFarm, Vector2 newSize, Vector2 newTractorPos, Vector2 newHousePos, Vector2 newtargetPos, int rotation)
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{
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tractorPos = new Vector2((int)newTractorPos.X, (int)newTractorPos.Y);
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@ -50,6 +46,7 @@ class AI
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farm = newFarm;
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Size = newSize;
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Rotation = rotation;
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astar.update(farm.getCrops(), Size, tractorPos, housePos, rotation);
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}
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@ -61,7 +58,28 @@ class AI
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public Vector2 newTarget()
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{
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return new Vector2(r.Next(0, (int)Size.X), r.Next(0, (int)Size.Y));
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PriorityQueueC5 queue = new PriorityQueueC5();
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int score = 0;
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Vector2 newTarget;
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for (int x = 0; x < Size.X; x++)
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for (int y = 0; y < Size.Y; y++)
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{
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if (farm.getCrop(x, y).getStatus() >= 2 && tractorPos != new Vector2(x, y))
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{
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if (farm.getCrop(x, y).getStatus() == 4 && farm.getCrop(x, y).getCropTimer() != 1)
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{
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//do nothing
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}
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else
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{
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score = calculateSoilScore(x, y);
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queue.AddToQueue(x, y, score);
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}
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}
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}
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newTarget = GetMinFNode(5, queue);
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return newTarget;
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}
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public Farm changeCropStatus()
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@ -77,4 +95,89 @@ class AI
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{
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return inventory;
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}
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private int calculateSoilScore(int x, int y)
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{
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int score = 0;
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int statusScore = 0;
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int aproxDistance = (int)(Math.Abs(x - tractorPos.X) + Math.Abs(y - tractorPos.Y));
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CropTypesHolder holder = new CropTypesHolder();
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holder.init();
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Crops crop = farm.getCrop(x, y);
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SoilProperties soilP = crop.getSoilProperties();
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int cropType = crop.getCropType();
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CropTypes avgHold = holder.getPresetCropTypes(cropType);
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if (crop.getStatus() == 2)
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statusScore = 25;
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else if (crop.getStatus() == 3)
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statusScore = 5;
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else if (crop.getStatus() == 4)
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statusScore = -10;
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else
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statusScore = 1;
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float[] currentValue = { soilP.Temperature, soilP.Humidity, soilP.Moisture, soilP.Nitrogen, soilP.Potassium, soilP.Phosphorous };
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float[] targetAvg = { avgHold.Temparature, avgHold.Humidity, avgHold.Moisture, avgHold.Nitrogen, avgHold.Potassium, avgHold.Phosphorous };
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float[,] minMax = { {22,30}, {22*1.9f, 30*2.1f}, {20, 70}, {4, 55}, {0, 28}, {0, 60} }; //probably should make it dynamic
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float[] normVal = normArray(minMax, currentValue);
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float[] normAvg = normArray(minMax, targetAvg);
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for (int i = 0; i < normVal.Count(); i++)
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{
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score = score + (int)Math.Round(System.Convert.ToDouble(10*(1 - Math.Abs(normAvg[i] - normVal[i]))));
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}
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return score + (-aproxDistance * 3) + statusScore;
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}
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private float[] normArray(float[,] minMax, float[] values)
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{
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float[] temp = new float[values.Count()];
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if (minMax.GetLength(0) != values.Count())
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throw new InvalidOperationException("Values and their MinMax arrays are not of the same length!");
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for (int i = 0; i < values.Count(); i++)
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temp[i] = norm(minMax[i, 0], minMax[i, 1], values[i]);
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return temp;
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}
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private float norm(float min, float max, float val)
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{
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return ((val - min) / (max - min));
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}
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public Vector2 GetMinFNode(int testSize, PriorityQueueC5 queue)
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{
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int index = 0;
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int min = 999;
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Path path = new Path();
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List<PQEntry> entryList = new List<PQEntry>();
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for (int i = 0; i < testSize; i++)
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{
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entryList.Add(queue.DeleteMax());
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}
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for (int i = 0; i < testSize; i++)
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{
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Nodes temp = new Nodes(entryList[i].Coordinates);
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path = astar.FindPath(false);
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Nodes tempF = new Nodes(path.getByIndex(0));
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if (min > tempF.getF())
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{
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min = tempF.getF();
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index = i;
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}
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}
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PQEntry minEntry = entryList[index];
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entryList.RemoveAt(index);
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//add the non-minimum entries back to the queue.
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queue.AddAll(entryList);
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return minEntry.Coordinates;
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}
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}
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@ -18,10 +18,12 @@ class SmartTractor
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{
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ai.update(farm, Size, tractorPos / (tileSize + Spacing), housePos / (tileSize + Spacing), Target / (tileSize + Spacing), Rotation);
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farm = ai.changeCropStatus();
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astar.update(farm.getCrops(), Size, tractorPos / (tileSize + Spacing), housePos / (tileSize + Spacing), Rotation);
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getTargetPosition(ai.newTarget());
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astar.update(farm.getCrops(), Size, tractorPos / (tileSize + Spacing), housePos / (tileSize + Spacing), Target/(tileSize+Spacing), Rotation);
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astar.update(farm.getCrops(), Size, tractorPos / (tileSize + Spacing), housePos / (tileSize + Spacing), Target / (tileSize + Spacing), Rotation);
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return astar.FindPath();
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return astar.FindPath(true);
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}
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