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using System ;
using System.Collections.Generic ;
using System.Linq ;
using System.Text ;
using System.Threading.Tasks ;
using Microsoft.Xna.Framework ;
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using Game1.Sources.ML ;
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class Astar
{
private Vector2 tractorPos ;
private Vector2 housePos ;
private Crops [ , ] crops ;
private Vector2 Size ;
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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{
tractorPos = new Vector2 ( ( int ) newTractorPos . X , ( int ) newTractorPos . Y ) ;
housePos = new Vector2 ( ( int ) newHousePos . X , ( int ) newHousePos . Y ) ;
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targetPos = newtargetPos ;
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crops = newCrops ;
Size = newSize ;
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Rotation = rotation ;
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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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}
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// Get all adjacent nodes
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private List < Nodes > GetAdjacentNodes ( Vector2 currentPos )
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{
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var adjacentNodes = new List < Nodes > ( )
{
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new Nodes ( new Vector2 ( currentPos . X , currentPos . Y + 1 ) , 0 ) ,
new Nodes ( new Vector2 ( currentPos . X + 1 , currentPos . Y ) , 1 ) ,
new Nodes ( new Vector2 ( currentPos . X , currentPos . Y - 1 ) , 2 ) ,
new Nodes ( new Vector2 ( currentPos . X - 1 , currentPos . Y ) , - 1 ) ,
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} ;
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//check if out of range
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for ( int i = 3 ; i > = 0 ; i - - )
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{
if ( adjacentNodes [ i ] . getCords ( ) . X < 0 | | adjacentNodes [ i ] . getCords ( ) . Y < 0 )
adjacentNodes . Remove ( adjacentNodes [ i ] ) ;
else
{
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if ( adjacentNodes [ i ] . getCords ( ) . X > Size . X - 1 | | adjacentNodes [ i ] . getCords ( ) . Y > Size . Y - 1 )
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adjacentNodes . Remove ( adjacentNodes [ i ] ) ;
}
}
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// return if not an obstacle
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return adjacentNodes . Where (
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item = > ( crops [ ( int ) item . getCords ( ) . X , ( int ) item . getCords ( ) . Y ] . getStatus ( ) ) ! = 0 ) . ToList ( ) ;
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}
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// Heuristic function, Manhattan method.
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public int ComputeHScore ( Vector2 currentNode , Vector2 endNote )
{
return ( int ) ( Math . Abs ( endNote . X - currentNode . X ) + Math . Abs ( endNote . Y - currentNode . Y ) ) ;
}
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// Rotation Cost
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public int CalculateRotationCost ( int currDir , int newDir )
{
if ( currDir = = newDir )
return 0 ;
else if ( Math . Abs ( currDir - newDir ) = = 1 | | Math . Abs ( currDir - newDir ) = = 3 )
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return 2 ;
else if ( Math . Abs ( currDir - newDir ) = = 0 | | Math . Abs ( currDir - newDir ) = = 2 )
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return 9 ;
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return 0 ;
}
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// Convert rotation used by sprite, to get direction of first node in next path
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public int ConvertRotation ( )
{
int rotation = 0 ;
if ( Rotation = = 180 )
rotation = 0 ;
else if ( Rotation = = 270 )
rotation = 1 ;
else if ( Rotation = = 0 )
rotation = 2 ;
else if ( Rotation = = 90 )
rotation = - 1 ;
return rotation ;
}
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// Main function of A* algorithm
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public Path FindPath ( )
{
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int g = 0 ;
int direction = ConvertRotation ( ) ;
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Path path = new Path ( ) ;
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MinHeap openList = new MinHeap ( ) ;
MinHeap closedList = new MinHeap ( ) ;
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Nodes target = new Nodes ( targetPos ) ;
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Nodes startPos = new Nodes ( tractorPos , direction ) ;
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Nodes current = null ;
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openList . Insert ( startPos ) ;
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while ( openList . GetSize ( ) > 0 )
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{
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current = openList . getMin ( ) ;
closedList . Insert ( current ) ;
openList . removeMin ( ) ;
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direction = current . getDirection ( ) ;
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if ( current . getCords ( ) = = target . getCords ( ) )
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break ;
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var adjacentNodes = GetAdjacentNodes ( current . getCords ( ) ) ;
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foreach ( var adjacentNode in adjacentNodes )
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{
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if ( closedList . Exists ( adjacentNode . getCords ( ) ) ) // check if adjacent node is on closed list, if it is, skip it
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continue ;
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g = current . getG ( ) + crops [ ( int ) adjacentNode . getCords ( ) . X , ( int ) adjacentNode . getCords ( ) . Y ] . getCostOnMovement ( ) + CalculateRotationCost ( direction , adjacentNode . getDirection ( ) ) ; // calculate g - cost from start point
if ( ! ( openList . Exists ( adjacentNode . getCords ( ) ) ) ) // if adjacent node is not on open list, add it
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{
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adjacentNode . setG ( g ) ;
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adjacentNode . setH ( ComputeHScore ( adjacentNode . getCords ( ) , target . getCords ( ) ) ) ;
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adjacentNode . calculateF ( ) ;
adjacentNode . setParent ( current ) ;
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openList . Insert ( adjacentNode ) ;
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}
else
{
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if ( g + adjacentNode . getH ( ) < adjacentNode . getF ( ) ) // check if adjacent node is a better path than the current one
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{
adjacentNode . setG ( g ) ;
adjacentNode . calculateF ( ) ;
adjacentNode . setParent ( current ) ;
}
}
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}
}
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// backtrack to create path
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while ( current ! = null )
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{
path . AddNode ( current ) ;
current = current . getParent ( ) ;
}
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path = path . FlipArray ( ) ;
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openList . deleteHeap ( ) ;
closedList . deleteHeap ( ) ;
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return path ;
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}
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}