全部移动至es模块
This commit is contained in:
@@ -1,101 +1,103 @@
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///<reference path="./PriorityQueueNode.ts" />
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/**
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* 计算路径给定的IAstarGraph和开始/目标位置
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*/
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class AStarPathfinder {
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module es {
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/**
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* 尽可能从开始到目标找到一条路径。如果没有找到路径,则返回null。
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* @param graph
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* @param start
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* @param goal
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* 计算路径给定的IAstarGraph和开始/目标位置
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*/
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public static search<T>(graph: IAstarGraph<T>, start: T, goal: T){
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let foundPath = false;
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let cameFrom = new Map<T, T>();
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cameFrom.set(start, start);
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export class AStarPathfinder {
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/**
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* 尽可能从开始到目标找到一条路径。如果没有找到路径,则返回null。
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* @param graph
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* @param start
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* @param goal
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*/
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public static search<T>(graph: IAstarGraph<T>, start: T, goal: T){
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let foundPath = false;
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let cameFrom = new Map<T, T>();
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cameFrom.set(start, start);
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let costSoFar = new Map<T, number>();
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let frontier = new PriorityQueue<AStarNode<T>>(1000);
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frontier.enqueue(new AStarNode<T>(start), 0);
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let costSoFar = new Map<T, number>();
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let frontier = new PriorityQueue<AStarNode<T>>(1000);
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frontier.enqueue(new AStarNode<T>(start), 0);
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costSoFar.set(start, 0);
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costSoFar.set(start, 0);
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while (frontier.count > 0){
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let current = frontier.dequeue();
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while (frontier.count > 0){
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let current = frontier.dequeue();
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if (JSON.stringify(current.data) == JSON.stringify(goal)){
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foundPath = true;
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break;
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if (JSON.stringify(current.data) == JSON.stringify(goal)){
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foundPath = true;
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break;
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}
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graph.getNeighbors(current.data).forEach(next => {
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let newCost = costSoFar.get(current.data) + graph.cost(current.data, next);
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if (!this.hasKey(costSoFar, next) || newCost < costSoFar.get(next)){
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costSoFar.set(next, newCost);
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let priority = newCost + graph.heuristic(next, goal);
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frontier.enqueue(new AStarNode<T>(next), priority);
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cameFrom.set(next, current.data);
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}
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});
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}
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graph.getNeighbors(current.data).forEach(next => {
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let newCost = costSoFar.get(current.data) + graph.cost(current.data, next);
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if (!this.hasKey(costSoFar, next) || newCost < costSoFar.get(next)){
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costSoFar.set(next, newCost);
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let priority = newCost + graph.heuristic(next, goal);
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frontier.enqueue(new AStarNode<T>(next), priority);
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cameFrom.set(next, current.data);
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}
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});
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return foundPath ? this.recontructPath(cameFrom, start, goal) : null;
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}
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return foundPath ? this.recontructPath(cameFrom, start, goal) : null;
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}
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private static hasKey<T>(map: Map<T, number>, compareKey: T){
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let iterator = map.keys();
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let r: IteratorResult<T>;
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while (r = iterator.next() , !r.done) {
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if (JSON.stringify(r.value) == JSON.stringify(compareKey))
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return true;
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}
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private static hasKey<T>(map: Map<T, number>, compareKey: T){
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let iterator = map.keys();
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let r: IteratorResult<T>;
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while (r = iterator.next() , !r.done) {
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if (JSON.stringify(r.value) == JSON.stringify(compareKey))
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return true;
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return false;
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}
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return false;
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}
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private static getKey<T>(map: Map<T, T>, compareKey: T){
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let iterator = map.keys();
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let valueIterator = map.values();
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let r: IteratorResult<T>;
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let v: IteratorResult<T>;
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while (r = iterator.next(), v = valueIterator.next(), !r.done) {
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if (JSON.stringify(r.value) == JSON.stringify(compareKey))
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return v.value;
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}
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private static getKey<T>(map: Map<T, T>, compareKey: T){
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let iterator = map.keys();
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let valueIterator = map.values();
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let r: IteratorResult<T>;
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let v: IteratorResult<T>;
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while (r = iterator.next(), v = valueIterator.next(), !r.done) {
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if (JSON.stringify(r.value) == JSON.stringify(compareKey))
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return v.value;
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return null;
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}
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return null;
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/**
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* 从cameFrom字典重新构造路径
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* @param cameFrom
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* @param start
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* @param goal
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*/
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public static recontructPath<T>(cameFrom: Map<T, T>, start: T, goal: T): T[]{
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let path = [];
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let current = goal;
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path.push(goal);
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while (current != start){
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current = this.getKey(cameFrom, current);
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path.push(current);
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}
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path.reverse();
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return path;
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}
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}
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/**
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* 从cameFrom字典重新构造路径
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* @param cameFrom
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* @param start
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* @param goal
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* 使用PriorityQueue需要的额外字段将原始数据封装在一个小类中
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*/
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public static recontructPath<T>(cameFrom: Map<T, T>, start: T, goal: T): T[]{
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let path = [];
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let current = goal;
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path.push(goal);
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export class AStarNode<T> extends PriorityQueueNode {
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public data: T;
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while (current != start){
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current = this.getKey(cameFrom, current);
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path.push(current);
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constructor(data: T){
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super();
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this.data = data;
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}
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path.reverse();
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return path;
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}
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}
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/**
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* 使用PriorityQueue需要的额外字段将原始数据封装在一个小类中
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*/
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class AStarNode<T> extends PriorityQueueNode {
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public data: T;
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constructor(data: T){
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super();
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this.data = data;
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}
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}
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@@ -1,72 +1,74 @@
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/**
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* 基本静态网格图与A*一起使用
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* 将walls添加到walls HashSet,并将加权节点添加到weightedNodes
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*/
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class AstarGridGraph implements IAstarGraph<Vector2> {
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public dirs: Vector2[] = [
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new Vector2(1, 0),
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new Vector2(0, -1),
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new Vector2(-1, 0),
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new Vector2(0, 1)
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];
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public walls: Vector2[] = [];
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public weightedNodes: Vector2[] = [];
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public defaultWeight: number = 1;
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public weightedNodeWeight = 5;
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private _width;
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private _height;
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private _neighbors: Vector2[] = new Array(4);
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constructor(width: number, height: number){
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this._width = width;
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this._height = height;
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}
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module es {
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/**
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* 确保节点在网格图的边界内
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* @param node
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* 基本静态网格图与A*一起使用
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* 将walls添加到walls HashSet,并将加权节点添加到weightedNodes
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*/
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public isNodeInBounds(node: Vector2): boolean {
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return 0 <= node.x && node.x < this._width && 0 <= node.y && node.y < this._height;
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export class AstarGridGraph implements IAstarGraph<Vector2> {
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public dirs: Vector2[] = [
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new Vector2(1, 0),
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new Vector2(0, -1),
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new Vector2(-1, 0),
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new Vector2(0, 1)
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];
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public walls: Vector2[] = [];
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public weightedNodes: Vector2[] = [];
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public defaultWeight: number = 1;
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public weightedNodeWeight = 5;
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private _width;
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private _height;
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private _neighbors: Vector2[] = new Array(4);
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constructor(width: number, height: number){
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this._width = width;
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this._height = height;
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}
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/**
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* 确保节点在网格图的边界内
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* @param node
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*/
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public isNodeInBounds(node: Vector2): boolean {
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return 0 <= node.x && node.x < this._width && 0 <= node.y && node.y < this._height;
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}
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/**
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* 检查节点是否可以通过。walls是不可逾越的。
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* @param node
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*/
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public isNodePassable(node: Vector2): boolean {
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return !this.walls.firstOrDefault(wall => JSON.stringify(wall) == JSON.stringify(node));
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}
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/**
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* 调用AStarPathfinder.search的快捷方式
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* @param start
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* @param goal
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*/
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public search(start: Vector2, goal: Vector2){
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return AStarPathfinder.search(this, start, goal);
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}
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public getNeighbors(node: Vector2): Vector2[] {
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this._neighbors.length = 0;
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this.dirs.forEach(dir => {
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let next = new Vector2(node.x + dir.x, node.y + dir.y);
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if (this.isNodeInBounds(next) && this.isNodePassable(next))
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this._neighbors.push(next);
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});
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return this._neighbors;
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}
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public cost(from: Vector2, to: Vector2): number {
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return this.weightedNodes.find((p)=> JSON.stringify(p) == JSON.stringify(to)) ? this.weightedNodeWeight : this.defaultWeight;
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}
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public heuristic(node: Vector2, goal: Vector2) {
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return Math.abs(node.x - goal.x) + Math.abs(node.y - goal.y);
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}
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}
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/**
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* 检查节点是否可以通过。walls是不可逾越的。
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* @param node
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*/
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public isNodePassable(node: Vector2): boolean {
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return !this.walls.firstOrDefault(wall => JSON.stringify(wall) == JSON.stringify(node));
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}
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/**
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* 调用AStarPathfinder.search的快捷方式
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* @param start
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* @param goal
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*/
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public search(start: Vector2, goal: Vector2){
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return AStarPathfinder.search(this, start, goal);
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}
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public getNeighbors(node: Vector2): Vector2[] {
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this._neighbors.length = 0;
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this.dirs.forEach(dir => {
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let next = new Vector2(node.x + dir.x, node.y + dir.y);
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if (this.isNodeInBounds(next) && this.isNodePassable(next))
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this._neighbors.push(next);
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});
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return this._neighbors;
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}
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public cost(from: Vector2, to: Vector2): number {
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return this.weightedNodes.find((p)=> JSON.stringify(p) == JSON.stringify(to)) ? this.weightedNodeWeight : this.defaultWeight;
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}
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public heuristic(node: Vector2, goal: Vector2) {
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return Math.abs(node.x - goal.x) + Math.abs(node.y - goal.y);
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}
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}
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}
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@@ -1,22 +1,24 @@
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/**
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* graph的接口,可以提供给AstarPathfinder.search方法
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*/
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interface IAstarGraph<T> {
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module es {
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/**
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* getNeighbors方法应该返回从传入的节点可以到达的任何相邻节点
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* @param node
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* graph的接口,可以提供给AstarPathfinder.search方法
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*/
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getNeighbors(node: T): Array<T>;
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/**
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* 计算从从from到to的成本
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* @param from
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* @param to
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*/
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cost(from: T, to: T): number;
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/**
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* 计算从node到to的启发式。参见WeightedGridGraph了解常用的Manhatten方法。
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* @param node
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* @param goal
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*/
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heuristic(node: T, goal: T);
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}
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export interface IAstarGraph<T> {
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/**
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* getNeighbors方法应该返回从传入的节点可以到达的任何相邻节点
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* @param node
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*/
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getNeighbors(node: T): Array<T>;
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/**
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* 计算从从from到to的成本
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* @param from
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* @param to
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*/
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cost(from: T, to: T): number;
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/**
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* 计算从node到to的启发式。参见WeightedGridGraph了解常用的Manhatten方法。
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* @param node
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* @param goal
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*/
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heuristic(node: T, goal: T);
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}
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}
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@@ -1,234 +1,236 @@
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/**
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* 使用堆实现最小优先级队列 O(1)复杂度
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* 这种查找速度比使用字典快5-10倍
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* 但是,由于IPriorityQueue.contains()是许多寻路算法中调用最多的方法,因此尽可能快地实现它对于我们的应用程序非常重要。
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*/
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class PriorityQueue<T extends PriorityQueueNode> {
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private _numNodes: number;
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private _nodes: T[];
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private _numNodesEverEnqueued;
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module es {
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/**
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* 实例化一个新的优先级队列
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* @param maxNodes 允许加入队列的最大节点(执行此操作将导致undefined的行为)
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* 使用堆实现最小优先级队列 O(1)复杂度
|
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* 这种查找速度比使用字典快5-10倍
|
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* 但是,由于IPriorityQueue.contains()是许多寻路算法中调用最多的方法,因此尽可能快地实现它对于我们的应用程序非常重要。
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*/
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constructor(maxNodes: number) {
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this._numNodes = 0;
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this._nodes = new Array(maxNodes + 1);
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this._numNodesEverEnqueued = 0;
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}
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export class PriorityQueue<T extends PriorityQueueNode> {
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private _numNodes: number;
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private _nodes: T[];
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private _numNodesEverEnqueued;
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/**
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* 从队列中删除每个节点。
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* O(n)复杂度 所有尽可能少调用该方法
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*/
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public clear() {
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this._nodes.splice(1, this._numNodes);
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this._numNodes = 0;
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}
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/**
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* 返回队列中的节点数。
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* O(1)复杂度
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*/
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public get count() {
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return this._numNodes;
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}
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/**
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* 返回可同时进入此队列的最大项数。一旦你达到这个数字(即。一旦Count == MaxSize),尝试加入另一个项目将导致undefined的行为
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* O(1)复杂度
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*/
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public get maxSize() {
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return this._nodes.length - 1;
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}
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/**
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* 返回(在O(1)中)给定节点是否在队列中
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* O (1)复杂度
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* @param node
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*/
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public contains(node: T): boolean {
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if (!node){
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console.error("node cannot be null");
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return false;
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/**
|
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* 实例化一个新的优先级队列
|
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* @param maxNodes 允许加入队列的最大节点(执行此操作将导致undefined的行为)
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*/
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constructor(maxNodes: number) {
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this._numNodes = 0;
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this._nodes = new Array(maxNodes + 1);
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this._numNodesEverEnqueued = 0;
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}
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if (node.queueIndex < 0 || node.queueIndex >= this._nodes.length){
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console.error("node.QueueIndex has been corrupted. Did you change it manually? Or add this node to another queue?");
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return false;
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/**
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* 从队列中删除每个节点。
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* O(n)复杂度 所有尽可能少调用该方法
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*/
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public clear() {
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this._nodes.splice(1, this._numNodes);
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this._numNodes = 0;
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}
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return (this._nodes[node.queueIndex] == node);
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}
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/**
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* 返回队列中的节点数。
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* O(1)复杂度
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*/
|
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public get count() {
|
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return this._numNodes;
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}
|
||||
|
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/**
|
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* 将节点放入优先队列 较低的值放在前面 先入先出
|
||||
* 如果队列已满,则结果undefined。如果节点已经加入队列,则结果undefined。
|
||||
* O(log n)
|
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* @param node
|
||||
* @param priority
|
||||
*/
|
||||
public enqueue(node: T, priority: number) {
|
||||
node.priority = priority;
|
||||
this._numNodes++;
|
||||
this._nodes[this._numNodes] = node;
|
||||
node.queueIndex = this._numNodes;
|
||||
node.insertionIndex = this._numNodesEverEnqueued++;
|
||||
this.cascadeUp(this._nodes[this._numNodes]);
|
||||
}
|
||||
/**
|
||||
* 返回可同时进入此队列的最大项数。一旦你达到这个数字(即。一旦Count == MaxSize),尝试加入另一个项目将导致undefined的行为
|
||||
* O(1)复杂度
|
||||
*/
|
||||
public get maxSize() {
|
||||
return this._nodes.length - 1;
|
||||
}
|
||||
|
||||
/**
|
||||
* 删除队列头(具有最小优先级的节点;按插入顺序断开连接),并返回它。如果队列为空,结果undefined
|
||||
* O(log n)
|
||||
*/
|
||||
public dequeue(): T {
|
||||
let returnMe = this._nodes[1];
|
||||
this.remove(returnMe);
|
||||
return returnMe;
|
||||
}
|
||||
/**
|
||||
* 返回(在O(1)中)给定节点是否在队列中
|
||||
* O (1)复杂度
|
||||
* @param node
|
||||
*/
|
||||
public contains(node: T): boolean {
|
||||
if (!node){
|
||||
console.error("node cannot be null");
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
* 从队列中删除一个节点。节点不需要是队列的头。如果节点不在队列中,则结果未定义。如果不确定,首先检查Contains()
|
||||
* O(log n)
|
||||
* @param node
|
||||
*/
|
||||
public remove(node: T) {
|
||||
if (node.queueIndex == this._numNodes) {
|
||||
this._nodes[this._numNodes] = null;
|
||||
if (node.queueIndex < 0 || node.queueIndex >= this._nodes.length){
|
||||
console.error("node.QueueIndex has been corrupted. Did you change it manually? Or add this node to another queue?");
|
||||
return false;
|
||||
}
|
||||
|
||||
return (this._nodes[node.queueIndex] == node);
|
||||
}
|
||||
|
||||
/**
|
||||
* 将节点放入优先队列 较低的值放在前面 先入先出
|
||||
* 如果队列已满,则结果undefined。如果节点已经加入队列,则结果undefined。
|
||||
* O(log n)
|
||||
* @param node
|
||||
* @param priority
|
||||
*/
|
||||
public enqueue(node: T, priority: number) {
|
||||
node.priority = priority;
|
||||
this._numNodes++;
|
||||
this._nodes[this._numNodes] = node;
|
||||
node.queueIndex = this._numNodes;
|
||||
node.insertionIndex = this._numNodesEverEnqueued++;
|
||||
this.cascadeUp(this._nodes[this._numNodes]);
|
||||
}
|
||||
|
||||
/**
|
||||
* 删除队列头(具有最小优先级的节点;按插入顺序断开连接),并返回它。如果队列为空,结果undefined
|
||||
* O(log n)
|
||||
*/
|
||||
public dequeue(): T {
|
||||
let returnMe = this._nodes[1];
|
||||
this.remove(returnMe);
|
||||
return returnMe;
|
||||
}
|
||||
|
||||
/**
|
||||
* 从队列中删除一个节点。节点不需要是队列的头。如果节点不在队列中,则结果未定义。如果不确定,首先检查Contains()
|
||||
* O(log n)
|
||||
* @param node
|
||||
*/
|
||||
public remove(node: T) {
|
||||
if (node.queueIndex == this._numNodes) {
|
||||
this._nodes[this._numNodes] = null;
|
||||
this._numNodes--;
|
||||
return;
|
||||
}
|
||||
|
||||
let formerLastNode = this._nodes[this._numNodes];
|
||||
this.swap(node, formerLastNode);
|
||||
delete this._nodes[this._numNodes];
|
||||
this._numNodes--;
|
||||
return;
|
||||
|
||||
this.onNodeUpdated(formerLastNode);
|
||||
}
|
||||
|
||||
let formerLastNode = this._nodes[this._numNodes];
|
||||
this.swap(node, formerLastNode);
|
||||
delete this._nodes[this._numNodes];
|
||||
this._numNodes--;
|
||||
/**
|
||||
* 检查以确保队列仍然处于有效状态。用于测试/调试队列。
|
||||
*/
|
||||
public isValidQueue(): boolean {
|
||||
for (let i = 1; i < this._nodes.length; i++) {
|
||||
if (this._nodes[i]) {
|
||||
let childLeftIndex = 2 * i;
|
||||
if (childLeftIndex < this._nodes.length && this._nodes[childLeftIndex] &&
|
||||
this.hasHigherPriority(this._nodes[childLeftIndex], this._nodes[i]))
|
||||
return false;
|
||||
|
||||
this.onNodeUpdated(formerLastNode);
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查以确保队列仍然处于有效状态。用于测试/调试队列。
|
||||
*/
|
||||
public isValidQueue(): boolean {
|
||||
for (let i = 1; i < this._nodes.length; i++) {
|
||||
if (this._nodes[i]) {
|
||||
let childLeftIndex = 2 * i;
|
||||
if (childLeftIndex < this._nodes.length && this._nodes[childLeftIndex] &&
|
||||
this.hasHigherPriority(this._nodes[childLeftIndex], this._nodes[i]))
|
||||
return false;
|
||||
|
||||
let childRightIndex = childLeftIndex + 1;
|
||||
if (childRightIndex < this._nodes.length && this._nodes[childRightIndex] &&
|
||||
this.hasHigherPriority(this._nodes[childRightIndex], this._nodes[i]))
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
private onNodeUpdated(node: T) {
|
||||
// 将更新后的节点按适当的方式向上或向下冒泡
|
||||
let parentIndex = Math.floor(node.queueIndex / 2);
|
||||
let parentNode = this._nodes[parentIndex];
|
||||
|
||||
if (parentIndex > 0 && this.hasHigherPriority(node, parentNode)) {
|
||||
this.cascadeUp(node);
|
||||
} else {
|
||||
// 注意,如果parentNode == node(即节点是根),则将调用CascadeDown。
|
||||
this.cascadeDown(node);
|
||||
}
|
||||
}
|
||||
|
||||
private cascadeDown(node: T) {
|
||||
// 又名Heapify-down
|
||||
let newParent: T;
|
||||
let finalQueueIndex = node.queueIndex;
|
||||
while (true) {
|
||||
newParent = node;
|
||||
let childLeftIndex = 2 * finalQueueIndex;
|
||||
|
||||
// 检查左子节点的优先级是否高于当前节点
|
||||
if (childLeftIndex > this._numNodes) {
|
||||
// 这可以放在循环之外,但是我们必须检查newParent != node两次
|
||||
node.queueIndex = finalQueueIndex;
|
||||
this._nodes[finalQueueIndex] = node;
|
||||
break;
|
||||
}
|
||||
|
||||
let childLeft = this._nodes[childLeftIndex];
|
||||
if (this.hasHigherPriority(childLeft, newParent)) {
|
||||
newParent = childLeft;
|
||||
}
|
||||
|
||||
// 检查右子节点的优先级是否高于当前节点或左子节点
|
||||
let childRightIndex = childLeftIndex + 1;
|
||||
if (childRightIndex <= this._numNodes) {
|
||||
let childRight = this._nodes[childRightIndex];
|
||||
if (this.hasHigherPriority(childRight, newParent)) {
|
||||
newParent = childRight;
|
||||
let childRightIndex = childLeftIndex + 1;
|
||||
if (childRightIndex < this._nodes.length && this._nodes[childRightIndex] &&
|
||||
this.hasHigherPriority(this._nodes[childRightIndex], this._nodes[i]))
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
// 如果其中一个子节点具有更高(更小)的优先级,则交换并继续级联
|
||||
if (newParent != node) {
|
||||
// 将新的父节点移动到它的新索引
|
||||
// 节点将被移动一次,这样做比调用Swap()少一个赋值操作。
|
||||
this._nodes[finalQueueIndex] = newParent;
|
||||
return true;
|
||||
}
|
||||
|
||||
let temp = newParent.queueIndex;
|
||||
newParent.queueIndex = finalQueueIndex;
|
||||
finalQueueIndex = temp;
|
||||
private onNodeUpdated(node: T) {
|
||||
// 将更新后的节点按适当的方式向上或向下冒泡
|
||||
let parentIndex = Math.floor(node.queueIndex / 2);
|
||||
let parentNode = this._nodes[parentIndex];
|
||||
|
||||
if (parentIndex > 0 && this.hasHigherPriority(node, parentNode)) {
|
||||
this.cascadeUp(node);
|
||||
} else {
|
||||
// 参见上面的笔记
|
||||
node.queueIndex = finalQueueIndex;
|
||||
this._nodes[finalQueueIndex] = node;
|
||||
break;
|
||||
// 注意,如果parentNode == node(即节点是根),则将调用CascadeDown。
|
||||
this.cascadeDown(node);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 当没有内联时,性能会稍微好一些
|
||||
* @param node
|
||||
*/
|
||||
private cascadeUp(node: T) {
|
||||
// 又名Heapify-up
|
||||
let parent = Math.floor(node.queueIndex / 2);
|
||||
while (parent >= 1) {
|
||||
let parentNode = this._nodes[parent];
|
||||
if (this.hasHigherPriority(parentNode, node))
|
||||
break;
|
||||
private cascadeDown(node: T) {
|
||||
// 又名Heapify-down
|
||||
let newParent: T;
|
||||
let finalQueueIndex = node.queueIndex;
|
||||
while (true) {
|
||||
newParent = node;
|
||||
let childLeftIndex = 2 * finalQueueIndex;
|
||||
|
||||
// 节点具有较低的优先级值,因此将其向上移动到堆中
|
||||
// 出于某种原因,使用Swap()比使用单独的操作更快,如CascadeDown()
|
||||
this.swap(node, parentNode);
|
||||
// 检查左子节点的优先级是否高于当前节点
|
||||
if (childLeftIndex > this._numNodes) {
|
||||
// 这可以放在循环之外,但是我们必须检查newParent != node两次
|
||||
node.queueIndex = finalQueueIndex;
|
||||
this._nodes[finalQueueIndex] = node;
|
||||
break;
|
||||
}
|
||||
|
||||
parent = Math.floor(node.queueIndex / 2);
|
||||
let childLeft = this._nodes[childLeftIndex];
|
||||
if (this.hasHigherPriority(childLeft, newParent)) {
|
||||
newParent = childLeft;
|
||||
}
|
||||
|
||||
// 检查右子节点的优先级是否高于当前节点或左子节点
|
||||
let childRightIndex = childLeftIndex + 1;
|
||||
if (childRightIndex <= this._numNodes) {
|
||||
let childRight = this._nodes[childRightIndex];
|
||||
if (this.hasHigherPriority(childRight, newParent)) {
|
||||
newParent = childRight;
|
||||
}
|
||||
}
|
||||
|
||||
// 如果其中一个子节点具有更高(更小)的优先级,则交换并继续级联
|
||||
if (newParent != node) {
|
||||
// 将新的父节点移动到它的新索引
|
||||
// 节点将被移动一次,这样做比调用Swap()少一个赋值操作。
|
||||
this._nodes[finalQueueIndex] = newParent;
|
||||
|
||||
let temp = newParent.queueIndex;
|
||||
newParent.queueIndex = finalQueueIndex;
|
||||
finalQueueIndex = temp;
|
||||
} else {
|
||||
// 参见上面的笔记
|
||||
node.queueIndex = finalQueueIndex;
|
||||
this._nodes[finalQueueIndex] = node;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 当没有内联时,性能会稍微好一些
|
||||
* @param node
|
||||
*/
|
||||
private cascadeUp(node: T) {
|
||||
// 又名Heapify-up
|
||||
let parent = Math.floor(node.queueIndex / 2);
|
||||
while (parent >= 1) {
|
||||
let parentNode = this._nodes[parent];
|
||||
if (this.hasHigherPriority(parentNode, node))
|
||||
break;
|
||||
|
||||
// 节点具有较低的优先级值,因此将其向上移动到堆中
|
||||
// 出于某种原因,使用Swap()比使用单独的操作更快,如CascadeDown()
|
||||
this.swap(node, parentNode);
|
||||
|
||||
parent = Math.floor(node.queueIndex / 2);
|
||||
}
|
||||
}
|
||||
|
||||
private swap(node1: T, node2: T) {
|
||||
// 交换节点
|
||||
this._nodes[node1.queueIndex] = node2;
|
||||
this._nodes[node2.queueIndex] = node1;
|
||||
|
||||
// 交换他们的indicies
|
||||
let temp = node1.queueIndex;
|
||||
node1.queueIndex = node2.queueIndex;
|
||||
node2.queueIndex = temp;
|
||||
}
|
||||
|
||||
/**
|
||||
* 如果higher的优先级高于lower,则返回true,否则返回false。
|
||||
* 注意,调用HasHigherPriority(节点,节点)(即。两个参数为同一个节点)将返回false
|
||||
* @param higher
|
||||
* @param lower
|
||||
*/
|
||||
private hasHigherPriority(higher: T, lower: T) {
|
||||
return (higher.priority < lower.priority ||
|
||||
(higher.priority == lower.priority && higher.insertionIndex < lower.insertionIndex));
|
||||
}
|
||||
}
|
||||
|
||||
private swap(node1: T, node2: T) {
|
||||
// 交换节点
|
||||
this._nodes[node1.queueIndex] = node2;
|
||||
this._nodes[node2.queueIndex] = node1;
|
||||
|
||||
// 交换他们的indicies
|
||||
let temp = node1.queueIndex;
|
||||
node1.queueIndex = node2.queueIndex;
|
||||
node2.queueIndex = temp;
|
||||
}
|
||||
|
||||
/**
|
||||
* 如果higher的优先级高于lower,则返回true,否则返回false。
|
||||
* 注意,调用HasHigherPriority(节点,节点)(即。两个参数为同一个节点)将返回false
|
||||
* @param higher
|
||||
* @param lower
|
||||
*/
|
||||
private hasHigherPriority(higher: T, lower: T) {
|
||||
return (higher.priority < lower.priority ||
|
||||
(higher.priority == lower.priority && higher.insertionIndex < lower.insertionIndex));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,14 +1,16 @@
|
||||
class PriorityQueueNode {
|
||||
/**
|
||||
* 插入此节点的优先级。在将节点添加到队列之前必须设置
|
||||
*/
|
||||
public priority: number = 0;
|
||||
/**
|
||||
* 由优先级队列使用-不要编辑此值。表示插入节点的顺序
|
||||
*/
|
||||
public insertionIndex: number = 0;
|
||||
/**
|
||||
* 由优先级队列使用-不要编辑此值。表示队列中的当前位置
|
||||
*/
|
||||
public queueIndex: number = 0;
|
||||
}
|
||||
module es {
|
||||
export class PriorityQueueNode {
|
||||
/**
|
||||
* 插入此节点的优先级。在将节点添加到队列之前必须设置
|
||||
*/
|
||||
public priority: number = 0;
|
||||
/**
|
||||
* 由优先级队列使用-不要编辑此值。表示插入节点的顺序
|
||||
*/
|
||||
public insertionIndex: number = 0;
|
||||
/**
|
||||
* 由优先级队列使用-不要编辑此值。表示队列中的当前位置
|
||||
*/
|
||||
public queueIndex: number = 0;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,41 +1,43 @@
|
||||
/**
|
||||
* 计算路径给定的IUnweightedGraph和开始/目标位置
|
||||
*/
|
||||
class BreadthFirstPathfinder {
|
||||
public static search<T>(graph: IUnweightedGraph<T>, start: T, goal: T): T[]{
|
||||
let foundPath = false;
|
||||
let frontier = [];
|
||||
frontier.unshift(start);
|
||||
module es {
|
||||
/**
|
||||
* 计算路径给定的IUnweightedGraph和开始/目标位置
|
||||
*/
|
||||
export class BreadthFirstPathfinder {
|
||||
public static search<T>(graph: IUnweightedGraph<T>, start: T, goal: T): T[]{
|
||||
let foundPath = false;
|
||||
let frontier = [];
|
||||
frontier.unshift(start);
|
||||
|
||||
let cameFrom = new Map<T, T>();
|
||||
cameFrom.set(start, start);
|
||||
let cameFrom = new Map<T, T>();
|
||||
cameFrom.set(start, start);
|
||||
|
||||
while (frontier.length > 0){
|
||||
let current = frontier.shift();
|
||||
if (JSON.stringify(current) == JSON.stringify(goal)){
|
||||
foundPath = true;
|
||||
break;
|
||||
while (frontier.length > 0){
|
||||
let current = frontier.shift();
|
||||
if (JSON.stringify(current) == JSON.stringify(goal)){
|
||||
foundPath = true;
|
||||
break;
|
||||
}
|
||||
|
||||
graph.getNeighbors(current).forEach(next => {
|
||||
if (!this.hasKey(cameFrom, next)){
|
||||
frontier.unshift(next);
|
||||
cameFrom.set(next, current);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
graph.getNeighbors(current).forEach(next => {
|
||||
if (!this.hasKey(cameFrom, next)){
|
||||
frontier.unshift(next);
|
||||
cameFrom.set(next, current);
|
||||
}
|
||||
});
|
||||
return foundPath ? AStarPathfinder.recontructPath(cameFrom, start, goal) : null;
|
||||
}
|
||||
|
||||
return foundPath ? AStarPathfinder.recontructPath(cameFrom, start, goal) : null;
|
||||
}
|
||||
private static hasKey<T>(map: Map<T, T>, compareKey: T){
|
||||
let iterator = map.keys();
|
||||
let r: IteratorResult<T>;
|
||||
while (r = iterator.next() , !r.done) {
|
||||
if (JSON.stringify(r.value) == JSON.stringify(compareKey))
|
||||
return true;
|
||||
}
|
||||
|
||||
private static hasKey<T>(map: Map<T, T>, compareKey: T){
|
||||
let iterator = map.keys();
|
||||
let r: IteratorResult<T>;
|
||||
while (r = iterator.next() , !r.done) {
|
||||
if (JSON.stringify(r.value) == JSON.stringify(compareKey))
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,7 +1,9 @@
|
||||
interface IUnweightedGraph<T>{
|
||||
/**
|
||||
* getNeighbors方法应该返回从传入的节点可以到达的任何相邻节点。
|
||||
* @param node
|
||||
*/
|
||||
getNeighbors(node: T): T[];
|
||||
}
|
||||
module es {
|
||||
export interface IUnweightedGraph<T>{
|
||||
/**
|
||||
* getNeighbors方法应该返回从传入的节点可以到达的任何相邻节点。
|
||||
* @param node
|
||||
*/
|
||||
getNeighbors(node: T): T[];
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,16 +1,18 @@
|
||||
/**
|
||||
* 一个未加权图的基本实现。所有的边都被缓存。这种类型的图最适合于非基于网格的图。
|
||||
* 作为边添加的任何节点都必须在边字典中有一个条目作为键。
|
||||
*/
|
||||
class UnweightedGraph<T> implements IUnweightedGraph<T> {
|
||||
public edges: Map<T, T[]> = new Map<T, T[]>();
|
||||
module es {
|
||||
/**
|
||||
* 一个未加权图的基本实现。所有的边都被缓存。这种类型的图最适合于非基于网格的图。
|
||||
* 作为边添加的任何节点都必须在边字典中有一个条目作为键。
|
||||
*/
|
||||
export class UnweightedGraph<T> implements IUnweightedGraph<T> {
|
||||
public edges: Map<T, T[]> = new Map<T, T[]>();
|
||||
|
||||
public addEdgesForNode(node: T, edges: T[]){
|
||||
this.edges.set(node, edges);
|
||||
return this;
|
||||
}
|
||||
public addEdgesForNode(node: T, edges: T[]){
|
||||
this.edges.set(node, edges);
|
||||
return this;
|
||||
}
|
||||
|
||||
public getNeighbors(node: T){
|
||||
return this.edges.get(node);
|
||||
public getNeighbors(node: T){
|
||||
return this.edges.get(node);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,61 +1,63 @@
|
||||
///<reference path="../../../Math/Vector2.ts" />
|
||||
/**
|
||||
* 基本的未加权网格图形用于BreadthFirstPathfinder
|
||||
*/
|
||||
class UnweightedGridGraph implements IUnweightedGraph<Vector2> {
|
||||
private static readonly CARDINAL_DIRS: Vector2[] = [
|
||||
new Vector2(1, 0),
|
||||
new Vector2(0, -1),
|
||||
new Vector2(-1, 0),
|
||||
new Vector2(0, -1)
|
||||
];
|
||||
module es {
|
||||
/**
|
||||
* 基本的未加权网格图形用于BreadthFirstPathfinder
|
||||
*/
|
||||
export class UnweightedGridGraph implements IUnweightedGraph<Vector2> {
|
||||
private static readonly CARDINAL_DIRS: Vector2[] = [
|
||||
new Vector2(1, 0),
|
||||
new Vector2(0, -1),
|
||||
new Vector2(-1, 0),
|
||||
new Vector2(0, -1)
|
||||
];
|
||||
|
||||
private static readonly COMPASS_DIRS = [
|
||||
new Vector2(1, 0),
|
||||
new Vector2(1, -1),
|
||||
new Vector2(0, -1),
|
||||
new Vector2(-1, -1),
|
||||
new Vector2(-1, 0),
|
||||
new Vector2(-1, 1),
|
||||
new Vector2(0, 1),
|
||||
new Vector2(1, 1),
|
||||
];
|
||||
private static readonly COMPASS_DIRS = [
|
||||
new Vector2(1, 0),
|
||||
new Vector2(1, -1),
|
||||
new Vector2(0, -1),
|
||||
new Vector2(-1, -1),
|
||||
new Vector2(-1, 0),
|
||||
new Vector2(-1, 1),
|
||||
new Vector2(0, 1),
|
||||
new Vector2(1, 1),
|
||||
];
|
||||
|
||||
public walls: Vector2[] = [];
|
||||
public walls: Vector2[] = [];
|
||||
|
||||
private _width: number;
|
||||
private _hegiht: number;
|
||||
private _width: number;
|
||||
private _hegiht: number;
|
||||
|
||||
private _dirs: Vector2[];
|
||||
private _neighbors: Vector2[] = new Array(4);
|
||||
private _dirs: Vector2[];
|
||||
private _neighbors: Vector2[] = new Array(4);
|
||||
|
||||
constructor(width: number, height: number, allowDiagonalSearch: boolean = false) {
|
||||
this._width = width;
|
||||
this._hegiht = height;
|
||||
this._dirs = allowDiagonalSearch ? UnweightedGridGraph.COMPASS_DIRS : UnweightedGridGraph.CARDINAL_DIRS;
|
||||
constructor(width: number, height: number, allowDiagonalSearch: boolean = false) {
|
||||
this._width = width;
|
||||
this._hegiht = height;
|
||||
this._dirs = allowDiagonalSearch ? UnweightedGridGraph.COMPASS_DIRS : UnweightedGridGraph.CARDINAL_DIRS;
|
||||
}
|
||||
|
||||
public isNodeInBounds(node: Vector2): boolean {
|
||||
return 0 <= node.x && node.x < this._width && 0 <= node.y && node.y < this._hegiht;
|
||||
}
|
||||
|
||||
public isNodePassable(node: Vector2): boolean {
|
||||
return !this.walls.firstOrDefault(wall => JSON.stringify(wall) == JSON.stringify(node));
|
||||
}
|
||||
|
||||
public getNeighbors(node: Vector2) {
|
||||
this._neighbors.length = 0;
|
||||
|
||||
this._dirs.forEach(dir => {
|
||||
let next = new Vector2(node.x + dir.x, node.y + dir.y);
|
||||
if (this.isNodeInBounds(next) && this.isNodePassable(next))
|
||||
this._neighbors.push(next);
|
||||
});
|
||||
|
||||
return this._neighbors;
|
||||
}
|
||||
|
||||
public search(start: Vector2, goal: Vector2): Vector2[] {
|
||||
return BreadthFirstPathfinder.search(this, start, goal);
|
||||
}
|
||||
}
|
||||
|
||||
public isNodeInBounds(node: Vector2): boolean {
|
||||
return 0 <= node.x && node.x < this._width && 0 <= node.y && node.y < this._hegiht;
|
||||
}
|
||||
|
||||
public isNodePassable(node: Vector2): boolean {
|
||||
return !this.walls.firstOrDefault(wall => JSON.stringify(wall) == JSON.stringify(node));
|
||||
}
|
||||
|
||||
public getNeighbors(node: Vector2) {
|
||||
this._neighbors.length = 0;
|
||||
|
||||
this._dirs.forEach(dir => {
|
||||
let next = new Vector2(node.x + dir.x, node.y + dir.y);
|
||||
if (this.isNodeInBounds(next) && this.isNodePassable(next))
|
||||
this._neighbors.push(next);
|
||||
});
|
||||
|
||||
return this._neighbors;
|
||||
}
|
||||
|
||||
public search(start: Vector2, goal: Vector2): Vector2[] {
|
||||
return BreadthFirstPathfinder.search(this, start, goal);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,14 +1,16 @@
|
||||
interface IWeightedGraph<T>{
|
||||
/**
|
||||
*
|
||||
* @param node
|
||||
*/
|
||||
getNeighbors(node: T): T[];
|
||||
module es {
|
||||
export interface IWeightedGraph<T>{
|
||||
/**
|
||||
*
|
||||
* @param node
|
||||
*/
|
||||
getNeighbors(node: T): T[];
|
||||
|
||||
/**
|
||||
*
|
||||
* @param from
|
||||
* @param to
|
||||
*/
|
||||
cost(from: T, to: T): number;
|
||||
}
|
||||
/**
|
||||
*
|
||||
* @param from
|
||||
* @param to
|
||||
*/
|
||||
cost(from: T, to: T): number;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,67 +1,69 @@
|
||||
///<reference path="../../../Math/Vector2.ts" />
|
||||
/**
|
||||
* 支持一种加权节点的基本网格图
|
||||
*/
|
||||
class WeightedGridGraph implements IWeightedGraph<Vector2> {
|
||||
public static readonly CARDINAL_DIRS = [
|
||||
new Vector2(1, 0),
|
||||
new Vector2(0, -1),
|
||||
new Vector2(-1, 0),
|
||||
new Vector2(0, 1)
|
||||
];
|
||||
module es {
|
||||
/**
|
||||
* 支持一种加权节点的基本网格图
|
||||
*/
|
||||
export class WeightedGridGraph implements IWeightedGraph<Vector2> {
|
||||
public static readonly CARDINAL_DIRS = [
|
||||
new Vector2(1, 0),
|
||||
new Vector2(0, -1),
|
||||
new Vector2(-1, 0),
|
||||
new Vector2(0, 1)
|
||||
];
|
||||
|
||||
private static readonly COMPASS_DIRS = [
|
||||
new Vector2(1, 0),
|
||||
new Vector2(1, -1),
|
||||
new Vector2(0, -1),
|
||||
new Vector2(-1, -1),
|
||||
new Vector2(-1, 0),
|
||||
new Vector2(-1, 1),
|
||||
new Vector2(0, 1),
|
||||
new Vector2(1, 1),
|
||||
];
|
||||
private static readonly COMPASS_DIRS = [
|
||||
new Vector2(1, 0),
|
||||
new Vector2(1, -1),
|
||||
new Vector2(0, -1),
|
||||
new Vector2(-1, -1),
|
||||
new Vector2(-1, 0),
|
||||
new Vector2(-1, 1),
|
||||
new Vector2(0, 1),
|
||||
new Vector2(1, 1),
|
||||
];
|
||||
|
||||
public walls: Vector2[] = [];
|
||||
public weightedNodes: Vector2[] = [];
|
||||
public defaultWeight = 1;
|
||||
public weightedNodeWeight = 5;
|
||||
public walls: Vector2[] = [];
|
||||
public weightedNodes: Vector2[] = [];
|
||||
public defaultWeight = 1;
|
||||
public weightedNodeWeight = 5;
|
||||
|
||||
private _width: number;
|
||||
private _height: number;
|
||||
private _dirs: Vector2[];
|
||||
private _neighbors: Vector2[] = new Array(4);
|
||||
private _width: number;
|
||||
private _height: number;
|
||||
private _dirs: Vector2[];
|
||||
private _neighbors: Vector2[] = new Array(4);
|
||||
|
||||
constructor(width: number, height: number, allowDiagonalSearch: boolean = false){
|
||||
this._width = width;
|
||||
this._height = height;
|
||||
this._dirs = allowDiagonalSearch ? WeightedGridGraph.COMPASS_DIRS : WeightedGridGraph.CARDINAL_DIRS;
|
||||
constructor(width: number, height: number, allowDiagonalSearch: boolean = false){
|
||||
this._width = width;
|
||||
this._height = height;
|
||||
this._dirs = allowDiagonalSearch ? WeightedGridGraph.COMPASS_DIRS : WeightedGridGraph.CARDINAL_DIRS;
|
||||
}
|
||||
|
||||
public isNodeInBounds(node: Vector2){
|
||||
return 0 <= node.x && node.x < this._width && 0 <= node.y && node.y < this._height;
|
||||
}
|
||||
|
||||
public isNodePassable(node: Vector2): boolean {
|
||||
return !this.walls.firstOrDefault(wall => JSON.stringify(wall) == JSON.stringify(node));
|
||||
}
|
||||
|
||||
public search(start: Vector2, goal: Vector2){
|
||||
return WeightedPathfinder.search(this, start, goal);
|
||||
}
|
||||
|
||||
public getNeighbors(node: Vector2): Vector2[]{
|
||||
this._neighbors.length = 0;
|
||||
|
||||
this._dirs.forEach(dir => {
|
||||
let next = new Vector2(node.x + dir.x, node.y + dir.y);
|
||||
if (this.isNodeInBounds(next) && this.isNodePassable(next))
|
||||
this._neighbors.push(next);
|
||||
});
|
||||
|
||||
return this._neighbors;
|
||||
}
|
||||
|
||||
public cost(from: Vector2, to: Vector2): number{
|
||||
return this.weightedNodes.find(t => JSON.stringify(t) == JSON.stringify(to)) ? this.weightedNodeWeight : this.defaultWeight;
|
||||
}
|
||||
}
|
||||
|
||||
public isNodeInBounds(node: Vector2){
|
||||
return 0 <= node.x && node.x < this._width && 0 <= node.y && node.y < this._height;
|
||||
}
|
||||
|
||||
public isNodePassable(node: Vector2): boolean {
|
||||
return !this.walls.firstOrDefault(wall => JSON.stringify(wall) == JSON.stringify(node));
|
||||
}
|
||||
|
||||
public search(start: Vector2, goal: Vector2){
|
||||
return WeightedPathfinder.search(this, start, goal);
|
||||
}
|
||||
|
||||
public getNeighbors(node: Vector2): Vector2[]{
|
||||
this._neighbors.length = 0;
|
||||
|
||||
this._dirs.forEach(dir => {
|
||||
let next = new Vector2(node.x + dir.x, node.y + dir.y);
|
||||
if (this.isNodeInBounds(next) && this.isNodePassable(next))
|
||||
this._neighbors.push(next);
|
||||
});
|
||||
|
||||
return this._neighbors;
|
||||
}
|
||||
|
||||
public cost(from: Vector2, to: Vector2): number{
|
||||
return this.weightedNodes.find(t => JSON.stringify(t) == JSON.stringify(to)) ? this.weightedNodeWeight : this.defaultWeight;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,83 +1,85 @@
|
||||
class WeightedNode<T> extends PriorityQueueNode {
|
||||
public data: T;
|
||||
module es {
|
||||
export class WeightedNode<T> extends PriorityQueueNode {
|
||||
public data: T;
|
||||
|
||||
constructor(data: T){
|
||||
super();
|
||||
this.data = data;
|
||||
constructor(data: T){
|
||||
super();
|
||||
this.data = data;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
class WeightedPathfinder {
|
||||
public static search<T>(graph: IWeightedGraph<T>, start: T, goal: T){
|
||||
let foundPath = false;
|
||||
export class WeightedPathfinder {
|
||||
public static search<T>(graph: IWeightedGraph<T>, start: T, goal: T){
|
||||
let foundPath = false;
|
||||
|
||||
let cameFrom = new Map<T, T>();
|
||||
cameFrom.set(start, start);
|
||||
let cameFrom = new Map<T, T>();
|
||||
cameFrom.set(start, start);
|
||||
|
||||
let costSoFar = new Map<T, number>();
|
||||
let frontier = new PriorityQueue<WeightedNode<T>>(1000);
|
||||
frontier.enqueue(new WeightedNode<T>(start), 0);
|
||||
let costSoFar = new Map<T, number>();
|
||||
let frontier = new PriorityQueue<WeightedNode<T>>(1000);
|
||||
frontier.enqueue(new WeightedNode<T>(start), 0);
|
||||
|
||||
costSoFar.set(start, 0);
|
||||
costSoFar.set(start, 0);
|
||||
|
||||
while (frontier.count > 0){
|
||||
let current = frontier.dequeue();
|
||||
|
||||
if (JSON.stringify(current.data) == JSON.stringify(goal)){
|
||||
foundPath = true;
|
||||
break;
|
||||
while (frontier.count > 0){
|
||||
let current = frontier.dequeue();
|
||||
|
||||
if (JSON.stringify(current.data) == JSON.stringify(goal)){
|
||||
foundPath = true;
|
||||
break;
|
||||
}
|
||||
|
||||
graph.getNeighbors(current.data).forEach(next => {
|
||||
let newCost = costSoFar.get(current.data) + graph.cost(current.data, next);
|
||||
if (!this.hasKey(costSoFar, next) || newCost < costSoFar.get(next)){
|
||||
costSoFar.set(next, newCost);
|
||||
let priprity = newCost;
|
||||
frontier.enqueue(new WeightedNode<T>(next), priprity);
|
||||
cameFrom.set(next, current.data);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
graph.getNeighbors(current.data).forEach(next => {
|
||||
let newCost = costSoFar.get(current.data) + graph.cost(current.data, next);
|
||||
if (!this.hasKey(costSoFar, next) || newCost < costSoFar.get(next)){
|
||||
costSoFar.set(next, newCost);
|
||||
let priprity = newCost;
|
||||
frontier.enqueue(new WeightedNode<T>(next), priprity);
|
||||
cameFrom.set(next, current.data);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
return foundPath ? this.recontructPath(cameFrom, start, goal) : null;
|
||||
}
|
||||
|
||||
private static hasKey<T>(map: Map<T, number>, compareKey: T){
|
||||
let iterator = map.keys();
|
||||
let r: IteratorResult<T>;
|
||||
while (r = iterator.next() , !r.done) {
|
||||
if (JSON.stringify(r.value) == JSON.stringify(compareKey))
|
||||
return true;
|
||||
return foundPath ? this.recontructPath(cameFrom, start, goal) : null;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
private static hasKey<T>(map: Map<T, number>, compareKey: T){
|
||||
let iterator = map.keys();
|
||||
let r: IteratorResult<T>;
|
||||
while (r = iterator.next() , !r.done) {
|
||||
if (JSON.stringify(r.value) == JSON.stringify(compareKey))
|
||||
return true;
|
||||
}
|
||||
|
||||
private static getKey<T>(map: Map<T, T>, compareKey: T){
|
||||
let iterator = map.keys();
|
||||
let valueIterator = map.values();
|
||||
let r: IteratorResult<T>;
|
||||
let v: IteratorResult<T>;
|
||||
while (r = iterator.next(), v = valueIterator.next(), !r.done) {
|
||||
if (JSON.stringify(r.value) == JSON.stringify(compareKey))
|
||||
return v.value;
|
||||
return false;
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
private static getKey<T>(map: Map<T, T>, compareKey: T){
|
||||
let iterator = map.keys();
|
||||
let valueIterator = map.values();
|
||||
let r: IteratorResult<T>;
|
||||
let v: IteratorResult<T>;
|
||||
while (r = iterator.next(), v = valueIterator.next(), !r.done) {
|
||||
if (JSON.stringify(r.value) == JSON.stringify(compareKey))
|
||||
return v.value;
|
||||
}
|
||||
|
||||
public static recontructPath<T>(cameFrom: Map<T, T>, start: T, goal: T): T[]{
|
||||
let path = [];
|
||||
let current = goal;
|
||||
path.push(goal);
|
||||
|
||||
while (current != start){
|
||||
current = this.getKey(cameFrom, current);
|
||||
path.push(current);
|
||||
return null;
|
||||
}
|
||||
|
||||
path.reverse();
|
||||
public static recontructPath<T>(cameFrom: Map<T, T>, start: T, goal: T): T[]{
|
||||
let path = [];
|
||||
let current = goal;
|
||||
path.push(goal);
|
||||
|
||||
return path;
|
||||
while (current != start){
|
||||
current = this.getKey(cameFrom, current);
|
||||
path.push(current);
|
||||
}
|
||||
|
||||
path.reverse();
|
||||
|
||||
return path;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user