📄 pathfinderalgorythms.cs
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if( squareDirections == SquareDirectionsSet.BOTTOMLEFT || squareDirections == SquareDirectionsSet.BOTTOMRIGHT
|| squareDirections == SquareDirectionsSet.TOPBOTTOM || squareDirections == SquareDirectionsSet.ALL
&& bottomSquare != null && bottomSquare.SquareType == "TOPBOTTOM" || bottomSquare.SquareType == "FOURWAYS"
|| bottomSquare.SquareType == "TOPLEFT" || bottomSquare.SquareType == "TOPRIGHT" || bottomSquare.SquareType == "FOOD"
|| bottomSquare.SquareType == "NEST" )
{
bIsBottomAvailable = true;
}
/// is the left square available
if( squareDirections == SquareDirectionsSet.BOTTOMLEFT || squareDirections == SquareDirectionsSet.LEFTRIGHT
|| squareDirections == SquareDirectionsSet.TOPLEFT || squareDirections == SquareDirectionsSet.ALL
&& leftSquare != null && leftSquare.SquareType == "LEFTRIGHT" || leftSquare.SquareType == "FOURWAYS"
|| leftSquare.SquareType == "BOTTOMRIGHT" || leftSquare.SquareType == "TOPRIGHT" || leftSquare.SquareType == "FOOD"
|| leftSquare.SquareType == "NEST" )
{
bIsLeftAvailable = true;
}
/// now do the ants
if( critter is Ant )
{
Ant currentAnt = ( Ant )critter;
int nTopPheromone = 0;
int nRightPheromone = 0;
int nBottomPheromone = 0;
int nLeftPheromone = 0;
/// currentAnt.Log.Clear();
/// get the pheromone counts
if( bIsTopAvailable == true && topSquare != null )
nTopPheromone = topSquare.PathFoodPheromone;
if( bIsRightAvailable == true && rightSquare != null )
nRightPheromone = rightSquare.PathFoodPheromone;
if( bIsBottomAvailable == true && bottomSquare != null )
nBottomPheromone = bottomSquare.PathFoodPheromone;
if( bIsLeftAvailable == true && leftSquare != null )
nLeftPheromone = leftSquare.PathFoodPheromone;
FuzzyDecision topDecision = new FuzzyDecision( "TOP" );
FuzzyDecision rightDecision = new FuzzyDecision( "RIGHT" );
FuzzyDecision bottomDecision = new FuzzyDecision( "BOTTOM" );
FuzzyDecision leftDecision = new FuzzyDecision( "LEFT" );
/// decide which way you want to move
/// At present there are only the available moves +
/// the do not follow strongest pheromone option +
/// try to avoid occupied squares
/// work out the top decision
if( bIsTopAvailable == true )
{
/// validates the decision even if no pheromone
topDecision.IncrementDecision();
topDecision.IsValid = true;
/// should we follow the highest pheromone
if( currentAnt.DontAlwaysFollowStrongestPheromone == true
&& topSquare != null
&& topSquare.PathFoodPheromone > 0 )
topDecision.DecrementDecision();
if( currentAnt.IsReturningHome == false
&& topSquare != null
&& topSquare.SquareType == "NEST" )
topDecision.DecrementDecision();
}
if( bIsRightAvailable == true )
{
rightDecision.IncrementDecision();
rightDecision.IsValid = true;
if( currentAnt.DontAlwaysFollowStrongestPheromone == true
&& rightSquare != null
&& rightSquare.PathFoodPheromone > 0 )
rightDecision.DecrementDecision();
if( currentAnt.IsReturningHome == false
&& rightSquare != null
&& rightSquare.SquareType == "NEST" )
rightDecision.DecrementDecision();
}
if( bIsBottomAvailable == true )
{
bottomDecision.IncrementDecision();
bottomDecision.IsValid = true;
if( currentAnt.DontAlwaysFollowStrongestPheromone == true
&& bottomSquare != null
&& bottomSquare.PathFoodPheromone > 0 )
bottomDecision.DecrementDecision();
if( currentAnt.IsReturningHome == false
&& bottomSquare != null
&& bottomSquare.SquareType == "NEST" )
bottomDecision.DecrementDecision();
}
if( bIsLeftAvailable == true )
{
leftDecision.IncrementDecision();
leftDecision.IsValid = true;
if( currentAnt.DontAlwaysFollowStrongestPheromone == true
&& leftSquare != null
&& leftSquare.PathFoodPheromone > 0 )
leftDecision.DecrementDecision();
if( currentAnt.IsReturningHome == false
&& leftSquare != null
&& leftSquare.SquareType == "NEST" )
leftDecision.DecrementDecision();
}
/// choose the square
/// Check that the potential squares are valid and that the decision
/// for moving there is a valid decision.
FuzzyDecision decision = new FuzzyDecision();
/// if one is the home square move to it
if( topSquare != null
&& topSquare.SquareType == "NEST" )
topDecision.IncrementDecision();
if( rightSquare != null
&& rightSquare.SquareType == "NEST" )
rightDecision.IncrementDecision();
if( bottomSquare != null
&& bottomSquare.SquareType == "NEST" )
bottomDecision.IncrementDecision();
if( leftSquare != null
&& leftSquare.SquareType == "NEST" )
leftDecision.IncrementDecision();
/// if one is the food square move to it
if( currentAnt.IsReturningHome == false )
{
if( topSquare != null
&& topSquare.SquareType == "FOOD"
&& currentAnt.HasFoundFood == false )
topDecision.IncrementDecision();
if( rightSquare != null
&& rightSquare.SquareType == "FOOD"
&& currentAnt.HasFoundFood == false )
rightDecision.IncrementDecision();
if( bottomSquare != null
&& bottomSquare.SquareType == "FOOD"
&& currentAnt.HasFoundFood == false )
bottomDecision.IncrementDecision();
if( leftSquare != null
&& leftSquare.SquareType == "FOOD"
&& currentAnt.HasFoundFood == false )
leftDecision.IncrementDecision();
}
/// if searching moving backwards is undesirable
if( currentAnt.IsReturningHome == false )
{
if( directionLastTravelled == DirectionLastTravelledSet.TOP
&& bottomDecision.IsValid == true )
bottomDecision.DecrementDecision();
else if( directionLastTravelled == DirectionLastTravelledSet.RIGHT
&& leftDecision.IsValid == true )
leftDecision.DecrementDecision();
else if( directionLastTravelled == DirectionLastTravelledSet.BOTTOM
&& topDecision.IsValid == true )
topDecision.DecrementDecision();
else if( directionLastTravelled == DirectionLastTravelledSet.LEFT
&& rightDecision.IsValid == true )
rightDecision.DecrementDecision();
else
{
}
/// improve the chances of moving forwards
if( directionLastTravelled == DirectionLastTravelledSet.TOP
&& topDecision.IsValid == true )
topDecision.IncrementDecision();
else if( directionLastTravelled == DirectionLastTravelledSet.RIGHT
&& rightDecision.IsValid == true )
rightDecision.IncrementDecision();
else if( directionLastTravelled == DirectionLastTravelledSet.BOTTOM
&& bottomDecision.IsValid == true )
bottomDecision.IncrementDecision();
else if( directionLastTravelled == DirectionLastTravelledSet.LEFT
&& leftDecision.IsValid == true )
leftDecision.IncrementDecision();
else
{
}
}
/// try to avoid any squares that are already occupied
if( currentAnt.TryToAvoidOccupiedSquares == true
&& currentAnt.IsReturningHome == false )
{
if( topSquare != null
&& topSquare.IsCritterOnSquare == true
&& topDecision.IsValid == true )
{
topDecision.DecrementDecision();
topDecision.DecrementDecision();
}
if( rightSquare != null
&& rightSquare.IsCritterOnSquare == true
&& rightDecision.IsValid == true )
{
rightDecision.DecrementDecision();
rightDecision.DecrementDecision();
}
if( bottomSquare != null
&& bottomSquare.IsCritterOnSquare == true
&& bottomDecision.IsValid == true )
{
bottomDecision.DecrementDecision();
bottomDecision.DecrementDecision();
}
if( leftSquare != null
&& leftSquare.IsCritterOnSquare == true
&& leftDecision.IsValid == true )
{
leftDecision.DecrementDecision();
leftDecision.DecrementDecision();
}
}
/// see if we are repeating the same moves over and over
if( currentAnt.IsRepeatingOnce == true
&& currentAnt.IsReturningHome == false
&& currentSquare.Name != "NEST" )
{
/// see if there is another way to move
switch( currentAnt.GetDirectionTravelledAt( 3 ) )
{
case ( int )DirectionLastTravelledSet.NONE: ; break;
case ( int )DirectionLastTravelledSet.TOP:
{
if( rightDecision.IsValid == true )
rightDecision.IncrementDecision();
if( bottomDecision.IsValid == true )
{
bottomDecision.IncrementDecision();
}
if( leftDecision.IsValid == true )
leftDecision.IncrementDecision();
}break;
case ( int )DirectionLastTravelledSet.RIGHT:
{
if( topDecision.IsValid == true )
topDecision.IncrementDecision();
if( bottomDecision.IsValid == true )
bottomDecision.IncrementDecision();
if( leftDecision.IsValid == true )
{
leftDecision.IncrementDecision();
}
}break;
case ( int )DirectionLastTravelledSet.BOTTOM:
{
if( topDecision.IsValid == true )
{
topDecision.IncrementDecision();
}
if( rightDecision.IsValid == true )
rightDecision.IncrementDecision();
if( leftDecision.IsValid == true )
leftDecision.IncrementDecision();
}break;
case ( int )DirectionLastTravelledSet.LEFT:
{
if( topDecision.IsValid == true )
topDecision.IncrementDecision();
if( rightDecision.IsValid == true )
{
rightDecision.IncrementDecision();
}
if( bottomDecision.IsValid == true )
bottomDecision.IncrementDecision();
}break;
default:; break;
}
}
/// check for pheromone following
if( currentAnt.IsReturningHome == false
&& topSquare != null
&& topSquare.SquareType != "NEST"
&& topSquare.PathFoodPheromone > 0
&& topDecision.IsValid == true )
{
topDecision.IncrementDecision();
topDecision.IncrementDecision();
}
if( currentAnt.IsReturningHome == false
&& rightSquare != null
&& rightSquare.SquareType != "NEST"
&& rightSquare.PathFoodPheromone > 0
&& rightDecision.IsValid == true )
{
rightDecision.IncrementDecision();
rightDecision.IncrementDecision();
}
if( currentAnt.IsReturningHome == false
&& bottomSquare != null
&& bottomSquare.SquareType != "NEST"
&& bottomSquare.PathFoodPheromone > 0
&& bottomDecision.IsValid == true )
{
bottomDecision.IncrementDecision();
bottomDecision.IncrementDecision();
}
if( currentAnt.IsReturningHome == false
&& leftSquare != null
&& leftSquare.SquareType != "NEST"
&& leftSquare.PathFoodPheromone > 0
&& leftDecision.IsValid == true )
{
leftDecision.IncrementDecision();
leftDecision.IncrementDecision();
}
/// if returning home improve chances of moving forwards
if( currentAnt.IsReturningHome == true
&& topSquare != null
&& topSquare.SquareType != "NEST"
&& topSquare.PathFoodPheromone == 0
&& topDecision.IsValid == true )
{
topDecision.IncrementDecision();
}
if( currentAnt.IsReturningHome == true
&& rightSquare != null
&& rightSquare.SquareType != "NEST"
&& rightSquare.PathFoodPheromone == 0
&& rightDecision.IsValid == true )
{
rightDecision.IncrementDecision();
}
if( currentAnt.IsReturningHome == true
&& bottomSquare != null
&& bottomSquare.SquareType != "NEST"
&& bottomSquare.PathFoodPheromone == 0
&& bottomDecision.IsValid == true )
{
bottomDecision.IncrementDecision();
}
if( currentAnt.IsReturningHome == true
&& leftSquare != null
&& leftSquare.SquareType != "NEST"
&& leftSquare.PathFoodPheromone == 0
&& leftDecision.IsValid == true )
{
leftDecision.IncrementDecision();
}
/// make the decision
if( topSquare != null
&& topDecision.IsValid == true )
{
if( rightDecision.IsValid == false )
decision = topDecision;
else
decision = topDecision.Compare( rightDecision );
}
if( rightSquare != null
&& rightDecision.IsValid == true )
{
if( decision.IsValid == false )
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