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📄 pathfinderalgorythms.cs

📁 包括Pheromones Algorythm、Memory Algorythm和Hill Climbing Algorythm I
💻 CS
📖 第 1 页 / 共 5 页
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						decision = rightDecision;
					else
						decision = rightDecision.Compare( decision );
				}
				if( bottomSquare != null
					&& bottomDecision.IsValid == true )
				{
					if( decision.IsValid == false )
						decision = bottomDecision;
					else
						decision = bottomDecision.Compare( decision );
				}
				if( leftSquare != null
					&& leftDecision.IsValid == true )
				{
					if( decision.IsValid == false )
						decision = leftDecision;
					else
						decision = leftDecision.Compare( decision );
				}


	
				/// update the current square before decisions are changed
				if( currentAnt.HasFoundFood == true 
					&& currentAnt.IsReturningHome == true )
				{
					currentSquare.IncrementPathFoodPheromone();
					currentSquare.IncrementPathFoodPheromone();
					currentSquare.IncrementPathFoodPheromone();
				}
						
				DecideSquareForAnt( ref availableSquares, ref currentAnt, decision );
						
			}
		}

		public void PheromonesAlgorythm( ref ArrayList availableSquares, ref Critter critter, DirectionLastTravelledSet directionLastTravelled, SquareDirectionsSet squareDirections )
		{
			/// get the squares
			StandardSquare topSquare = ( StandardSquare )availableSquares[ ( int )ArrayPositionSet.TOP ];
			StandardSquare rightSquare = ( StandardSquare )availableSquares[ ( int )ArrayPositionSet.RIGHT ];
			StandardSquare bottomSquare = ( StandardSquare )availableSquares[ ( int )ArrayPositionSet.BOTTOM ];
			StandardSquare leftSquare = ( StandardSquare )availableSquares[ ( int )ArrayPositionSet.LEFT ];
			StandardSquare currentSquare = ( StandardSquare )availableSquares[ ( int )ArrayPositionSet.CURRENT ];

			bool bIsTopAvailable = false;
			bool bIsRightAvailable = false;
			bool bIsBottomAvailable = false;
			bool bIsLeftAvailable = false;
					
			
			/// is the top available
			if( squareDirections == SquareDirectionsSet.TOPBOTTOM || squareDirections == SquareDirectionsSet.TOPLEFT
				|| squareDirections == SquareDirectionsSet.TOPRIGHT || squareDirections == SquareDirectionsSet.ALL
				&& topSquare != null && topSquare.SquareType == "BOTTOMLEFT" || topSquare.SquareType == "BOTTOMRIGHT"
				|| topSquare.SquareType == "FOURWAYS" || topSquare.SquareType == "TOPBOTTOM" || topSquare.SquareType == "FOOD"
				|| topSquare.SquareType == "NEST" )
			{
				bIsTopAvailable = true;
			}
					
			/// is the right available
			if( squareDirections == SquareDirectionsSet.BOTTOMRIGHT || squareDirections == SquareDirectionsSet.LEFTRIGHT
				|| squareDirections == SquareDirectionsSet.TOPRIGHT || squareDirections == SquareDirectionsSet.ALL 
				&& rightSquare != null && rightSquare.SquareType == "LEFTRIGHT" || rightSquare.SquareType == "FOURWAYS"
				|| rightSquare.SquareType == "BOTTOMLEFT" || rightSquare.SquareType == "TOPLEFT" || rightSquare.SquareType == "FOOD"
				|| rightSquare.SquareType == "NEST" )
			{
				bIsRightAvailable = true;
			}

			/// is the bottom square available
			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;

				/// 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 + 
				/// 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;

				}
						
						
				if( bIsRightAvailable == true )
				{
					rightDecision.IncrementDecision();
					rightDecision.IsValid = true;

				}


				if( bIsBottomAvailable == true )
				{
					bottomDecision.IncrementDecision();
					bottomDecision.IsValid = true;

				}

				if( bIsLeftAvailable == true )
				{
					leftDecision.IncrementDecision();
					leftDecision.IsValid = true;
				}

				/// 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( critter.IsReturningHome == true )
				{
					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 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
				/// Kind of absolute here 
				/// For ants that haven't found food
				
				if( currentAnt.IsReturningHome == false
					&& topSquare != null 
					&& topSquare.SquareType != "NEST"
					&& topSquare.PathFoodPheromone > 0 
					&& currentAnt.HasFoundFood == false
					&& currentAnt.FindFood == true
					&& topDecision.IsValid == true )
				{
					switch( topSquare.FoodPheromoneDirection )
					{
						case "BOTTOM":
						{
							topDecision.IncrementDecision();
							topDecision.IncrementDecision();
						}break;
						default: 
						{
							topDecision.IncrementDecision(); 
						}break;
					}
				}

				if( currentAnt.IsReturningHome == false
					&& rightSquare != null
					&& rightSquare.SquareType != "NEST"
					&& rightSquare.PathFoodPheromone > 0 
					&& currentAnt.HasFoundFood == false
					&& currentAnt.FindFood == true
					&& rightDecision.IsValid == true )
				{

					switch( rightSquare.FoodPheromoneDirection )
					{
						case "LEFT":
						{
							rightDecision.IncrementDecision();
							rightDecision.IncrementDecision();
						}break;
						default: 
						{
							rightDecision.IncrementDecision(); 
						}break;
					}
				}

				if( currentAnt.IsReturningHome == false 
					&& bottomSquare != null 
					&& bottomSquare.SquareType != "NEST"
					&& bottomSquare.PathFoodPheromone > 0 
					&& currentAnt.HasFoundFood == false
					&& currentAnt.FindFood == true
					&& bottomDecision.IsValid == true )
				{
					switch( bottomSquare.FoodPheromoneDirection )
					{
						case "TOP":
						{
							bottomDecision.IncrementDecision();
							bottomDecision.IncrementDecision();
						}break;
						default: 
						{
							bottomDecision.IncrementDecision();
						}break;
					} 
				}

				if( currentAnt.IsReturningHome == false 
					&& leftSquare != null
					&& leftSquare.SquareType != "NEST"
					&& leftSquare.PathFoodPheromone > 0
					&& currentAnt.HasFoundFood == false
					&& currentAnt.FindFood == true 

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