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MapSearchNode.h
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executable file
·179 lines (137 loc) · 3.45 KB
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#ifndef MAPSEARCHNODE_H_
#define MAPSEARCHNODE_H_
#include "stlastar.h" // See header for copyright and usage information
#include <iostream>
#include <stdio.h>
#include <vector>
#include <cmath>
using namespace std;
class MapSearchNode
{
public:
int x; // the (x,y) positions of the node
int y;
static int MAP_WIDTH;
static int MAP_HEIGHT;
static std::vector<int> map;
MapSearchNode() {
x = y = 0;
}
MapSearchNode( int px, int py ) {
x=px; y=py;
}
private:
int GetMap( int x, int y );
public:
//void loadMap(std::vector<int> access_map);
float GoalDistanceEstimate( MapSearchNode &nodeGoal );
bool IsGoal( MapSearchNode &nodeGoal );
bool GetSuccessors( AStarSearch<MapSearchNode> *astarsearch, MapSearchNode *parent_node );
float GetCost( MapSearchNode &successor );
bool IsSameState( MapSearchNode &rhs );
void PrintNodeInfo();
};
int MapSearchNode::GetMap( int x, int y ){
if( x < 0 ||
x >= MAP_WIDTH ||
y < 0 ||
y >= MAP_HEIGHT
)
{
return 9;
}
return map[(x*MAP_HEIGHT)+y];
}
bool MapSearchNode::IsSameState( MapSearchNode &rhs )
{
// same state in a maze search is simply when (x,y) are the same
if( (x == rhs.x) &&
(y == rhs.y) )
{
return true;
}
else
{
return false;
}
}
void MapSearchNode::PrintNodeInfo()
{
char str[100];
sprintf( str, "Node position : (%d,%d)\n", x,y );
cout << str;
}
// Here's the heuristic function that estimates the distance from a Node
// to the Goal.
float MapSearchNode::GoalDistanceEstimate( MapSearchNode &nodeGoal )
{
float xd = float( ( (float)x - (float)nodeGoal.x ) );
float yd = float( ( (float)y - (float)nodeGoal.y) );
return (xd + yd);
/*
float dist = sqrt( pow(xd, 2.0) + pow(yd, 2.0) );
return dist;
*/
}
bool MapSearchNode::IsGoal( MapSearchNode &nodeGoal )
{
if( (x == nodeGoal.x) &&
(y == nodeGoal.y) )
{
return true;
}
return false;
}
// This generates the successors to the given Node. It uses a helper function called
// AddSuccessor to give the successors to the AStar class. The A* specific initialisation
// is done for each node internally, so here you just set the state information that
// is specific to the application
bool MapSearchNode::GetSuccessors( AStarSearch<MapSearchNode> *astarsearch, MapSearchNode *parent_node )
{
int parent_x = -1;
int parent_y = -1;
if( parent_node )
{
parent_x = parent_node->x;
parent_y = parent_node->y;
}
MapSearchNode NewNode;
// push each possible move except allowing the search to go backwards
if( (GetMap( x-1, y ) < 9)
&& !((parent_x == x-1) && (parent_y == y))
)
{
NewNode = MapSearchNode( x-1, y );
astarsearch->AddSuccessor( NewNode );
}
if( (GetMap( x, y-1 ) < 9)
&& !((parent_x == x) && (parent_y == y-1))
)
{
NewNode = MapSearchNode( x, y-1 );
astarsearch->AddSuccessor( NewNode );
}
if( (GetMap( x+1, y ) < 9)
&& !((parent_x == x+1) && (parent_y == y))
)
{
NewNode = MapSearchNode( x+1, y );
astarsearch->AddSuccessor( NewNode );
}
if( (GetMap( x, y+1 ) < 9)
&& !((parent_x == x) && (parent_y == y+1))
)
{
NewNode = MapSearchNode( x, y+1 );
astarsearch->AddSuccessor( NewNode );
}
return true;
}
// given this node, what does it cost to move to successor. In the case
// of our map the answer is the map terrain value at this node since that is
// conceptually where we're moving
float MapSearchNode::GetCost( MapSearchNode &successor )
{
return (float) GetMap( x, y );
}
#endif