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using Logging ;
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using GeoGraph ;
using GeoGraph.Utils ;
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namespace astar
{
public class Astar
{
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private Dictionary < Node , float > timeRequired = new ( ) ;
private Dictionary < Node , float > goalDistance = new ( ) ;
private Dictionary < Node , Node > previousNode = new ( ) ;
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public Route FindPath ( Graph graph , Node start , Node goal , Logger ? logger )
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{
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logger ? . Log ( LogLevel . INFO , "From {0:000.00000}#{1:000.00000} to {2:000.00000}#{3:000.00000} Great-Circle {4:00000.00}km" , start . lat , start . lon , goal . lat , goal . lon , Utils . DistanceBetweenNodes ( start , goal ) / 1000 ) ;
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List < Node > toVisit = new ( ) ;
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toVisit . Add ( start ) ;
Node currentNode = start ;
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SetTimeRequiredToReach ( start , 0 ) ;
SetDistanceToGoal ( start , Convert . ToSingle ( Utils . DistanceBetweenNodes ( start , goal ) ) ) ;
while ( toVisit . Count > 0 & & GetTimeRequiredToReach ( toVisit [ 0 ] ) < GetTimeRequiredToReach ( goal ) )
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{
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currentNode = toVisit . First ( ) ;
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logger ? . Log ( LogLevel . VERBOSE , "toVisit-length: {0} path-length: {1} goal-distance: {2}" , toVisit . Count , timeRequired [ currentNode ] , goalDistance [ currentNode ] ) ;
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//Check all neighbors of current node
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foreach ( Edge e in currentNode . edges )
{
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if ( GetTimeRequiredToReach ( e . neighbor ) > GetTimeRequiredToReach ( currentNode ) + e . time )
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{
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SetDistanceToGoal ( e . neighbor , Convert . ToSingle ( Utils . DistanceBetweenNodes ( e . neighbor , goal ) ) ) ;
SetTimeRequiredToReach ( e . neighbor , GetTimeRequiredToReach ( currentNode ) + e . time ) ;
SetPreviousNodeOf ( e . neighbor , currentNode ) ;
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if ( ! toVisit . Contains ( e . neighbor ) )
toVisit . Add ( e . neighbor ) ;
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}
}
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toVisit . Remove ( currentNode ) ; //"Mark" as visited
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toVisit . Sort ( CompareDistance ) ;
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}
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if ( GetPreviousNodeOf ( goal ) ! = null )
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{
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logger ? . Log ( LogLevel . INFO , "Way found, shortest option." ) ;
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currentNode = goal ;
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}
else
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{
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logger ? . Log ( LogLevel . INFO , "No path between {0:000.00000}#{1:000.00000} and {2:000.00000}#{3:000.00000}" , start . lat , start . lon , goal . lat , goal . lon ) ;
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return new Route ( new List < Step > ( ) , false , float . MaxValue , float . MaxValue ) ;
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}
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#pragma warning disable CS8604 , CS8600 // Route was found, so has to have a previous node and edges
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List < Node > tempNodes = new ( ) ;
tempNodes . Add ( goal ) ;
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while ( currentNode ! = start )
{
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tempNodes . Add ( GetPreviousNodeOf ( currentNode ) ) ;
currentNode = GetPreviousNodeOf ( currentNode ) ;
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}
tempNodes . Reverse ( ) ;
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List < Step > steps = new ( ) ;
float totalDistance = 0 ;
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for ( int i = 0 ; i < tempNodes . Count - 1 ; i + + )
{
Edge e = tempNodes [ i ] . GetEdgeToNode ( tempNodes [ i + 1 ] ) ;
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steps . Add ( new Step ( tempNodes [ i ] , e , GetTimeRequiredToReach ( tempNodes [ i ] ) , GetDistanceToGoal ( tempNodes [ i ] ) ) ) ;
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totalDistance + = e . distance ;
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}
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Route _route = new Route ( steps , true , totalDistance , GetTimeRequiredToReach ( goal ) ) ;
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logger ? . Log ( LogLevel . INFO , "Path found" ) ;
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if ( logger ? . level > LogLevel . INFO )
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{
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float time = 0 ;
float distance = 0 ;
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logger ? . Log ( LogLevel . DEBUG , "Route Distance: {0:00000.00km} Time: {1}" , _route . distance / 1000 , TimeSpan . FromSeconds ( _route . time ) ) ;
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for ( int i = 0 ; i < _route . steps . Count ; i + + )
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{
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Step s = _route . steps [ i ] ;
time + = s . edge . time ;
distance + = s . edge . distance ;
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logger ? . Log ( LogLevel . DEBUG , "Step {0:000} From {1:000.00000}#{2:000.00000} To {3:000.00000}#{4:000.00000} along {5:0000000000} after {6} and {7:0000.00}km" , i , s . start . lat , s . start . lon , s . edge . neighbor . lat , s . edge . neighbor . lon , s . edge . id , TimeSpan . FromSeconds ( timeRequired [ s . start ] ) , distance / 1000 ) ;
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}
}
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return _route ;
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#pragma warning restore CS8604 , CS8600
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}
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/ *
* Compares two nodes and returns the node closer to the goal
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* - 1 = > n1 smaller n2
* 0 = > n1 equal n2
* 1 = > n1 larger n2
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* /
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private int CompareDistance ( Node n1 , Node n2 )
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{
if ( n1 = = null | | n2 = = null )
return 0 ;
else
{
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if ( GetDistanceToGoal ( n1 ) < GetDistanceToGoal ( n2 ) )
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return - 1 ;
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else if ( GetDistanceToGoal ( n1 ) > GetDistanceToGoal ( n2 ) )
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return 1 ;
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else return 0 ;
}
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}
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/ *
* Compares two nodes and returns the node with the shorter path
* - 1 = > n1 smaller n2
* 0 = > n1 equal n2
* 1 = > n1 larger n2
* /
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private int ComparePathLength ( Node n1 , Node n2 )
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{
if ( n1 = = null | | n2 = = null )
return 0 ;
else
{
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if ( GetTimeRequiredToReach ( n1 ) < GetTimeRequiredToReach ( n2 ) )
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return - 1 ;
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else if ( GetTimeRequiredToReach ( n1 ) > GetTimeRequiredToReach ( n2 ) )
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return 1 ;
else return 0 ;
}
}
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private float GetTimeRequiredToReach ( Node n )
{
if ( timeRequired . TryGetValue ( n , out float t ) )
{
return t ;
}
else
{
return float . MaxValue ;
}
}
private void SetTimeRequiredToReach ( Node n , float t )
{
if ( ! timeRequired . TryAdd ( n , t ) )
timeRequired [ n ] = t ;
}
private float GetDistanceToGoal ( Node n )
{
if ( goalDistance . TryGetValue ( n , out float t ) )
{
return t ;
}
else
{
return float . MaxValue ;
}
}
private void SetDistanceToGoal ( Node n , float d )
{
if ( ! goalDistance . TryAdd ( n , d ) )
goalDistance [ n ] = d ;
}
private Node ? GetPreviousNodeOf ( Node n )
{
if ( previousNode . TryGetValue ( n , out Node ? t ) )
{
return t ;
} else
{
return null ;
}
}
private void SetPreviousNodeOf ( Node n , Node p )
{
if ( ! previousNode . TryAdd ( n , p ) )
previousNode [ n ] = p ;
}
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}
}