Add Constructor nonPriorityRoadSpeedPenalty (default 0.9)
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@ -6,10 +6,11 @@ using OSM_Regions;
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namespace astar
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{
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public class Astar(ValueTuple<float, float, float, float>? priorityWeights = null, int? explorationMultiplier = null)
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public class Astar(ValueTuple<float, float, float, float>? priorityWeights = null, int? explorationMultiplier = null, float? nonPriorityRoadSpeedPenalty = null)
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{
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private readonly ValueTuple<float, float, float, float> DefaultPriorityWeights = priorityWeights ?? new(0.7f, 1.08f, 0, 0);
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private readonly int _explorationMultiplier = explorationMultiplier ?? 200;
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private readonly float _nonPriorityRoadSpeedPenalty = nonPriorityRoadSpeedPenalty ?? 0.9f;
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public Route FindPath(float startLat, float startLon, float endLat, float endLon, float regionSize, bool car = true, PathMeasure pathing = PathMeasure.Distance, string? importFolderPath = null, ILogger? logger = null)
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{
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@ -79,7 +80,7 @@ namespace astar
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return PathFound(graph, meetingEnds!.Value.Item1, meetingEnds.Value.Item2, car, logger);
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}
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private static ValueTuple<Node, Node>? ExploreSide(bool fromStart, Graph graph, PriorityQueue<ulong, int> toVisit, RegionLoader rl, PriorityHelper priorityHelper, Node goalNode, bool car, ValueTuple<float,float,float,float> ratingWeights, PathMeasure pathing, ILogger? logger = null)
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private ValueTuple<Node, Node>? ExploreSide(bool fromStart, Graph graph, PriorityQueue<ulong, int> toVisit, RegionLoader rl, PriorityHelper priorityHelper, Node goalNode, bool car, ValueTuple<float,float,float,float> ratingWeights, PathMeasure pathing, ILogger? logger = null)
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{
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ulong currentNodeId = toVisit.Dequeue();
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Node currentNode = graph.Nodes[currentNodeId];
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@ -93,7 +94,7 @@ namespace astar
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if(!IsNeighborReachable(speed, wayId.Value, fromStart, way, car))
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continue;
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if (car && !way.IsPriorityRoad())
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speed = (byte)(speed * 0.75f);
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speed = (byte)(speed * _nonPriorityRoadSpeedPenalty);
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Node neighborNode = graph.Nodes[neighborId];
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@ -138,7 +139,7 @@ namespace astar
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if(!IsNeighborReachable(speed, wayId.Value, fromStart, way, car))
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continue;
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if (car && !way.IsPriorityRoad())
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speed = (byte)(speed * 0.75f);
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speed = (byte)(speed * _nonPriorityRoadSpeedPenalty);
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Node neighborNode = graph.Nodes[neighborId];
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