Try improving priority
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@ -30,37 +30,24 @@ public static partial class Pathfinder
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return speed is 0 ? double.MaxValue : distance / speed;
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}
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private static double GetPriority(OsmNode current, OsmNode? previous, OsmEdge edge, Tag.SpeedType vehicle, RegionManager regionManager)
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//TODO when refs are imported use same road
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private static double GetPriority(OsmNode current, OsmEdge edge, Tag.SpeedType vehicle, RegionManager regionManager)
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{
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if (vehicle == Tag.SpeedType.any)
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return 1;
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const double roadPriorityFactor = 1;
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const double junctionFactor = 2;
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const double wayChangeFactor = 2;
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const double roadPriorityFactor = 1;
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const double roadSpeedFactor = 0.0001;
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Region r = regionManager.GetRegion(current.coordinates)!;
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double roadPriority = GetPriorityVehicleRoad(edge, vehicle, r) * 0.1 * roadPriorityFactor;
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double roadSpeed = regionManager.GetSpeedForEdge(current, edge.wayId, vehicle);
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if(vehicle == Tag.SpeedType.pedestrian)
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return (current.directDistanceToGoal / roadSpeed) * roadPriority;
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ulong previousWayId = UInt64.MaxValue;
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if (previous?.edges is not null)
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{
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foreach (OsmEdge e in previous.edges)
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if (e.neighborId.Equals(current.nodeId))
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{
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previousWayId = e.wayId;
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break;
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}
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}
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double roadPriority = GetPriorityVehicleRoad(edge, vehicle, r) * roadPriorityFactor;
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double roadSpeed = regionManager.GetSpeedForEdge(current, edge.wayId, vehicle) * roadSpeedFactor;
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double junctionPriority = (current.edges.Count > 2 ? 1 : 0) * junctionFactor;
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double wayChange = (previousWayId != edge.wayId ? 1 : 0) * wayChangeFactor;
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if(vehicle == Tag.SpeedType.car)
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return (current.directDistanceToGoal / roadSpeed) * roadPriority * ((junctionPriority + wayChange) / 2);
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if (vehicle == Tag.SpeedType.pedestrian)
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return current.directDistanceToGoal / roadPriority;
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if (vehicle == Tag.SpeedType.car)
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return current.directDistanceToGoal / roadPriority;
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return double.MaxValue;
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}
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@ -83,23 +70,21 @@ public static partial class Pathfinder
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case WayType.trunk_link:
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case WayType.primary:
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case WayType.primary_link:
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return 1;
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return 7;
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case WayType.secondary:
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case WayType.secondary_link:
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return 2;
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case WayType.tertiary:
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case WayType.tertiary_link:
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return 3;
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return 4;
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case WayType.unclassified:
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case WayType.residential:
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case WayType.road:
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return 4;
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case WayType.living_street:
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case WayType.service:
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case WayType.track:
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return 5;
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return 2;
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default:
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return 100;
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return 1;
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}
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}
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if (vehicle == Tag.SpeedType.pedestrian)
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@ -113,20 +98,20 @@ public static partial class Pathfinder
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case WayType.steps:
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case WayType.residential:
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case WayType.living_street:
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return 1;
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return 10;
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case WayType.service:
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case WayType.cycleway:
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case WayType.bridleway:
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case WayType.road:
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case WayType.track:
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case WayType.unclassified:
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return 2;
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return 5;
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case WayType.tertiary:
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case WayType.tertiary_link:
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case WayType.escape:
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return 5;
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return 2;
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default:
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return 100;
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return 1;
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}
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}
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@ -21,6 +21,7 @@ public static partial class Pathfinder
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while (toVisit.Count > 0)
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{
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OsmNode currentNode = toVisit.Dequeue();
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Console.WriteLine($"{toVisit.Count} {currentNode.directDistanceToGoal}");
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foreach (OsmEdge edge in currentNode.edges.Where(
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edge => regionManager.TestValidConnectionForType(currentNode, edge, vehicle)))
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@ -52,8 +53,8 @@ public static partial class Pathfinder
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return GetRouteFromCalc(goalNode, regionManager);
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}
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if (!toVisit.UnorderedItems.Any(item => item.Element.Equals(neighbor)))
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toVisit.Enqueue(neighbor, GetPriority(currentNode, currentNode.previousPathNode, edge, vehicle, regionManager));
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//if (!toVisit.UnorderedItems.Any(item => item.Element.Equals(neighbor)))
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toVisit.Enqueue(neighbor, GetPriority(currentNode, edge, vehicle, regionManager));
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}
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}
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}
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