本文整理汇总了C#中Heap.Pop方法的典型用法代码示例。如果您正苦于以下问题:C# Heap.Pop方法的具体用法?C# Heap.Pop怎么用?C# Heap.Pop使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Heap
的用法示例。
在下文中一共展示了Heap.Pop方法的6个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: Dijkstra
public static void Dijkstra(List<Tuple<int, int>>[] adj, int source, out int[] dist, out int[] pred)
{
int inf = int.MaxValue;
int N = adj.Length;
dist = new int[N];
pred = new int[N];
for (int i = 0; i < N; i++)
dist[i] = inf;
dist[source] = 0;
Heap<int, int> heap = new Heap<int, int>(N, true);
heap.Push(source, 0);
while (!heap.IsEmpty())
{
int u = heap.PeekData();
if (dist[u] != heap.Pop().Priority) continue;
foreach (var tuple in adj[u])
{
int v = tuple.Item1;
int uvWeight = tuple.Item2;
if (dist[v] > dist[u] + uvWeight)
{
dist[v] = dist[u] + uvWeight;
pred[v] = u;
heap.Push(v, dist[v]);
}
}
}
}
示例2: CalculatePath
//Calculates the path from a start to finish using the A* Pathfinding algorithm
IEnumerator CalculatePath(Vector3 startPosition, Vector3 endPosition)
{
Vector3[] waypoints = new Vector3[0];
bool success = false;
Node startNode = grid.NodeFromPoint(startPosition);//Creates a node from the point
Node endNode = grid.NodeFromPoint(endPosition);
if (endNode.Walkable ) { //See if the end node is a walkable object or it is a resource
Heap<Node> open = new Heap<Node> (grid.MaxGridSize);
HashSet<Node> closed = new HashSet<Node> ();
open.Add (startNode);
while (open.Count > 0) {
Node current = open.Pop ();//Removes first node in heap and re-sorts it
closed.Add (current);//Adds the node to the closed list
if (current == endNode) {
success = true;
break;
}
foreach (Node neighbour in grid.GetNeighbours(current)) {//Traverses through the neighbours of the nodes
if (!neighbour.Walkable || closed.Contains (neighbour)) {
continue;
}
int costToNeighbour = current.G + GetDist (current, neighbour);
if (costToNeighbour < neighbour.G || !open.Contains (neighbour)) {//If the cost to neighbour < neighbouring g value
neighbour.G = costToNeighbour;
neighbour.H = GetDist (neighbour, endNode);
neighbour.Parent = current;
if (!open.Contains (neighbour)) {
open.Add (neighbour); //Adds the neighbour to the heap
}
else{
open.UpdateItem(neighbour); // Resort the heap to include the neighbour
}
}
}
}
}
yield return null;//Makes wait for one frame
if (success) // If successfully calculates path
{
waypoints = ReversePath(startNode, endNode); //reverse path since path is stored from end to beginning
}
request.FinishedProcessing(waypoints, success);
}
示例3: Main
static void Main(string[] args)
{
Heap test = new Heap();
test.Push(120);
test.Push(230);
test.Push(610);
test.Push(20);
test.Push(620);
//test.Push(4);
//test.Push(50);
Console.WriteLine(test.Top());
test.Pop();
Console.WriteLine(test.Top());
Console.ReadKey();
}
示例4: AStar
// Range: -1 Access: 0 Flags: ( 0, 4, 255 )
public static dynamic AStar( dynamic start = null, dynamic end = null, Mob_Living_SimpleAnimal atom = null, System.Reflection.MethodInfo dist = null, dynamic maxnodes = null, dynamic maxnodedepth = null, dynamic mintargetdist = null, System.Reflection.MethodInfo adjacent = null, Ent_Item_Weapon_Card_Id id = null, dynamic exclude = null, bool? simulated_only = null ) {
Heap open = null;
ByTable closed = null;
ByTable path = null;
dynamic cur = null;
bool? closeenough = null;
dynamic L = null;
dynamic T = null;
dynamic newg = null;
PathNode PN = null;
dynamic T2 = null;
double? i = null;
if ( maxnodedepth == null ) {
maxnodedepth = 30;
}
if ( adjacent == null ) {
adjacent = typeof(Tile).GetMethod( "reachableAdjacentTurfs" );
}
if ( id == null ) {
id = null;
}
if ( exclude == null ) {
exclude = null;
}
if ( simulated_only == null ) {
simulated_only = true;
}
if ( Lang13.Bool( maxnodes ) ) {
if ( Lang13.Double( Lang13.call( Lang13.bindf( start, dist ), end ) ) > Lang13.Double( maxnodes ) ) {
return 0;
}
maxnodedepth = maxnodes;
}
open = new Heap( typeof(GlobalFuncs).GetMethod( "HeapPathWeightCompare" ) );
closed = new ByTable();
path = null;
start = GlobalFuncs.get_turf( start );
if ( !Lang13.Bool( start ) ) {
return 0;
}
open.Insert( new PathNode( start, null, false, Lang13.call( Lang13.bindf( start, dist ), end ), false ) );
while (!open.IsEmpty() && !( path != null )) {
cur = open.Pop();
closed.Add( cur.source );
closeenough = null;
if ( Lang13.Bool( mintargetdist ) ) {
closeenough = Lang13.Double( Lang13.call( Lang13.bindf( cur.source, dist ), end ) ) <= Lang13.Double( mintargetdist );
}
if ( Lang13.Bool( maxnodedepth ) && Lang13.Double( cur.nt ) > Lang13.Double( maxnodedepth ) ) {
continue;
}
if ( cur.source == end || closeenough == true ) {
path = new ByTable();
path.Add( cur.source );
while (Lang13.Bool( cur.prevNode )) {
cur = cur.prevNode;
path.Add( cur.source );
}
break;
}
L = Lang13.call( Lang13.bindf( cur.source, adjacent ), atom, id, simulated_only );
T = null;
foreach (dynamic _a in L ) {
T = _a;
if ( T == exclude || closed.contains( T ) ) {
continue;
}
newg = cur.g + Lang13.call( Lang13.bindf( cur.source, dist ), T );
if ( !Lang13.Bool( T.PNode ) ) {
open.Insert( new PathNode( T, cur, Lang13.Bool( newg ), Lang13.call( Lang13.bindf( T, dist ), end ), Lang13.Bool( cur.nt + 1 ) ) );
} else if ( Lang13.Double( newg ) < Lang13.Double( T.PNode.g ) ) {
T.PNode.prevNode = cur;
T.PNode.g = newg;
((dynamic)T.PNode).calc_f();
T.PNode.nt = cur.nt + 1;
open.ReSort( T.PNode );
}
};
}
PN = null;
foreach (dynamic _b in open.L ) {
if ( !( _b is PathNode ) ) {
continue;
}
PN = _b;
PN.source.PNode = null;
};
T2 = null;
foreach (dynamic _c in closed ) {
T2 = _c;
T2.PNode = null;
};
if ( path != null ) {
i = null;
i = 1;
while (( i ??0) <= path.len / 2) {
path.Swap( ((int)( i )), ((int)( path.len - ( i ??0) + 1 )) );
i++;
}
//.........这里部分代码省略.........
示例5: FindPath
/// <summary>
/// Finds the shortest path from the start node to the goal node
/// </summary>
/// <param name="startPosition">Start position</param>
/// <param name="goalPosition">Goal position</param>
/// <param name="startMeshNode">Start mesh node</param>
/// <param name="goalMeshNode">Goal mesh node</param>
public List<NavmeshPolygon> FindPath(Vector3 startPosition, Vector3 goalPosition, NavmeshPolygon startPolygon, NavmeshPolygon goalPolygon)
{
//Debug.Log("AStar.FindPath");
//Debug.Log("startPosition == " + startPosition);
//Debug.Log("goalPosition == " + goalPosition);
StartPosition = startPosition;
GoalPosition = goalPosition;
GoalNode = new AStarNode(this, null, goalPolygon, 0);
StartNode = new AStarNode(this, null, startPolygon, 0);
Heap openList = new Heap();
Heap closedList = new Heap();
List<AStarNode> solution = new List<AStarNode>();
List<AStarNode> successors = new List<AStarNode>();
int printed = 0;
openList.Add(StartNode);
while (openList.Count > 0) {
//Debug.Log("AStar:main loop");
// Get the node with the lowest TotalSum
AStarNode nodeCurrent = (AStarNode)openList.Pop();
if (printed < 1000){
//Debug.Log("Current polygon: " + nodeCurrent.NavmeshPolygon.name + " - " + nodeCurrent.TotalCost);
printed++;
}
// If the node is the goal copy the path to the solution array
if (GoalNode.Equals(nodeCurrent)) {
//Debug.Log("AStar:finish loop");
while (nodeCurrent != null) {
solution.Insert(0, nodeCurrent);
nodeCurrent = nodeCurrent.Parent;
}
//convert solution
//Debug.Log("Path found");
return solution.ConvertAll(an => an.NavmeshPolygon);
}
// Get successors to the current node
successors.Clear();
nodeCurrent.GetSuccessors(successors);
foreach (AStarNode nodeSuccessor in successors) {
//Debug.Log("AStar:successor loop");
// Test if the currect successor node is on the open list, if it is and
// the TotalSum is higher, we will throw away the current successor.
//Debug.Log("AStarNode nodeOpen");
AStarNode nodeOpen;
if (openList.Contains(nodeSuccessor)) {
//Debug.Log("openList check: nodeSuccessor (" + nodeSuccessor.NavmeshPolygon.name + ") - " + nodeSuccessor.TotalCost);
//Debug.Log("openList contains nodeSuccessor");
//Debug.Log("nodeOpen = (AStarNode)openList[openList.IndexOf(nodeSuccessor)];");
nodeOpen = (AStarNode)openList.GetEqual(nodeSuccessor);
//Debug.Log("openList check: nodeOpen (" + nodeOpen.NavmeshPolygon.name + ") - " + nodeOpen.TotalCost);
//Debug.Log("if ((nodeOpen != null) && (nodeSuccessor.TotalCost > nodeOpen.TotalCost))");
if ((nodeOpen != null) && (nodeSuccessor.TotalCost > nodeOpen.TotalCost)){
//Debug.Log("continue;");
//Debug.Log("openList check: continued");
continue;
} else {
//Debug.Log("openList check: not continued");
}
}
// Test if the currect successor node is on the closed list, if it is and
// the TotalSum is higher, we will throw away the current successor.
//Debug.Log("AStarNode nodeClosed;");
AStarNode nodeClosed;
//Debug.Log("if (closedList.Contains(nodeSuccessor)) {");
if (closedList.Contains(nodeSuccessor)) {
//Debug.Log("closedList check: nodeSuccessor (" + nodeSuccessor.NavmeshPolygon.name + ") - " + nodeSuccessor.TotalCost);
//Debug.Log("closedList contains nodeSuccessor");
//Debug.Log("nodeClosed = (AStarNode)closedList[closedList.IndexOf(nodeSuccessor)];");
nodeClosed = (AStarNode)closedList.GetEqual(nodeSuccessor);
//Debug.Log("closedList check: nodeClosed (" + nodeClosed.NavmeshPolygon.name + ") - " + nodeClosed.TotalCost);
//Debug.Log("if ((nodeClosed != null) && (nodeSuccessor.TotalCost > nodeClosed.TotalCost))");
if ((nodeClosed != null) && (nodeSuccessor.TotalCost > nodeClosed.TotalCost)){
//Debug.Log("continue;");
continue;
}
}
// Remove the old successor from the open list
//Debug.Log("openList.Remove(nodeSuccessor);");
openList.Remove(nodeSuccessor);
// Remove the old successor from the closed list
//Debug.Log("closedList.Remove(nodeSuccessor);");
closedList.Remove(nodeSuccessor);
// Add the current successor to the open list
//.........这里部分代码省略.........
示例6: FindPath
IEnumerator FindPath(Vector3 startPos, Vector3 targetPos)
{
Node startNode = NodeGrid.NodeFromWorldPoint(startPos);
Node targetNode = NodeGrid.NodeFromWorldPoint(targetPos);
Vector3[] waypoints = new Vector3[0];
bool pathSuccess = false;
if (startNode.Walkable && targetNode.Walkable)
{
Heap<Node> openSet = new Heap<Node>(NodeGrid.MaxSize);
HashSet<Node> closedSet = new HashSet<Node>();
openSet.Push(startNode);
while (openSet.Count > 0)
{
Node currentNode = openSet.Pop();
closedSet.Add(currentNode);
if (currentNode == targetNode)
{
pathSuccess = true;
break;
}
foreach (Node neighbour in NodeGrid.GetNeighbours(currentNode))
{
if (!neighbour.Walkable || closedSet.Contains(neighbour))
{
continue;
}
int newMovementCostToNeighbor = currentNode.gCost + GetDistance(currentNode, neighbour) + neighbour.MovementPenalty;
if (newMovementCostToNeighbor < neighbour.gCost || !openSet.Contains(neighbour))
{
neighbour.gCost = newMovementCostToNeighbor;
neighbour.hCost = GetDistance(neighbour, targetNode);
neighbour.Parent = currentNode;
}
if (!openSet.Contains(neighbour))
{
openSet.Push(neighbour);
}
else
{
openSet.UpdateItem(neighbour);
}
}
}
}
yield return null;
if (pathSuccess)
{
waypoints = RetracePath(startNode, targetNode);
if(waypoints == null || waypoints.Length == 0)
{
waypoints = new Vector3[1];
waypoints[0] = targetNode.WorldPosition;
}
}
RequestManager.FinishedProcessingPath(waypoints, pathSuccess);
}